In this tutorial I will go over my process for hard surface texturing inside of Mari. I go over the UV process, baking UDIM curvature and AO maps in mightybake, importing your model into Mari, and the general texturing process using primarily node graph techniques.
I will go over the new Mari 3.0 extension pack mask generators similar to Substance and Quixel’s DDo. No more manually painting dirt and edge wear!
Maya, Mightybake, Nuke, Mari 3.0+ (extension pack required)
I will also be creating a lookdev tutorial on how to use the output maps in a render engine such as Redshift or Arnold when I have the free time.