Mike Jagodzinski shares some of his workflows for bringing in an using Mari textures in Modo. Mike shows how to export a complex model’s textures channels from Mari and use those in Modo, setting up materials and rendering.
In this video I explain how to bring your textures from Mari for rendering on your model in Modo. I briefly go into setting up the materials through renderingMike Jagodzinski
The sport itself is actually a simple process, although Mike does go over how some of the settings will reflect in the textures when they do export. One of the important things is understanding and setting the correct UDIM patches that will be used within Modo when setting up the materials. Mari has a unique way of representing UVs, it does so using UDIM which is a way to efficiently have multiple tiled textures, rather than one larger single texture.
Mike provides a tip for the noticeable slow-down that can occur when selecting objects from the UV shells in Modo, and walks through the process of creating the materials for each part of the model in Modo. Mike shows how to set one material as the master material and instance the rest of the materials to assist in workflow.
Understanding Mari UDMI
Ben Neall has a great post designed to help understand the Mari UDMI.
Covering some basic concepts of the standard UV space provides the foundations for really understanding what is going on with Mair’s UV Offset system, UDMI.
It is a bit confusing as the notation for UDMI starts at 1001 which represents 0,0 and increments on the U value for 10 offsets. After the 10, it resumes the progression on the next row of the V value. This means for every 10 moves in U value, it moves 1 in V. This is difficult to read, but much easier to see, so check out the post for a look at the Mari UDIM Color Space Guide for Texture Artists.