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Topics - issam.itmk

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1
hey everyone,

yesterday i was finalizing this project until my HDD froze and the save got corrupted...

hopefully i did an export before the disaster. but i can't tweak anything anymore since my source save is corrupted..

so this is a project i have started a few month ago, sculpted in zbrush ( no xyz ) and fully painted in Substance Painter.





2
Hello,

my HDD froze during save, then substance painter crash and i ended with a corrupted file..
sadly i have lost a lot of work and without any backup..

i would love if there's any chance to recover the file..
I have tried renaming the tmpsave file to .spp and opening them, but it fails always..

this was a project to showcase hoping i could hunt a job with it, then i lost it, now my soul is lost with it..


LOG message : [Hdf5Archive] Archive 'file:///C:/Users/MAkiNA/Desktop/GordonFace.spp' appears to be corrupted. Cannot read ''

thank you forward..

Issam

3
Hi guys.

i am working on my graduation project, so i am using SP for the texturing.
i switched the alpha blend shader, then played with the opacity for the helmet glass.
everything is fine in SP, but when i import to UE4 ( UE4 PACKED ), the hole mesh become transparent once i switch the Blend Mode to Translucent.

here is the steps i followed :
Export using the template UE4 Packed
Import all maps in UE4
untick sRGB for the Rough/Metall
swtich Blend Mode from Opaque to Translucent
Plugin the BaseColor ( RGB+A ) to the basecolor and the Opacity.

here's some screenshot

SP :


UE Material : HighRes : http://i66.tinypic.com/mhsg1i.jpg


UE editor :


Thanks Forward

4
Substance PainterSubstance Painter - Discussions - Asking for help in SP
 on: October 18, 2015, 05:52:45 pm 
Hello everyone.

I am working on my personal project for the last scholar year, now i am going to UV and paint in SP my character.
I need some advices to find the easiest way to do what comes next.
I have sculpted my Character Suit in Zbrush, then Reapologize in 3dsmax.
Backed the NormalMap and here is the result

LowMesh :



and Here the Mesh+NormalMap in Marmoset Toolbag 2




Now i Need to paint the mesh, but i need to have an EmissiveMap above my desired texture like this ( red lines ) :
Like two layers : one holding the hole texture, the other one holds the EmissiveMap



So basically i need to figure out a way in SP to fill those " lines " with an EmissiveMap.

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