Grass - Photogrammetry based Environment Texture

Another approach to capture grass practicing photogrammetry. I failed with that one as hell but have also learnt something.
To compensate wind influence and grass height I decided to increase distance from the ground and set focal length to 24mm .. hoping to cover wider area with less details.
To increase camera's height I used tripod's arm but to avoid shoting tripod's legs I changed shooting angle. I managed to take 58, quite sharp and nice angled shots. I processed them to get 35mln polygon highpoly model and.. have found that mesh looks great from one side but is full of gaps from another one. After I baked texture I realized in every place where was a gap I received blurred shit.
Conclusion? Next time I should set camera more perpendicular to the captured surface. Otherwise -especially when surface is not flat like dry sand - every crazy angled shot should be compensated by mirrored one from the other side. Otherwise even hours of fixing in SP won't do much to save the texture.

Final result after hour of fixing

Final result after hour of fixing

Photoscan - 35mln poly highpoly model generated from 58 images

Photoscan - 35mln poly highpoly model generated from 58 images

captured surface and camera positioning. In red I marked mirrored shots I should take to compensate yellow angle but I didn't. In result I had not enough data to fill highpoly model with information across entire surface.

captured surface and camera positioning. In red I marked mirrored shots I should take to compensate yellow angle but I didn't. In result I had not enough data to fill highpoly model with information across entire surface.

Zbrush - using simple plane 3D in Zbrush and new gizmo to build low poly over 35mln poly highpoly

Zbrush - using simple plane 3D in Zbrush and new gizmo to build low poly over 35mln poly highpoly

Gaps on point cloud (left top) causing glitches on final highpoly model (right at the bottom)

Gaps on point cloud (left top) causing glitches on final highpoly model (right at the bottom)

Tiling and a lot of fixing using Substance Painter

Tiling and a lot of fixing using Substance Painter

PBR texture preview

PBR texture preview