Though I agree with Earthquake and I definetly think that "no-one is painting in PBR" style is a completely wrong statement. Im not sure if you can call anything 2D PBR, ever. PBR is not a style, its a mathematical system to calculate color and light, the closest thing ive seen to PBR painting is Muzzs color constructor,…
Look at Pixar's films if you want to see PBR that isn't generated from photo reference, and isn't photo realistic. PBR and stylized rendering are not mutually inclusive or exclusive. To qualify as physically based, all you need is a system of shaders that light the world in a physically accurate manner, and a set of art…
I'd find out what exactly they mean here, before dictating what they should do. Maybe they weren't clear enough in explanation. I don't know, but I thought this was just concept art, and maybe they're planning on using a PBR game engine like UE4 to bring their concept to life. Though, if they are talking about merely…
Shadows are temp. As for PBR, you'll see it soon. This scene isn't really the best to show it, because of how big and zoomed out it is. But I want to show each object having a degree of "roughness/reflectivity" just like in a real PBR system would. The easiest example I can think of right now are the cars, where I've been…
You guys, don't worry. In due time, you will understand why me calling this PBR will make a lot of sense. I plan to ride this thread for a long time, so don't just judge one art piece, but many many more to come. Also Muzz. It's true the term PBR refers to all the crazy maths about lighting. However, the point of this is I…
Unless you are photometrically generating your colours and values then nothing you are doing could ever be considered physically based, and even then i wouldn't call it PBR. This is just being silly.