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

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  • MechasarMechasar Posts: 246
    edited April 18

    Hi guys! I just wanted to let you know that the shapes for the remakes have already been set. Here's their teaser poster. Meanwhile, the next character is in the finishing stage.

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  • TesseractSpaceTesseractSpace Posts: 1,582

    Just wanted to share what I've done with Talia

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  • MechasarMechasar Posts: 246

    TesseractSpace said:

    Just wanted to share what I've done with Talia

    Looks like the model lends itself well to being mixed with anime shapes :)

  • kirbawirbakirbawirba Posts: 181

    Mechasar said:

    Hi guys! I just wanted to let you know that the shapes for the remakes have already been set. Here's their teaser poster. Meanwhile, the next character is in the finishing stage.

    Now this... This is awesome.  You got the rest of my favorites with this one... Gladis especially!  Really excited for these 

  • MissLeahMissLeah Posts: 198

    Yay! They all look awesome! For me, though, it's Esra. That promo shot alone makes me super excited! He'll be joining my G9 army for sure! laugh <-- maniacal laugh

  • TesseractSpaceTesseractSpace Posts: 1,582

    I'm looking forward to the new girl and Gladis

  • MechasarMechasar Posts: 246
    edited June 11
  • kirbawirbakirbawirba Posts: 181

    Looking forward to it! I monitor the store on a near-daily basis!

  • MechasarMechasar Posts: 246
    edited June 11
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  • kirbawirbakirbawirba Posts: 181
    edited June 11

    Insta-buy. VERY nice work!

    EDIT: She is beautiful!  I just wanted to point out some very minor clipping issues with her eyebrows. It seems that a few spots aren't distanced from her brow far enough. I'm using both 4.22 and 4.24 BETA.

    You're outdoing yourself here, Mech! Thanks!

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  • MechasarMechasar Posts: 246
    edited June 11

    kirbawirba said:

    Insta-buy. VERY nice work!

    EDIT: She is beautiful!  I just wanted to point out some very minor clipping issues with her eyebrows. It seems that a few spots aren't distanced from her brow far enough. I'm using both 4.22 and 4.24 BETA.

    You're outdoing yourself here, Mech! Thanks!

    Hi! Thank YOU for your appreciation, I hope you can enjoy this new character :)

    I’ve just checked your issue. The effect you notice isn’t due to the eyebrows being too close to the surface of the forehead, but rather to the fact that, in that area, the fibers extend slightly deeper. In other words, the offset is correct but their roots reach deeper.
    As a counterexample, if you try intersecting a dark object with the model’s surface, you’ll notice that the skin changes color around the intersection, and this is due to the translucency of the skin material.
    I’m currently unable to apply any quick changes, but here’s a simple solution you can follow in just a few steps:
    -    In the scene pane, expand the “Neva Eyebrows/Head/Upper Face Rig” bones.
    -    Select the “Left\Right Brow Outer” bones, then go to the Parameters/General/Transform/Translation pane and insert the value 0.05 in the Z axis.
    -    Same thing for the “Left\Right Brow Inner” bones, but using the value 0.03.
    -    Lock the Z axis transformation bar.

    You can also save this eyebrows in the same Neva Eyebrows folder as a personal wearable eyebrows.

    Hope that can help you. Any other question, let me know ;)

     

    Post edited by Mechasar on
  • kirbawirbakirbawirba Posts: 181

    Mechasar said:

    kirbawirba said:

    Insta-buy. VERY nice work!

    EDIT: She is beautiful!  I just wanted to point out some very minor clipping issues with her eyebrows. It seems that a few spots aren't distanced from her brow far enough. I'm using both 4.22 and 4.24 BETA.

    You're outdoing yourself here, Mech! Thanks!

