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Latest comments
by Andrea
6 min ago

Very interesting post, thanks for sharing! Next step would be to procedurally create the indoors! I understand your point about a semi-procedural approach. I often fall into the go-full-procedural vortex and can't get things done. :D Anyway, one question I don't quite get why "fill the interior" on the vdb node has to be checked?

it is really frustrating that half the article was posted and i cannot view the end of this article, every possible link on the page refers to the same url and that url is password protected. creation of a gametextures account will not get you access to the end of this page so don't hand them paypal info like I did just go blunder off through a youtube tutorial rather than this good-old-boy referral page

by MGP
2 hours ago

Great read, thanks for the effort.

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The Foundry Visionmongers is a visual effects software development company with headquarters in London, and offices in Los Angeles and Redwood City, California.

Smart software for creative people

Our software solutions are anything but ordinary. The workflows they create serve multiple industries and generally make doing creative things a walk in the park.

We know that tools in VFX are also relevant to designers and vice versa. It’s that understanding that helps us to develop flexible, open products that solve problems.

The portfolio is as creative as it is technical, packed full of groundbreaking award-winning techy goodness that will have even the most demanding organization or one-man-show salivating.

We are a little bit proud of what we achieve at The Foundry and want to take you on our journey with us.

There are three things that make The Foundry unique:

  • Our forward-thinking approach to making creative software.
  • The people that drive it.
  • Meaningful relationships with our customers.

 

MARI indie

  • MARI indie © thefoundry.co.uk
  • MARI indie © thefoundry.co.uk
  • MARI indie © thefoundry.co.uk
  • MARI indie © thefoundry.co.uk
  • MARI indie © thefoundry.co.uk

MARI indie is the fastest, most artist-friendly way to texture, paint, and detail amazing 3D assets for your game projects. Fine-tuned for individual developers and freelance artists in the game industry, MARI indie is an invaluable toolset that lets you focus on the artistic aspect of 3D game asset painting without getting bogged down by the technical side — free of any individual commercial restrictions and without breaking your budget!

Delivering massive power and flexibility at minimal cost, MARI indie gives you ultimate control over painting and detailing every facet of your 3D models and animations in a way that’s quick, intuitive, and highly creative — all in one complete package that lets you work just the way you want.

Supported by the world’s most advanced layering system, MARI indie is a real workhorse. It gives game artists and content creators all the functionality they need to exactly replicate the look of assets in their games engine.
Features and Benefits

MARI indie Includes Features For:

  • Intuitive painting and texturing directly onto 3D models
  • Importing custom Photoshop brushes or creating your own
  • Advanced layer-based workflow gives greater speed and control
  • Realistic interactive previews on-the-fly
  • Powerful geometry handling gives you greater precision and control
  • Alembic support for animated geometry caches and imported cameras
  • Physically based shading and environmental lighting
  • Key Features and Workflows Explained

3D Painting and Texturing

Embrace a more creative, fluid approach to 3D game asset painting with MARI indie, which features the same workflow and intuitive painting and texturing toolset found in MARI 2.6. Create stunning details, textures, and visual effects by painting in 3D directly onto your game assets in a way that flows naturally.

Reused / Customized Brushes

Are you a long-time Photoshop user who’s already built a stable of unique brush tools you can’t live without? You can import your favorite brushes right into MARI indie or create your own customized brush tools with our brush engine. Also, MARI’s special “healing” and “slurp” brush tools add painless seam removal and smear/texture dragging to the mix.

Advanced Layering

Greater speed and efficiency are within your grasp. MARI indie’s layer-based workflow lets you paint faster with greater control. Real-time adjustments, GPU-accelerated procedural layers, and advanced masking make it easier to focus on nailing the look you want. The powerful blend of both procedural updates and painted detail in the same toolkit will make your work so much easier.

Physically based shading

Boost your realism to the max! MARI indie’s physically based shading system simulates real-world materials, allowing them to react more naturally under different lighting situations. It’s a real game-changer. Paint and texture as you always have been, and MARI indie will calculate shading and lighting in scene linear, simulating the real-time workflow of your game engine.

Environmental lighting

When paired with physically based shaders, MARI indie’s environmental lighting engine will save you time generating a closer near-final look before you button everything up for export to your game engine. With proper lighting situations that match your engine environment, you’ll be able to texture and paint more accurately to achieve the desired end result faster.

