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Workshop

Creating Production-Ready Hero Assets using Mari

A Workshop
by Michal Zsigmund

Mari, Maya & Gaffer Workflow with Michal Zsigmund

advanced
4h 11m 47s
8 Lessons
A Workshop
by Michal Zsigmund
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VFX Artist Michal Zsigmund guides artists through the process of using Mari and Gaffer to create stunning, production-ready hero assets for film and TV. Beginning with an exploration of Mari, Michal discusses how to leverage Mari and its Extension Pack to craft high-quality detailed textures, including how to utilize the Smart Mask system that comes with the pack. He then walks through how to export a mesh from Maya using Alembic before diving into Mari’s new Bakery System, introduced in the latest version, which is helpful for baking essential utilities that fuel the Smart Mask system.


From there, Michal focuses on creating the essential diffuse, roughness, and bump maps, sharing the specific techniques that he uses in production to generate professional maps. Artists will also learn how to transfer masks to create secondary high-frequency bump details. Once the texturing phase is complete, Michal exports the textures and transitions into building out the scene using Gaffer. He breaks down each node within Gaffer – the open-source, node-based lighting and look-dev tool developed by Image Engine (similar to Katana) – and explains how each function fits into the studio pipeline.


This workshop is designed for intermediate to advanced users with a foundational understanding of texturing and shading workflows.

8 Lessons

01IntroductionFree

In the following workshop, Michal Zsigmund provides a comprehensive pipeline for hard surface texturing and lookdev. His approach; from UV layout in Maya, through texture baking and painting in Mari, to final lookdev in Gaffer, demonstrates professional practices for managing large-scale texture projects efficiently. As the lessons progress, Michal shows detailed step-by-step processes for each piece of software in the pipeline.

Duration: 6m 35s

Introduction
02Using Mari’s Extension Pack: Mask Builder — Part 1

In this first lesson, the Maya-to-Mari workflow is introduced, establishing an efficient pipeline for baking high-quality maps using subdivision levels and the Bakery system. Key practices include maintaining organization with proper export formats (Alembic), baking to channels rather than paint nodes, and leveraging Mari’s grouping and teleport systems to manage complex node graphs.

Duration: 30m 52s

Using Mari’s Extension Pack: Mask Builder — Part 1
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03Using Mari’s Extension Pack: Mask Builder — Part 2

In this lesson, Michal showcases Mari's smart mask system to create a professional, procedural texturing workflow. Michal shows how these smart materials can offer significantly more flexibility and control compared to other texturing tools like Substance Painter. Utilizing both procedural texture generation and manual painting, along with proper baking practices, artists can efficiently texture high-complexity assets while maintaining quality and performance.

Duration: 30m 11s

Using Mari’s Extension Pack: Mask Builder — Part 2
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04Working with Mari’s Default Color — Part 1

In this lesson, Michal presents an organized approach to texture creation and application in Mari. By maintaining separate material groups, using broadcasters for efficient updates, and consistently baking completed work, he achieves complex, layered textures, while keeping the scene manageable. Michal’s consideration of proper color space handling, strategic use of masks, and thoughtful layering of subtle details results in production-ready textures suitable for hero assets.

Duration: 24m 42s

Working with Mari’s Default Color — Part 1
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05Working with Mari’s Default Color — Part 2

In this lesson, Michal continues to break down his texturing methodology, mainly focusing on building complex, realistic surfaces through subtle layering. He demonstrates how restraint and structure lead to more convincing results, by letting individual effects sit at 10-30% opacity and working in organized groups. His workflow serves as an excellent example of how professional texture artists plan out their projects with artistic sensibility in mind.

Duration: 27m 5s

Working with Mari’s Default Color — Part 2
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06Using Mari to Create a Roughness Map

In this lesson, Michal establishes his rough texture while considering the best ways to achieve precision and flexibility in his workflow. Rather than aiming for a perfect final result in Mari, the approach focuses on creating well-structured, properly ranged texture layers that can be fine-tuned during lookdev. This layered technique provides maximum artistic control for hero assets while maintaining technical correctness for physically-based rendering.

