Information Technology
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Texturing Game Assets in MARI

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Course Features

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Duration

188 minutes

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Delivery Method

Online

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Available on

Downloadable Courses

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Accessibility

Desktop, Laptop

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Language

English

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Subtitles

English

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Level

Beginner

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Teaching Type

Self Paced

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Video Content

188 minutes

Course Description

This MARI tutorial will show you how to texturize game assets using a standard workflow. The process will be explained step-by-step. We will start with nothing and end up with finished PBR texture maps ready for Unreal Engine. First, we'll learn how to set up a project for a multimaterial PBR asset. We'll then learn how MARI uses Color Management to create a linear workflow and how it affects game assets. Next, we will learn how to add supplementary maps such as an ID map or normal map into MARI so that we can use them when we create our textures. MARI 3.0 has a new feature that allows you to send high-res meshes to MODO to enable ambient occlusion baking. While we are painting, we will learn important topics such as selections, projection masking and adjustment layers. We'll also learn how to export and resize our texture maps for Unreal Engine. You'll be able to start creating your own game assets once you have completed this MARI training. MARI 3.0 software required.

Course Overview

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International Faculty

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Post Course Interactions

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Hands-On Training,Instructor-Moderated Discussions

Skills You Will Gain

What You Will Learn

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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

By the end of this MARI training, you'll have all of the basics down so you can start painting your own game assets

From here, we'll learn how MARI handles a linear workflow using Color Management and how that affects our game assets

Learning how to setup our project for a multi-material PBR asset

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

Software required MARI 3

To wrap things up, we'll learn how to resize and export all of our texture maps for use in Unreal Engine

We'll learn how to use an exciting new feature in MARI 3

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