I don’t think I can ignore PBR for Cogwheel Chronicles – the uplift in pure ‘niceness’ due to the improved lighting is too much to not include:
However, can’t afford to move it all to PBR – many many assets already in the game world – too many to convert so will have to stick with some signature pieces and terrains and hope I can smooth out the lighting on the non PBR content.
I’ve implemented POM into favourite game engine, also ‘Offset Bump Mapping’. Will have to use these techniques sparingly in Cogwheel Chronicles as Parallax Occlusion Mapping takes a lot of extra height map texture reads to calculate the final texture UVs. The results are pretty good – especially for rocky paths, caves and such like:
The first is normal ‘normal mapping’, followed by POM (deep crevices), then OBM (‘super normals’).