Nice video! It's always cool to look at how other artists works, plus, chameleons are super cool! I just wanted to add that to bake nodes (even without extension pack), you can even right click on the last node you want to bake, right click, edit, bake to paint node! Keep up the good work!
Hey Chun Chun, great stuff! really cool to see how u are working :) quick tip, on the sss shader for arnold is best if u use the other mode instead. Randomwalk 2.0 I believe is called, works nicer! Hope u are doing well wherever u are!
I wanted to use it for this tutorial actually. I have Mari 4.5 and don't have the curvature node. The polysurface curvature quality is quite poor and doesn't look like in your tutorials. Modo render seems to take forever, next time I will try to import one from SP. Also for the AO quality I can get out of Mari, guess the default one is enough even with the artifacts? to be honest the huge connection node it seems to need scared me.
@@ArtruismDigital Yeah in top to bottom graph workflow it looks insane but the setup is automated. The actual Node controls are pretty much identical with substance.
Try it out in the example scene. Go to the help menu and 'Create Smart Mask Project'. This project already has an occlusion and curvature channel included. Then simply in the Nodegraph drag and drop in a smartmask and press process on th bake dialog. 2 minutes later you are ready to use smartmasks
The example is easy enough to understand. My thing is how to get high quality AO and Curvature. Especially for really sculpted organic assets. The examples are all hard surface subject that what you see in Mari is what you get. In substance, I can bake low with high to get all the sculpting details to bake smart masks. In Mari, getting an high quality AO and Curvature for organic asset is not so easy. I'll still have to bake in SP for those.
D you have any tutorials that target the issues with Color Exporting/Converting - very confusing to combine normal maps+bump maps and export them right
Thank you for this video. it's quite informative. I can't find anywhere a full workshop or tutorial series about mari's node graph workflow. can you recommend anything?
I do have a course coming out soon on gumroad that is full process where you will see almost everything. Maybe that will be a better option for you if you like something that is unedited. 😉
Hello, thank you for such an informative tutorial! Could you please upload the missing mari file on the gumroad page (Chameleon organic texturing project files), if possible? Thank you in advance!
Hello, I really appreciate your kindly explained tutorials covering mari! I have a beginner question. Around 02:19 , the base mesh seems to be high detailed including the displacement maps exported from zbrush from the first video. Did you just import the high detailed mesh from zbrush with millions of polygons or is there any other way to import low res mesh and bake high res just like in substance painter? Sorry for my bad English, thank you for reading anyway!
In Mari I used a decimated mesh from zbrush that has all the sculpted details. I think I reduced the poly count to half a million. Mari can handle that poly count no problem. Mari doesn't bake high resolution, so to see the details while I texture, this is the best solution.
Do you also make maps for the Subsurface Radius, or always just use the slider in Maya? And do you always leave it in grayscale or sometimes color it? Thanks! Great video!
Hello! I find really usefull your tutorials and im trying to catch up! I have one silly doubt tho, when you create a new tiled node to get a new color variation, how do you settle mari to start painting in the buffer? When i try to do it, it just applies my second color variation on top of my main one, and im not able to mask at all.
Commitment and discipline is what is taught inbetween the lines.. YOU'RE AMAZING GIRL!
High compliment, thank you!
It would be awesome to have a full course on how to make this, how do you setup the nodes and all that stuff ❤
one of the best contents I ve seen about this workflow!!
Thank you!
Love your tutorial so much! Wish i can creat images as you can ! Thank you!!
You can do it!
Wao this is premium content. Can you please make more detailed and indepth texturing with Mari. I am a noob and dont understand some stuff you do .
Exactly what I was looking for. Great Video !
Thank you. Please more advanced Mari tutorials.
My pleasure!
Really very Helpful.
Great to hear!
Nice video! It's always cool to look at how other artists works, plus, chameleons are super cool!
I just wanted to add that to bake nodes (even without extension pack), you can even right click on the last node you want to bake, right click, edit, bake to paint node! Keep up the good work!
Thanks for the tips! I totally forgot about that one! 😆
Good job!Absolutly!
Really great. Thank you! Keep it up.
Thanks, will do!
thank you for your hard work👍
My pleasure!
thank you
Looks awesome👌👌
Very cool thanks for sharing :)
Thanks for watching!
Great video, looks awesome! Chameleons seems to be one of the most common things texture artists do as personal projects haha, understandably so
I'm actually not a big reptile person, but seems like one of those things where if I want people to take me seriously, I have to do one at least lol
@@ArtruismDigital Hahah yeah it's like a rite of passage
Please make it video explain how to Texturing for ACES Workflow.
