Hi Emil,
here is a very good explanation about color profiles - Bruce Frazer has a few more good articles, well worth reading on this site as well: http://www.creativepro.com/story/feature/13605.html
A few points from a Photographers point of view (some of which you already made):
-sRGB was developed for monitors and is a bit of the least common denominator when it comes to color profiles. But it is the most compatible with monitors and the web, because it is made for screen devices and has a gamma of 2.2 (which is the typical response curve of CRT screens). It has a fairly small gamut though and for print and compositing you might be better off using something like Adobe1998 or ProPhotoRGB which is becoming Adobe’s new HighGamut standard workspace and has a very big gamut. Only professional HighEnd monitors are capable of displaying the whole AdobeRGB gamut.
-A colorprofile is a bit like a dictionary: it translates the RGB values into LAB.
RGB is a device dependend model and doesn’t tell you the absolute color values as opposed to LAB. Meaning without converting an image to the device’s profile, it will not be displayed/printed correctly.
-when you ASSIGN a profile you don’t change the RBG values of an image, but the way it will be displayed in colormanaged applications/devices
-When you CONVERT to a different profile you change the RGB values, but the image will be displayed identically in colormanaged applications/devices, therefor you should be very careful about assigning a profile to an image - never do it to an image that already has a profile assigned (unless you know what you’re doing), but always CONVERT into a different color space in order to keep the color appearance.
-make sure that all textures you put into Maya have the same colorprofile and be aware which profile this is and what Gamma this profile has (not all profiles have a gamma of 2.2:D)Colormatch RGB for example has a gamma of 1.8 and LStar-RGB and LinearsRGB are - well - linear.
-When opening your finished render in Photoshop, make sure you ASSIGN the profile that your input textures had in order to follow a correct workflow.
-if you have screenshot textures the might have your monitor profile embedded, which is usually not gray-neutral, meaning an RGB value of 118-134-110 can be neutral gray for example. So make sure that you work with Profiles that are gray balanced. These are usually called working spaces. The most common ones are: sRGB, AdobeRGB1998, ColormatchRGB, ProphotoRGB, ECI RGB, LStarRGB (identical to ECI RGBv2)…
Usually if you get this wrong and mix up profiles it doesn’t have a devastating effect, unless you use some exotic printer or monitor profile.
This whole colormanaging thing was mainly developed for repro processes: You scan a transparency and want it to look exactly the same on your monitor and when you print it.
When rendering you are creating images from scratch, so you use your eyes and make it look the way you want it anyway. The one point where it comes in very handy, is when you use textures and want them to look in your render the same as before.
If anybody finds any errors in what I wrote - please let me know. Don’t wanna confuse things more than necessary…