I think it's because it's so easy to get good looking metal with PBR. Set metalness to 1, set roughness low, diffuse color to something mid-range, done. :)
I´m not saying it´s good. As I said it´s very old and I forgot about it but yours reminded me of it : ) And this was before PBR and all the fancy stuff : D
Picked back up and doing some stylized PBR for this. Already testing on weapon. High poly for Pirate almost done. Need to go back over hair and leg wraps.
The one vertical brick at the edge is going to make the tiling very obvious. Also if you are bring this up to date with PBR engines. You don't want any lighting in the Albedo.
Each Crate has a customizable material instance allowing manipulation over Color, Emissive and PBR controls. Includes 2K and 4K textures. Custom collision has been added.
Another update, added in some chairs and changed the lighting up, to get a larger variety of lights and darks. PBR is difficult to get the hang of, but I hope its getting better :)
Spent some time going back to the materials. It's slowly congealing into the proper set-up for PBR. Meanwhile, I have been building ducts: Crits and comments always welcome!
The whole art pipe line and texturing seams to be changing, this is why I was asking really. PBR seams like its on the cards now in that respect. Great info guys, thanks.