eh, i dunno. from the content creation perspective, working with a PBR shader isn't fundamentally different from working with a non PBR shader. if you're already used to thinking about materials in the structure of diffuse, spec, and gloss components - none of that has changed, although some of it has a newer fashionable…
Don't think PBR will make photo sourced textures/normals a thing of the past. From how i understand it the biggest difference is that we'll have to deal with albedo maps instead of just using the photo source or its derivate as is for a diffuse map. But i'm sure some proper tutorials will pop up for this once it becomes…
Not disagreeing with you. From what i've seen how the albedo textures look it's probably just gonna be a case of running a couple more filters and adjustments to remove most of the lights and shadows. And you are probably right that some of it will remain. When the last gen of materials came around people said the same,…
It's only partially true. You will still want to use diffuse, with some faked lighting in it. The sad truth is, that real-time rendering is nowhere near close to be able to pick all the small details. You shouldn't use big fakes, but small ones are ok. As for normal. It doesn't matter. As long as you get the result you…