Wet Sand - Photogrammetry based Environment Texture

Another photogrammetry based PBR texture done to practice and improve my current workflow. Because I have found moving on sand might be quite destructive for surface itself, I decided to change my usual way of capture and experiment a bit more with different shooting paths to see the difference.
In that capture I took series of images from outside and when all sides were covered I moved towards center to capture central part.
In result I captured 31 images and used them to build 25mln highpoly model in Photoscan. Next I built lowpoly in Zbrush and baked diffuse, normal and ambient occlusion maps in Substance Designer. I tiled them and patched manually in Substance Painter and processed again by Designer to fix color and normal inconsistency across the tiles and generate height and roughness maps.

Shooting path conclusion: might work if area is well defined and measured. Otherwise.. there no turn back if it was too small. Amount of captured data is better than usual row by row.

Captured surface - u can see here how marks left by tripod and my footsteps can destroy surface :( but from the other side helps to navigate.

Captured surface - u can see here how marks left by tripod and my footsteps can destroy surface :( but from the other side helps to navigate.

Photoscan + shooting path :)

Photoscan + shooting path :)

Zbrush - Lowpoly and Highpoly

Zbrush - Lowpoly and Highpoly

Substance Painter - tiling removal and patching

Substance Painter - tiling removal and patching

Substance Designer - final tweaks - the most important one - Color Equalizer to smoothen levels of repetitive patterns for Diffuse and Normal.

Substance Designer - final tweaks - the most important one - Color Equalizer to smoothen levels of repetitive patterns for Diffuse and Normal.

PBR texture

PBR texture