

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.

In this case, if I want to make a turntable from the sphere, instead of rotating the mesh, I will use the material’s offset.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. Therefore, I cut the UV from the sphere in half, reducing a lot (not all) of the distortion. A common UV from a sphere will bend the top of the material and I have always found this too eye-catching. I don’t know if it is pretty common or not, but I have a special sphere for rendering. Because of that, I did all my spheres renders in Toolbag 4. Also, I like how Marmoset treats lights and how everything is so easily tweakable. I have done my materials renders on Marmoset Toolbag since the third version and that’s why I am so comfortable with its workflow. Especially the fact that you can send your material so quickly from Designer to Stager with the “send to” option. With that being said, I also appreciate the new member of the Substance family – Substance 3D Stager. I think this is one of the easiest software to learn and now with ray tracing, you can do some marvelous renders. For the rendering, I am still attached to Marmoset Toolbag.
