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Mari

Features
Ease of use
Ease of management
Quality of support
Affordability
Market presence
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Pricing from
$299 per year
Free Trial
Free version
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User industry
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What is Mari

Mari is a 3D texture painting and look-development application used to paint directly on 3D models, typically for film, VFX, and high-end game asset production. It focuses on handling complex assets with multiple UV tiles (UDIMs) and high-resolution texture sets while supporting layered, non-destructive workflows. Teams use it to author and manage textures across large surfaces and to integrate texture work into broader DCC and rendering pipelines.

pros

Strong UDIM texture workflows

Mari is designed around multi-tile (UDIM) texturing, which helps artists manage large assets that require many texture tiles. It supports painting and managing textures across many UDIMs without splitting the asset into separate projects. This is particularly useful for film/VFX-style assets where texture resolution and coverage are high.

Layered, non-destructive painting

Mari provides a layer-based workflow with masks and blending, enabling iterative texture development and revisions. Artists can separate materials, effects, and corrections into layers to keep work organized and editable. This approach supports collaboration and change control in production pipelines.

Pipeline-friendly interchange formats

Mari commonly fits into studio pipelines through standard texture and geometry interchange formats and predictable file outputs. It supports exporting texture maps for downstream use in DCC tools and renderers, and it can be used alongside other modeling/animation packages rather than replacing them. This makes it suitable for teams that need consistent handoff between departments.

cons

Narrow focus beyond texturing

Mari’s core strength is texture painting; it is not a full 3D modeling, rigging, or animation environment. Users typically need separate tools for sculpting, retopology, UV creation, and animation tasks. Buyers looking for an all-in-one 3D suite may find the overall workflow requires multiple products.

Learning curve for new users

The application’s UI and concepts (UDIM management, channel setups, shader contexts, and pipeline conventions) can be complex for beginners. Teams often need onboarding time to establish consistent project templates and export standards. This can slow adoption for small teams without dedicated pipeline support.

Resource demands on large assets

High-resolution, multi-UDIM projects can require substantial GPU/CPU resources, fast storage, and careful project management. Performance and responsiveness can depend heavily on workstation specifications and project scale. This can increase total cost of ownership for studios working on very large assets.

Plan & Pricing

Plan Price Key features & notes
Studio (Teams) — Subscribe $1,289 per license / year (annual) Powerful 3D painting for teams; annual license paid annually; node‑locked or floating licenses available.
Studio (Teams) — Rent $949 per license / quarter Short‑term quarterly rental license for teams; node‑locked or floating licenses available.
Individual Subscription $299 per year OR $35 per month (monthly) Annual or monthly subscription for a single, named user; site also displays multiple regional currency variants.

Seller details

Foundry
London, United Kingdom
1996
Private
https://www.foundry.com/
https://x.com/foundry
https://www.linkedin.com/company/foundry

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