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Digital Tutors Pluralsight Texturing Game Assets in MARI €20 buy download

2015
Digital Tutors / Pluralsight
Eddie Russell
3:08
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.

1 Introduction and project overview
2 Setting up a MARI project
3 Understanding Color Management in MARI
4 Using ID masks in MARI
5 Baking ambient occlusion for the Unreal shader
6 Using the tiled procedural layer
7 Selecting geometry and controlling visibility
8 Painting and erasing basics
9 Projection painting with the paint through tool
10 Using projection masking to assist painting
11 Painting and viewing layer masks
12 Using adjustment layers and adjustment stacks
13 Working with Filters
14 Combining procedural noise using blend modes
15 Hand painting details
16 Creating a roughness map
17 Caching layers in MARI channels
18 Exporting texture maps out of MARI

digitaltutors.com/tutorial/2349-Texturing-Game-Assets-in-MARI



Download File Size:2.65 GB


Digital Tutors Pluralsight Texturing Game Assets in MARI
€20
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