Muddy Grass - Photogrammetry based Environment Texture

Another photogrammetry based surface material I did to improve my workflow. That one was pretty hard to capture due to big light changes during the process. I used that capture as an example of how to use Lightroom to fix series of images and bring them all to the same, consistent luminance level in my photogrammetry tutorial. With last update document has 183 pages. Looks like I am adding Lightroom for good to my everyday photogrammetry workflow.

PBR tex preview

PBR tex preview

My current photogrammetry workflow (all details can be found at: https://www.artstation.com/artwork/K0PYG)

My current photogrammetry workflow (all details can be found at: https://www.artstation.com/artwork/K0PYG)

Source location

Source location

Source Details (with shoe and marker as scale reference)

Source Details (with shoe and marker as scale reference)

Color Calibration - Auto White Balance (camera's guess) vs Custom White Balance (reality).

Color Calibration - Auto White Balance (camera's guess) vs Custom White Balance (reality).

Lightroom - before and after I fix was processed. To the left you can see how f*cked and inconsistent lighting was within the capture. To the right, totally lossless 'one button' fix in Lightroom.

Lightroom - before and after I fix was processed. To the left you can see how f*cked and inconsistent lighting was within the capture. To the right, totally lossless 'one button' fix in Lightroom.

Photoscan preview - I used 303 images to reconstruct 43.5mln highpoly geometry. Camera's focal length was set to 35mm to capture  more surface details.

Photoscan preview - I used 303 images to reconstruct 43.5mln highpoly geometry. Camera's focal length was set to 35mm to capture more surface details.

ZBrush - building lowpoly model for baking over highpoly mesh

ZBrush - building lowpoly model for baking over highpoly mesh

Substance Painter - Manual seam removal before and after 'Clone Tool' use.

Substance Painter - Manual seam removal before and after 'Clone Tool' use.

Substance Designer - final tweaks and additional PBR maps generation (rougness and heightmap)

Substance Designer - final tweaks and additional PBR maps generation (rougness and heightmap)

Live Material Preview