The Sims 3 - CAW items (Barrage Dam, Bridges and Retaining Walls)
I was asked to share the barrage I made for my unpublished (yet) world Port Valentine so I decided to put the whole set up for download.
Details:
I've meshed everything in Blender;
Mostly low poly items, ranging from 12 faces (post), to 96 (curved walls), to 202 (traffic tunnel) to a little under 500 faces (barrage). The canal bridge's poly is higher with 892 faces; both bridges are under 3k.
All LODS present (so they won't change shape when zooming out or going in Map Mode).
Non-recolorable;
Only present in CAW, they don't appear anywhere in the game's catalogue (as they should because they're gigantic).
Bridges are functional and connect with roads properly;
Package files only;
Speaking of dimensions, they're double in width compared to the retaining walls from WA-France.
Search word in CAW - "barrage" (it will show you all the items included in this set, except for the tunnel. Search for the latter separately).
NOTES:
Along with the TOU mentioned at the end of this post, I'd like to add some further directions for use:
You can include these items in your CC folder when sharing the worlds you're creating, but -for The Love of God- give credit and a link to the original post (meaning this one).
You can recolor them however you want and share those recolors, but give credit and a link to the original post;
You cannot modify the meshes.
Also let me know so I can see how they look in your worlds or with your recolors.
Hi, I know that your bio says that you're not taking requests, so I hope this isn't too much of an imposition, but I was wondering: is the dam that you made for Port Valentine available anywhere? I couldn't find it in your CAW Resources index item, but that could obviously be because you haven't so generously allowed people to download it. I am not that entitled that I would request the dam be made available to download if that is not something that you would like, and just figured asking a question as indirectly as I did was the best way to phrase that. Thanks in advance for any response!
Hi,
Sure, I'll make the whole set available as soon as possible (that means tomorrow or the day after tomorrow, most likely, since now I'm on the road) and I also need a bit of time to check the files first. I had a footprint problem with one of the elements, but that was fixed (still need to make sure fist).
Hi are a lot of your clothing items considered high poly?
Hello,
Actually most of my meshes have reasonable polycounts. That's exactly the reason why I prefer using Blender to create my stuff. Yes, they're a bit higher than EA's but not by much.
Also I always write down the polycounts of all my meshes in the release posts so that people will know what they put in their games.
Here's the poly for clothing categories in the game:
Tops/Bottoms:
average polycount = 5k
maximum polycount = 10k
Outfits:
average polycount = 15k
maximum polycount = 20k
*I have to specify that most of EA's meshes for this game are usually even lower than the average values I mentioned above.
Hello! I think your cc is great! I had a question about your TOU since I didn't see if it had been specified what your preference on this is? How do you feel about other creators sharing (free) edits of your public meshes so long as they are either visually distinct enough from the original or edited to fit a different body type than the original (and obviously with credit)? Totally understand if that's not something you're comfortable with, but I figured I'd ask ahead of time just in case :))
Hello,
Thank you for the nice words!
Regarding the editing and sharing of my meshes, you are right, it's not something I'm comfortable with.
If it's not mentioned in the TOU it's only because I haven't thought to include it, but I'll update it as soon as I find the time to do so.
However if you need help with meshing in general or adapting items to the game you can contact me through DMs. You wouldn't be the first or last creator I helped over there and it's always nice to see the results of their work.
Thank you for your thoughtfulness in asking about this!
Original meshes by me (yay, meshed my first nails!);
Age: young/adult female & male;
Everything is Base Game compatible;
All LODs & Morphs;
Disabled for random;
2k & 1k textures;
Normal maps included;
Custom thumbnails for both Launcher and CAS;
sims3pack & package files;
Compressed;
Meshed with Blender, adapted to TS3 with Milkshape, Photoshop, Corel painter, TSRW.
==================================
Important details:
!!! All headpieces are compatible with AWT's Hat Sliders (download link from MTS)!!!
Despite my efforts, accessories attached to clothing (stars, chains) might get slightly distorted with certain animations and/or sliders. Same goes for buttons.
