isn 't pbr just short for materials as opposed to textures - or could it stand for 'paddington bear reboot.' I think its only used by people who want to make objects that are copper or gold, maybe even rubber:)
That's kind of my point though - there are some really interesting stylistic areas that simply aren't possible using technology that's built to mimic the real world - and the fact that it's such a rarity for anyone to explore those areas is ... disappointing. I'm not saying using PBR is a stylistic choice, I'm saying it…
With the only information being 'make it more PBR' in the original post - then yes I agree that it is poor feedback. But I don't think the feedback is being used to address a style, but more 'correctness' for the art pipeline. It's all a little vague but I'd like to assume that the artists using that term know better than…
"I've heard my AD and other artists [...]" That probably just means that neither this AD or these artists have ever worked with a roughness map themselves. In these cases I think the best course of action is simply to play dumb and ask them "what do you mean ?". ... and then, showing them a picture of a stylized action…
Definitely agree but the difference is that now the 'lazy work' looks fine enough and often gets a pass, while previously it was rather obvious to even non artists that it was sub-par and would less likely be approved. Is the tech to blame? No of course not, but it is a consequence of the instant flashiness of IBL, strong…
If I were to take it literally, I would think they were saying "make the material definitions more accurate to real world conditions." But, my hunch is they have a certain aesthetic in mind -- like you said maybe certain games that came out around the time PBR was becoming the big thing -- and they have just assigned that…
While either flat pure black or white is a big no-no in our not U4 engine rather grayish diffuse color, maybe not half but still, is ok for kind of dusty/rusty metal things having greyish metal channel too. I have an impression pure white metallic channel is a thing from an imaginary hi res perfect world with lots of halo…
The shiny look can be a content creation issue, often comes from misreading the lighting conditions in reference images. But it can also be a style, some people intentionally push a glossier direction, just as a matter of taste. In any rendering system there's wiggle room with regard to dramatic vs understated material…
yea my first guess would be if it was a non technical person like most art directors, what they probably actually mean is: work on your material definition. Make the differences between metals and matte surfaces like concrete more apparent. a lot of games still suffer from not pushing their materials, leaving everything to…