TrimSheetFast vs Foundry Mari

Compare TrimSheetFast and Foundry Mari. Mari is built for large-scale texture painting and film-grade workflows, while TrimSheetFast is built for fast trim sheet atlas generation in game production.

TrimSheetFast vs Foundry Mari: at a glance

FeatureTrimSheetFastFoundry Mari
SpeedIn secondsHours to days (asset-specific painting at scale)
Ease of UseSet trim regions, write marker prompts, generate reusable atlas outputs in seconds.Powerful but heavy, with a film-style workflow and steep setup cost
Export Formats4K PNG trim sheet atlases and PBR maps, ready for engine pipelinesHigh-resolution texture exports for advanced pipelines
PriceToken-based subscription; pay for what you useEnterprise / pro licensing
AI CapabilitiesPrompt-to-trim-sheet generation, marker-based control, style presets, consistent PBR atlas outputNo native prompt-driven trim-sheet workflow

When to use TrimSheetFast vs Foundry Mari

Choose the right tool for the job. Here is when each one fits best.

  • Use Foundry Mari

    Use Mari when you need high-end paint control, huge texture datasets, or a film-style asset pipeline.

    Use TrimSheetFast

    Use TrimSheetFast when you need reusable trim sheet atlases for game assets, modular kits, and faster iteration.

  • Use Foundry Mari

    Stay with Mari for shots or assets where asset-specific paint detail is the core requirement.

    Use TrimSheetFast

    Choose TrimSheetFast for game production surfaces that repeat across many meshes and benefit from atlas reuse.

What you get with TrimSheetFast

Mari is made for high-end paint pipelines; TrimSheetFast is made for reusable trim-sheet output in game art production.

Text to Texture

TrimSheetFast focuses on prompt-driven atlas generation. Mari focuses on asset-specific painting and texture management.

Style Presets

TrimSheetFast presets help keep one atlas language across a pack. Mari consistency comes from artist discipline and pipeline process.

Switching from Foundry Mari to TrimSheetFast

Move your workflow to TrimSheetFast in a few steps while keeping your existing assets.

  1. Separate the assets that truly need Mari-level paint attention from the surfaces that repeat across a set.
  2. Create trim sheet templates in TrimSheetFast for those repeatable game-production surfaces.
  3. Use marker prompts to generate atlas families and export PBR maps for engine materials.
  4. Keep Mari for exceptional hero assets and move repeated support material work into TrimSheetFast.
  5. Use the approved atlas family across props and kits to reduce asset-by-asset painting overhead.

Ready to texture in seconds?

Get production-ready PBR textures from a text description. No painting required.

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