Mechasar's Characters Catalog: Who's next? (commercial)

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Comments

  • LeanaLeana Posts: 11,794

    I really like the character too. And I agree that the promo pic explaining the settings is really useful.

  • kirbawirbakirbawirba Posts: 155

    Forgot to ask, will slime hand be both left and right?

  • Oso3DOso3D Posts: 15,037

    Really cool character, translucence can be a PITA!

     

  • TesseractSpaceTesseractSpace Posts: 1,415

    Just want to suggest a Slime Attack 2 pack, with new slime props and some interactive poses like Lady Goo rising from a puddle of slime, Lady Goo slinging a jet of slime onto someone, that kinda thing. :)

  • MechasarMechasar Posts: 210

    Hi there! Thanks for your warm appreciation :)

  • MechasarMechasar Posts: 210

    kirbawirba said:

    Forgot to ask, will slime hand be both left and right?

    Yep ;)

  • RandWulfRandWulf Posts: 182

    Probably the answer is completely obvious, and maybe its just too late for me to be working on this, but how do you get the shader on the mermaid tail in the promo illustration?

  • tsroemitsroemi Posts: 2,825

    RandWulf said:

    Probably the answer is completely obvious, and maybe its just too late for me to be working on this, but how do you get the shader on the mermaid tail in the promo illustration?

    Was wondering the same thing, I guess you can just apply the goo shader on anything else as well - right? It does look pretty awsome in the promos, the mermaid! 

  • MechasarMechasar Posts: 210

    tsroemi said:

    RandWulf said:

    Probably the answer is completely obvious, and maybe its just too late for me to be working on this, but how do you get the shader on the mermaid tail in the promo illustration?

    Was wondering the same thing, I guess you can just apply the goo shader on anything else as well - right? It does look pretty awsome in the promos, the mermaid! 

    1. Load and fit the Coral's 8.1 mermaid tail to Lady Goo.

    2. Select the mermaid tail, go to the "Surface" pane, select and open its normal map image in order to see its file location, then copy that path and write it down on your notepad.

    3. Copy Lady Goo's arms surface (or any other region of her surface that doesn't contain any texture) and paste it to the whole mermaid tail surface.

    4. In the Surface pane, open the normal map image box of the mermaid tail again and restore its original normal maps (by searching in the file location you saved on your notepad). This operation will let you maintain all the details of the tail.

    * The gills in the promo have been removed just using a 2D image editor.

  • RandWulfRandWulf Posts: 182

    Mechasar said:

    tsroemi said:

    RandWulf said:

    Probably the answer is completely obvious, and maybe its just too late for me to be working on this, but how do you get the shader on the mermaid tail in the promo illustration?

    Was wondering the same thing, I guess you can just apply the goo shader on anything else as well - right? It does look pretty awsome in the promos, the mermaid! 

    1. Load and fit the Coral's 8.1 mermaid tail to Lady Goo.

    2. Select the mermaid tail, go to the "Surface" pane, select and open its normal map image in order to see its file location, then copy that path and write it down on your notepad.

    3. Copy Lady Goo's arms surface (or any other region of her surface that doesn't contain any texture) and paste it to the whole mermaid tail surface.

    4. In the Surface pane, open the normal map image box of the mermaid tail again and restore its original normal maps (by searching in the file location you saved on your notepad). This operation will let you maintain all the details of the tail.

    * The gills in the promo have been removed just using a 2D image editor.

    Thank you!!

     

  • tsroemitsroemi Posts: 2,825

    RandWulf said:

    Mechasar said:

    tsroemi said:

    RandWulf said:

    Probably the answer is completely obvious, and maybe its just too late for me to be working on this, but how do you get the shader on the mermaid tail in the promo illustration?

    Was wondering the same thing, I guess you can just apply the goo shader on anything else as well - right? It does look pretty awsome in the promos, the mermaid! 

    1. Load and fit the Coral's 8.1 mermaid tail to Lady Goo.

    2. Select the mermaid tail, go to the "Surface" pane, select and open its normal map image in order to see its file location, then copy that path and write it down on your notepad.

    3. Copy Lady Goo's arms surface (or any other region of her surface that doesn't contain any texture) and paste it to the whole mermaid tail surface.

