Texturing Game Assets in MARI With Eddie Russell

Category: Tutorial | Comment: 0

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Texturing Game Assets in MARI With Eddie Russell

Texturing Game Assets in MARI With Eddie Russell
3h 08m | Video: h264, yuv420p, 1280x720 30fps | Audio: aac, 44100 Hz, 2ch | 2.65 GB
Genre: eLearning | Language: English


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're 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 name a few. 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.


Texturing Game Assets in MARI With Eddie Russell

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Tags: Texturing, Assets, Russell

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