A small dino skull sculpture that I processed, optimized (3k) and generated a roughness texture for.
White Sprinkle Donut - Unprocessed
Recycling scrap wall - Unprocessed
I spent some time testing out different photogrammetry programs and different techniques for capturing, to find the best process for getting scan data. I tried to capture stuff other than the typical scanned stump or rock.
Reality Capture seems to be the clear winner, though I was also able to get some solid results with Zephyr. It's still a stark gap in quality and accuracy between the two.
For capturing, once you have an indoor space set up, that can be very fast and easy and and allows for 360 scans of assets. For outdoor scanning, finding a mix between overcast and raining proved a bit hard for me (TX), but allowed me to capture things I couldn't get in a studio, such as large metal scrap piles or plastic recyclable walls. Both methods have their trade offs, it really just depends on what you're wanting to capture.
As for processing, I found optimizing in any software to be easy enough. Then, via Substance Painter, I generated a roughness based off of existing textures, and added a bit of manual painting to specific areas for a few fun highlights.