Photo scanning requires a TON of cleanup - An artist’s work
Photo scanning requires proper art direction of the objects being scanned if it’s a prop or costume piece - An artist’s work
Photo scanned assets will need to be contextualized. They won’t be used in a vacuum, they’ll be arranged with other assets. - An artist’s work.
The non-abstract naturalist (what some naively call ‘realistic’) aesthetic is not a singular goal that everyone works towards. Hell, most who even think they’re working towards it, actually aren’t.
Everything that is representational is filtered through a subjective mind. In the case of the games and vfx industries, they’re filtered through MANY subjective minds before you see the final product.
The workflow for Battlefield V-VI and Star Wars Battlefront (their first one) were entirely photogrammetry based. Do you think they fired a single goddamn one of their artists? No, man. They NEEDED all hands on deck. Not just for processing, but for flourishes. This is like worrying if mocap will replace animators. Raw mocap is terrible, no matter how many filters you throw at it. Look at any Borderlands game, all those super stylized humanoid characters with exaggerated proportions flopping around like mascots and hitting weak ass key poses. 3d is iterative. You’re GOING to need to touch up every data driven piece.