PBR definitely isn't a style. Just a rendering method. Since it's used to make things more physically accurate, I assume what they mean is that it should be more realistic/accurate. I'd ask to be sure though. I'd also never proliferate its use as a reference to realistic styled art. Not only is it needlessly confusing, but…
I am going to second this train of thought. Without more information, perhaps the AD is saying there is something off with your assets? Maybe your albedo maps are too dark. Perhaps you are baking in AO pretty heavily in your gloss/roughness or diffuse maps. You can still be physically based but be fairly stylized or have…
On my team, "PBR" is shorthand to describe a workflow, it's not a style in itself. We've used it to differentiate between authoring a full suite of supporting textures describing various real-world material attributes from the "old school" way of painting shadows and highlights into a single texture. You can use the PBR…
Only if you think PBR is an art style. I was going to point you to an above post re: Disney etc, but you wrote it lol. But no, I don't think this is an indication of anything sucking in the industry. Frankly, I'm happy that studios seem to be embracing PBR for both stylistic and realistic art styles. If we never have to…
In addition to what @"Eric Chadwick" mentions, I think it's important to point out that there is a pretty big range of style that one can pull off within a PBR system. PBR doesn't have to mean photo-realistic military sims. Style comes from very many things, not just the shaders your engine uses. Overall art direction…
This is an interesting question, and I think its somewhat hard to answer because if you think about it, you could say both yes and no. But I think mainly no. Because any art style could be pbr. For example there is Overwatch and Heroes of the Storm. They both use the same very stylized direction. Stylized shapes and…