Just a couple of questions on PBR - We are working on mobile and looking to move over to PBR workflow for our environments. Being on mobile we have some pretty strict memory targets meaning its much more difficult to have a lot of textures in each material with normal maps being a bit of a no no on most things. With PBR…
If I were you I wouldn't..but if you really want to, make sure you put a lot of detail into your albedo and roughness. Make sure you have a good amount of color variation. Bake out a good ambient occlusion map and make sure your shader has support for that. Honestly though, if you're that worried about your texture budget…
Nice one - will check it out :) chronic - 100% agree with this, like you say we may well go back to a more classic diffuse/spec work flow if it gives better results on the format's we are aiming for with the final product - There are a lot of questions about how we can get the best results possible and what tech would be…