Concrete - Photogrammetry based Environment Texture

Another concrete material. Same location as before but different spot. The surface in this area seemed a bit darker and a bit organic as it was covered with some kind of weird organic looking crap. Same as before I took a close up (13x8mm wide) image of the surface to show you the actual surface complexity .. its amazing to see how complex it the world.. even something so simple and generic like a concrete :)
I was trying to tile this material with the Unity ArtEngine but it didnt keep the surface structure. At the end I decided to fix it manually in Substance Painter.
To create this material I followed my standard workflow which can be found on my youtube channel:
https://www.youtube.com/c/GrzegorzBaranArt
The material has been added to my Material Library as 'gb_concrete275'
https://gum.co/WJAQy
Cheers!
G.

PBR preview: Albedo / Normal / Metalness/ Roughness / AmbientOcclusion

PBR preview: Albedo / Normal / Metalness/ Roughness / AmbientOcclusion

TIling preview in Marmoset Toolbag 4 - the color mismatch is caused by different light used to the one used for still render

Source - an area I covered during this capture. Initially I considered the bin as a good navigation point but I realised quick it really limits the access to the wall and forced me to take my backpack off.

Source - an area I covered during this capture. Initially I considered the bin as a good navigation point but I realised quick it really limits the access to the wall and forced me to take my backpack off.

Source - I used a ruler as a scale reference. This time I put it vertically as I didnt want to waste time capturing the bottom part of the wall as before.

Source - I used a ruler as a scale reference. This time I put it vertically as I didnt want to waste time capturing the bottom part of the wall as before.

Source - a surface details with my shoe used as a scale reference

Source - a surface details with my shoe used as a scale reference

Source - even closer shot to show surface details. This part of the wall was covered with some weird looking organic crap. Is this moss?

Source - even closer shot to show surface details. This part of the wall was covered with some weird looking organic crap. Is this moss?

Source - even closer shot to show surface complexity. Unfortunatelly it was maximum magnification my mobile could handle.

Source - even closer shot to show surface complexity. Unfortunatelly it was maximum magnification my mobile could handle.

Source - a macro crop of the wall to show how freaking complex even quite simple surface like this, flat concrete wall might be. It shows 13mm by 8mm of the actual concrete surface.

Source - a macro crop of the wall to show how freaking complex even quite simple surface like this, flat concrete wall might be. It shows 13mm by 8mm of the actual concrete surface.

Source - another macro crop of the wall to show surface complexity. This one was taken in a different part of this capatured wall. Same as a previous one this one shows exactly 13mm by 8mm of the actual concrete surface. Feels like this wall is alive ;P

Source - another macro crop of the wall to show surface complexity. This one was taken in a different part of this capatured wall. Same as a previous one this one shows exactly 13mm by 8mm of the actual concrete surface. Feels like this wall is alive ;P

Metashape - camera positions and 100mln dense high poly model reconstructed from 190 24Mpx images.

Metashape - camera positions and 100mln dense high poly model reconstructed from 190 24Mpx images.

ZBrush - low poly model position over the high poly for texture baking

ZBrush - low poly model position over the high poly for texture baking

Substance Designer - texture baking (albedo, normal, height, ao)

Substance Designer - texture baking (albedo, normal, height, ao)

Unity ArtEngine - I tiled the material with the Unity ArtEngine but somehow it didnt go very well and the AI didnt want to follow material structure and made some weird transitions on the edges. In result I decided to fix them with the Substance Painter

Unity ArtEngine - I tiled the material with the Unity ArtEngine but somehow it didnt go very well and the AI didnt want to follow material structure and made some weird transitions on the edges. In result I decided to fix them with the Substance Painter

Substance Painter - manual tweaks for seams to keep original surface flow. As mentioned, somehow ArtEngines AI failed in here :(

Substance Painter - manual tweaks for seams to keep original surface flow. As mentioned, somehow ArtEngines AI failed in here :(

The material and texture set has been added to my material's library:
https://gum.co/WJAQy
as 'gb_concrete275'

The material and texture set has been added to my material's library:
https://gum.co/WJAQy
as 'gb_concrete275'