Save for later
Texturing Game Assets in MARI
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.
Get a Reminder
Get a Reminder
Similar Courses
Careers
An overview of related careers and their average salaries in the US. Bars indicate income percentile.
Game Advisor 2 $46k
Accountant - Fixed Assets $56k
Game Management $59k
Game Coordinator $61k
Fixed Assets $63k
Analyst - Fixed Assets $67k
Alternative Assets Analyst $72k
Special Assets Officer 3 $85k
Game Developer 1 $92k
Special Assets Specialist $104k
IS Contracts & Assets Attorney $136k
Special Assets Manager $139k
Write a review
Your opinion matters. Tell us what you think.
Please login to leave a review
Similar Courses
Sorted by relevance
Like this course?
Here's what to do next:
- Save this course for later
- Get more details from the course provider
- Enroll in this course