This subject has been brought up a few times here on Polycount, so I thought I'd mention it - While gathering feedback about next features to work on is great and necessary, sometimes what's really needed is a clear vision of where the app is supposed to go as whole. Now excuse me for using the Mudbox example in a thread…
ok, i will try to get a hold of 2.0 trial. however, i did buy the Mari DVD that Justin Holt did recently which uses 2.0. but afaik Mari doesnt have Layer styles support. not adjustment layer, but layer fx. i use layer styles extensively to create a wide variety of effects and have bunch of custom styles that i built over…
You should really take a look at v 2.0 then! they 've added layer support similar to photoshop as well as the ability to import psd files into your layer stack. Take a look at the foundry channel in youtube, Justin Holt did some really useful videos about the new improvements in mari v 2.0 You might also find useful to…
here are few things i can think of right away. i haven't tried 2.0 yet so let me know how many of these or if all of these have been addressed now. * projection painting most of the game textures i make has at least 50-80% hand painted details like lights/shadows, dirt/grime, surface wear and scratches, fabric seams,…
Thats cool if you like to use all photoshop. For me, I like making projection stamps in ps then painting through them in mari and using both software. While I don't have examples of finished work to show you, it was definitely worth the price. I have a budget for software and plugins that I can put partially put down as a…
To be honest I haven't used the tow brush that much in my workflow so I can't comment on it much. usually anytime I want to repeat a detail I just set the paint buffer to manual bake and move my current painting around the model stamping it down where I need it. As for judging the software, we need people to do esactly…