Rock - Photogrammetry based Environment Texture

Rocky surface I captured recently. Was fun to scan and easy peasy to tile, especially when compared to cobblestone based 'sudoku' ;).
- to capture that surface I took 63 images (with focal length set to 70mm and aperture to f/8) and based on them
- generated 9mln highpoly model in Photoscan
- used Zbrush to make and position lowpoly
- baked albedo, normal, bent normal and ambient occlusion in Substance Designer
- tiled texture and fixed details manually in Substance Painter
- and finally processed all textures with Substance Designer to get finalnice and clean PBR result

Captured surface (source) - to scan that part I took 63 images (with focal length set to 70mm and aperture to f/8)

Captured surface (source) - to scan that part I took 63 images (with focal length set to 70mm and aperture to f/8)

Photoscan preview - 9 mln highpoly mesh with camera's position

Photoscan preview - 9 mln highpoly mesh with camera's position

Zbrush - lowpoly model positioned over  highpoly

Zbrush - lowpoly model positioned over highpoly

Puzzle solving - removing seam, easy peasy when compared to cobblestone based 'sudoku' ;)

Puzzle solving - removing seam, easy peasy when compared to cobblestone based 'sudoku' ;)

PBR preview albedo/normal/height/ao

PBR preview albedo/normal/height/ao