    Hi! Thank YOU for your appreciation, I hope you can enjoy this new character :)

    I’ve just checked your issue. The effect you notice isn’t due to the eyebrows being too close to the surface of the forehead, but rather to the fact that, in that area, the fibers extend slightly deeper. In other words, the offset is correct but their roots reach deeper.
    As a counterexample, if you try intersecting a dark object with the model’s surface, you’ll notice that the skin changes color around the intersection, and this is due to the translucency of the skin material.
    I’m currently unable to apply any quick changes, but here’s a simple solution you can follow in just a few steps:
    -    In the scene pane, expand the “Neva Eyebrows/Head/Upper Face Rig” bones.
    -    Select the “Left\Right Brow Outer” bones, then go to the Parameters/General/Transform/Translation pane and insert the value 0.05 in the Z axis.
    -    Same thing for the “Left\Right Brow Inner” bones, but using the value 0.03.
    -    Lock the Z axis transformation bar.

    You can also save this eyebrows in the same Neva Eyebrows folder as a personal wearable eyebrows.

    Hope that can help you. Any other question, let me know ;)

     

    Yep that worked! AND it'll help me with other model's same eyebrow issues! Thanks! 

  • Eternal ForceEternal Force Posts: 307

    I've just stumbled upon this picture of yours. So funny! cheeky  Love your work!

    image

     

  • MechasarMechasar Posts: 246

    Eternal Force said:

    I've just stumbled upon this picture of yours. So funny! cheeky  Love your work!

    Happy to hear that, thank you! :)

    Yeah, I think Mr. Gammon is the funniest character in my catalog

  • kirbawirbakirbawirba Posts: 181

    Waiting patiently for Gladis.  Neva gets better and better the more I work with her. I love her texturing and she's very unique!

     

    Checking the store daily!

  • MechasarMechasar Posts: 246

    kirbawirba said:

    Waiting patiently for Gladis.  Neva gets better and better the more I work with her. I love her texturing and she's very unique!

     

    Checking the store daily!

    Thank you! Completing GladYs (yep, there was a typo in the previous teaser-poster) will require some patience. A monstrous anatomical component for Genesis 9 will come first, followed by Esra 9-teen, and then Gladys 9.

  • Matt_CastleMatt_Castle Posts: 3,003

    I've run into a bit of a bug with the G8.1 version of Beverly that I thought I should pass on, and I wasn't entirely sure if I'd be able to coherently explain it to customer support.

    All of her JCMs are set to have her combined character controller as their master, rather than being driven by her individual body and head morphs.

    This means that if a user dials in her "Beverly Body" morph separately (without using the combined "Beverly" controller), none of her body bend correctives will function. Or, other combinations such as if you dial in her combined controller but then dial out her head morph, her eye/smile JCMs will continue to affect the result.

    I believe most of these should be altered to have her separate Body morph as their master instead, (excepting probably the head bend, eye close and smile JCMs which should probably have her Head morph as their master).

    (I've already made the changes in my install - took me a couple of minutes swapping around drivers in Property Hierarchy - but I'm passing it on for the benefit of others).

  • MechasarMechasar Posts: 246

    Matt_Castle said:

    I've run into a bit of a bug with the G8.1 version of Beverly that I thought I should pass on, and I wasn't entirely sure if I'd be able to coherently explain it to customer support.

    All of her JCMs are set to have her combined character controller as their master, rather than being driven by her individual body and head morphs.

    This means that if a user dials in her "Beverly Body" morph separately (without using the combined "Beverly" controller), none of her body bend correctives will function. Or, other combinations such as if you dial in her combined controller but then dial out her head morph, her eye/smile JCMs will continue to affect the result.

    I believe most of these should be altered to have her separate Body morph as their master instead, (excepting probably the head bend, eye close and smile JCMs which should probably have her Head morph as their master).

    (I've already made the changes in my install - took me a couple of minutes swapping around drivers in Property Hierarchy - but I'm passing it on for the benefit of others).

    I'm sorry to hear you ran into some difficulties. Since this is an older character, I went back to double-check, and it’s true, the JCMs are triggered by the full figure. However, this isn’t a bug, as it’s actually mentioned in the product description. It was a design choice made to give users more flexibility.

    When the JCMs are linked to the full figure, it means that by using the character’s separate morphs, you can completely cancel out the JCMs. On the other hand, if the JCMs are tied directly to the head or body morphs, they’ll always be active. It’s just a matter of setup: the first approach offers more freedom but requires a bit more manual adjustment, while the second is more rigid but easier to use.

