The Best Way of Detailing Characters - Mari - Part 1
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- Опубликовано: 16 сен 2024
- In this video tutorial, we cover what we believe to be the best way of detailing up characters. We'll be using Mari for this, as it allows us to have a lot of freedom and you can work with insane resolutions - compared to traditional polygons.
PART 2:
• Detailing your Charact...
This is the way we've been detailing our characters for feature films over the last years and it's properly production tested.
This technique really relies on good texture maps/alphas, which have been generously provided by texturing.xyz. This is by far one of the best resources out there if you want to detail your characters up.
Check them out:
texturing.xyz/
We hope you enjoyed this tutorial! Make sure to follow us on our other social media to stay on top of what we do.
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What makes your channel stand out from all the others is that instead of simply throwing tutorials online, you actually lay down the curriculum for self thought artists. I've taken so much useful advice from you guys, thank you!
Thank you! We really appreciate it. A lot more to come.
Umm, literally an amazing texture painting tutorial! Thank you guys so much for this video and the hard work! You really don't see much tutorials balancing out texture and sculpting like this.
holy shit. I have been looking for a tutorial on this method of texturing for way too long Thank you soooo much for uploading this series!!
Awesome :D Thanks. We're working on a whole series about texturing characters too.
This is super helpful, really shows how practical this is. Thank you for this, and it would be awesome if you guys do a tutorial with the whole pipeline to detailing a creature!
really wanted to get into mari this has convinced me to really start looking at it proper
Great tute guys. Really learned a lot. Keep up the good work. Hope to see more amazing content.
Glad you liked it!
Loved it! You guys' art directions are super helpful:)
Really nice tutorial with good tips especially i was frustrated with mari's paint buffer reseting its size again and again and didn't notice it until your tutorial came out.
Hard surface texturing would be great as well
I have been waiting for this!! It's like Christmas
Hell yea! Hope you like it :D
FlippedNormals omg this video is perfect. I was wondering how to make these sorts of details on a retypology of thanos's head i made the other day.
Super helpful as usual! Thank you!
I have never used Mari like this. I came across this workflow couple of months ago but I didn't have the time to experiment as I was in the middle of my project and continued the old zbrush way( this was a mistake, I can see it now). Then I did the microdetails in Substance Painter. One trick I used to get a different size of the scales for the different parts of the body of a creature was to create separate temp. uv(just 1 tile for the whole body) for that particular creature then distort the uvs in certain areas where I wanted bigger and smaller scales- for example bigger on the shoulders, back, etc.. and smaller on the head and limbs. Then use Noice maker and tillable scale texture to sculpt them in ZB. It may sound funny but it did the job. That being said the method you described here is far more superior to all the gimmicks and trickery (very painful and time-consuming as usual) I have ever used to detail a creature. Can't wait to use it on my next project. Thanks again!!!
Hey, thanks for your comment! Really glad you liked the video. Interesting hearing about your workflow too, and I definitely thing there's a lot of merit to that technique too. I like to collect as many techniques as I can, as it makes me a lot more flexible. Thanks for sharing! :)
/Henning
I'm happy you find it useful. This method is a bit tricky as you have to be quite careful when doing the distortion - you can get stretched textures. It is a bit limited but it did the job as I said.
Yessssss please, premium Mari course :D
It would be great if you could have an introduction/ overview to mari's node based texturing. Thanks for putting up such videos tho...really helpful stuff
Brilliant, u guys will surely have a great side career in tutorial making!
Thank you! We'll do our best.
Really like this tutor!
thank you guys great content thumbs up!
Great vid. I'd love to see how you guys work with mari and zbrush!
Love you guys, you are really the best! Maybe someday you'll show some MARI hardsurface painting techniques?)
Thank you! :)
It's on our list, would love to.
Like video and then watch.
Amazing video as always thank you!
Cheers mate!
The obsession with male nipple texture! This tutorial is super helpful and thank you for this wonderdul video :D I just wonder if you guys are going to release a Mari hard surface texture tutorial? Thanks in advance by the way! You guys are awesome :)
Thank you! :D
We'd love to make one, so it's on our list. No time-estimate for you, but it will happen.
