Take a look at Blizzard's Overwatch, Valve's Dota 2, and Epic's Fortnite. You can also read documentation on the Dota 2 hero shader here, which isn't strictly PBR but does let you define a wide variety of materials reasonably accurately. Most of these games are using sculpting as well as painting in some capacity, just…
I have this unsettling thought that using normal maps (or pbr) will soon become the default way to create "hand painted" textures. Maybe it already is. There's a bunch of big games that still use just diffuse but isn't it only a matter of time before they switch to current/next gen stuff? Gamers who are attached to…
Best example Ive seen is overwatch. I put a fair amount of hand painted or baked detail into my wolverine albedo and roughness as I was going for a comic book over saturated and slightly inked look so I didnt follow all the pbr "rules" perfectly. check it out with the marmoset viewer on my Artstation to see the albedo pass…
While I do like 100% fullbright diffuse hand-painted stuff, I really like the hybrid stuff like DOTA2. And I LOVE the 100% hand sculpted, stylized, fully realtime lit PBR stuff. I'm trained as a painter, and while I can produce the hand painted look that some clients want, I prefer assets that can exist and work in many…
Look at the darkness 2 and the wolf among us. They don't use normal maps in the traditional sense, but use it in the diffuse shading with a ramp shader to get really stylized lighting effects. As far as pbr/PBL goes you can still go stylised the tech dosnt limit you at all, in fact it can help you a lot of stylzation will…
It really depends on how you look at it, if you want to confine it to the really narrow box that is "hand painted", eg, every texture in the game is painted by hand with static lighting, then no, it doesn't really make sense to do that with current/next gen technology. On the other hand, if you're mearly refering to…