If you're going to model/ sculpt the bumps of the tater tots, that will not only be tedious, but is on top of that time consuming, as well as much more demanding in computing and rendering time.
I'd suggest you make the rest just with shaders.
I got something like this from that method:
![enter image description here](https://cdn.statically.io/img/i.sstatic.net/tTpVDqyf.png)
It is completely procedural, is quickly set up and everything about it (coloring, softness, Displacement/Bump) can be changed without any effort.
But first you have to make sure your render engine is set to cycles, as well as to "experimental" instead of "supported". Further more, you have to add another subdivision surface modifier to the cube and tick the little box next to Adaptive Subdivision.
Here's the node tree and last but not least, make sure to change the Displacement Method (Material > Settings > Surface) to Displacement and Bump, just like in the blue marked area in the picture.
After that everything should work just fine:
![enter image description here](https://cdn.statically.io/img/i.sstatic.net/4ae3EKcL.png)
Alter the settings of the Nodes to adjust the appearence. If you want to, you could switch the Subsurface Scattering Node for a Principled BSDF one.
Hope it helps