

Uncharted 2 HDR Lighting Presentation by John Hable.The reason for this has to do with how monitors work, and is an interesting read but others have explained it better than I would, so I'll leave a couple of references here. 45 is applied to the texture, darkening it a bit. SRGB/gamma space simply means that a gamma correction of. Linear ranges from 0 to 1, while sRGB ranges from 0 to 255 and is gamma corrected to provide more resolution on the dark end of the spectrum. If your model surface looks rougher than it should, make sure your Gloss map is in linear space (if you're using a Roughness map it may look too glossy instead).If your model color looks a bit washed out make sure your Albedo is set to sRGB.

Here are a couple of tips to spot color space issues in your textures: Toolbag usually handles this for you, but it's also been known to mess up every know and then. There's an sRGB toggle for this in the texture window. Some game engines handle this automatically, but others like UE4 for instance give you the power of choice and may need some maps to be manually edited, as unknown textures default to sRGB. As a general rule, textures that represent a math operation, such as normal or roughness maps will need to be loaded in Linear space, while textures with color information such as base color/albedo or specular maps will need to be loaded in sRGB/Gamma space. In your PBR scenes, specific textures need to be loaded either in Linear or sRGB color space. Doing this ensures that the camera will orbit nicely around the model instead of wandering off randomly. You can do this by selecting the mesh and pressing Ctrl + F. If you're going to export the model as a Marmoset View scene to be viewed online, make sure you center the camera on the model first.
