my old cc
can be found on wixsite <3 my boosty here.
sims 4 page is active
sims 3 page is not active
sims 2 page is not active
alt cc downloads at google.drive since feb. 2022
and my tou is over here.

Product Placement
sheepfilms

❣ Chile in a Photography ❣

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Cosimo Galluzzi
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titsay
todays bird

oozey mess
Not today Justin
Keni
Sweet Seals For You, Always
Misplaced Lens Cap
Aqua Utopia|海の底で記憶を紡ぐ

⁂
noise dept.
art blog(derogatory)
TVSTRANGERTHINGS

ellievsbear

blake kathryn
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@cerberus-cc
my old cc
can be found on wixsite <3 my boosty here.
sims 4 page is active
sims 3 page is not active
sims 2 page is not active
alt cc downloads at google.drive since feb. 2022
and my tou is over here.
Hair texture tutorial - p.2.
Hello! Today I wanted to share the second part of this tutorial, specifically how to dye hair texture to achieve results like this:
As I said earlier, we can color textures in several ways - in graphic editors (for example, Photoshop or Gimp) or directly in the blender. Today I'm going to show you how to do it in Blender, because this method is more interactive and has instant feedback, so you can see what you're doing right away.
As always, open the model file and go to the shader editor. I hope you haven't forgotten about the texture we baked at the end of the first lesson - we'll need the texture we're made in first lesson.
Oh dear! What is this?
Don't worry, it can be fixed! Go to the shader editor and select our texture. Now go to the texture paint window - just right near shading (I hope you use standard blender ui). I think you already know how to move between modes, so here we switch to edit mode and press 3 on the row of numbers at the top of the keyboard to select only faces. select the “ugly” sides and return to texture paint mode. Here, enable paint mask so we could paint only on selected faces and press alt+shit+z to turn off overlays. Use Finger or Shift+x shortcut (without clicking!) to eyedrop correct colours and paint over.
looks better, isn't it? turn on overlays by pressing alt+shit+z again.
Important! Save your texture again by pressing shift+alt+s and resaving it at the same directory! Or else blender may reset it and you will loose what you had painted.
Now, you need... sims 4 studio! Follow this tutorial to batch export textures from any hairstyle you chosen, it doesn't matter - we just will replace them when saving our textures.
Usually, i use this ponytail as reference - it has pretty good colors. You can choose anything else.
In blender, return to shader tab and open hair texture. I've already done few swathes so I'll begin from the 6th.
Create color ramp and plug into it your texture you did bake before. In the color ramp, press into the color and use eyedropper to choose darkest and lightest color from reference texture. Then chose 2 middle tones and tweak their position on color ramp until you'll like the result. To add new colors to color ramp, press + icon.
Press shift, click and hold the pos field and move your mouse left and right to adjust the value more precisely.
Looking already good, isn't it? Oh, I almost forgot!
Plug your color ramp into the principled bsdf - because hair model will exist in lighting setup. Change your world color (i've told how in the part one) to something like #E8E8E8FF. Go bock to object shader mode and set up principled bsdf.
This time it's easy - set Roughness to 1 and IOR back to 1. Plug texture's alpha into the alpha channel and apply same material to the head model if you like me had drawn scalp texture behind the scenes (and enable it for the render)
You also can use more complex world setup - just put here any good neutral hdri texture. You can find them easily at the internet. This setup can give you some better results for previewing, while not too much rendered.
When you're satisfied with the material, create an empty image texture node with a size of 1024*2048.
! Go into render tab anf choose color mode "standard"! Also in film select transparent. copy this node setup and plug result into output:
Select BOTH head and hair model in any order, select empty hair texture and bake them. Now blender will render it two times.
Here's result:
It has transparency, so don't worry. Save the texture instead that only you're had exported from s4s and keep baking textures to that one image texture node. You still may need to fix margins in image editors so it won't overlap with any other texture spaces.
for gray hairs use other setup:
you'll need ready brown and black hair textures. Rebake, in my case, is grayscale texture, but you can use white as well is you already did one. Into uv put your texture uv's. Bake it as you did before.
You're done!
hi do you still have you rat on shoulder cc for female? I am absolutely going insane trying to find it ;-;
i actually can't find it myself either lol. i absolutely need to do a remake at some point as i planned earlier
