Painting Textures for Low Polygon Props in MARI

With the next generation game consoles upon us, we now know that there are still polygon limits when it comes to our assets. Software required: MARI 2.6v2.
Course info
Level
Intermediate
Updated
Sep 2, 2014
Duration
2h 3m
Table of contents
Description
Course info
Level
Intermediate
Updated
Sep 2, 2014
Duration
2h 3m
Description

With the next generation game consoles upon us, we now know that there are still polygon limits when it comes to our assets. There are however some really exciting things on the horizon for texture painting as well as lighting and rendering of these assets. This training will begin to introduce you to some of these techniques including using a physically based workflow which will give us highly realistic looking results. To get things started we'll learn how to create our MARI project and bring in our geometry as well as both normal and ambient occlusion maps that have been baked out from the high resolution model. From here we'll learn how to use HDR images as image based lighting for our textures right inside of MARI. Throughout this training, we'll focus on painting a color or Albedo map, a reflectance map and a gloss map for the asset. To wrap things up, we'll learn how to get our maps out of MARI so they can be used in our game engines. After completing this tutorial, you will have a good grasp over the process of texturing a game asset using a physically based workflow in MARI. Software required: MARI 2.6v2.

About the author
About the author

Eddie is the dedicated Pluralsight texturing and rendering tutor. His roots are firmly planted in a deep background in illustration and design, and Eddie lives to express himself through his art. Eddie has been with Pluralsight (and previously Digital-Tutors) for four-plus years, teaching creative artists to expand their knowledge on everything from design and illustration, to hand painting beautiful textures for their models.

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Section Introduction Transcripts
Section Introduction Transcripts

Introduction and Project Overview
Hello, and welcome to this series of lessons, focusing on painting textures for low polygon props in MARI, presented by digital tutors. My name is Eddie and I'm excited to be able to walk you through the process of painting textures for your next generation game assets. With the next generation game consoles upon us, we now know there are still polygon limits when it comes to our assets. There are, however, some really exciting things on the horizon for texture painting, as well as lighting and rendering of these assets. This course will begin to introduce you to some of these techniques, including, using a physically based workflow. Which will give us highly realistic looking results. To get things started, we'll learn how to create our MARI project, and bring in geometry, as well as both normal and ambient occlusion maps that have been baked out from the high resolution model. From here, we'll learn how to use HDR images as image based lighting for our textures, right inside of MARI. Throughout this course, we'll focus on painting a color or albedo map, a reflectance map, and a gloss map for the asset. To wrap things up, we'll learn how to get our maps out of MARI, so they can be used in our game engines. After completing this course, you'll a good grasp over the process of texturing a game asset using a physically based workflow, right inside of MARI. So, let's go and get started with our next lesson.