Rock - Photogrammetry based Environment Texture

Very interesting surface but due to limited access and huge depth differences relatively hard to scan. Surface was covered with vegetation which caused noise and had to be removed manually. Huge depth differences resulted missing color information on albedo. I fixed biggest issues in Substance Painter during seam removal pass. Majority of small were fixed directly in Photoshop on final texture.
To capture that surface I took 38 images and used them to generate 20 mln poly mesh. I am quite happy with final result and in my opinion definitely was worth that effort.

My current photogrammetry workflow

My current photogrammetry workflow

Source surface - captured with 38 images

Source surface - captured with 38 images

Photoscan - pointcloud preview with camera positions during capture

Photoscan - pointcloud preview with camera positions during capture

Zbrush - building and positioning lowpoly model over 20mln highpoly

Zbrush - building and positioning lowpoly model over 20mln highpoly

Substance Painter - seam removal and main tweaks/fixes

Substance Painter - seam removal and main tweaks/fixes

Substance Designer - processing and tweaking final PBR results

Substance Designer - processing and tweaking final PBR results

PBR texture preview

PBR texture preview

1k texture live preview