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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.
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.
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.