Concrete - Photogrammetry based Environment Texture

That capture might look like a piece of cake but it took me months really to find, capture and turn into useful PBR material that type of generic concrete surface
Capture was also quite hard since it was a very windy day and clouds were moving very fast. As you can notice on photoscan preview, at the end of the capture (top corner part of surface) I was caught by the sun and in result got shadows visible on part of reconstructed mesh.
Since the surface was flat and I was in hurry I decided to set the camera's focal length to 24mm. In these lighting conditions and aperture f8, average exposure time was around 1/180 sec. Definitely enough to compensate the wind and monopod stabilisation and get 100% clean and sharp images in result.
Finally I managed to get 75 images which Photoscan turned into 44mln poly model.
Render was done in Marmoset Toolbag using my own HDRI map. For those who havent take them yet, here they are:
https://www.artstation.com/artwork/0yrOG

1k resolution PBR channels preview

1k resolution PBR channels preview

This is my photogrammetry workflow (more details at: https://www.artstation.com/artwork/K0PYG)

This is my photogrammetry workflow (more details at: https://www.artstation.com/artwork/K0PYG)

Source - captured area

Source - captured area

Source - captured surface details

Source - captured surface details

For those who might need it for substance color picking etc.. here is the reference image with Color Checker I used to calibrate albedo.

For those who might need it for substance color picking etc.. here is the reference image with Color Checker I used to calibrate albedo.

Reconstruction in Photoscan - based on 75 images I built 44mln poly model.

Reconstruction in Photoscan - based on 75 images I built 44mln poly model.

ZBrush - lowpoly coverage over highpoly - as you can see I was trying to avoid broken areas with inconsistent light. I also covered a bit less to square 2m.

ZBrush - lowpoly coverage over highpoly - as you can see I was trying to avoid broken areas with inconsistent light. I also covered a bit less to square 2m.

Here is the 8bit preview of Spherical HDRI map I used as a source of light for my beauty render ;P. Map is  available as part of my HDRI package for everyone, more details at: https://www.artstation.com/artwork/0yrOG

Here is the 8bit preview of Spherical HDRI map I used as a source of light for my beauty render ;P. Map is available as part of my HDRI package for everyone, more details at: https://www.artstation.com/artwork/0yrOG

1k material preview