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 a content producer for Unity as well as a seasoned shading, texturing, lighting and rendering artist. He takes pride in helping creative professionals reach their learning goals.

More from the author
Texturing Game Characters in Substance Painter
Intermediate
4h 44m
Mar 15, 2018
More courses by Eddie Russell