Painting Textures for Low Polygon Props in MARI

Pluralsight
Course Summary
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 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.
-
+
Course Syllabus
Introduction and Project Overview- 1m 33s
—Introduction and Project Overview 1m 33sPainting Textures for Low Polygon Props in MARI- 2h 2m
—Setting up the Project 12m 14s
—Creating Selection Groups 10m 52s
—Painting Color for the Wood Handle 11m 56s
—Painting Color for the Metal 9m 17s
—Painting Color for Metal Accents 10m 18s
—Painting Heavy Wear and Stains 9m 34s
—Painting Scratches 9m 4s
—Texture Creation for Physically Based Rendering 10m 17s
—Painting a Reflectance Map 12m 10s
—Painting a Gloss Map 9m 53s
—Tweaking Color Textures 9m 4s
—Exporting Final Texture Maps 7m 40s