First try at photogrammetry for games - Unity 5
Harder then I thought!
This is far from perfect, yet the results are promising. I didn't care to make a proper low poly mesh, so the tree is just a decimated hi poly (4 million to 350) and the ground is just a quad with textures.
Lessons learned:
1. Hold the camera still (tripod!), because textures go blurry
2. Buy RAM - 12 GB is not enough. You can spit out max 2 mln poly, not enough for a good normal map.
3. Hair and black objects just don't work...
And the most important lesson - If you don't really care about people looking at your textures from 1 inch distance and you are just making an indie game... it works pretty well! I guess you can produce like 4-5 assets like this a day. I could never do that with manual sculpting and texturing (some enviro artists may, but I'm an animator).