@cerberus-cc 's eyes n12 as default made gameplay friendly
finally some eyes that i like the light swatches as much as i like the dark ones woohoo. full credit for the iris goes to cerberus with their beautiful lenses n12. this is those eyes with my pondskater sclera + catchlight 21 to make them a bit more maxis and gameplay friendly. they also work well with the rest of the sclera overlays if youd like a more dramatic look
18 swatches + 55 addon swatches (full swatch preview under cut) heterochromia for all ages (found in right dimple, freckles, occult right cheek)
download (gdrive)
'gothic romance' and 'dark academia'; two sets of cas backgrounds.
(part two and three of my 100 followers special!)
i noticed i haven't really made any dark-themed backgrounds yet so here ya go! (im lowkey obsessed with dark academia ngl) thanks again for all the support! 🫶🏾🫶🏾
six backgrounds
not play-tested, so if you notice something off let me know
only keep one background in your mods folder or it won't show!
available now only on patreon (always free!)
DL: gothic romance | dark academia
hi! i was wondering if the vampirica teeth set works with any default teeth or just magic-bot’s teeth texture
actually yes it does! it should work just fine
Hello, is it okay if I make a recolor of rotteneyed_eyes_n3 from your CC? I want to recolor the pupil and use part of your sclera. I like it so much. I would like to ask if it would be possible to share it with my friends. I'm sorry if I offended you! thank you. have a good day.
feel free to recolor and share any edits for free <3
happy "where is my wife" month 🖤🖤🖤
silent hill 2 x dead by daylight - maria | cc set
base game compatible
teen-elder | feminine frame
all lods | hq compatible
download (sfs) + alt (gd)
i need more ea tops cleaned [x2]
unbound turtleneck
base game compatible
teen-elder | masculine frame
all lods | 3200 polys
35 swatches (19 solid + 16 unique)
download + alt (gd)
cropped hoodie for men :3 (should've released this 2 years ago)
notion hoodie
base game compatible
teen-elder | masculine frame
all lods | 4200 polys
40 swatches (33 solid + 7 unique)
download + alt (gd)
this one is old lmao (should've released this 2 years ago)
wanderer blouse
base game compatible
teen-elder | masculine frame
all lods | 3600 polys
35 swatches (30 solid + 5 unique)
download + alt (gd)
TS4, DirectX 11, and ReShade
Patch notes today say that finally (finally!) The Sims 4 is moving over to use the DirectX 11 rendering api. Until now TS4 has used DirectX 9, which has given us some limitations when using ReShade.
They're bringing the official rollout sometime in the future, but for now you can opt in to switching to DirectX 11 on a voluntary basis.
You don't need to uninstall your game or install a new version. To switch to using DirectX 11, update your game with today's patch, and then click on Manage > View Properties from the The Sims 4 game page on EA App and enter -dx11 in the advanced launch options box. You can remove this at any time to go back to using DirectX 9.
Note: the game developers have warned in the patch notes that some mods may have visual glitches until they are updated to accommodate dx11, so it may be advisable to wait until your mod authors have confirmed everything works okay
If you have ReShade installed currently for DirectX 9 you can make it start using DirectX 11 instead by finding the d3d9.dll inside your Bin folder and changing its name to dxgi.dll. No need to uninstall and reinstall ReShade, that's all you need to do. If you want to go back to using dx9, just revert the name back to d3d9.dll.
The main benefit of using ReShade under DirectX 11 is that you'll have access to more shaders than usual. You've probably noticed a lot of red errors (also known as compiling errors) -- those are more often than not these days caused by DirectX 9 limitations.
do you intend to make a resourses page?
my resources page is linked in the pinned post on my main account wdym 🤔 that's my resources page
credits: @daylifesims @rottenmothboy
kids hair dump #48 | conversions folder
base game compatible
24 swatches
all lods | hat compatible
original mesh is not required
original | download wednesday
original | download wednesday dance
original | download sabrina met party
original | download veux v2
Hi! I was wondering about your TOU - I was hoping to use one of your meshes in my own project but I don't want to step on any toes
over here it is
credits: @okruee @simstrouble
kids hair dump #47 | conversions folder
base game compatible
24 swatches
all lods | hat compatible
original mesh is not required
original | download romy
original | download labi v1 + v2 + beads
original | download twyla
original | download arlette
credits: @praleska @greenllamas @clumsyalienn
kids hair dump #46 | conversions folder
base game compatible
24 swatches
all lods | hat compatible
original mesh is not required
original | download irene
original | download skylight kai
original | download monica
original | download neal