Another scan I did for practice. Texture is a bit noisy due to micromovement caused by wind. To avoid that I found fresh cut, low grass and weather without noticeable wind. Because it was sunny day with strong direct shadows I was limited to surfaces hidden in shadow. Finally based on 30 images I generated high poly geometry with 24mln faces. Low poly was built with Topology Brush in Zbrush. In Substance Designer I baked 3 maps (color, normalmap and ambient occlusion), tiled them with 'Smart Auto Tile' node, patched to improve tiling and tweaked to work good. I used Normalmap and AO map to build heightmap and roughness.
Tiling Preview