That's one of the driving factors behind the shift to pbr in games.It helps to ensure consistency. Whole pipelines are now built around Substance Designer, for instance.
Decided to finally give it a go and learn some PBR along the way. Basic idea is a boy with a boombox for head riding a water buffalo. This is just a block out to roughly get the idea going.
Hey Guys, I'm making A next gen 3D environment from a mattepainting I did. the whole thing is going to be in Unreal 4 so it's going to be in PBR. This is the mattepainting I made and my reference for the environment.
been working on the textures a fair bit. Still going to need to do a lot of work obviously, but I'll get there. This is all handpainted with baked lighting, there's no pbr reflections or anything
In my last study for PBR production, I used Blender for modelling phase and Unwrap the model, Substance Painter for texturing, and Marmoset Toolbag 4 for render.
A little something i made to get acquainted with Substance painter. It's a daaaamn good tool man. completely loving it. Low poly (ish) model with normal maps and PBR in substance below. Hi-rez sculpt from zbrush.
PBR: DSD1 Dwarf Spider Droid as seen on the battle of geonosis Classic specular diffuse: AAT from one of my favorite movies episode 1 Lambda class T-4a shuttle