Advanced Character Texturing in Mari: Studio Techniques
Вставка
- Опубліковано 2 січ 2025
- Learn a professional character texturing workflow in Mari, covering teleport nodes, how to paint masks, projecting images, the warp tool and how to work so that it's easy to do supervisor feedback.
This talk was originally held at the VIEW Conference in Turin in 2024 and re-recorded for UA-cam entirely.
▶ SUBSCRIBE | www.youtube.co...
▶ MARKETPLACE | flippednormals...
▶ FREE Tutorial Chapters | / @fnmarket
▷ Instagram | / flippednormals
▷ Twitter | / flippednormals
▷ Facebook | / flippednormals
▷ Merch | teespring.com/...
Our episodes are also available on all major podcast services!
I love this workflow. I am very familiar with Nuke and Fusion, even though I don't really consider myself a visual artist, so it's great to see how to use the node based approach for texturing.
Now one thing I'd like to say is that, apart from the very different price-tag for the commercial versions between Mari and Painter, the focus on Mari seems always to be VFX - which makes sense as that's Maris genesis.
That said, it would be great to see some tutorials on Game-quality assets done in Mari. Obviously, more seasoned game artists will probably be able to figure it out by themselves, but people like me for instance - I'm trying to learn how to approach texturing game characters and assets, and I think the Mari personal edition is an amazing option for that - alas most game related tutorials focus on painter.
So what I'm saying is that I for instance need to also learn the actual nuts and bolts of the process, not just the specific buttons in the tool - and it would be really good to be able to learn that aspect with specifically Mari. Otherwise I will have to learn both tools in order to become functional. While it sure is great to know many tools and workflows, for a beginner the #1 priority is to get your feet on the ground, and then learn other tools later if you need them. Right now, for the games process unfortunately I don't see many tutorials for Mari, which makes it more likely for me to look into Painter because you learn game-tex workflows basically "on the side" as a added benefit, even though I'd much rather work with this node based approach. This tutorial just confirmed my enthusiasm even more.
more mari tutorial would be great, its instersting when comparing the workflow from different people is interesting how some change the use of the tool
thx Cool video! more plz )
More to come! What do you wanna see?
@@FlippedNormals Mari and Arnold. Combination. And the basics of creating cool textures.
Amazing ;)
I saw this Shrek thumbnail, and thought of the Marvelous Adventures of Gumball. The art is purposefully ugly or grotesque and for whatever reason I just love it. I love this "realistic" Shrek too.
He just looks old to me
Hey! What’s a great setup when making a highly polished character for games and movies? CPU, GPU, and ram amount and speed. Thank you!
Hey could you possibly make a video about what pc specs would be best for 3D modeling and sculpting? Btw, I really like these videos!!
What would a Character Artist for games need to learn/do to get into Character work in VFX?
Hey Henning, the YT subtitles are ahead by a couple seconds
Thanks! Ive fixed them now
we need course for how to start character texturing to finish setup your shader and render it in arnold to make sure every thing work correctly
You might like this actually :) flippednormals.com/product/introduction-to-mari-40069
And also you can render in Modo… Ohh wait, right.
It's just like in Blender 🤔
This looks just like Joe Rogan’s friend Joey Diez. 😂
这模型多少是辱了
just looks like mudbox with extra steps. =/
Mari is capable of painting a 32k texture, while other still limited to 4k or 8k.
this is only for the high end vfx for a reason, because all of that detail
is the difference between your character looking photorealistics and indistinguishable from a real human,
and your character look like a PS3 era video game character
and also, its 2024, nobody use mudbox anymore
@@jensenraylight8011 can i paint 32k texture with average gaming computer? Or I still need to have a supercomputer in order to utilize that feature, if the latter is true then it's no different than mudbox
Mudbox has node base texture system? Mudbox can paint upto even 16k texture with hundreds of UDIMs without a sweat? Mudbox viewport can show correctly with industrial shader pipeline? Mudbox can even.... be updated anymore?
Food for though. The only thing Mudbox is better is it is a sculpting tool + texturing tool within 1 software.
@@zedeon6299 you're not the target demographic for this software, this is for the industry professionals working on the next biggest Blockbuster,
You should stick to your cartoon character,
Don't need to be defensive,
Just because this one is not made for you, doesn't mean this program should be killed
If your pc can't run it, then it's your problem, not the program
@@zedeon6299 no this is just people ruining everything for everyone because they want every little skin detail even if no human will ever notice it on standard hardware. It's all about being able to do it and not about it meaning anything. Same people that run games and zoom way into the eyelashes and make some big post on X about how cool it is when the game itself sucks.