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File: mari.jpg (321 KB, 1260x957)
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What's the big deal about Mari?
How useful is it for PBR texturing game assets?
What's the major differences between it and Substance Painter?
>>
>>522398
mari used to be good, then the updates turned it into noodle tier.

substance is low tier.

photoshop is the real shit, god tier
>>
>>522400
I went from Photoshop to substance designer.
Texturing in photoshop feels archaic in comparison.
>Not being able to see what you're working on as you make chamges across the albedo, metallic, roughness, normal, and emissive maps.

But Mari is
>Industry standard
right?
And was expensive as hell for years.
Can I use Mari to texture game props, characters etc?
>>
>>522398

It's not good for pbr yet. Painting channels is super convoluted.
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>>522400
>substance is low tier.
>photoshop is the real shit, god tier

Are you stupid?
>>
>>522411
git gud, scrub
>>
>>522411
dont worry, either it was bait or this kid has never and will never have a job that pays more than 10 dollars per project
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>>522413
>dissing photoshop online
you're the real homo
>>
>>522401
mari is great if you need to paint dozens of 4k maps at the same time, substance should be more than enough for the average joe
>>
>>522401
if you just want to paint on a model and make texture that way it's great, easy to make all your maps

painter/quixel are used more frequently in the game industry because the workflow is a bit smoother, the material presets are great etc

I would just use substance
>>
>>522398
Paint on CAD models that are impossible to UV-unwrap.
>>
Since a free version is available now i would suggest to try it out.
I really love the Substance Suite, i used Photoshop long enough, i can work with Quixel, but i am sure Mari has alot of features which are quite handy and usable and a good addition.
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Op here.
From what I can tell, Mari is
>Industry standard
For films.
Substance designer and painter are for games, BUT you can convert your PBR game materials to V-RAY compatible textures and they look GREAT.

So why would I want to use Mari if I can create PBR and V-Ray textures in SD?
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>>522476
mari's advantage is nearly unlimited uv's, the texture resolution mari offers is pretty insane, if you need to texture an object that uses 10-20 4k uv maps and you need them to be seamless, mari is probably the right choice. outside of that mari is probably overkill, but a tool is a tool, try it , if you like it and it helps you get to your end result faster use it.
>>
>>522487
>unlimited uv's
I have no idea what that means. Can you explain? You mean multiple UV sets? If so, what's so great about multiple UV sets?

>if you need to texture an object that uses 10-20 4k
Nah, I don't.
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>>522490
https://www.thefoundry.co.uk/case-studies/mari-and-avatar/ this will basically cover the benefits of mari. what i meant by unlimited uv's is for example most uv's are in 0-1 space, in mari you can have your uv 'patches' in 0-1 , 0-2, 0-3, and so on. so say you want to have a character that has a 48k texture, you would have your 'patches' in 0-1,0-2,0-3 texture space. found this picture on the internet to help illustrate the point
>>
>>522492
thanks. Will check ti out when I have time.
>>
>>522492
now with better rendering algorithms since when avatar went into production (2007) the udim optimization is essentially moot. You can send as many textures as you want now at really fast rates in realtime with vulkan
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>>522525
>You can send as many textures as you want now at really fast rates in realtime with vulkan
>>
>>522476
Mari supports Unreal, Arnold, VRay, Redshift as far as i can tell.
Mari beats Painter easy in terms of brushes, projection, and general functionality regarding painting.
Painter and Designer beat Mari when it comes to smart mask and smart materials, the procedural nature of Designer is a complete different animal.
Thats what i get from 3-4 hours playing with the new tool.
It does feel snappier, in terms of performance than Painter with 4k textures.
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>>522400
>>522411
>>522412
>>522413
Call me oldschool but I too prefer working with Photoshop even knowing its downsides (especially dealing with seams). Substance painter seems really efficient, but I feel people starting with this will never know why shaders react the way they do and how to build them properly, since everything is done/calibrated automatically from various presets. For me, Photoshop is more coherent when you want to tweak EVERYTHING and understand the behavior of materials. It forces you to get extra crucial knowledge on the side (physics, lighting, optics, and so forth)
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>>522589
>Call me oldschool

Faggot seems about right.
>>
>>522589
Try out Mari. It will cost you not much more than a day of leisurely drinking coffee watching tutorials and fiddling with the program.
Photoshop doesn't go anywhere.
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>>522624
>Photoshop doesn't go anywhere
Sure, unless you do concept, photography, illustration, textures, etc etc etc.
>>
>>522687
>triggered
>>
>>522693
well, yes, see >>522414 for details
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>>522697
the past is the past
>>
>>522687
Sorry dude, English is not my native language.
I used the wrong phrase.
I meant to say that Photoshop doesn't go away.
In no way do i want to imply that Photoshop is useless or not needed anymore.
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>>522698
>the past is the past
from the thumb i though it was a picture of Caitlyn Jenner, how amazing that post wouldve been

>>522743
ah! no worries m8, it makes more sense now :)



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