Grass - Photogrammetry based Environment Texture

Practicing my current photogrammetry workflow I did another approach to capture grass. To compensate windy conditions during capture and get nice and sharp image I picked low and fresh cut one and used 22mm focal length with aperture set to 8. I used Zbrush to create LowPoly model and Substance Designer to bake 3 PBR maps (diffuse, normal and ambient occlusion). After I tiled them manually in Substance Painter I used Substance Designer again to do few tweaks and generate roughness and height map.

My current workflow

My current workflow

Captured area

Captured area

Photoscan (22 mln poly highpoly model based on 40 images)

Photoscan (22 mln poly highpoly model based on 40 images)

Zbrush - Lowpoly model made with 'topology brush' to bake maps in Substance Designer after

Zbrush - Lowpoly model made with 'topology brush' to bake maps in Substance Designer after

Seams removal in Substance Painter from baked maps

Seams removal in Substance Painter from baked maps

Final tweaks in Substance Designer

Final tweaks in Substance Designer