Yes. It’s just a different set of textures. So if you can make diffuse/specular/normal and so on maps for the old workflow you can do the same for PBR.
If anything PBR is less work.
I haven’t actually read this as I already understand PBR. But a quick google threw up this, for UE4, might be worth a read: PBR Tutorial Series - Community & Industry Discussion - Epic Developer Community Forums
Edit:
Just noticed that that mentions Quixel and Marmoset. But the point stands. If you can create textures for the traditional workflow you can create them for PBR.