ingested polycam scans to blender, fixed any overlapping verts, then sent it into Unreal to build a custom material that derives roughness from albedo, and then after tweaking that I did another render showing what a detail normal from a cracked marble or something like that may look like - normal was yoinked from megascans. Trees and rocks also :)
Relief sculpture walls at the old shaughnessy BC children's hospital. Rendered in 5.3 with megascans trees (europe pack)
An actually relatively sloppy scan I did of my dagger on a table indoors with overhead office lighting.