Texturing a Low Polygon Sci-fi Weapon in MARI
In this series of tutorials, we will walk through all the steps taken in MARI to texture a low polygon, sci-fi rifle for use in a game engine. Software required: MARI 1.6v1.
What you'll learn
In this series of tutorials, we will walk through all the steps taken in MARI to texture a low polygon, sci-fi rifle for use in a game engine. We will start by learning how to setup our MARI project and bring in a normal map that was created when the weapon was modeled. From here we will focus on the creation of three additional types of maps. With diffuse color being so important, most of our time will be spent here focusing not only on base colors but also on dirt and scratches. Next we will focus on the specular map learning how to apply highlights in such a way that different materials reflect light differently. Lastly we will learn how to create an emissive map inside MARI so that parts of our sci-fi weapon will glow in game. When it comes to texturing game assets, there are some strict guidelines that must be followed for the current generation of games. After completing this course, you will see that MARI is a robust texturing application that can easily create texture maps for anything from film assets to game assets. Software required: MARI 1.6v1.
Table of contents
- Setting up Our MARI Project for Painting 8m
- Creating a Masked Tiled Shader Module for Carbon Fiber Surfaces 10m
- Blocking in Base Diffuse Areas 11m
- Hand Painting Base Diffuse Areas 13m
- Adding Decals to the Weapon and Distressing Them 11m
- Adding Stains to the Metal Surfaces 10m
- Painting Dirt and Grime 11m
- Scratching up the Metal Surfaces 12m
- Adjusting Specular Highlights Based on Surfaces 11m
- Accounting for Dirt and Scratches When Making a Specular Map 10m
- Creating an Emissive Map for Our Game Weapon 7m
- Exporting Maps for Use in the Game Engine 7m