    4. In the Surface pane, open the normal map image box of the mermaid tail again and restore its original normal maps (by searching in the file location you saved on your notepad). This operation will let you maintain all the details of the tail.

    * The gills in the promo have been removed just using a 2D image editor.

    Thank you!!

     

    Yes, from me too!  

  • MechasarMechasar Posts: 210
    edited December 2024

    Upcoming characters! Guess the next one

    Characters_Teaser.jpg
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    Post edited by Mechasar on
  • RandWulfRandWulf Posts: 182

    Oh boy!

  • kirbawirbakirbawirba Posts: 155
    edited December 2024

    Lol been waiting for the slime hand for a while now! Did it come out when I wasn't looking or something?

     

    EDIT:  Would love to see a G9 update to gladys and bev or more like them in the future! I love Talia but she may need a cheesburger or two to properly thicken her up :D

    Post edited by kirbawirba on
  • MechasarMechasar Posts: 210

    kirbawirba said:

    Lol been waiting for the slime hand for a while now! Did it come out when I wasn't looking or something?

     

    EDIT:  Would love to see a G9 update to gladys and bev or more like them in the future! I love Talia but she may need a cheesburger or two to properly thicken her up :D

    A revised G9 version, including beverly, for some of my character is already planned ;)

    Sorry to announce that, if Talia needs a cheesburger, the next character would need a whole diner XD

  • Mechasar said:

    kirbawirba said:

    Lol been waiting for the slime hand for a while now! Did it come out when I wasn't looking or something?

     

    EDIT:  Would love to see a G9 update to gladys and bev or more like them in the future! I love Talia but she may need a cheesburger or two to properly thicken her up :D

    A revised G9 version, including beverly, for some of my character is already planned ;)

    Sorry to announce that, if Talia needs a cheesburger, the next character would need a whole diner XD

    Well that is really great news! I love it!

     

    And I'm sure whoever it is next, it will be great! 

  • RandWulfRandWulf Posts: 182

    Hand is Amazing!

  • MechasarMechasar Posts: 210

    RandWulf said:

    Hand is Amazing!

    I'm glad you enjoyed it!

  • riftwitchriftwitch Posts: 1,406

    The Mythical Mitt is awesome. I can see a lot of uses for it. It reminds me a bit of the glove in the tower in the old movie, Captain Sinbad, starring Guy Williams (of Zoro and Lost In Space fame). It's not a great movie by today's standards, but the giant glove guarding the tower has always stuck in my mind.

  • MechasarMechasar Posts: 210

    riftwitch said:

    The Mythical Mitt is awesome. I can see a lot of uses for it. It reminds me a bit of the glove in the tower in the old movie, Captain Sinbad, starring Guy Williams (of Zoro and Lost In Space fame). It's not a great movie by today's standards, but the giant glove guarding the tower has always stuck in my mind.

    Thank you!

  • ArtiniArtini Posts: 9,623
    edited December 2024

    Could not resist it either.

    Below is my render with FilaToon materials.

    MythicalMitt10.jpg
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    Post edited by Artini on
  • MechasarMechasar Posts: 210

    Artini said:

    Could not resist it either.

    Below is my render with FilaToon materials.

    That's really oniric! Nice composition :)

  • ArtiniArtini Posts: 9,623

    Thanks a lot for the comments, @Mechasar

    I really like your items.

     

  • ElorElor Posts: 1,807
    edited January 5

    Hello,

    When using Natural Movements Pack for Genesis 9 (using the automatic mode), I saw a strange hole on the thumb:

    Same character, same pose but without Natural Movements Pack active:

    It seems to be the influence from morphs on the four other fingers because if I restore their default poses, the hole goes away:

    Restoring the default thumb's pose while keeping the other fingers posed keeps the hole on the thumb:

    I tried to see which finger was responsible, but from my limited tests, everyone of them is contributing to the possible problem.

