Definitely - http://goinkscape.com/use-blender-freestyle-to-export-svg-artwork/ https://inkscapetutorials.wordpress.com/2015/01/07/blender-adds-freestyle-svg-export-to-create-inkscape-editable-3d-lineart/ I personally used it to convert a top ortho view of a 3d mockup into a vector file suitable for laser cutting and it…
It depends how you author your textures but the thing is: in Substance Designer/Painter, these maps are interpreted by our shader as linear, consequently, you author them as linear and they should be interpreted the same way in any other renderer to get the same (or closest as possible) result.
To the second question, logically, your alpha channel gets srgb'd too, but it shouldn't be a big deal, because simply applying power of 0.4545 on your alpha channel content puts it back to linear. And applying power of 2.2 makes linear color things srgb.
For example: Linear to Gamma 0.43^(1/2.2) = 0.45^0.4545 = 0.6956 (actually 0.6814 if you use more decimals) Your 0.43/0.69 you asked for in 0-255 space would be: 0.43 * 255 = 110 (linear space) 0.69 * 255 = 176 (gamma space)
The metal texture is great, good varience of large and small patterns along with detail. I agree with Fingus about the piece as a whole. The linear aspect of your scene is throwing the realism. I'd give the camera a dutch angle to add some disturbance if your going to keep it linear.
https://unity3d.com/unity/beta/2018.3 Unity 2018.3.0b7 release notes: - XR: Linear color space now works on Oculus Go and Quest. For Gear VR, driver issues may prevent linear from working with S7 Adreno phones on Android 7.0. :D
I'm guessing you're supposed to convert your entire shader chain to linear and let Maya do the last convertion back to gamma space? Could be that Maya texture nodes have "convert to linear" space functionality and you combine that with the Gamma Correction in the rendering stage?
mariomanzanares I'd love to see more perspective on those feet. Like the right foot could be lower than the left one like seen in the official OW art My last pic was a bit crooked on hips and overall perspective so I wanted to practice gesture drawing this time. I put the lineart on tumblr.
As for the linear colors in the viewport, I have no idea, I don't really know how to check it even, I'm using Maya 2015. I'm not doing any shader calculations, and I agree the Linear/Gamma space is very confusing, I need to learn more about it.
WIP PROGRESS ANGEL ZONE GOTHIC PUNK Lineart Reworking this portrait. Any comments on what looks off or weird is appreciated. I haven't added the darkest shadows, not sure how to go about it yet. I want the primary focus on the face, wings second. I'm using mostly Emma Watson pictures as reference for the face.