Plaster Wall - Photogrammetry based Environment Texture

Another scan of plaster wall from the same source location ( https://www.artstation.com/artwork/ZGW0eZ ). This time I scanned the southern wall of the glassworks chimney. The idea behind is to create a set of textures of the same type which can be blended together to remove repetition when used on flat surfaces.
To get more insight into the photogrammetry process I use please join me on my YOUTUBE channel:
https://www.youtube.com/c/GrzegorzBaranArt
Cheers!

PBR preview: Albedo / Normal / Metalness/ Roughness / AmbientOcclusion

PBR preview: Albedo / Normal / Metalness/ Roughness / AmbientOcclusion

Marmoset Toolbag 4 - tiling preview video

Source location - to capture this area I took 1 image with the color checker for coolor callibration and 152 images of surface itself. I used monopod to take set of close shots with wide, 24mm focal length. F-stop was set to 8.

Source location - to capture this area I took 1 image with the color checker for coolor callibration and 152 images of surface itself. I used monopod to take set of close shots with wide, 24mm focal length. F-stop was set to 8.

Source - shot taken as a height and microdetal reference.. I used my shoe as a scale reference. Of course I used a real folded ruler as an actual accurate scale reference to define the reconstruction area, which I put on the ground beneath.

Source - shot taken as a height and microdetal reference.. I used my shoe as a scale reference. Of course I used a real folded ruler as an actual accurate scale reference to define the reconstruction area, which I put on the ground beneath.

Source - surface details - reference image

Source - surface details - reference image

Metashape - camera alignment and surface reconstruction based on 152 24Mpx images

Metashape - camera alignment and surface reconstruction based on 152 24Mpx images

Metashape - surface reconstruction based on 152 24Mpx images - geometry details

Metashape - surface reconstruction based on 152 24Mpx images - geometry details

ZBrush - lowpoly coverage over the highpoly model. As a scale reference I used the ruler visible at the bottom of the scan.

ZBrush - lowpoly coverage over the highpoly model. As a scale reference I used the ruler visible at the bottom of the scan.

Seam removal  and surface tweaks with the ArtEngine's AI. I used mask to mark the areas I wanted the AI to get rid off. The large crack had to be removed as it was too repetitive. I believe things like this should be added as a separate decals at 3D stage

Seam removal and surface tweaks with the ArtEngine's AI. I used mask to mark the areas I wanted the AI to get rid off. The large crack had to be removed as it was too repetitive. I believe things like this should be added as a separate decals at 3D stage

1k real time preview