this is a side blog! i follow and like from carthusmilkring. i am WCIF friendly! i don't take requests, but i am open to suggestions that seem relevant to my interests.
if you find any issues in my files, please tell me! i'll do my best to fix them.
T.O.U.
original creations: no paywalling/monetization of ANY kind, no early access, give me credit. otherwise, feel free to use my original creations as you please. edit them, convert them, use them as a base, include them with lots or sims, whatever! i'd appreciate a link back to me, though.
conversions: please respect the original creator's T.O.U.! if you're planning on using my conversions in accordance with their T.O.U. in some way, i'd appreciate being credited!
P.S. if you follow the breadcrumbs and go looking for my identity V art or fanfiction accounts, be warned that the vast majority of it is 18+. i can and absolutely will block minors trying to access my r-18 creations :)
Cute small set with recursive conversions (2t4t3) lol, love it anyway. I understood that I enjoy making build/buy objects more than CAS ones. maybe I need to learn how to build and make building/decorating videos. I constantly reinvent myself xD
Monster cans and plates are decorative (but empty plate has 1 slot), Ipod is functional as stereo and deco and Xbox is available as functional console and 2 deco versions (with and without gamepads)
BONUS! Xbox gamepad as default replacement controller. I used @angelicbaphometic replacement as a reference.
@pis3update @katsujiiccfinds @xto3conversionsfinds (for you: use the tag ts4cc:cyberkhaos, Miebell is their new @) @wanderingsimsfinds @simfluencer-network @simblrcc-site
I didn't do the traditional simblreen gift giving this year because I honestly thought it wouldn't be ready in time, but here it is! Default replacements for all the pies from the 'Deliciously Indulgent Bakery' store set :)
Due to the nature of the EA code, when cooking any of the 'lattice' pies, it will use the same texture no matter the flavour. Once they're plated, they'll revert to their proper textures tho! The 'cream' pies each have proper cooking textures.
» Credits: I used the ACNH pies converted by @simdertalia as a base for the mesh
» Required Mods: Deliciously Indulgent Bakery Set (or here)
» Download
BONUS: please look at how sad the original pies were 😭
Maybe it's just me, but I don’t think you should label your CC as "Free for everyone" if people have to join Patreon and become a member to get it for free. This is not "free for everyone", it's "free to people who can make a patreon and are willing to subscribe to me". I hear y'all "But you can unsubscribe immediately!" and I will remind you how CC creators have abused the information Patreon gave them about their members, and so, I don't want to give y'all shit.
I thought I’d make this quick tutorial because its so easy to do… and actually extremely useful ^.^
I’m sure some of us has come across some freaking amazing CC, got all excited to download it but realized you needed an expansion pack (most likely world adventures, late night or supernatural) to install it.
Or you might be a creator who wanted to have a transparency mask or morphs… ended up cloning it onto an EP item and felt wary of sharing it in the end because some simmers won’t be able to use it.
^ I’ve been in both cases… so I thought I’d quickly share this for anyone who doesn’t know about it.
some quick-ish (not really) conversions of individual items i felt the need to have in my game! i'm unfortunately not the type to convert full sets unless i plan on using every item...
🫀 𝖘𝖎𝖒𝖋𝖎𝖑𝖊𝖘𝖍𝖆𝖗𝖊 | 𝖒𝖊𝖉𝖎𝖆𝖋𝖎𝖗𝖊
4t3 - ArwenK's Caged TVs
original! full credits and thanks to ArwenK for making this, i absolutely LOVE this object so much!!
deco, sculpture category (search for arwen or pastel to find it more easily!)
HIGH LOD: ~4500 verts/polys (i used the medium LOD from the original to keep it TS3 friendly), MEDIUM LOD: ~2600v/2100p
four presets that change the color of the tarp: three from the original, one recolorable. TVs and cages can't be changed due to the object having multiple groups with separate textures :( if that's even possible in TS3, it's unfortunately beyond my skillset at the moment.
SILENT HILL/4t3 - Halo of the Sun Rug
originally edited for TS4 by raizon & mimoto!
2 presets, one plain and one with a darker center, both recolorable
this is the first of many SH conversions yet to come! i'm hoping to eventually convert just about all the objects that were converted from the games for TS4. unfortunately, most of the meshes require some level of fixing due to a lack of backfaces, texture errors, etc., so it's a little time consuming.
4t3 - Soloriya's Adella Cupcakes
original! (TSR) full credits to soloriya for these gorgeous cupcakes!
This is a tutorial aimed at creators and converters who want to understand, at least a little, how to improve the appearance of their objects in the game. Yes, it’s a bit exhausting, just like creating an object from scratch, mapping it and texturing it, but the result is worth it. The shadow dynamics of TS3 are different from TS4. In TS4, the game itself creates these shadows when the object approaches a wall. In TS3 it is necessary for these shadows to be created using “lights” in TSRW. Of course, the occlusion is not perfect, but it gives the game a more realistic aspect by creating this idea of depth.
