Rock - Photogrammetry based Environment Texture

Another capture I am quite happy with. I used exactly the same technique as before. Focal length was set to 64mm and aperture to f/16. I took 70 images which let me generate 49mln highpoly mesh. I also generated additional 2mln poly mesh to navigate more efficiently in Zbush while building and positioning lowpoly. To help myself position lowpoly model correctly in Zbrush I applied temporary triangle texture - letting me know where is uv's top and where uv's bottom.
Finally I baked textures in Substance Designer and tiled it manually, tweaked and rearranged in Substance Painter.
I have a plan to use also right side of that rock to build twin texture which will be used after to blend with that one very nicely in any game engine.

My current workflow

My current workflow

Captured surface - focal length set to 64mm, aperture f/16.

Captured surface - focal length set to 64mm, aperture f/16.

Photoscan - 49mln highpoly mesh generated from 70 images

Photoscan - 49mln highpoly mesh generated from 70 images

Zbrush - lowpoly model built over highpoly (in that case I generated additional, just 2mln highpoly model as 50mln wasnt fun to work with ;) on my computer)

Zbrush - lowpoly model built over highpoly (in that case I generated additional, just 2mln highpoly model as 50mln wasnt fun to work with ;) on my computer)

Substance Painter tweaks - tiling, rearranging patterns and tweaking/fixing.

Substance Painter tweaks - tiling, rearranging patterns and tweaking/fixing.

SUbstance Designer graph used to process and tweak final textures

SUbstance Designer graph used to process and tweak final textures

PBR texture preview

PBR texture preview