Hi Elliott, This is a great breakdown and very generous in sharing your process and insights, you came a long way from the vending machine days!
Are you planning on releasing the UE4 project to the public? Or only builds? I'd love to play around with it in the editor if possible!
Grzegorz Baran was experimenting with 3d materials recently and decided to try some scanning workflow. The great thing is that he actually documented the whole process and made a short video out of it. This is a nice example of how to capture a non-flat object’s surface.
I wanted to show the way I build low poly for non-planar object and I picked a tree trunk as it seems to be a good example.
I also tried another trick – forced mesh density to hold more vertex color data for baking, but waiting for confirmation from Agisoft it makes sense.
I am still testing part when I combine baked height map with bent normal based one. Works very well but as I haven’t tested it on really extreme and broken surface yet so I am still waiting before I update that section in my tutorial.