Rock - Photogrammetry based Environment Texture

Easy and fun to make photogrammetry based PBR environment texture. I love the way that surface is constructed.
Huge differences in height caused color stretches on few edges which were easily fixed using 'Heal Brush' in Photoshop. Stretches could be avoided but I prefer to save reconstruction time (about 20 times) by reconstruct geometry as 'Height Field' and fix things like these later using Photoshop or Painter in just few minutes. 9.5 mln model was reconstructed from 59 images. As shooting form distance I set focal length 70mm. To compensate texture depth differences and make sure I have no depth blur I set aperture to f/11.

My current workflow - page from tutorial I am working on

My current workflow - page from tutorial I am working on

Just coudn't deny oneself.. for 
Ilya :)

Just coudn't deny oneself.. for
Ilya :)

As shooting form distance I set focal length 70mm. To compensate texture depth differences and make sure I have no depth blur I set aperture to f/11.

As shooting form distance I set focal length 70mm. To compensate texture depth differences and make sure I have no depth blur I set aperture to f/11.

Photoscan - pointclud generated from 59 images used to reconstruckt 9.5 mln poly mesh

Photoscan - pointclud generated from 59 images used to reconstruckt 9.5 mln poly mesh

Zbrush - lowpoly plane positioned over highpoly to be baked later

Zbrush - lowpoly plane positioned over highpoly to be baked later

Substance Painter - seam removal and tweaks - before/after

Substance Painter - seam removal and tweaks - before/after

Substance Designer - graph I used to process final textures

Substance Designer - graph I used to process final textures

PBR texture preview

PBR texture preview

1k tex preview