So I finally got some time now that the game has been released! So like I promised.. here are some images of how things look in mari. It's worth mentioning that MARI doesn't do any sort of texture filtering so it's display can be sorta rough at times. However the output is pretty much the same as what you'd get in photoshop. Sometimes though I'll end up using the feature that lets me kick a screenshot out to photoshop and paint it there for a bit.
Heres a few new images. First up is the Vasari Loyalist Titan in mari.
Close up Shaded(with specular):
You can also paint on the flats at any point. I love having instant access to the flats in my 3d painting app. Sometimes things can be hard to get to in 3D and you can swap right into 2D at any time. I use this primarily for selection of uv islands(for masking purposes).
Next up is the Vasari Rebel Titan.
This was the first model I textured in Mari. I had a lot of fun with this one so here's a closeup:
So Mari hates any kind of overlapping UVs. It literally will not project anything at all if you try to paint onto overlapping uvs. At first I just made sure to only import the faces/objects that didn't have any overlapping UVs. Later I made adjustments to my workflow. To get around this issue I selected all the mirrored uvs and offset them by 1 unit in U.
I added the glowing lights later in photoshop for this model. Later I figured out a shader setup in MARI that lets me paint masks for lights so I can see it all on the model. Here's a couple shots of the final textures in maya.
Here's the tech rebel titan.
At this point MARI still didn't have the link selected patches feature so it was easier to just bring in a 4th of the model.
Here's a mental ray render I did as I setup the shaders for marketing material and such. Everything was almost plug and play with the mia material X shader. Which I loved. It's also super easy to paint a gloss map because of the WYSIWYG workflow.
Sorry for dumping all the huge images. Hopefully you guys will find it somewhat interesting. :P