Mari

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Texture Projection Techniques in MARI

Duration 2h 30m Level Beginner Project Files Included 15 FPS MP

Projecting photographs onto your models is a quick and easy way to add high levels of detail to your final textures.

In this course, we will use a project based approach to demonstrate some techniques that you as a texture artist will be able to use not just in this course, but on every project you work on here inside of MARI. After setting up our project to work in and bringing in images, we will learn how to quickly project an image onto our model using MARI?s Paint Through tool. Now every image won?t be a perfect match for the mesh that we are projecting it onto so next we?ll focus on transforming the projected image or paint before it is baked into our texture.

From here we?ll learn about some pitfalls to be on the lookout for when projecting images and how we can begin to account for those using projection masking. This course will cover several other valuable tip and tricks for a texture artist including the mirroring of textures from one side of our model to the other and color correction all while fully utilizing MARI 2.0?s layer based workflow.

After finishing this course, you will not only have a fully textured asset with color, specular and bump maps but you?ll also have a new arsenal of tricks to add to your own texturing projects.

Rapidgator

http://rg.to/file/3eabeba94390aff3b69fb5dfdf98b716/DTTexProTechMARI.part1.rar.html
http://rg.to/file/16f0e6b593f784c20ac1b53dbeac42f1/DTTexProTechMARI.part2.rar.html
http://rg.to/file/1eb46e80c07c4a7575d19f70e8354c83/DTTexProTechMARI.part3.rar.html
http://rg.to/file/bf3fa4720eaf71c578923b98e91097ba/DTTexProTechMARI.part4.rar.html

Nitroflare

http://www.nitroflare.com/view/471DB35B4FD93A4
http://www.nitroflare.com/view/30539E6D3ED323E
http://www.nitroflare.com/view/8C842158CA6277D
http://www.nitroflare.com/view/785370DED2EC0F2

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Duration 3h 58m Level Intermediate Project Files Included

When texturing game assets, often times there are several challenges to overcome and variables to consider. In this tutorial, we will talk about some of these as we walk through texturing a character for the current generation of game consoles.

After setting up our MARI project, we?ll get started painting the diffuse color map for our character. Using a combination of image projection and painting, we?ll focus first on his clothing but eventually move to the other areas of the character including his skin, hair and a pass of dirt to make our character feel more natural. After finishing off the color map, we?ll move on and learn how we can quickly create a specular map for our character by repurposing many of our color textures.To wrap this course up, we will learn how to paint a transparency map that can be used to mask portions of the hair geometry for our game character.

After finishing this course, you will not only have a fully textured game character but you?ll also have a good idea how to overcome many of the challenges that come with this type of project.

Rapidgator

http://rg.to/file/8310c21188d8457dd26981b5d29f832b/DTTexGCMARI.part1.rar.html
http://rg.to/file/77371b8fe9745d1b24b6f432c1a06095/DTTexGCMARI.part2.rar.html
http://rg.to/file/586a1c640851a4a0aa8865e5d746cab4/DTTexGCMARI.part3.rar.html
http://rg.to/file/98587cbf1ab1706e589e379b7a9d8d37/DTTexGCMARI.part8.rar.html
http://rg.to/file/4c2cf3b7d3e1552d8d66d229b481b1b8/DTTexGCMARI.part4.rar.html
http://rg.to/file/eb4bb834ceeff6b4abb80cf4bbd56d31/DTTexGCMARI.part5.rar.html
http://rg.to/file/b3f56edc7c6dd45e2bab93e2f98b082c/DTTexGCMARI.part6.rar.html
http://rg.to/file/a59ff012f5b574e5a6333009e8047546/DTTexGCMARI.part7.rar.html

Nitroflare

http://www.nitroflare.com/view/E81AF9414D75629
http://www.nitroflare.com/view/724BD4159441CCA
http://www.nitroflare.com/view/698FC756457F53F
http://www.nitroflare.com/view/85F37C178D9354A
http://www.nitroflare.com/view/79830F5FBFD9142
http://www.nitroflare.com/view/0B15B79CD95E16D
http://www.nitroflare.com/view/ECD3927301D3725
http://www.nitroflare.com/view/7E7C70A93B26F67

Duration 8h 16m Level Advanced Project Files Included 15FPS MP4 2.88GB

In this tutorial we will learn how to create textures and shaders for a digital asset. Throughout these lessons we will look at the steps required to create a professional UV mapping. With proven techniques and workflows used in the visual effects industry, we will create a highly detailed textures and cover all the steps involved during the look development process.

