Cobblestone - Photogrammetry based Environment Texture

Practicing seam removal for tiling textures I picked another cobblestone surface. Pretty easy to scan but quite tricky to tile as stones are not aligned in straight lines. I believe this is still not the worst tiling case, but was pretty hard compared to the previous one. Have found that manual tiling for textures like that one is a bit like puzzle solving. You need to find matching puzzles and copy them into proper place to make it working as whole. I never enjoyed puzzle solving ;) and it took me about 1 hour to solve that one. Fortunately it is done and works fine.
To capture it I took 41 images, processed them in Photoscan to get 41mln poly model, build LP in ZBrush, baked in SD, removed seams and tweaked in SP, processed final maps in SD and presented in Toolbag :).

My current photogrammetry workflow

My current photogrammetry workflow

To capture that surface I took 41 images with focal length set to 24mm and aperture to f/16

To capture that surface I took 41 images with focal length set to 24mm and aperture to f/16

Photoscan preview  - 41mln poly model reconstructed from 41 images

Photoscan preview - 41mln poly model reconstructed from 41 images

Zbrush - building and positioning lowpoly over highpoly - I used 2mln poly temporary mesh which was  generated just for that reason.. as my old laptop can't handle 40mln easily :)

Zbrush - building and positioning lowpoly over highpoly - I used 2mln poly temporary mesh which was generated just for that reason.. as my old laptop can't handle 40mln easily :)

Substance Painter - before and after  puzzle solving with Clone Tool :)

Substance Painter - before and after puzzle solving with Clone Tool :)

Substance Designer - processing final texture

Substance Designer - processing final texture

PBR texture preview

PBR texture preview