PBR shading can be very realistic and that is its main purpose, however your art director may want to use pbr shading in an unorthodox way like on highly stylised meshes pushing the smoothness up really high on some faces or making others very dull and rough. The results can look pretty cool. I just said it looks like pbr…
@EarthQuake totally agree. Im just trying to understand more on a technical level how everything breaks down so I could give a shot at making something similar. Any chance anyone's seen a UE4 tutorial with a similar visual style? @Ged what is the difference in a PBR versus diffuse setup? I am under the impression that…
Ged is saying, I think (and correct me if im wrong Ged) that unless you had prohibitively large textures, the mipmaps would usually cause the sharp edges to blur out when seen on smaller instances of the objects (that whale screenshot perfectly demonstrates how crisp things stay when in the distance). That would suggest…
looks like its all geometry defining the shapes with a pbr material setup to me. Diffuse would probably mip map quite a bit and loose that crisp finish. Judging by the larger scenes Id say they use a variety of techniques, its not some one size fits all workflow that is applied to all objects and vfx etc, some parts look…