Rock - Photogrammetry based Environment Texture

Photogrammetry based surface of rock.
I took just 6 images to capture that surface (focal length 70mm, f16). Was enough to get 8mln highpoly mesh after being processed. Used Zbrush and simple Plane3D to create lowpoly model to bake: diffuse, normal, ambient occlusion and bent normal. Texture was tiled in Painter. Was trying to use baked height map but as it cause a lot of issues during tiling, I decided to use my latest invention and used 'bent normal' to generate one in Designer.

Current pipeline I follow

Current pipeline I follow

Photoscan - 8 mln highpoly model based on 6 images (70mm focal length and aperture set to 16)

Photoscan - 8 mln highpoly model based on 6 images (70mm focal length and aperture set to 16)

Zbrush - Lowpoly model build over highpoly

Zbrush - Lowpoly model build over highpoly

Tiling in Substance Painter with 'Clone Tool'

Tiling in Substance Painter with 'Clone Tool'

Substance Designer graph to process final texture (from albedo, normal, ambient occlusion and bent normal)

Substance Designer graph to process final texture (from albedo, normal, ambient occlusion and bent normal)