Texturing a Robot with Ptex in MARI
We will really flex MARI's new layer system in this training, and utilize not only procedural layers and adjustment layers but also mask groups. Software required: MARI v2.0.
What you'll learn
When it comes to creating textures for a project, sometimes UV maps just aren't available for an asset. Ptex provides a wonderful solution to this problem by allowing us to paint textures on each face without the use of UVs. In addition, MARI 2.0's true layer-based painting workflow makes creating these textures an absolute joy. To get started with this project, we will learn how to create our Ptex project in MARI using an existing .obj file. From here we will begin the process of creating selection groups to help us target areas for paint. Next we will gradually work though both base textures and eventually some wonderful details for our robot. Along the way, we will learn about various workflow tips and tricks for working in MARI 2.0 including setting up channels for each of our texture maps, painting with images, and both projection and layer masking. We will really flex MARI's new layer system in this training, and utilize not only procedural layers and adjustment layers but also mask groups. After going through this tutorial, not only will you have a fully textured asset but you will also have learned a good deal about the powerful features that have been packed into MARI 2.0. Software required: MARI v2.0.
Table of contents
- Project Creation and Setup 10m
- Utilizing Selection Groups 7m
- Selection Group Creation for Primary Color Areas 11m
- Painting a Base Texture for Primary Color Areas 13m
- Painting Smaller Details for Our Primary Color Scheme 11m
- Laying Down a Base for the Secondary Color Scheme 11m
- Texturing Tread for Our Robot's Feet 9m
- Adding Base Texture for Our Robot's Gold Trim 10m
- Adding Base Texture for Our Robot's Chrome Trim 15m
- Adding Base Texture for Mechanical Details 10m
- Painting Diffuse and Emissive Textures for the Robot's Reactor 15m
- Finishing Off Base Diffuse Texture 12m
- Color Correcting and Adding Variation to the Blue Base Texture 8m
- Adding Rust and Fluid Wear to the Robot 14m
- Adding Panel Detail 9m
- Adding Worn Texture to the Gold and Chrome Areas 10m
- Painting a Dirt Pass 10m
- Painting Decals and Diffuse Touch Up 14m
- Creating a Bump Map 6m
- Specular Refinement 10m
- Exporting Ptex Texture Maps 7m