The main idea of a project was to explore workflow of scanning real object and converting it to a digital product (unlit, low-poly, with PBR textures)
process
Raw mesh in Reality Capture
Painting Face Sets in Blender, than i transfer them to Vertex Groups, witch I can use in Houdini for UV unwrap. Each vertex group represent separate UDIM tile.
UV-UDIM procedural unwrap in Houdini using vertex groups from Blender
Backing maps from raw photogrammetry scan to low-poly mesh with UDIM UV layout in Substance Designer
Creating albedo map from photogrammetry texture in Substance Designer