The icing on the cake: keep these shadows if they are large objects, like cabinets, sofas, beds, tables, chairs… Small decorative objects, like clutter, you can just delete these shadows. But if you are crazy about perfection and details, and really want even an ant to create its shadow when approaching a wall, my tip is that you clone using a small object as a base as this will make editing the shadows easier.
I will use as an example this armoire that I edited a while ago. The shadows have been edited and look like this when you open them in TSRW:
In the game, this is how the shadows appear when we position the object close to a wall:
To edit the shadows, you must click on the "MISC" tab in TSRW. These shadows are right below, where "LIGHTS" is written. Note that there is a + sign next to it and when you click it, a drop-down list appears with all the shadows separated. In this example there are 3 of these shadows. The names are the same, but let's say we have shadow 1 (front), shadow 2 (top) and shadow 3 (side). Edits must be made in the order they appear.
Click on the three dots to the right of lights. A window as shown in the image below will appear:
The lights that must be edited are found in the part where it says "OCCLUDERS". In this case, "Entry 1" corresponds to our "SHADOW 1" (front)...
For the front shadow, we will start by changing these two parameters that correspond to the width and position of the shadow. My tip is that you copy the original value, change this value to 1 and then click on "OK" to see what happens (that is, to see what changes when changing the value, so you will know if you need to change it to a higher value or smaller...). If it's not what you need, just paste the original value copied previously into the corresponding field and change it little by little until you reach the correct size of the object.
Front shadow height:
For the distance the shadow is from the object, this field must be edited - remembering that we are still editing the front shadow (which corresponds to the shadow that will replicate the width of the object on the wall):
For the other shadows, you must follow the same path: changing the values until it is proportional to the size of the object.
Bonus tip: Open various base game objects in TSRW and see how shadows are created. For example, select a chair and study each shade individually. With practice, you will realize that all you have to do is create a shadow on all sides of the object. For example: on a bed, you should have a shade for the headboard, another for the footboard, another for the side and another for the top, which would be the mattress. Therefore, it is important to study each type of object separately.
Now you might be asking yourself: Oh, yes, thank you very much... But where do I start? How will I know how to create a shadow from scratch? OMG! Help me!
Don't worry, it's very simple: when cloning an object, like a bed for example, it's obvious that you will use a bed from the game as a clone... So just edit the original shadows that correspond to the clone, so that they are the size of the bed you are creating for the game. Only that.
I say again: each object is a specific case. This tutorial is just a simple way to show you the way to understand how these shadows work and how they are generated for the game.
Yes, creating a beautiful object is hard work and requires dedication, time and effort. Therefore, value the creators who strive to deliver you a quality object ♥.
If you feel like helping me, here is a link for donations. Thank you very much ♥.
Help support Camila Pereira by donating or sharing with your friends.
Tutorial inspired by: @bioniczombie and @sideshowsnob
Average Polycount of EA Items in TS3: A Reference Sheet
I initially started this list as a personal “cheat sheet” that I could reference to ensure the custom content I'm downloading is appropriate for gameplay when it comes to polycount (and because I intend(ed) to learn how to make my own cc). I decided to share in case others find it useful.
I’m not a Maxis Match purist or anything like that, but purging high-poly CAS items from my cc folder eliminated in-game stuttering for me entirely. For some reason, this is rarely mentioned in discussions about gameplay optimization. Polycount does matter.
There’s a lot of absolutely gorgeous but incredibly high-poly cc out there that is simply not gameplay friendly for the average player. As we see an influx of first-time or rusty players migrating over from TS4, I think it’s important people are aware of this (both players and creators alike).
This might be a nonissue for those whose focus is on CAS and pretty screenshots, or maybe for those who have beastly gaming pcs/graphics cards etc.
But for players whose focus is on actual gameplay, high-poly cc can be detrimental.
With that said, below the cut you can find a list of average polycounts for some EA clothing/objects to use as a reference.
My method
I recorded the polycount of 10 items from each category below so that I could get a decent representation from each one to calculate the average. Since there is a wide range in some of the categories, I’ve opted to also include the minimum, median, and maximum for a clearer picture.
This list is not exhaustive; I feel like after a while, you kind of get the point. Also, this has been sitting on my computer for ages, and I don’t know if/when I will continue collecting data for it, so I figured I would just share what I have for now.
