Peter Aversten

Lead Texture Artists Blogger Meshmen Studios

Substance Painter to Mari workflows

Substance Painter is famous for its automation and ease of use for the artists. You have standardized ways to bake maps to drive smart masks and materials. In this tutorial series I will look into how we can replicate some of these workflow using Mari that is more suited for high res high UDIM count assets for VFX. We beginn ny taking a look at the baking methods found in Painter. For best result you will need a lowres and a highres model that you prepare by naming the different parts with the sufix _low and _high to differentiate and minimize baking errors.

Lets take a look together.

 

 

Substance to Mari Smart masks workflows

Smart masks in Substance Painter is one of the features that have made it so popular amongst game developers. The game industry has so many assets to texture and doing everything by hand would be impossible with today’s timeframes and quality demands. In VFX we tend to do a lot of very high res builds that previously did not fit into the game type workflows. Now both Mari and substance is looking into similar feature sets but from different angles of approach. In the example below, I will demonstrate an upcoming feature from Mari extension pack that mimics the features of the smart mask found in Substance Painter now translated into Mari land.

 

New  series from Meshmen studio

This new series will take you through workflows found in Substance Painter and bring it into the Mari world. Sometimes you combine the best from each package to achieve the best available result 

See you on the channel

“Want me to cover something specific? Leave your comments below or use #askmeshmen on twitter ”

Peter Aversten

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