Original meshes by me (yay, meshed my first nails!);
Age: young/adult female & male;
Everything is Base Game compatible;
All LODs & Morphs;
Disabled for random;
2k & 1k textures;
Normal maps included;
Custom thumbnails for both Launcher and CAS;
sims3pack & package files;
Compressed;
Meshed with Blender, adapted to TS3 with Milkshape, Photoshop, Corel painter, TSRW.
==================================
Important details:
!!! All headpieces are compatible with AWT's Hat Sliders (download link from MTS)!!!
Despite my efforts, accessories attached to clothing (stars, chains) might get slightly distorted with certain animations and/or sliders. Same goes for buttons.
Hi, I've been following your blog for a while, and I really like your CC content for Sims 3. But what I really like about it is the beautiful covers you make for them. If it's not a secret, could you tell me a little bit about how you do it? Do you render the characters using the Sims 3 Ripper? If so, what are the criteria for CC content? Because I'm having trouble extracting characters with custom content from the Ripper 😞 Thank you very much in advance! 😇🌷
Hello,
Thank you for your kind words!🥰
All the pictures are taken in the game using:
a backdrop (this one from Murano),
invisible lights (by Buduhain, shared here by Simtanico),
Pose player and Add-On (can't find the original add-on, but here's an enhanced version by Lyralei),
poses.
The reason why I'm taking the screenshots in game is because -aside from testing the items- I also want people to see how the items look in my game and decide for themselves if they want to download my CC.
The only additional thing I do -as part of the editing process though- is to correct the gamma, contrast and brightness in Photoshop for the pics I decide to post; but the correction values I use are oftentimes very small (I mean I could use ReShade since I have it installed but I can't be bothered, lol).
As for the Sims 3 Ripper, I used it once more as a curiosity but I don't rely on it when it comes to the CC I create. Here's the post I made at the time of my experiment.
I also did have some trouble with some of the CC on my sims not displaying correctly, but at that time it was a known issue and was further investigated. Nowadays, I don't know the status of the app, but I assume it hasn't yet been reviewed by other members of the community.
I'm sorry I can't help, since my experience with Ripper is really very limited.
Have a nice day!
-----------------
Pics from the latest photoshoot:
look at them, standing next to the backdrop and getting excited by the invisible lights. All three of them in sync, no less.
the middle one didn't handle my moving her around all that well, heh.
meanwhile, the fourth one (not in these pictures) was modeling.
Hi, I've been following your blog for a while, and I really like your CC content for Sims 3. But what I really like about it is the beautiful covers you make for them. If it's not a secret, could you tell me a little bit about how you do it? Do you render the characters using the Sims 3 Ripper? If so, what are the criteria for CC content? Because I'm having trouble extracting characters with custom content from the Ripper 😞 Thank you very much in advance! 😇🌷
Hello,
Thank you for your kind words!🥰
All the pictures are taken in the game using:
a backdrop (this one from Murano),
invisible lights (by Buduhain, shared here by Simtanico),
Pose player and Add-On (can't find the original add-on, but here's an enhanced version by Lyralei),
poses.
The reason why I'm taking the screenshots in game is because -aside from testing the items- I also want people to see how the items look in my game and decide for themselves if they want to download my CC.
The only additional thing I do -as part of the editing process though- is to correct the gamma, contrast and brightness in Photoshop for the pics I decide to post; but the correction values I use are oftentimes very small (I mean I could use ReShade since I have it installed but I can't be bothered, lol).
As for the Sims 3 Ripper, I used it once more as a curiosity but I don't rely on it when it comes to the CC I create. Here's the post I made at the time of my experiment.
I also did have some trouble with some of the CC on my sims not displaying correctly, but at that time it was a known issue and was further investigated. Nowadays, I don't know the status of the app, but I assume it hasn't yet been reviewed by other members of the community.
I'm sorry I can't help, since my experience with Ripper is really very limited.
Have a nice day!
-----------------
Pics from the latest photoshoot:
look at them, standing next to the backdrop and getting excited by the invisible lights. All three of them in sync, no less.
the middle one didn't handle my moving her around all that well, heh.
meanwhile, the fourth one (not in these pictures) was modeling.