Since its December, I decided to scan some festive mince pies as a small project before Christmas. I took both close-up and distant photos of the pies in RAW format on my phone, and repeated this process with a different version of the pie, capturing three stages of it being eaten.
Next, I used Meshroom to create a high-poly mesh, then imported it into ZBrush. There, I removed the decorative pattern, cleaned up the mesh, and created a low-poly version. I removed the decoration to avoid potential copyright issues, as I plan to sell these assets.
I then prepared the low-poly mesh's UVs in Blender and imported it back into Meshroom to generate the colour map. I cleaned up some unwanted artifacts in the texture map and finished the texture maps normal, roughness, and ambient occlusion by baking the high-poly details onto the low-poly mesh in Substance 3D Designer. Additionally, I resized the texture maps to 4k (4096px), 2k (2048px), and 1k (1024px).
When applying the textures to the low-poly mesh, I noticed obvious seams at the base. To fix this, I used Substance 3D Painter to blend the seams, as it was quicker and easier than using Affinity Photo and reapplying the changes in Blender.
Once I was satisfied with the textures for all versions of the mince pie, I merged the texture maps together (thanks to the space I made for the other UV shells) and optimized them further in Affinity Photo.