Bricks Photogrammetry

An attemp to establish a workflow for texture photogrammetry. Don't hesitate to MP

The workflow I have established and different scans I have made of the same wall.

The workflow I have established and different scans I have made of the same wall.

Model created in Reality capture. I made sure to remove blurry pictures. 173 pictures. (More details on the pictures at the end)

Model created in Reality capture. I made sure to remove blurry pictures. 173 pictures. (More details on the pictures at the end)

Exporting a simplified mesh in Blender to create a planar surface that will be used for the baking in Reality Capture.

Exporting a simplified mesh in Blender to create a planar surface that will be used for the baking in Reality Capture.

Substance sampler is used to de-light the albedo. The AI process is really good but tends to over saturate dark shadow color values. It's an easy fix in photoshop.

Substance sampler is used to de-light the albedo. The AI process is really good but tends to over saturate dark shadow color values. It's an easy fix in photoshop.

I use photoshop to make the texture tile. It's a tedious process but it will give a very clean tiling map. During this step, I also make sure the de-lighting version made in sampler is still matching the calibrite reference I took during the shooting.

I use photoshop to make the texture tile. It's a tedious process but it will give a very clean tiling map. During this step, I also make sure the de-lighting version made in sampler is still matching the calibrite reference I took during the shooting.

I use substance designer to pack the textures, make some last minutes changes and create a roughness map. The roughness map is extracted from the base color and heightmap.

I use substance designer to pack the textures, make some last minutes changes and create a roughness map. The roughness map is extracted from the base color and heightmap.