For a Lovecraftian VR horror game environment, we needed complex historical architecture, but didn't have the manpower to scuplt it all. I developed a photogrammetry library for modular assets that can be integrated with the 3D models. This was in 2015, before photogrammetry became industry standard. I used a pipeline that I learned from film VFX. All PBR materials with Substance, in-engine lighting.