We mark as pure pbr assets which:

  • have these 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 or Cube mapping.
  • and their geometry -
    • - has optimized mesh density
    • - only use these modifiers: Subsurf, Edgesplit, Displace

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).