Third one of my quest to push everyone of my scans to the brink.
This one was slightly more tricky, the stem is really thin and in order to get it looking big, i had to cheat alittle with how i baked it.
Also alot of Designer work in order to get it to tile without looking super weird.
But in the end it looked nice.
I noticed that some of the scans depending on how high you pushed the initial high poly, that some of these textures might be more suited to be throw away sticks or brach textures as compared to continuation of trunks.
Sadly i didn't push the mesh from Reality capture high enough, and the sharpness of the texture suffered. which is sad, but i learned my lesson.