/H
Oh nice! I can't wait for the video :D
Great introduction to Mari!
Thanks! We have few other Mari-videos too, which you might like :)
Mahn I cant believe you guys got me again🤣 I actually thought that it was possible to tile ''displacement'' maps😂 Instead its only possible to tile BUMP maps🤣Good one guys!👏 I gotta hand it to you👏😂 ....Like when I heard you say that mari can actually ''displace geometry'' i was like heck yeah, who needs zbrush, So I got into Mari and turns out, you cant displace $#@*LOL I shouldve known better, Thanks for killing my dreams mates!
actually you can have displacement preview but nothing you can paint live with, the disp preview update after you have baked data and is quite lowres in fidelity as its opengl games tech we are talking about. mari is essentially a game engine you can paint in
11:02 Never heard of 'HD sculpting' before.. can you plz provide a link?
Did you ever find anything about it?
@@nykoedits I think they're talking abt the 'Geometry HD' palette in Zbrush.
ruclips.net/video/P-k8GcrydTU/видео.html
Thanks!! I appreciate it!!
hi, i have got your skin kit. can i use it the same way in mari? there are no normal bump and other maps just alphas
If Mari have support for PBR shader and generator texture as substance painter, i'll fall in love with it haha!
That was very useful to me, I have done this kind of stuff the old paintful way which is ok for a concept but doesnt stand up to Full screen head shot! Going to see if my machine can handle it.
You guys are awesome...
when i paint the bump, i see black and white image. and not the bump that is created. to see the real bump i have to have selected another channel other than bump channel. how do you do it?
you add your bump map to a shader, and preview the bump using the shader. now with lights you will see your bump
Im curious how you color for little details.
Does it work with noncommercial MARI?
Awesome!
Great video thanks😊
Thank you for the video. You are awesome. I have some questions. Does Mari have any polygon limit? Do you use high poly mesh or low poly mesh while texturing in Mari(do you bake high poly mesh details to low poly mesh before using mari or after)? In substance painter, we bake it before starting texturing but in Mari do we use high poly mesh directly? Thank you!
Thanks!
Mari can handle quite high poly models, depending on your graphics card. We've used millions of polys before. Normally, youd use a high and a low res when texturing, switching between them. In Mari you'd work directly on the high poly
Hi guys, for the tiled image, are you just cut from xyz raw file or I can find some animal skin tiled file directly from xyz ? thanks
Great Tutorail....and Guys! any art challenges?
Thanks!
Art challenges coming - in the future - at some point!
Can you export these bump maps out as normal maps from Mari? I have converted bump maps to normal maps but not sure if you can do this right from Mari. Thanks for this tutorial though always wanted to know how to set this up and use texturingxyz textures!
there is a node called height as normal that will convert a bump to normal in mari
Great tut.
Thank you! :)
I have an idea for a future video. Getting good renders in Zbrush. To show out sketches and such. That'd be good.
Hi im new to mari, how do you import normal map to mari, what is the procedure to place it
?..thank you in advance guys.
Hey, there might be another video for this, but how did you make the base model? Just curious about the poly count and size.
We actually have a full series on this :)
flippednormals.com/products/how-to-retopologize-a-full-character/
Can you do a video about the mari to zbrush back and forth workflow like you described? That'd be awesome!
Adding to our list! Would love to.
FlippedNormals this is why you guys are the best cg tutorial peeps on RUclips!
Is there is anyway to match Maya camera to zbrush perspective...?
What is your guys approach to importing high poly meshes from zBrush into Mari? I have a model with finished topology, but i did a lot of detailed sculpting in Zbrush on it too. Do you just import at max subdivs or do you descimate the model? Also can i combine my displacement map from zBrush with one i make in Mari?
Nevermind, found your other video that explained it in great detail! thanks guys. Your videos are super helpful.
someday :) ill be using that :)
I still don't quite get what the benefit it of mari over substance painter/designer. I can do the same things in substance painter so I am really curious about what their main differences are.
