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Messages - issam.itmk

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1
Hi again,

here's the final renders, full textured in Substance Painter, rendered in Marmoset Toolbag.

hope you enjoy it










2
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.





3
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

4
Hi,

thank you for your reply.
I tried, but this time, the model turns pure black, and if a untick sRGB for the basecolor in UE4, it gives some weired result .

Here is some Screenshots :

Default material without Opacity :



Trying what you have said :



Untick sRGB :





5
Hi,

i tried it, but the same result. however when i assign to the transparent part an individual material, it works normally

6
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

7
Substance PainterSubstance Painter - Discussions - Re: Asking for help in SP
 on: October 18, 2015, 09:03:28 pm 
where did you paint the lines?

If you did them as a mask in photoshop, you can bring that mask into painter and apply it as a mask to a emissive layer?
If you made the lines in Zbrush, you can pull the high poly mesh into your 3d dcc app., assign a different material to them, save out your high poly mesh, then use the bake material ID baker in Painter to create a ID map, which you can then use as a mask on a emissive channel.

well i have to thank you,  your idea worked fine, but the ID map baker is a new feature ? because i never knew it before..


8
Substance PainterSubstance Painter - Discussions - Re: Asking for help in SP
 on: October 18, 2015, 08:02:43 pm 
hi,

i did it in zbrush, and yeas it sounds like a good idea to use it as an ID Map.
what about baking a HeightMap or NormalMap, can i use the values to mask out the lines ?

actually i have two alternative, trace the lines with PS Pen tool, or use the HighPoly mesh to extract an ID Map.

any others ideas?

9
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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