With pbr it is better to use source textures that do not have any shadow information in them. This means you need to get your detail information from another source such as a high poly model.
It just sounds more complicated to me. PBR workflow, 4 textures to create, less manual control over specular and gloss because they have to be physically accurate and a less artistic more scientific workflow involving charts and data and heavy emphasis of trying not to include lighting or highlights or shadows. We would…
Because so much work is done for you - PBR shaders have far fewer inputs. For example, if you wanted to have correct energy conservation with your specular highlights with a shader that didn't have energy conserving specular - you'd have to do it by hand in your Specular Level and Glossiness textures. Now it's just done…
Macbeth Chart is good for referencing colors and or balancing photos. Macbeth Chart "Remember Me" has a great overview of PBR a lot can be gleamed from this. PBR workflow for Remember Me Here is a shot of the passes. The guys that made Remember Me admit that too much micro detailing was added to the Albedo it was a…