Jump to content
3DCoat Forums

Modo and Mari Indie


geo_n
 Share

Recommended Posts

This opinion for me is valid

 

When I saw Mari indie I got really excited... but then I read that it is limited to 2 UDIMs and 4K maps. The only reason I wanted Mari was because I wanted to use it with Amplify Texture for Unity. I wanted to paint up some really high-res, large set pieces to bake into the Amplify virtual texture. For that you need many UDIMs, and big maps (8k-32K). The more you can get in one material, the fewer the draw calls. With Amplify Texture, more UDIMs let you get more into one material. 

IMO, the only big advantage that Mari has over 3D-Coat or Substance Painter is it's ability to handle really massive texture data. That's Mari's thing, the thing that it does well. You pull that out and Mari doesn't have it's edge anymore. After killing Mari's biggest strength, they didn't add anything to help it better compete with substance painter and 3D-Coat like true multi-channel PBR painting with a material-centric workflow (yeah, I get it, Mari has shared layer masking to sort of, kind of achieve the same thing), and a Unity and UE4 compatible shader and easy export to those engines. Substance painter and 3D-Coat will do the channel packing for you on export like packing the gloss into the alpha of the albedo map. The competing packages are designed specifically for games, and are very good creating game assets.

  • Like 1
Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

 Share

×
×
  • Create New...