Good skin requires subsurface scattering. https://marmoset.co/posts/creating-realistic-skin-toolbag-saurabh-jethani/ I think you still don’t have a good understanding of the two main PBR workflows: metal-rough, and spec-gloss. I would suggest reading up on how these work. https://marmoset.co/posts/pbr-texture-conversion/…
Oh thanks for second guessing that, even if it might be unrelated to the issue. I couldn't find much about what shader to use for what situations. The character is for real-time use in unreal and marmoset with the PBR roughness workflow. The charcter won't have any alpha transparency, but some parts are glass. So you're…
Will PBR be a "novelty toy"? No. Unreal Engine 4 exclusively uses a PBR workflow, Cryengine uses PBR these days (not sure if it's required), Marmoset Toolbag 2 uses PBR, Marmoset Skyshop for Unity uses PBR, IIRC Unity 5 will use PBR, I'm sure high end proprietary engines like Fox Engine use PBR as well. Offline animation…
It looks like hand-painted textures with PBR rendering - you can see all sorts of little highlights if you look closely, and the metal bits look PBR-metallic to me. The artist listed substance painter as software they used, so yeah.
If you’re interested, my sketchbook has some examples of textures for animated water, with breakdowns. It’s not PBR, but might help since it’s using tiled textures.