## References and further reading ###CC0 Textures CC0 means Creative Commons CC0 License, which means that there is no copyright reserved and you can use the textures as you want. There are several CC0 texture sites which you can support through Patreon. Metal by Tutorials uses textures from: [TextureHaven](https://www.patreon.com/TextureHaven) [[CC0Textures](https://www.patreon.com/cc0textures) [textures.one](textures.one) [Pexels](https://www.pexels.com/photo-license/) - these photos are not public domain, but the site has a generous license. ### Blender 2.79 tutorials [Blender Guru Absolute Beginner Series](https://www.blenderguru.com/tutorials/blender-beginner-tutorial-series) Blender Guru Blender Beginner Modelling Tutorial Parts 1-4: * [https://youtu.be/yi87Dap_WOc](https://youtu.be/yi87Dap_WOc) * [https://youtu.be/WxMwa0njGSM](https://youtu.be/WxMwa0njGSM) * [https://youtu.be/lITV4F_P4E0](https://youtu.be/lITV4F_P4E0) * [https://youtu.be/9ViVKUiG8ks](https://youtu.be/9ViVKUiG8ks) [Blender Guru Beginners UV Unwrapping Tutorial](https://youtu.be/scPSP_U858k) ### Chromaticity and color spaces [http://hyperphysics.phy-astr.gsu.edu/hbase/vision/cie.html](http://hyperphysics.phy-astr.gsu.edu/hbase/vision/cie.html) Excellent write-up on gamma: [http://blog.johnnovak.net/2016/09/21/what-every-coder-should-know-about-gamma/](http://blog.johnnovak.net/2016/09/21/what-every-coder-should-know-about-gamma/) P3 Displays: [https://creativepro.com/how-do-p3-displays-affect-your-workflow/](https://creativepro.com/how-do-p3-displays-affect-your-workflow/) Interactive image comparison: [https://webkit.org/blog-files/color-gamut/comparison.html](https://webkit.org/blog-files/color-gamut/comparison.html) If you have a wide color display, you will see a logo not just a red square here: [https://webkit.org/blog-files/color-gamut/Webkit-logo-P3.png](https://webkit.org/blog-files/color-gamut/Webkit-logo-P3.png) Apple's Working with Wide Color: [https://developer.apple.com/videos/play/wwdc2016/712/](https://developer.apple.com/videos/play/wwdc2016/712/) The sRGB Learning Curve: [https://medium.com/game-dev-daily/the-srgb-learning-curve-773b7f68cf7a](https://medium.com/game-dev-daily/the-srgb-learning-curve-773b7f68cf7a) ### Compression formats and ATSC Metal by Example: [http://metalbyexample.com/compressed-textures/](http://metalbyexample.com/compressed-textures/) NVIDIA on ASTC: [https://developer.nvidia.com/astc-texture-compression-for-game-assets#_Toc398571907](https://developer.nvidia.com/astc-texture-compression-for-game-assets#_Toc398571907)