    With that in mind, the rest comes down to adjusting morph strengths. For example, my advice when mixing with other characters is to first apply Beverly’s full morph at the desired percentage for the body, and then reduce the head morph as needed, since the three head JCMs have very minimal impact on the overall mix.

    If you need any other tips on how to mix a character with Beverly 8.1, feel free to ask.

     

  • Matt_CastleMatt_Castle Posts: 3,003

    Mechasar said:

    However, this isn’t a bug, as it’s actually mentioned in the product description. It was a design choice made to give users more flexibility.

    This is a really rather non-standard approach, and even if everyone had once read this, I'm certain not everyone will have remembered it. Although it's probably not useful advice at this stage, if this was the intent, a JCM strength slider would have been more intuitive and clear.

    Unfortunately, this has all come up while I've been trying to sort out shape support for clothing products I plan to publish. The Beverlys have been some of my favourite character shapes on the site (even if they usually get mixed in with other morphs and skins), so I had intended they would get included on my list, but regrettably Beverly 8.1 seems to be set up in a way that isn't playing nice with my automation tools, and because that means she's more work to support than other shapes, she may well have to get struck from the list.

  • MechasarMechasar Posts: 246

    Mechasar said:

    kirbawirba said:

    Waiting patiently for Gladis.  Neva gets better and better the more I work with her. I love her texturing and she's very unique!

     

    Checking the store daily!

    Thank you! Completing GladYs (yep, there was a typo in the previous teaser-poster) will require some patience. A monstrous anatomical component for Genesis 9 will come first, followed by Esra 9-teen, and then Gladys 9.

    Good news for her fans! Because of some complications with props, the character Gladys 9 was given top priority on the production schedule. Her creation is already halfway there ;)

  • kirbawirbakirbawirba Posts: 181

    Mechasar said:

    Mechasar said:

    kirbawirba said:

    Waiting patiently for Gladis.  Neva gets better and better the more I work with her. I love her texturing and she's very unique!

     

    Checking the store daily!

    Thank you! Completing GladYs (yep, there was a typo in the previous teaser-poster) will require some patience. A monstrous anatomical component for Genesis 9 will come first, followed by Esra 9-teen, and then Gladys 9.

    Good news for her fans! Because of some complications with props, the character Gladys 9 was given top priority on the production schedule. Her creation is already halfway there ;)

    NICE!  Sorry about your prop problems, but this is good news!  Are you following in line with her texturing from Gen 8 too?  Easily one of my top top models from last gen, and her look was spot on!   Thanks Mech! 

  • MechasarMechasar Posts: 246

    kirbawirba said:

    Mechasar said:

    Mechasar said:

    kirbawirba said:

    Waiting patiently for Gladis.  Neva gets better and better the more I work with her. I love her texturing and she's very unique!

     

    Checking the store daily!

    Thank you! Completing GladYs (yep, there was a typo in the previous teaser-poster) will require some patience. A monstrous anatomical component for Genesis 9 will come first, followed by Esra 9-teen, and then Gladys 9.

    Good news for her fans! Because of some complications with props, the character Gladys 9 was given top priority on the production schedule. Her creation is already halfway there ;)

    NICE!  Sorry about your prop problems, but this is good news!  Are you following in line with her texturing from Gen 8 too?  Easily one of my top top models from last gen, and her look was spot on!   Thanks Mech! 

    Same pale skin with the same shades and heavy eyeshadow, but with more detail using Iray PBR material. Also, she's put on a bit of wheight on her thighs using her default shape.

  • kirbawirbakirbawirba Posts: 181

    Mechasar said:

    kirbawirba said:

    Mechasar said:

    Mechasar said:

    kirbawirba said:

    Waiting patiently for Gladis.  Neva gets better and better the more I work with her. I love her texturing and she's very unique!

     

    Checking the store daily!

    Thank you! Completing GladYs (yep, there was a typo in the previous teaser-poster) will require some patience. A monstrous anatomical component for Genesis 9 will come first, followed by Esra 9-teen, and then Gladys 9.

    Good news for her fans! Because of some complications with props, the character Gladys 9 was given top priority on the production schedule. Her creation is already halfway there ;)

    NICE!  Sorry about your prop problems, but this is good news!  Are you following in line with her texturing from Gen 8 too?  Easily one of my top top models from last gen, and her look was spot on!   Thanks Mech! 

