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Painting Textures for Terrain in MARI
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Released Nov 18, 2013
Eddie Russell

Pluralsight

Eddie Russell
To get started, we will learn how to bring in our two pieces of geometry and setup our MARI project. Next we will dive right into the Tri Planar Projection procedural layer inside MARI and learn how we can use it to lay down a foundation of tiled rock texture for our terrain. From here we will begin to add various other layers of detail to our color map including a sandy beach, grass and vegetation as well as snowcaps for our mountains. We will also learn how we can use masks and mask stacks to make our tiled procedurals feel a little more natural as they flow together.

Throughout this course, we will being using a workflow that applies a photographic base where we can through the use of MARI’s procedural layers but we will also be doing a good deal of painting. To wrap this course up, we will learn how we can use an adjustment stack to apply multiple adjustment layers, each to specific areas of a single procedural layer to give our vegetation a bit more variation in color.

After completing this course, you will have a good idea how MARI can be used to texture terrain for both games or film.
Introduction and project overview
1

Introduction and project overview

 
01:24
Setting up the project
2

Setting up the project

 
12:04
Creating a base rock texture
3

Creating a base rock texture

 
11:05
Creating sand for our beach
4

Creating sand for our beach

 
12:08
Painting areas affected by the water
5

Painting areas affected by the water

 
11:36
Creating a base grass texture
6

Creating a base grass texture

 
10:37
Adding snow caps to the mountains
7

Adding snow caps to the mountains

 
09:44
Masking the grass texture
8

Masking the grass texture

 
09:53
Painting initial areas of sediment
9

Painting initial areas of sediment

 
12:10
Continuing to paint areas of sediment
10

Continuing to paint areas of sediment

 
11:00
Adding color variation to grass
11

Adding color variation to grass

 
11:17