Description
Course info
Level
Beginner
Updated
Jan 11, 2016
Duration
3h 8m
Description

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.

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, my name is Eddie Russell, and together, we'll walk through the process of texturing a game asset here inside of MARI three. This course will walk you, step-by-step, through the process starting with nothing and ending with a completed PBR texture map set that's ready to take over into Unreal. To get started, we'll learn how to set up 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 us in working on 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. Now, we won't have an ambient occlusion map to start with, but we'll learn how to use an exciting new feature in MARI three to send a high resolution mesh over to MOTO for ambient occlusion baking. From here, we'll dive in and start painting. Along the way, we'll learn about important topics like selections, projection masking, as well as adjustment layers, which are all important things to master inside of MARI. To wrap things up, we'll learn how to resize and export all of our texture maps for use in Unreal. After finishing this course, you'll have all the basics down so you can start painting your own game assets right inside of MARI. With that, let's go ahead and get started with the next video.