What sort of cave? Personally I always use a plane to outline the main features, then sub divide and add the rocky detail, often rather than doing it by hand adding a heightmap displacement or something.
Let me take the time to demonstrate

Outline
SubDivide
Sculpt
Texture
Texturing is very easy given that your actually working to a plane so all the UV points should react like one, so there's no lining up or crap like that to stop stretching.

While that looks pathetic on it's own, when you have a few walls, bend over the top and look at it from the 3rd person, with some proper lightmapping it does give a very nice effect and cheaply.