    Same pale skin with the same shades and heavy eyeshadow, but with more detail using Iray PBR material. Also, she's put on a bit of wheight on her thighs using her default shape.

     Fine by me!

  • MechasarMechasar Posts: 246
    edited September 15

    I just wanted to announce that the character Gladys 9 is done! Next up are the promo renders, and then... on the way to the store! Sneak peek at her redefined shape.

    Also a sneak peek of her new glasses frame. Don't worry though, for all you nostalgic I'm including a small add-on that lets you fit her old glasses onto model 9 easily ;)

     

    Credits:

    https://www.daz3d.com/ajc-aero-fitness-outfit-sneakers-for-genesis-8-and-81-females

    https://www.daz3d.com/dforce-short-puffer-jacket-for-g8-8-1f-and-g9

    https://www.daz3d.com/racy-bodysuit-for-genesis-3-female-s

    https://www.daz3d.com/sweet-home-outfit-for-genesis-3-female-s

    https://www.daz3d.com/couch-potato-props

    https://www.daz3d.com/rons-sci-fi-optical-flares

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  • Ho-lee shnikes! Really psyched to see this! Them thighs are THICC!

    Really liking what I'm seeing so far! Can't wait!

  • MechasarMechasar Posts: 246
    edited October 26

    Hi there! Gladys 9 is on her way to the store! But another unexpected character has already been completed and will be available later on :) Here's a sneak peek of Yva, the toon version of Yvalanore for Genesis 8.1

     

    Credits:

    https://www.daz3d.com/caats-330-tactical-shotgun-set

    https://www.daz3d.com/black-mamba-outfit-pants-for-genesis-8-and-81-females

    https://www.daz3d.com/work-day-outfit-for-genesis-8-females

    https://www.daz3d.com/dforce-bixie-cut-hair-for-genesis-9

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  • kirbawirbakirbawirba Posts: 181

    Will gladly take BOTH!

  • MechasarMechasar Posts: 246
    edited October 31

    Hi everyone! Gladys the Gamer for Genesis 9 is finally in the store!

    For fans of the previous hairstyle, below is a list of the

    https://www.daz3d.com/matilda-hair-for-genesis-8-females

    settings to help them fit the new model. The hairstyle used in the promos was created with a custom morph, but with these settings you’ll get a very similar result. As for the intersection with glasses’ arms, just play around a bit with the “head width” values. Thank you and enjoy your new character!

    Do not fit the hair onto model's head. Just parent to model’s head first.

    -Transform/Translation:
    Y = -9.7
    Z  = 0.67

    -Adjusting:
    CheekL = -4%
    CheekR = -4%
    Forehead Depth = -127%
    HeadHeight = 10%
    HeadL = 50%
    HeadR = 50%
    HeadSize = 5%

    -BLOW Dials:
    Dial03 = 10%

    -STYLE Dials:
    Dial10 = 100%

    -Style:
    BehindearL = -3%
    BehindEarR = -3%
    Longer1 = 36%
    Side Front Bend = 8%
    Side Front Straighter = 100%
    Side Slant1 = 12%
    Side Slant2 = 80%
    Volume Bottom = 20%
    Volume Straighter = 3%
    Volume Top1 = -100%
    Volume Top2 = 25%
    Wild Volume = 3%

    -Materials:

    Iray Uber Shader
    Base Color = 0.64 0.64 0.64 (use with its texture map)
    Glossy Layered Weight = 1
    Glossy Reflectivity = 1
    Glossy Roughness = 0.45
    Glossy Anisotropy = 1
    Top Coat Weight = 0.16
    Top Coat Color = 0.27 0.27 0.27
    Top Coat Layering Mode = Weighted
    Top Coat Anysotropy = 1

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  • TesseractSpaceTesseractSpace Posts: 1,582

    Got it, probably the last thing I'll manage till I get a new job, but at least I have her to play around with.

  • MechasarMechasar Posts: 246

    TesseractSpace said:

    Got it, probably the last thing I'll manage till I get a new job, but at least I have her to play around with.

    Thank you, I'm glad you like her, and best wishes for your next job.  

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