Zbrush is a neat toy to make fancy pictures/ design concepts to impress customers. For true production it's ether Substance Painter/Designers, Mari and photogrammetry. And baking normals in Zbrush is a nightmare.
Good work Fozwroth! If you dont mind it will be very good if you provide us a little breakdown of your textures, cause for me it looks like you used photogrammetry)
https://vimeo.com/210043712 See how the model was created. Model based in scan (Photogrammetry) I use a Nikon D5300. Programs: Zbrush, 3dsmax + Vray, Reality Capture (Scan), Photoshop.
I'm sure photogrammetry has a lot of research on it: how it came to fruition, why is it being used, examples of current and past games using it, how does it work etc etc.
Ugh, I would not want to work on that mesh. The few instances I've had access to photogrammetry scanned stuff they were absolutely only usable as reference for dimensions etc. Of course YMMV.
This time something related to the photogrammetry. I made some 3d scans of objects and grounds. Here is the first part of them: Celery root Chanterelle mushroom Plaster texture Concrete texture
I think the table noise is rather because of not enough well distinguished details to match like those on the horse. Photogrammetry works not very well without a well pronounced texture/pattern.
You put quite some emphasis on the fact that you know stuff. Why do you worry, then? Photogrammetry already exists within the gaming industry, and you still have a job.
Problem with photogrammetry textures is that they obviously aren't a procedural/tileable texture, so you'll have to find a way to sample whatever information in that texture that you'd want, and create a tileable texture with that info.
Wow! Amazing cliff wall Josh. I thought it had to be photogrammetry at first glance. I think this is the best and most realistic texture from you yet IMO. well done