IterateCGI is correct. There needs to be specific texture maps for a model to be considered "PBR" ready. He mentioned the two different PBR workflows - Specular/Glossiness (which is used mostly by physical path tracing render engines), and Roughness/Metallic (which is usually used by game or real-time render engines). These two workflow types can be interchangeable, and some render engines can use both a roughness/metallic and a specular/glossiness (Blender's Principled Shader can use all of the above to create materials). The color maps in a true PBR workflow are called Albedo maps. These are strictly flat color representations of the material, and should never contain specular or shadow components in the color channels. Normal Maps are probably the most common component to any PBR render engine. They are used in both path tracing and real time PBR render engines. A height map for displacement is also a handy element to include if possible, esepecially if you're dealing with path tracing render engines.