CAS
Tops:
Average polycount: 3538.4
Minimum polycount: 2868
Median polycount: 3443
Maximum polycount: 4872
Outfits:
Average polycount: 4281.8
Minimum polycount: 3865
Median polycount: 4205.5
Maximum polycount: 4932
Bottoms:
Average polycount: 1094.2
Minimum polycount: 770
Median polycount: 1016
Maximum polycount: 1768
Hair:
Average polycount: 4343.2
Minimum polycount: 2298
Median polycount: 4691
Maximum polycount: 6840
Shoes:
Average polycount: 621.6
Minimum polycount: 456
Median polycount: 594
Maximum polycount: 968
Accessories
Average polycount: 520.8
Minimum polycount: 118
Median polycount: 433
Maximum polycount: 1098
Objects
Dining Chairs
Average polycount: 806.3
Minimum polycount: 362
Median polycount: 799
Maximum polycount: 1054
Sofas and Loveseats
Average polycount: 1699.4
Minimum polycount: 958
Median polycount: 1414
Maximum polycount: 2920
Livingroom Chairs
Average polycount: 791.0
Minimum polycount: 290
Median polycount: 920
Maximum polycount: 1006
Beds
Average polycount: 3529.4
Minimum polycount: 1974
Median polycount: 3316
Maximum polycount: 5668
Plants
Average polycount: 746.3
Minimum polycount: 104
Median polycount: 801
Maximum polycount: 1998
Sculptures
Average polycount: 1659.3
Min polycount: 440
Median polycount: 1417.5
Max polycount: 5263
Misc
Average polycount: 914.4
Min polycount: 380
Median polycount: 988
Max polycount: 1926
Curtains
Average polycount: 762.4
Min polycount: 262
Median polycount: 802
Max polycount: 1438
Wall Art
Average polycount: 524.1
Min polycount: 62
Median polycount: 171
Max polycount: 2403
Dining Tables
Average polycount: 754.8
Min polycount: 468
Median polycount: 685
Max: 1262
(To be continued, maybe? If anyone wants to help me add more categories, feel free to get in touch, happy to credit you for any data you send over).
Further reading from people who are way smarter than me:
Polygon counts and Sims CC by @simlicious, plus their tutorial on how to check polycounts using TSRW.
Let’s Talk Polygons by @mispoodle1, plus their tutorial on how to use S3pe to check polycounts.
A warning about high polycount custom content - for downloaders and creators by @tommeraas-cc (this post is for TS4 but still relevant for TS3 as well).
Maybe no one cares about cc polycounts anymore, but I sure do. 😅
Happy simming! I'm on a bit of a break from TS3 right now but I always come back. 🖤
Omg, thank you! I wanted to do the same thing for ages, but never really got around to it. This will come in very handy!
You may also be interested in my newest essay on what matters more, vertices or polycounts (spoiler alert: they both influence performance), and what it means when the vertex count is much higher than the polygon count!
For anyone who wants to check CASpart polygon counts and get info on the LODs as well, you can check out this handy tool by Kitlith, called geom_tri_count.
You can simply drag one or more CASpart packages onto it and it will display the polycounts of it (of all LODs) and also give you a list of the findings as a CSV file (it gets overwritten every time you use the tool though, so if you need the info, make sure you rename it).
Since it doesn't seem to be available to download anymore, I have reuploaded it here (redistribution is permitted by the MIT license).
Download geom_tri_count tool
A readme with instructions is included, but here is an additional explanation from MissPat from the TS3 Creator's Cave Discord on how to use it:
"Drag and drop your entire ccmagic/contents/packages folder onto this tool (exe program). In the terminal window, you get the highest vertex, all poly counts for all meshes within the package, and if there’s more than one sub-mesh, the number of sub-meshes. You can also check the CSV file that the program outputs on your desktop, it will have a breakdown of what the high poly items are.
Use case for simmers: Identify and remove high polycount CC, or set this type of CC to "not valid for random"."
Thank you for putting this together. I will shout this from the rooftops for as long as I'm simming.
Pay attention to the CC polycount you put in your game.
Especially if you are PLAYING and not just dressing your sims in CAS for that pretty posed screenshot. Because your game is gonna run like ass 💩 if you have 500 hairs at 50k poly's and all 900 sims in your world are wearing them with all this high poly decor splashed around the house! I'm serious! 🤦🏻♀️
Trillyke's Icarus Nails converted to the sims 3, for teen-elder. Because the Teen hands are a bit smaller, they're a different file.
I also found the result I got when I had only imported the mesh quite pretty - I used that green-white-orange textured metallic stacked bracelet as a clone, so I decided to make it a thing and include it as well, the metallic crackle nails! They use Trillyke's mesh still, so credits to her!
Download SFS / Mediafire / Simblr.cc
About the nails
Total of 8 files: YA-Elder Metallic crackle & Icarus, and Teen Metallic crackle & Icarus, Female & Male
Enabled for pretty much all categories, not enabled for random.
Icarus: 4 Channel mask, 4 remakes of original swatches included.
Metallic Crackle: 3 channel Ombre
All LODS: 1040F&V / 680F - 800V / 280F - 400V
1k Texture
Custom In-game Thumbnails (the same for all age/frames, I have limits)
Thumbnails
Colorchannels
Made with
Blender 3.6
Meshtoolkit
TSRW
Adobe Photoshop 2025
Thanks to @trillyke for the gorgeous nails!
CC Credits: Hair, Earrings, Hair, Top, Make-up, Poses