Interactive Preview

Need to create normal maps from bump maps on-the-fly? No sweat! MARI indie’s interactive preview is a major time-saver that simplifies the process of generating and manipulating textures. Dynamic lighting and shadow support also let you cast real-time shadows on your 3D game assets from multiple directions.

Geometry Handling

Exercising quick, fine-tuned control over multifaceted surfaces across animated assets is a no-hassle affair with MARI indie’s advanced geometry handling, which tackles animated geometry and textures with ease. You can also easily isolate, select, mask, and hide geometry per patch and face, giving you tremendous flexibility and control over the look of your creations.

Differences between MARI indie and full MARI

  • Project file (.mra) linked to Steam account / cannot be shared with other users
  • The UDIM patch count is limited to 2 patches per object
  • The object count is limited to 3 objects
  • Export texture resolution size limited to 4k and 8-bit color per channel
  • Allowed export formats: .psd, .png, .tga, .jpg
  • Output formats no longer available .exr, .tif, .tiff, .hdr, .dds, and .ptx
  • Python scripting disabled
  • Custom shaders not allowed

Why not double your creative might by pairing MODO indie and MARI indie together in your solo 3D game asset pipeline? Read more about MODO indie’s incredible 3D modeling, sculpting, and animation capabilities here! Monthly subscription or perpetual license bundles available!

Articles
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Still have questions?
Foundry has recently announced a new release of Mari, a popular 3D painting software.

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19 August, 2018

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17 May, 2018

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11 May, 2018

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11 May, 2018

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27 April, 2018

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10 April, 2018

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21 February, 2018

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20 February, 2018

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15 February, 2018

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14 February, 2018

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22 November, 2017

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A very fast and easy-to-use tool for building 3D models of faces or heads based on photos called FaceBuilder and other plugins for Nuke.

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Unreal Bridge, Advanced Viewport and many other improvements.

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16 June, 2017

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16 June, 2017

3756 views
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Clément Feuillet shared his pipeline and described some nice techniques he uses during environment production.

14 June, 2017

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8 June, 2017

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7 June, 2017

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31 May, 2017

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26 May, 2017

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23 May, 2017

5372 views
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Johnathon Goswick discusses some of the ways you can use to create high-quality surfaces.

2 May, 2017

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24 April, 2017

1449 views
1 comments
3d artist and educator Olivier Dubard talked a little about his environment production process.

21 April, 2017

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17 April, 2017

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14 April, 2017

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7 April, 2017

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Patrick Yeung presented a full breakdown of his wonderful character study, performed under the guidance of Jared Krichevsky at Gnomon.

6 April, 2017

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5 April, 2017

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6 March, 2017

3572 views
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27 February, 2017

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The company drops "The" in the name to rebuild its community.

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26 January, 2017

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23 January, 2017

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11 January, 2017

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4 January, 2017

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4 January, 2017

1574 views
1 comments
3d artist Lee Hinds shared some tips on how he creates amazing 3d weapons.

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4770 views
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1 December, 2016

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28 November, 2016

5661 views
2 comments
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24 November, 2016

3911 views
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14 November, 2016

9005 views
4 comments
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2 November, 2016

2163 views
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12 October, 2016

2293 views
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5 October, 2016

3023 views
3 comments
Compatibility for RenderMan and some bug fixes.

30 September, 2016

1240 views
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12 September, 2016

3360 views
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9 September, 2016

5817 views
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29 August, 2016

4704 views
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25 August, 2016

2337 views
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10261 views
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20 July, 2016

6697 views
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19 July, 2016

4579 views

27 June, 2016

6677 views
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2619 views
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6 June, 2016

7420 views
1 comments
Naughty Dog’s Brian Recktenwald talked about the production of amazing hand-crafted materials.

2 June, 2016

10065 views
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4371 views
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25 May, 2016

3698 views
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11 May, 2016

1412 views
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3 May, 2016

2301 views
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26 April, 2016

2511 views

22 April, 2016

2555 views
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14 April, 2016

3073 views
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12 April, 2016

8668 views
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11 March, 2016

5953 views
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8 January, 2016

3162 views
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16 July, 2015

3574 views
3 comments
Designer of Borderlands Pre Sequel and Gears of War Judgment talks about building quick and beautiful landscapes in Unreal Engine 4.

4 May, 2015

4321 views
5 comments

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1024 views

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