Duration: 48m 57s

Using Mari to Create a Roughness Map
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07Using Mari to Create a Bump Map

In this lesson, Michal covers bump map creation using similar layering principles from the last lesson. The key to creating these maps is in maintaining a neutral base bump (0.5 gray) and building additional detail through separate, controllable layers that can be adjusted during lookdev. By organizing outputs into multi-channel textures and maintaining a procedural workflow with bake points, Michal retains maximum flexibility for iteration while creating high-resolution textures.

Duration: 39m 24s

Using Mari to Create a Bump Map
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08Working with Gaffer: Breaking Down the Look-Dev

In this last lesson, Michal explains the fundamentals of Gaffer, a powerful, cost-effective alternative to commercial lighting and lookdev tools like Katana, offering professional-grade capabilities for free, with only render engine licensing costs. For beginners, he strongly recommends starting with the official Gaffer Bot tutorial scene to build foundational knowledge, then developing your own workflow through experimentation on personal projects.

Duration: 44m 1s

Working with Gaffer: Breaking Down the Look-Dev
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Primary tools

For this workshop you’ll need:

Gaffer
Mari
Maya

* Note that these programs and materials will not be supplied with the course.

Skills Covered

Who’s this Workshop for?

This workshop is designed for intermediate to advanced hardsurface artists, texture artists, and look development specialists who already have foundational knowledge of texturing and shading workflows. Viewers who have some Mari experience will also have an easier time learning from the lessons presented by Michal Zsigmund.


Although the skill level here is advanced, the production-ready techniques taught here will elevate artists' work quality and streamline methods for creating more realistic textures for vehicles and props. With this in mind, artists working in film, television, and games will find the skills used here to be valuable for enhancing their hero pieces and other CG assets.

Learning Outcomes

By completing this workshop, artists will have mastered production-ready techniques for texturing hero assets using Mari's latest features and Gaffer's node-based lighting workflow.


Key skills include:

  • How to leverage Mari's Extension Pack and Smart Mask system for detailed texture creation.
  • How to utilize Mari's Bakery System for baking essential utilities and masks.
  • How to create professional-quality diffuse, roughness, and bump maps using production techniques.
  • How to transfer masks effectively to generate secondary high-frequency surface details.
  • How to export meshes from Maya using Alembic for seamless pipeline integration.
  • How to build and navigate Gaffer's node-based lighting and look development environment.
  • How to integrate Mari textures into Gaffer for complete asset finishing workflows.
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Workshop
Creating Production-Ready Hero Assets using Mari
Mari, Maya & Gaffer Workflow with Michal Zsigmund
A Workshop by Michal ZsigmundFreelance CG Generalist / Texture & Shading Artist
advanced
4h 11m
8 Lessons
Instructor Michal ZsigmundFreelance CG Generalist / Texture & Shading Artist

Michal Zsigmund is a skilled CG Generalist and Lookdev Artist with over ten years of experience specializing in texturing and shading. He has honed his expertise in Mari through work at leading VFX studios across Europe and North America. Michal currently serves as Look Development Supervisor at UPP and as a Texturing and Look Development Instructor for The Gnomon Workshop.


Michal has contributed to over 20 major feature films and high-profile projects with top VFX studios, including Framestore and RISE. His credits include Snow White, Wicked, Deadpool & Wolverine, IF, The Matrix Resurrections, Uncharted, and Wonka, showcasing his mastery of texture, shading, and visual storytelling.

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  • I had the pleasure of working with Michal at Framestore and I can confidently say he is a very talented texture artist. His eye for detail and creative approach consistently resulted in stunning, high-quality work. Beyond his skills, Michal’s positive attitude, and fun, collaborative energy, made working with him very enjoyable. He was always happy to share his Mari expertise and any tips that might be useful in production.

    - Magdalena Dadela
    Senior Character Artist at NVIDIA

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