Rapidgator

http://rapidgator.net/file/447f1763f6f65e9480c5e9a76eee79af/DTLoDevVisEffMaya.part1.rar.html
http://rapidgator.net/file/ce67f170ceb2f6c401214b7e2582bd61/DTLoDevVisEffMaya.part2.rar.html
http://rapidgator.net/file/fb429328142248c21953b9896cdb26c8/DTLoDevVisEffMaya.part3.rar.html
http://rapidgator.net/file/6338cb98b9a3b71c707af91468499ff7/DTLoDevVisEffMaya.part4.rar.html
http://rapidgator.net/file/aec03970a832d7a0ac1ee8794982c1c0/DTLoDevVisEffMaya.part5.rar.html
http://rapidgator.net/file/687c16edb1f7aa1a056257a05b554024/DTLoDevVisEffMaya.part6.rar.html

Uploaded

http://ul.to/cf81fc5a
http://ul.to/wk43gevj
http://ul.to/6qlz1cld
http://ul.to/9nvhb63s
http://ul.to/ldby6xtg
http://ul.to/o3e8caip

Duration 1h 52m Level Intermediate Project Files Included 15FPS MP4

To get started, we will learn how to bring in our two pieces of geometry and setup our MARI project. Next we will dive right into the Tri Planar Projection procedural layer inside MARI and learn how we can use it to?lay down a foundation of tiled rock texture for our terrain. From here we will begin to add various other layers of detail to our color map including a sandy beach, grass and vegetation as well as snowcaps for our?mountains. We will also learn how we can use masks and mask stacks to make our tiled procedurals feel a little more natural as they flow together. Throughout this course, we will being using a workflow that?applies a photographic base where we can through the use of MARI?s procedural layers but we will also be doing a good deal of painting. To wrap this course up, we will learn how we can use an adjustment stack to apply multiple adjustment layers, each to specific areas of a single procedural layer to give our vegetation a bit more variation in color. After completing this course, you will have a good idea how MARI can be used to texture terrain for both games or film.

Rapidgator

http://rg.to/file/166e151dd00b402f817cd2dab8f87f28/DTPaTexfTerMARI.part1.rar.html
http://rg.to/file/310a8e02aca9644370e6c8851dc900c3/DTPaTexfTerMARI.part2.rar.html
http://rg.to/file/a782db2fba5de5e11e8959a35fc76fdf/DTPaTexfTerMARI.part3.rar.html
 

Duration 2h 15m Level Intermediate Project Files Included 15FPS MP4 795MB

Whether you are watching a CG movie or playing a video game, when it comes to characters, one of the
first things we notice is their eyes. We read emotions and character intent through the eyes and
ultimately evaluate the characters effectiveness beginning with this important feature. Needless to
say, understanding how to paint believable eyes for a texture artist is very important.

In this tutorial, we will focus on painting a realistic human eye by splitting it into three critical
areas. We will methodically move from painting the iris to the pupil and finally the sclera of the
eye. Along the way we will really flex MARI 2.0?s new layer based workflow with a heavy emphasis on
masks, mask stacks and adjustment stacks. To wrap this course up we will learn how to create a subtle
bump map and finally how to export our maps out of MARI. By the end of this training, you will have a
good understanding of how to break down and paint textures for a realistic human eye.

Rapidgator

http://rapidgator.net/file/80a15597a6f0bd2156d777b61fb966ad/DTPaintRealiEyeMARI.part1.rar.html
http://rapidgator.net/file/7de538756e77f1c914e2514b608f351e/DTPaintRealiEyeMARI.part2.rar.html
http://rapidgator.net/file/dc122869326edc9f3cfd4d1a4919a4c2/DTPaintRealiEyeMARI.part3.rar.html
http://rapidgator.net/file/8a28f5ff4205314610164f2087bfc4a4/DTPaintRealiEyeMARI.part4.rar.html
http://rapidgator.net/file/c743ed77e543403e254829364ac29010/DTPaintRealiEyeMARI.part5.rar.html

Uploaded

http://ul.to/uxikyj6c
http://ul.to/es8hmwp2
http://ul.to/ijxql6sl
http://ul.to/90qhkwi1
http://ul.to/b0n3znm6

Duration ?2h 2m Level Intermediate Project Files Included 15FPS MP4 976MB

In this series of tutorials, we will learn how to create and utilize flow maps to create a water shader
in UDK.

We will start by discussing what a flow map does and how it can give your water shaders an extra boost
in quality. Then we’ll create a level proxy and water plane for the artist who will be creating the
flow map in MARI.

From there, we will take you through the process of creating the flow map in MARI. You will learn how
to set up your MARI project, how to paint and nudge your flow map, how to utilize the Vector Inspection
Grid to assist in painting flow, and how to scale the flow vector to control intensity. You will finish
up with by learning how to export your flow maps to be used in UDK.

Then we’ll wrap up the training by jumping back into UDK and learn how to set up a water shader that
will utilize our MARI created flow map.

Rapidgator

http://rg.to/file/b7bf2aa448fd489ab244b401a6f46f3c/DTImpFloMapFluidPipeMARIUDK.part1.rar.html
http://rg.to/file/ec68c13bef0f5ab78e876f91079eb7eb/DTImpFloMapFluidPipeMARIUDK.part2.rar.html
http://rg.to/file/ba1b841683d75fa252d8a28e5c1b66bc/DTImpFloMapFluidPipeMARIUDK.part3.rar.html
http://rg.to/file/3e6288d018969a97bc8a98049ff469cd/DTImpFloMapFluidPipeMARIUDK.part4.rar.html
Turbobit

http://turbobit.net/0ttgtojbxdit.html
http://turbobit.net/u3l13jkwh6zx.html
http://turbobit.net/tbihprho520b.html
http://turbobit.net/n2y70olz19ao.html