We mark as pure PBR assets which fullfill the following conditions:

Material properties

  • use only principled shader in cycles
  • the inputs of the principled shader are texture images or unplugged
  • don't use any procedural textures
  • use UV mapping.
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Geometry

  • has optimized mesh density
  • only use these modifiers: Subsurf, Edgesplit, Displace, Armature
  • If possible do not apply Subsurf modifier

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The advantage of pure PBR assets is their convertability into almost any game or render engine.

Pure PBR isn't a limit, and we expect and understand many assets require overstepping these limits (like our mascot kitten).