Damaged Painted Wall - Photogrammetry based Environment Texture

With this capture I gave a chance to Artifical Intelligence to cover seam removal and fixing part ;P and introduced a new software - Artomatix ArtEngine - to my workflow. I took it just for a trial but as I see it does the job pretty well especially it seems to handle baked height maps. I still need to process a few more surfaces but to be sure but resultsI get so far are very promising. If everything go smoothly with 'hardcore' materials it is even possible that I will consider introducing that software to my workflow in long term and remove bent based height map generation.
To give more info and present the process in details I also recorded a new video. Should be published as soon as I will finish composing bacground music for it ;P .. so hopefully pretty soon :)

This is my photogrammetry workflow - this time as an experiment, I introduced a new software - 'Artomatix' (more details regarding to my workflow at: https://www.artstation.com/artwork/K0PYG)

This is my photogrammetry workflow - this time as an experiment, I introduced a new software - 'Artomatix' (more details regarding to my workflow at: https://www.artstation.com/artwork/K0PYG)

The video showing entire process :)

The source - captured area preview

The source - captured area preview

The source - surface details with my shoe used as a scale reference

The source - surface details with my shoe used as a scale reference

The reference image with the Color Checker I used to calibrate albedo in PhotoLab

The reference image with the Color Checker I used to calibrate albedo in PhotoLab

Photoscan - camera positions and 3D reconstruction in Photoscan based on 73 images.

Photoscan - camera positions and 3D reconstruction in Photoscan based on 73 images.

ZBrush - lowpoly over highpoly surface coverage in Zbrush.

ZBrush - lowpoly over highpoly surface coverage in Zbrush.

Artomatix ArtEngine - entire graph which was used to process final material

Artomatix ArtEngine - entire graph which was used to process final material

..and the final 1k material preview