art? ¯\_(ツ)_/¯
This weird project aside, was mostly just a few refinements to the process of baking photogrammetry meshes and using those as scatter objects more accurately in substance.
I also wanted to experiment with stream-lining multiple materials through the baking process.
The main process is to take your scanned data, create a "low poly" (it was like 100k tris still as I basically just smushed the decimate button) and baked the data from the high to the low.
Then I took the head which was mulitple materials, and made a lower proxy mesh to scatter it using physic's inside max.
Once i had this layout, I substituted the other unwrapped version of the mesh and brought it into marmoset, where I could apply tessellated and normal-mapped versions of the materials to the heads where I could then use the bakers to produce high poly versions again, as the height displacement is rendered as is the surface normal maps for the face and brains and stuff. I chose this over the scan geometry, because the file sizes become obscene and max/substance/marmo really struggle to handle 200M+ tris.
Then I took the marmoset outputs into substance, where I could very quickly scatter the results around, and offset the heights so that they did not intersect each other. Generate a normal map from the new overall heights and other various things I was searching for. This gave me a satisfactory result. With a fully height mapped tileable version, I could take the texture where ever I wanted...
And I didn't know what to do so I made it a nice plate and wapped out a fork in zbrush real fast. Lovely jubly. Hope this guide was helpful. lol. "art"