I think it should output diffuse maps as well otherwise you won't get any surface color information. (You can bake diffuse to vertex color but quality goes down). I sometimes use Meshroom. It's free and open source and output quality is okayish. It's outputing unwrapped diffuse maps for high poly. My basic workflow is…
HelloPhotogrammetry (i use agisoft photoscan but its program agnostic). U get few milion polygon mesh, you export it, you retopologize it (max, zbrush, whatever), you create LOW poly version and then bake the original mesh to the (subdivided couple of times) low poly so you get Normal, Displacement etc. maps that you use…
I dont generate diffuse for the original mesh in agisoft... I export only the original hi poly several milion poly mesh. Import it to zbrush, retopo (+in 3ds max retopo), bake the displacement and normal maps in zbrush, then i take the low poly mesh, which i subdivide it couple of times , reproject the detail from the…
I'm using Refine Noise node from Substance Share to generate fake height from diffuse and then normal map node to generate normals. It's not 100% precise but it's ok.
Correct. It's always better to have the data in high poly instead derivating from diffuse. It would take ages to process even that small details for photogrammetry sw. It's kind of compromise. I wouldn't call it standard. It's a lazy improvement.
Thank you, interesting... The lower image of normal map that is then made into "Normal Combine", the lower normal map image titled "Bitmap" is the normal map baked from highpoly mesh in Marmoset (in your workflow). And you combined it with the normal map made from albedo/diffuse. This then provides much better detail in…