Cobblestone - Photogrammetry based Environment Texture

With that scan I improved substance designer part by introducing 'auto level' nodes for height and roughness map. The main reason was to use entire channel spectrum as most modern game engines has option on shader to control it's power anyway.
I didn't realized as surface had no strong shadows on itself during capture it still received obvious light from tunnel entrance without being balanced with side ambient light. In result I received albedo map I wasn't able to fix in 100% and texture is not as good as it should be - according to PBR expectations for albedo. It is visible as overbright top edge for the most shinny stones and a bit bottom one, horozontal shadows since sides are totally fine, clean and consistent.
Conclusion: I should pick surfaces with more consistent lighting coming from all directions if possible. Shooting in shadow to avoid strong direct sun lighting is fine until we are not shooting to deep in the a. .. .. . ;)

My current worflow

My current worflow

To capture this surface I took 135 photos with: ISO100, focal length 24mm, f/16.

To capture this surface I took 135 photos with: ISO100, focal length 24mm, f/16.

I didnt realized that I will get so much light inconsistency while shooting deeper in tunnel. Main reason was lack of ambient side light (red) and too strong directional light coming from one direction (yellow) and back light (blue).

I didnt realized that I will get so much light inconsistency while shooting deeper in tunnel. Main reason was lack of ambient side light (red) and too strong directional light coming from one direction (yellow) and back light (blue).

I used 135 images with Photoscan to build 33mln highpoly mesh

I used 135 images with Photoscan to build 33mln highpoly mesh

Zbrush - I covered just part of captured surface as wanted to make sure texture can handle scanned details and isn't to noisy.

Zbrush - I covered just part of captured surface as wanted to make sure texture can handle scanned details and isn't to noisy.

Before and after 'clone tool' based puzzle solving in Substance Painter (removing seams and tweaking)

Before and after 'clone tool' based puzzle solving in Substance Painter (removing seams and tweaking)

Improved graph to process final textures. I used 'Auto Levels' node to extend spectrum for roughness and height. Especially the second one i supported by most shaders to control height power and not using full range (0-255) would be a waste of memory

Improved graph to process final textures. I used 'Auto Levels' node to extend spectrum for roughness and height. Especially the second one i supported by most shaders to control height power and not using full range (0-255) would be a waste of memory

PBR preview

PBR preview