Spring Grass - Photogrammetry based Environment Material

The second scan of this year with probably the most tricky environmental surface type to scan - grass. I captured this one with the same, wrong seeting as the previous material I captured, so cross-polarisation set to 45 degree with half glare, and auto exposure without the flash being taken into consideration. Same as the previous one, after some photoediting tweaks turned pretty well, therefore I added it to my material's library:
https://gum.co/WJAQy
as 'gb_grass316'
It was also an opportunity to keep practicing with Blender as a ZBrsh replacement. With this one I have learnt a few more useful things, which I plan to share on my youtube channel soon, when presenting modified workflow for low poly creation.
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 soon: 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 soon: https://www.youtube.com/c/GrzegorzBaranArt

Source location - captured space marked with 2 rulers which I also used as a scale reference while defining low poly coverage

Source location - captured space marked with 2 rulers which I also used as a scale reference while defining low poly coverage

Source location - an image taken to get sense of overal grass scale and depth - with my shoe used as a height reference

Source location - an image taken to get sense of overal grass scale and depth - with my shoe used as a height reference

Metashape - photogrammetry reconstruction based on 192 images

Metashape - photogrammetry reconstruction based on 192 images

Blender - low poly model alginment for further PBR bake

Blender - low poly model alginment for further PBR bake

Substance Designer is still my favourite texture baker as it can handle heavy geometry very reliably.

Substance Designer is still my favourite texture baker as it can handle heavy geometry very reliably.

ArtEngine seam removal - I also used gradient to get rid off very repetetive aerial patches on albedo, height and AO

ArtEngine seam removal - I also used gradient to get rid off very repetetive aerial patches on albedo, height and AO

The material and texture-set was added to my material's library:
https://gum.co/WJAQy
as 'gb_grass316'

The material and texture-set was added to my material's library:
https://gum.co/WJAQy
as 'gb_grass316'