The style of the asset is cartoonish, but it has PBR values.
The order of things don’t really matter for the topic because there’s too many ways of doing it.
BUT… usually the pipeline would be:
You first do a very ‘high-res’ sculpture of the asset in Zbrush. Here’s the part where we even sculpt micro-details such as fabric and wrinkles. All this is in fact ‘carved’ in the geometry of the object.
After that we do the re-topology: over the very high-res sculpt we manually do a very lighter version of it with almost no geometry details at all. (this ‘lighter version’ is already what you see in the game).
After that we do the texture baking process. This is very important because it’s where we transform all that micro-surface details of the high-res into a Normal Map for the lighter version. Normal Map is a texture used for making the lighting system of the game engine interpret the lighting of bumps and dents… in a way that it really seems they are modeled in the object. It’s a trick. All that wrinkles I did will be printed in the normal map and then interpreted by the engine’s lights so we really think they are there.
This is crucial for PBR because PBR uses Normal Map (as other things).
Just after that we send this object to a texture software. It’s here that you decide if you’ll give a ‘handpainted’ style for your texture or a more ‘realistic’ one. You can paint, or you can use a real photo, or both, etc etc. In this process you can also do the different textures that will be in the PBR Shader, such as metallic and roughness. We almost never change the Normal Map we did earlier here because it’s pretty much done, but you can also add more details to it if you want.
So, after the textures are done, you send everything to the engine and make the material, which contains all these different textures to become a PBR thing.
As for the WoW Character, see, if you RESPECT the original art style of WoW, it wouldn’t be too much more ‘realistic’ than that because we have a kind of…style barrier… that we cannot overcome. With PBR, it would look… kinda it is in HotS. It would look similar to the image I showed.
But even so, even if you really want it to look more real, I’d say it’s a mix of little changes you would do. You’d add more ‘realistic’ details to the zbrush sculpting, you could use real skin photos to make her skin texture, etc etc etc, and of course, a PBR shader would help because the material would look ‘physically based’ to our eyes.
I kinda hate doing this comparison, but a Stylized or Handpainted Character with PBR would almost, kinda, look more os less like an… action figure… to our brain, because even if we’re using handpainted stuff, the values would be ‘physically based’ as well.
PBR really is a RENDER thing, but for that to work you use textures in ‘specific’ places of the material, or it wouldn’t work, but the art-style of the texture doesn’t matter.
– I admit all this is kinda complicated to understand, but it’s actually more simple than it seems.