Sparse Grass Patches 'B' - Photogrammetry based Environment Material

Its basically just a different variation of already scanned and reconstructed material:
https://www.artstation.com/artwork/xD4dNW
The only difference is in the number of grass patches. I basically removed all leafy plants and left the surface with low blade grass clumps.
This way user can author the surface better and reduce its repetition

For those who have access, I added this material to my material's library:
https://gum.co/WJAQy
as 'gb_DirtSparseGrassPatches319b'
Cheers!

PBR preview: Albedo / Normal / Height / Roughness / Ambient Occlusion

PBR preview: Albedo / Normal / Height / Roughness / Ambient Occlusion

My current photogrammetry workflow used for this capture - as you can see I replaced Zbrush with Blender (more details on my youtube channel: https://www.youtube.com/c/GrzegorzBaranArt

My current photogrammetry workflow used for this capture - as you can see I replaced Zbrush with Blender (more details on my youtube channel: https://www.youtube.com/c/GrzegorzBaranArt

Art Engine - automated seam removal. I masked all leafy plants across the surface to get them replaced with the data from unmasked areas. This way I managed to get a material with unleafy grass patches only.

Art Engine - automated seam removal. I masked all leafy plants across the surface to get them replaced with the data from unmasked areas. This way I managed to get a material with unleafy grass patches only.

Material Blending - an example of material blending to remove visual material repetition with base material tile set to 10 times. I use the brush to mix material with less grass patches with the one with more grass patches.

This material and texture-set was added to my material's library:
https://gum.co/WJAQy
as 'gb_DirtSparseGrassPatches319b'

This material and texture-set was added to my material's library:
https://gum.co/WJAQy
as 'gb_DirtSparseGrassPatches319b'