1. https://www.marmoset.co/posts/physically-based-rendering-and...
With specular workflow you would specify color of diffused light and color of reflected light (specular map, usually white for insulators and in color of the metal for metals).
In metalness workflow you specify albedo map and metalness map. The metalness map is usually 1 or 0 as materials in real world are either metals or not.
See https://www.marmoset.co/posts/physically-based-rendering-and...
Scratches like these could sometimes be painted directly onto the texture - or maybe sculpted onto a higher-resolution model and then "baked" down to the lower-resolution model. In this step lots of data from how light bounces off the high-resolution model can be imprinted to a texture and re-used in a lower-resolution model.
If you want to learn more the terms to be googling are "normal mapping" and "bump mapping"
In this article - If i was to guess; all the pictured spheres are perfectly spherical, and just textured differently. https://www.marmoset.co/posts/physically-based-rendering-and...
Also - heres an interactive model of the lens: https://www.artstation.com/artwork/kl0A6 The "Layers View" button in top right gives you a neat view of the model with/without certain texture layers
Talking about the dents on the lens' filter silver filter ring. I doubt it was modeled.
https://www.blender.org/wp-content/uploads/2017/08/camera_pb...