Rock - Photogrammetry based Environment Texture

And another rocky surface scanned to practice and polish my photogrammetry workflow. Haven't use photoshop much in here as scan was nice and clean (used it just to downsize textures from 4k to 1k for Toolbag's preview file), but keeping it in my workflow in case of any emergency. I am sure it is going to be useful with grass.
Didn't cover much this time as it was super windy and as it was on clif's edge I didn't feel very confident to move around with camera. From the other side, couldn't refuse myself to capture this surface as it was super cool and had no snails included ;).
Camera settings: still 70mm and f/8

My current workflow

My current workflow

Source - didn't cover much this time as it was super windy and as it was on cliff's edge I didn't feel very confident to move around with camera. From the other side, couldn't refuse myself to capture this surface as it was super cool and had no snails ;P

Source - didn't cover much this time as it was super windy and as it was on cliff's edge I didn't feel very confident to move around with camera. From the other side, couldn't refuse myself to capture this surface as it was super cool and had no snails ;P

Photoscan preview - 16.5mln highpoly model generated from 21 images

Photoscan preview - 16.5mln highpoly model generated from 21 images

Zbrush - building and positioning lowpoly over highpoly model

Zbrush - building and positioning lowpoly over highpoly model

Puzzle solving with Substance Painter - seam removal and small tweaks

Puzzle solving with Substance Painter - seam removal and small tweaks

Substance Designer graph I use to process tweaked and tiled albedo, normal, bent normal and ambient occlusion maps to get set of final PBR textures

Substance Designer graph I use to process tweaked and tiled albedo, normal, bent normal and ambient occlusion maps to get set of final PBR textures