Texturing Game Assets in MARI
In this MARI tutorial, we'll walk through a standard workflow for texturing game assets. Software required: MARI 3.0.
What you'll learn
In this MARI tutorial, we'll walk through a standard workflow for texturing game assets. We'll take a step-by-step approach through the process, starting with nothing and ending our project with completed PBR texture maps that are ready to take into Unreal Engine. We'll start by learning how to setup our project for a multi-material PBR asset. From here, we'll learn how MARI handles a linear workflow using Color Management and how that affects our game assets. Next, we'll learn how to bring in supplementary maps like an ID map and normal map so we can use them as we build our textures. We'll learn how to use an exciting new feature in MARI 3.0 to send a high res mesh over to MODO for ambient occlusion baking. As we're painting, we'll learn about important topics like selections, projection masking, and adjustment layers. To wrap things up, we'll learn how to resize and export all of our texture maps for use in Unreal Engine. By the end of this MARI training, you'll have all of the basics down so you can start painting your own game assets. Software required: MARI 3.0.
Table of contents
- Setting up a MARI Project 13m
- Understanding Color Management in MARI 11m
- Using ID Masks in MARI 14m
- Baking Ambient Occlusion for the Unreal Shader 13m
- Using the Tiled Procedural Layer 7m
- Selecting Geometry and Controlling Visibility 10m
- Painting and Erasing Basics 16m
- Projection Painting with the Paint Through Tool 13m
- Using Projection Masking to Assist Painting 10m
- Painting and Viewing Layer Masks 10m
- Using Adjustment Layers and Adjustment Stacks 8m
- Working with Filters 8m
- Combining Procedural Noise Using Blend Modes 11m
- Hand Painting Details 14m
- Creating a Roughness Map 13m
- Caching Layers in MARI Channels 6m
- Exporting Texture Maps out of MARI 12m