I'm learning the "PBR Practice" tutorial on Marmoset's website. (http://www.marmoset.co/toolbag/learn/pbr-practice) I have a few questions: 1. Between linear and sRGB, which one should I use in Photoshop and Maya when I input the (HSV and/or RGB) value in those software? 2. "Alternatively, you can find known values from…
Hey man! Glad you're learning. 1. RGB 2. Megascans is not yet available, but look at the links robin posted 3. You'd have to ask EQ but I'm pretty sure it's baked from a high poly.
2. Not sure about the release date of Megascans, however some charts already exist to serve as guidelines for creating materials. http://seblagarde.wordpress.com/2014/04/14/dontnod-physically-based-rendering-chart-for-unreal-engine-4/ Also check out this…
hi Dongyfeng, let me try to answer these as best i can for you: 1. photoshop works in sRGB space so unless you're applying any kind of curve math to your textures while authoring them, you'll be working in sRGB. this isn't necessarily a bad thing though, linear is what all the math in shaders uses but sRGB is what your…