Blender/Mari Diary #2

A bit late, but here it is. My second installment of the Blender/Mari diary, this time done as a screencast.

This video highlights the workflow I was using to enhance and repaint the texture for part of the main set ( the platform where Ara stands ). The used texture resolution/UV Layout was not high enough for a closeup shot of the cage, where the floor occupies a significant amount of screen space, resulting in a blurred render. The approach used here is to rebake the texture to a new UV layout and fill in the details inside Mari.

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Wacom, Mari and recent linux distributions

[Update: June 14 2011]
This is no longer needed starting with Mari 1.3v1, where the wacom detection was fixed. In fact using the here described workaround with Mari 1.3v1 and up breaks the wacom functionality.

So if you are using mari 1.3v1 and up do not follow these instructions !

[End of Update: June 14 2011]

If you are running Mari under a recent linux distribution and happen to have a wacom tablet, you certainly run into the problem, that pressure sensitivity does not work in Mari.

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Blender/Mari diary #1

I want to use this post to highlight the workflow I am using when working with blender and Mari.

To get an overall view of the features and capabilities of Mari, I advise to go to the Mari website and read through the material presented there.

I will concentrate here more on the differences between blender and Mari and how to set things up to straighten these out.

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Miracles sometimes happen …

… even to me 🙂

I mentioned in one of my last posts that sometime ago I was contacted by Jack Greasley, Mari product manager, who offered me the possibility to use Mari for Ara’s Tale. It seemed then that somehow this didn’t work out, and I called it then a dream, but admittedly a nice dream.

Now either I am still dreaming, or miracles do happen. I got contacted today by The Foundry and received an extended trial license, with enough time to use it seriously in Ara’s Tale. The license expires at the end of 2011, which should give me plenty of time, and an additional incentive to actually finish the project 🙂

What I promised to do, and what I definitely will do, is to document my workflow in using blender with Mari in this project.

I plan to revisit the texturing of Ara (which has some smaller issues which I plan to solve with Mari)  and the main set, which already was partly done with a normal trial license.

An extensive series should be the texturing of the dragon, which I plan to document in some detail here.

So these are very exciting times, I am looking forward to deeply dig into Mari and see what I can do with it.

With this goes a big Thank You to Jack Greasley and The Foundry !