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This can result in slightly different shading, and sometimes your metals might look a bit glossier than intended. The browser renderer doesn't support all of Toolbag 3 features, such as area lights and many post-process effects. Sometimes when you export your scene you may find that it looks a bit different in the browser than is does inside Toolbag. Just remember, if your textures are authored for GGX but you forget to enable it in Toolbag (or any other renderer) your materials will look glossier than they should. GGX has become the standard, since it provides better image quality and is used by some of the giants in the industry such as Unreal Engine 4, as well as tools like Substance Painter. GGX has been the default for quite some time so chances are you won't have a problem with this, but it's still worth mentioning. If you're making PBR materials you definitely want to use GGX as your reflection term, so make sure it is enabled in your Toolbag materials.
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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.
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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.
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