Nowadays materials have either a high poly model or Substance Designer driving your textures. Whereas previously, textures were either photosourced from a texture library online, or you scouted your own.

PBR changed material workflows by changing them to a phyically based system. Each material has its own parameters for values: how dark or light the material is, and what kind of roughness it has. Previously, specular maps weren’t accurate or were guesswork. Now, PBR has made the materials come across more life like and has made them more grounded. The fidelity and interest you can get in a material now is far higher than the previous generation.

Materials’ Function

As an Environment Artist story is the king. When telling a story it should establish the location and tone for the level. Materials play a huge part in that, and should ground the environment in the games style. I personally look at it as they inform and enhance the setdressing of the area and give context to the assets in the scene.