Stone Wall - Photogrammetry based Environment Texture

A stone wall material I scanned while ago. In this case same as before delighting was done on image processing stage. Still not sure is this the best way for delighting but so far works very well. My only concern is that I risk lose of some color accuracy but I guess as soon as I dont go to far I am still within a proper color range.
Seam removal was done manually in Substance Painter. I was trying to automate that with the Artomatix AI but it failed. So far I didnt manage to tile any complex pattern other then manual way.. human mind rules ;P

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

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

My photogrammetry workflow (more details at: https://gum.co/YanD and on my youtube channel: https://www.youtube.com/c/GrzegorzBaranArt

My photogrammetry workflow (more details at: https://gum.co/YanD and on my youtube channel: https://www.youtube.com/c/GrzegorzBaranArt

Source location - place where I found this nice stone wall

Source location - place where I found this nice stone wall

Source location - I used rulers to define the capture area and as a scale reference.

Source location - I used rulers to define the capture area and as a scale reference.

Source location - height details with my shoe used as a scale reference

Source location - height details with my shoe used as a scale reference

Metashape - photogrammetry reconstruction based on 108 images

Metashape - photogrammetry reconstruction based on 108 images

Zbrush - lowpoly alignment for baking, I didnt use projection since I wanted stones to be driven by  the hightmap

Zbrush - lowpoly alignment for baking, I didnt use projection since I wanted stones to be driven by the hightmap

Substance Painter - manual seam removal with the Clone Tool

Substance Painter - manual seam removal with the Clone Tool

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