The main difference is the sheer power you get in Mari in terms of performance. There's no way you can get this level of performance in Painter - as we're using around 10 UDIMS for this, all 4k. Mari also has way nicer warping tools compared to Painter.
I prefer Mari for organic work and Painter for hard surface textures.
/H
FlippedNormals ah I see very Interesting I might look more into Mari then. I've simple not yet ever had the issue of lacking resolution since I mostly work on game assets but I'm looking into film aswell.
Hey can someone tell me differences between Mari and Substance painter? All the detailing I see in Mari can be done in SP too. But I often see artist interchange between the 2. Why? Are there things SP can't do that only Mari can?
Mari can handle very high res textures like this..sp can’t i think
@@musiclover-sb9ng I was told Mari was the best for Movies and SP is better for games. Which makes sense - we don't care about performance when it's in a film right? Also makes sense since the artist I see switch between the 2 only sculpt detail and they never really integrate their assets into any game engines.
If you're an game designer, you might ask why not just use a normal map than?! I don't know...
mari can handle large scale assets like 1000s of udims but still work. Painter is faster on smaller to mid size assers in some occasions. THe underlying tech is a bit different as painter only layers , mari can use both layers and nodes for texturing, In VFX where I come from we usually use the two and take the best of both worlds where it make sense
is mari good for painting i.e. a hand painted texture style if not what program is best for that today
yeah its good for that as well
any substance painter coming? I know you guys are vfx and love Mari, but Id love to see your perspective on sP
On our list! :) Would love to.
Speaking about SP. Rising Sun Pictures here in Aus relies heavily on SP.
can Substance Painter be used aswell for detailing or Mari is better?
Painter can definitely be used - though Mari is far more powerful in terms of sheer computation.
Mari - Slow, but powerful
Painter - Fast but less powerful.
could you do something similar with substance painter? suggestion for the next video.
We're looking into Painter tutorials now, so on our list :)
does this method of detailing affect retopologizing?
Nope! Just a texture map, like a color map, so it doesnt actually change anything in your model.
how i paint just a selection??
you have masks, also selection of patches or faces. lots of different ways to mask paint in mari
Hi ! can you do a tuto of how to paint color to a creature like this?
Hey! Hell yes we can :D It's on our list. I'd love to make a creature texturing tutorial. We'll make a free and a premium one at some point.
Working with the correct colors is so difficult!
Do you use ptex in a production pipeline. What can you say about ptex?
We dont use ptex at all - it's all UVs. We also use UVs for a lot more than just textures, such as transferring model shapes, rigging, etc - so ptex wouldnt really be a good replacement.
I just remember in 2014 everybody talked about ptex that we can forget about making uvs and Uvs' dead etc. But now nobody use ptex.
Hi guys, I would like to ask you If you are about to create from start to finish texturing like this any workshop or tutorial gumroad? I would be very gladly and 100% support If you think about that :) Thanks
This is definitely on our list! We are really excited to do texturing tutorials.
I'm glad to hear that, why I asked for this because there is not such things that people can learn mixing Z and M is critical breakdown when you're gonna start to think to texturing char or creature so thanks for this!
can you do this with substance?
Sure you can, but having a big creature with lots of UDIMs might slow Painter down and Mari becomes more efficient in comparison. But the whole principle of using tileable high frequency textures and blend them together using hand-painted masks works everywhere. (yes, even Blender)
You made a mistake in the thumbnail of the video :-)). Great video tho!
We realized :( Will fix soon!
Where is the Hour Long Video you mentioned at time< ruclips.net/video/u7DwaYsb9JY/видео.html >17:41
ruclips.net/video/LArgA2QR2vo/видео.html
This one?
Should've named the video Zbrush vs Mari
It's not so much which is better, but more about using each tool for it's strengths. We use both, as they are both fantastic :)
The blender babies that always complain about these guys bashing blender haven't seen how much they bash zbrush in their Mari videos.
"good luck doing that in zbrush" bruh💀💀
They can't let go the male nipple skin scan 😂😂
Battleshit xD
2000€ i think i wont use it