Concrete - Photogrammetry based Environment Texture

A concrete material I scanned recently. This is pretty generic and flat surface but if we zoom in we can see how complex this surface actually is. This is the first time when I included this type of closeup shot. It covers just 13mm of the actual surface. I dont know how about you but the first time I zoomed surfaces like this one, I was really surprised how complex they actualy are :). If you like the idea I might try to add it to my future material breakdowns :) and reduce amount of pure worflow shots instead.

Anyway, to create this material I followed my standard workflow, which can be found on my youtube channel:
https://www.youtube.com/c/GrzegorzBaranArt
The material has been added to my Material Library as 'gb_concrete274'
https://gum.co/WJAQy
Cheers!
G.

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

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

Marmoset Toolbag 4 - tiling preview video for the final material

Marmoset Toolbag 4 - live material preview when applied to the flat plane

Source location - a quite long and generic concrete wall. I used this location to capture concrete from two different spots. This is the first one

Source location - a quite long and generic concrete wall. I used this location to capture concrete from two different spots. This is the first one

Source location - area I captured. I used monopod to move the camera. As a scale reference I used ruller (visible at the bottom of the wall)

Source location - area I captured. I used monopod to move the camera. As a scale reference I used ruller (visible at the bottom of the wall)

Source - height details with my shoe used as a scale reference. As you can see its a very flat surface

Source - height details with my shoe used as a scale reference. As you can see its a very flat surface

Source location - even closer shot taken to show surface complexity

Source location - even closer shot taken to show surface complexity

Source - a macro shot showing  13mm wide crop of the actual wall. This way I wanted to show surface complexity even for such simple and flat surface like a concrete wall :D

Source - a macro shot showing 13mm wide crop of the actual wall. This way I wanted to show surface complexity even for such simple and flat surface like a concrete wall :D

Metashape - camera positions and 100mln poly heavy model reconstructed from 135 x24Mpx images. Looks like I missed the line in the middle, which resulted slightly lower quality in the middle of the wall.

Metashape - camera positions and 100mln poly heavy model reconstructed from 135 x24Mpx images. Looks like I missed the line in the middle, which resulted slightly lower quality in the middle of the wall.

ZBrush - lowpoly model coverage over the high poly for baking

ZBrush - lowpoly model coverage over the high poly for baking

Substance Designer - these are settings I used to bake PBR texture-set from the highpoly model

Substance Designer - these are settings I used to bake PBR texture-set from the highpoly model

Unity ArtEngine - node setup I used for auto seam removal with the AI and surface correction. With the 1st mask I marked areas and glitches I wanted AI to rebuild. With the 2nd I marged structural concrete blocks I wanted to be kept in the final material.

Unity ArtEngine - node setup I used for auto seam removal with the AI and surface correction. With the 1st mask I marked areas and glitches I wanted AI to rebuild. With the 2nd I marged structural concrete blocks I wanted to be kept in the final material.

The material and texture set has been added to my material's library:
https://gum.co/WJAQy
as 'gb_concrete274'

The material and texture set has been added to my material's library:
https://gum.co/WJAQy
as 'gb_concrete274'