So much people now trying to move onto aces workflow, it will be good video
amazing~~~ thanks your tutorial
Amazing.
Thank you!
Nice video , i hope in future you will upload some assets texturing tutorial 👍
this is not an asset texturing tutorial?
Amazing!
Thanks!
Would love to see how to make something organic with Painter and zbrush.
Awesome content! :D Congratulations
Thank you! 😁
AWESOMEEEEEEEEEEEE
Thanks!
Try using knald for extracting maps from your displacement map :)
never tried that program before, thanks for letting me know.
it is fucking AMAZING
Hey Chun Chun, great stuff! really cool to see how u are working :) quick tip, on the sss shader for arnold is best if u use the other mode instead. Randomwalk 2.0 I believe is called, works nicer!
Hope u are doing well wherever u are!
Thanks for the tip! I'll check it out! Hope you are staying safe too!!
One of these days I have to show you the Smart Masks in Mari :)
I wanted to use it for this tutorial actually. I have Mari 4.5 and don't have the curvature node. The polysurface curvature quality is quite poor and doesn't look like in your tutorials. Modo render seems to take forever, next time I will try to import one from SP. Also for the AO quality I can get out of Mari, guess the default one is enough even with the artifacts? to be honest the huge connection node it seems to need scared me.
@@ArtruismDigital Yeah in top to bottom graph workflow it looks insane but the setup is automated. The actual Node controls are pretty much identical with substance.
Try it out in the example scene. Go to the help menu and 'Create Smart Mask Project'. This project already has an occlusion and curvature channel included. Then simply in the Nodegraph drag and drop in a smartmask and press process on th bake dialog. 2 minutes later you are ready to use smartmasks
Made you a 50 second video :) czcams.com/video/z8-jqoQ_cec/video.html
The example is easy enough to understand. My thing is how to get high quality AO and Curvature. Especially for really sculpted organic assets. The examples are all hard surface subject that what you see in Mari is what you get. In substance, I can bake low with high to get all the sculpting details to bake smart masks. In Mari, getting an high quality AO and Curvature for organic asset is not so easy. I'll still have to bake in SP for those.
hey hey thanks alot this has been helping me a ton! where did you get those color maps for triplaner projection?
D you have any tutorials that target the issues with Color Exporting/Converting - very confusing to combine normal maps+bump maps and export them right
Thank you for this video. it's quite informative.
I can't find anywhere a full workshop or tutorial series about mari's node graph workflow.
can you recommend anything?
how can ı make combined root node graph
Thank you for a good video! Can I watch the entire course video without editing?
I do have a course coming out soon on gumroad that is full process where you will see almost everything. Maybe that will be a better option for you if you like something that is unedited. 😉
@@ArtruismDigital Thank you so much!!
CAN YOU DO A SKIN TUTORIAL IN MARI ,
will try, it's a lot of work to put something like this together.
do you have full course tutorial for texturing step by tep for beginner in Mari ?thanks
Not yet, but next couple CZcams tutorials are about more basic materials, more beginner friendly, I am working on them right now.
@@ArtruismDigital Wow that is great,thanks a a lot.God bless
无敌
Hello, thank you for such an informative tutorial! Could you please upload the missing mari file on the gumroad page (Chameleon organic texturing project files), if possible? Thank you in advance!
Hello, I really appreciate your kindly explained tutorials covering mari! I have a beginner question. Around 02:19 , the base mesh seems to be high detailed including the displacement maps exported from zbrush from the first video. Did you just import the high detailed mesh from zbrush with millions of polygons or is there any other way to import low res mesh and bake high res just like in substance painter? Sorry for my bad English, thank you for reading anyway!
In Mari I used a decimated mesh from zbrush that has all the sculpted details. I think I reduced the poly count to half a million. Mari can handle that poly count no problem. Mari doesn't bake high resolution, so to see the details while I texture, this is the best solution.
@@ArtruismDigital Oh I understood! Thank you very much :) You are amazing
Do you also make maps for the Subsurface Radius, or always just use the slider in Maya? And do you always leave it in grayscale or sometimes color it? Thanks! Great video!
most times slider is sufficient enough. radius is always grey scale, subsurface color is color.
Hello! I find really usefull your tutorials and im trying to catch up! I have one silly doubt tho, when you create a new tiled node to get a new color variation, how do you settle mari to start painting in the buffer? When i try to do it, it just applies my second color variation on top of my main one, and im not able to mask at all.
I would really appreciate some help, thank you!!!
You need to apply a black mask to that tile node, then paint on the mask.
@@ArtruismDigital thank you very much!!!! Im learning a lot with your videos, keep it on
Man. Nodes scare me ! :'(
It's easier than it looks.
thank you