    I initially saw the problem with a pose I bought here, and only though about using pose control once I had done a couple of screenshots. But I checked and using the Pose Controls Fingers Grasp or Fingers Fist will trigger the same hole (this time, I removed the character morph, so it's Genesis 9 Base's hands on the following two screenshots):

    Using Hand Grasp or Hand Fist will not show the same behavior:

    It's less visible in Iray with a skin textures, but it's still here, it look a bit strange but I don't know if it's a bug or not.

    thumb_hole_01.jpg
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    thumb_hole_02.jpg
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    thumb_hole_03.jpg
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    thumb_hole_04.jpg
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    thumb_hole_05.jpg
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    thumb_hole_06.jpg
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    Post edited by Elor on
  • barbultbarbult Posts: 24,602

    @Elor good detective work, and the dent is easily reproduced. I used a pose rather than pose controls, and I see the same dent. With Genesis 9 Dev in base resolution, it looks like a single vertex is causing the dent. As you said, each finger bend contributes to the dent.

    When rendered at SubD 4, the dent is less noticeable. I wonder if it is intentional of not.

    The first two screenshots at base resolution were screenshots. The last two at subD 4 are renders.

    Screenshot 2025-01-05 181116 G9 dev base res posed NM Hands On Iray Preview.jpg
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    Screenshot 2025-01-05 181233 G9 dev base res posed NM Hands Off Iray Preview.jpg
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    Rendered SubD 4 NM Hands On.png
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    Rendered SubD 4 NM Hands Off.png
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  • MechasarMechasar Posts: 210
    edited January 7

    Elor said:

    Hello,

    When using Natural Movements Pack for Genesis 9 (using the automatic mode), I saw a strange hole on the thumb:

     

    Same character, same pose but without Natural Movements Pack active:

     

    It seems to be the influence from morphs on the four other fingers because if I restore their default poses, the hole goes away:

     

    Restoring the default thumb's pose while keeping the other fingers posed keeps the hole on the thumb:

     

    I tried to see which finger was responsible, but from my limited tests, everyone of them is contributing to the possible problem.

    I initially saw the problem with a pose I bought here, and only though about using pose control once I had done a couple of screenshots. But I checked and using the Pose Controls Fingers Grasp or Fingers Fist will trigger the same hole (this time, I removed the character morph, so it's Genesis 9 Base's hands on the following two screenshots):

     

    Using Hand Grasp or Hand Fist will not show the same behavior:

     

    It's less visible in Iray with a skin textures, but it's still here, it look a bit strange but I don't know if it's a bug or not.

    Hi there! I noticed that issue too and I’m already on it trying to find a quick solution, but it won’t be easy this time. Anyway, it sounds weird to me that this kind of issue popped up just now rather than before. I’m saying that because I noticed the hole occurs on the thumb even just using the Pose Controls properties (like hand grasp, hand fist, etc.), and I find it hard to believe that I or one of the testers would have failed to see such a clear issue, especially when a product has been designed for details enhancement. So my conjecture is that one of the latest Genesis 9 update could have slightly modified its mesh during this time. Meanwhile, keep using the highest subdivision levels in your final renders (the pack indeed has been designed for the highest level) and the Pose Controls settings instead of using manual settings when you need to close the model's hands. Thank you for reporting the problem, stay tuned.

    Post edited by Mechasar on
  • MechasarMechasar Posts: 210
    edited January 9

    Hi guys! Here’s my report about that issue. The updates and improvements on Genesis 9 may have had effects on the morphs. But this time I prefer not to add any modification or extra morphs to the pack, for the simple reason that it’d be impossible to predict the outcomes from the interaction between a further update and a new corrective-corrective-morph (leaving aside all the countless pose combos that affect the pack itself naturally), I’m sure you understand.
    That said, I noticed that the issue can be avoided by manually setting the “Hand Left/Right Fist” morph (Parameters/Natural Movements Set/Hidden) when the model’s fingers are bent. So my advice is to play with that morph as follows:

    1)    Consider using the Pose Controls rather than bending your model’s fingers manually, the pack was designed to give you better results in doing this.
    2)    If you bend all your model’s finger except the thumb using the Pose controls, the “Hand Left/Right Fist” morph should be set in the range of 40%-50% in order to remove that annoying issue.
    3)    The range comes down to 0%-40% when not all fingers are bent at the same time.

    I hope this will help! Thanks.

     

    Post edited by Mechasar on
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