Rusty Metal - Photogrammetry based Environment Texture

A rusty metal surface I turned into PBR material using photogrammetry. I think this might be the type of surface where photogrammetry isnt the best choice and where image to PBR technique would work better. I spent ages trying to setup this material in Substance Designer anyway. The scan itself was crap as hell.. subject was just 1 meter wide.. reconstruction result was very patchy and terrible to work on.. after I masked everything out in Artengine just a few percent of surface left.. fortunatelly AI did the job and reconstructed missing parts.
I use tripod to capture this surface but the weather was in constant change. Anyway.. finally I managed to turn this this terrible scan into something useful :).

To get more details about my workflows feel free to follow me on my youtube channel:
https://www.youtube.com/c/GrzegorzBaranArt
Big thanks to those who did it already
Cheers!
Grzegorz

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

PBR preview: Albedo / Normal / Metalness/ 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 :)

Source location :)

Source location - capture surface with my shoe as a height and color reference

Source location - capture surface with my shoe as a height and color reference

Image with Color Checker used for color calibration for those who might find it useful as a color reference for procedural materials

Image with Color Checker used for color calibration for those who might find it useful as a color reference for procedural materials

Metashape - reconstruction based on 99 images. I managed to reconstruct 44mln dense highpoly model but I used 16k texture to carry albedo for baking

Metashape - reconstruction based on 99 images. I managed to reconstruct 44mln dense highpoly model but I used 16k texture to carry albedo for baking

Zbrush - lowpoly coverage over highpoly. It is larger since I wanted to recreate 2 by 2 meters large area. I was hoping AI is going to fill missing parts later.

Zbrush - lowpoly coverage over highpoly. It is larger since I wanted to recreate 2 by 2 meters large area. I was hoping AI is going to fill missing parts later.

Substance Designer Baker settings

Substance Designer Baker settings

Artengine - since reconstruction was a total disaster I had to mask really a lot of crap and let AI fill it with something better.

Artengine - since reconstruction was a total disaster I had to mask really a lot of crap and let AI fill it with something better.

Additional tweaks and building metalc  map in Substance Desgner.

Additional tweaks and building metalc map in Substance Desgner.

1k live preview