Beach Rocks - Photogrammetry based Environment Texture

This is the material I made to test a few different baking tools and present it as a video on my youtube channel. The video can be seen in here: https://youtu.be/n_vSrGLL2Iw
Due to the size of the rocks and overall surface and height complexity material was very hard to tile.
You should be able to find more details regarding the scan in images description :)
Cheers!

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

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

Source Location - scanning with the Monopod used for camera stabilisation. Surface was too irregular to even consider a tripod.

Source Location - scanning with the Monopod used for camera stabilisation. Surface was too irregular to even consider a tripod.

Source Location - covered area

Source Location - covered area

Source Location - height details with the color checker, my shoe and rulers as a scale reference

Source Location - height details with the color checker, my shoe and rulers as a scale reference

Photogrammetry reconstruction with the Metashape based on 338 images. As you can see even if I did my best the camera placement was still a bit shambolic. It was really hard to move with the camera there.

Photogrammetry reconstruction with the Metashape based on 338 images. As you can see even if I did my best the camera placement was still a bit shambolic. It was really hard to move with the camera there.

I used this scan as a test subject for this comparison video. I decided to use Substance Designer bake to create this exact material.

Zbrush - building and aligning the lowpoly model for baking

Zbrush - building and aligning the lowpoly model for baking

Puzzle solving - manual seam removal with the Clone Tool in Substance Painter

Puzzle solving - manual seam removal with the Clone Tool in Substance Painter

Zbrush - live height map test (I used Height map as an alpha to see how it drives the geometry when used)

Zbrush - live height map test (I used Height map as an alpha to see how it drives the geometry when used)

Substance Designer - generating roughness

Substance Designer - generating roughness

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