We are pleased to announce that MARI Indie has now been updated to 2.6v5!
New Features
The
Unreal Shader is now included in MARI indie.
A new
Unreal Environment Map is now included in MARI indie.
The
UV patch limit has been raised from
2 to 6 patches.
http://store.steampowered.com/app/289550Feature Enhancements
BUG ID 48726 - The ability to set a keyboard shortcut to toggle projection (Project On) between All and Selected Only has been added.
BUG ID 48728 - The ability to set a keyboard shortcut to toggle Source Grade as enabled or disabled has been added.
BUG ID 48763 - Images within the Image Manager palette can now be managed and organized under custom tabs to avoid the palette becoming crowded and difficult to manage.
Bug Fixes
BUG ID 44931 - The vertical axis on the color blender was inverted.
BUG ID 45559 - When using shared groups, Mari did not make it clear, on selection of a group, which other groups were shared, and therefore also selected. Additionally, shared layers and paint targets were also not clearly indicated.
BUG ID 48533 - The LGPL copyright notice was missing from the About dialog within Mari.
BUG ID 48737 - Individual adjustments using the Warp tool were not logged in the undo stack, meaning all adjustments were undone at once.
BUG ID 48765 - Individual adjustments using the Slerp tool were not logged in the undo stack, meaning all adjustments were undone at once.
BUG ID 48784 - The Warp tool did not store creation or clearing of the grid as separate events in the undo stack.
BUG ID 43949 - Changed Levels Filter code structure to bypass usage of LUT and allow for a per-pixel operation on the texture.
BUG ID 46183 - Fixed clamp setting of Adjustment Layer Levels to be Disabled by default.
Brandon R. Reddick
MODO/MARI Indie Advocate
The Foundry
Try not. Do or do not, there is no try.
~Master Yoda
Replies
Sorry about that, updated post with it. 8)
Btw, what is virtual texture in the gpu preferences for?
What you see in the viewport on your model is a virtual texture and this sets the resolution of that texture. Raising it can help with flickering and directly afects the displayed resolution of the texture in the Mari viewport. I usually keep that set fairly low, I don't see much if any tearing or flickering and it doesn't affect the final image. I have mine set at 8k but this is dependent on how much GPU memory you have.
After this is done you can go into your gloss and bump channels and bake the painting to a layer mask. Then after you've got all the colors down for this material you can go back the gloss and bump channels and use that layer mask to help you define a detailed texture for the gloss and bump as needed. When you're ready to move to another view you clear the paint buffer with Ctrl+Shift+C.
The other way to do it which I find to be kind of clumsy to set up is layer sharing, which involves instancing layers across the layer stacks from different channels and stacking adjustment layers and groups on those instances until they look right. It's completely non-destructive so maybe it would be better to do things this way if you need to art-direct a large project, but I find this way of working to be clunky and slow, and it slows down Mari a lot too as the layer stack gets longer. I don't think it's worth it in most cases compared to the manual-bake strategy.
While my workflow has always been driven by a principle that could be expressed as " less you paint by hand , better textures are and less time they take"
So my textures are rather assembled than painted. From fragments rendered in Zbrush plus libraries of details . So if i need to add some rust I have a brush library of actual rust stains , not black and white brush dabs.
God bless 3dcoat for being capable to paint randomly using the whole brush library , something like animated brush in Gimp or image hose in Painter can do.
Too bad Photoshop can't do so. I still prefer it over 3d coat for many things.
Too bad Mari recreates Photoshop approach. I already have one, very affordable. So don't need another one.
Current Photoshop linked smart objects are actually better system than all that layers mess in Mari.
To bad there is still no convenient texture composer. Substance designer looks like a few steps off but those steps it lacks are very core. Fusion is closer but not texture focused at all.
Still, its a good option for those who need a painting app for $150 and dont mind the unnecessarily convoluted workflow(indie, as opposed to its clearly ridiculous full price of $2000 for the pro version). If you keep it simple its not that bad, a few channels with a few layers. No symmetry painting either.