Gravel - Photogrammetry based Environment Texture

This time I scanned another type of gravel. This one is very common on British beaches. I used tripod to stabilise the camera and took 152 images with focal length set to 24mm. With the Photoscan I turned them into 66mln high poly mesh.
During shooting I made a mistake and didnt use any markers to mark and measure the distance.
Since it was a sunny day and quite nice location I also used an opportunity and captured a few 360 HDRI panoramas for my next HDRI collection. One of those was used as a light source for material render.

This is my photogrammetry workflow (more details at: https://www.artstation.com/artwork/K0PYG)

This is my photogrammetry workflow (more details at: https://www.artstation.com/artwork/K0PYG)

Source - shot of source area with standard disruptions included x3 :).
Since it was a sunny day I picked an area hidden in shadow.

Source - shot of source area with standard disruptions included x3 :).
Since it was a sunny day I picked an area hidden in shadow.

Source - surface details with my shoe used as scale reference

Source - surface details with my shoe used as scale reference

Reference image with Color Checker I used to calibrate albedo.

Reference image with Color Checker I used to calibrate albedo.

Camera positions and reconstruction in Photoscan based on 152 images

Camera positions and reconstruction in Photoscan based on 152 images

Lowpoly over highpoly surface coverage in Zbrush. Unfortunately since I didnt use the ruler it was quite hard to estimate proper low poly coverage. As scale reference I used the Color Checker I included as color reference image and eyeballing technique ;)

Lowpoly over highpoly surface coverage in Zbrush. Unfortunately since I didnt use the ruler it was quite hard to estimate proper low poly coverage. As scale reference I used the Color Checker I included as color reference image and eyeballing technique ;)

Final material in action! An example where I applied material to simple plane and used my recently captured HDRI map as a CG light source - more info in my HDRI blog soon.

Final material in action! An example where I applied material to simple plane and used my recently captured HDRI map as a CG light source - more info in my HDRI blog soon.

I have also captured a HDRI map in this area which was used as CG light source for renders in Marmoset Toolbag (more info in my blog). This is low quality environment preview since the main EXR file is 300MB heavy...

..and 1k material preview itself