The Sims 3: How to Make your Sims not Ugly! Tips and Tricks for Pudding Face
Someone suggested a long time ago that I show how I make my sims, so here it is! In this video I basically just go over my personal process of making sims that look more realistic compared to the base game sims. Sliders, facial ratios, cc, and everything else can affect your sims' appearance.
Two Sims 3 Skinblending/tattoos related tutorials for you guys in case you missed out the streams on twitch :) I might do more of these when i get the time <3
Tutorial: How to convert clothing TS4 to TS3 - Part 4
Part 1: Extracting and prepping the mesh
Part 2: Adjusting the mesh to the ts3 body
Part 3: UV Scaling with original texture
Part 4: UV Mapping
Part 5: Textures (Multiplier)
Edit:Because Frankie can’t name her tutorials properly, I made an extra tutorial on how to do this aka this tutorial
This tutorial will learn you how to make sure that when you map your clothing piece it will not overlap with the skin.
Part 4: UV Mapping
You’ll need:
Blender and a bit of knowledge how it works
a obj file of the body you are basing your clothing one
UV Clothing Template With Body image
If you don’t have ref bodies or template images: download here
(Teen, elder, young adult & adult, have the same uv template)
Step 1: Import your mesh into blender. (don’t mind the texture on the screenshot)
Step 2: Import the body on which you based your outfit: male, female, child, toddler, elder, etc. Select the body and make sure the uv map pops up in the UV/Image Editor
Step 3: Click on the bottom bar on ‘Image’ and choose ‘New Image’
Step 4: If the little screen that pops up looks like the following image, press OK
Step 5: At the right bottom, there is a Bake tab, unfold it.
Step 5a: Choose Bake mode ‘Ambient Occlusion’ and change the margin to 1px, press bake.
Step 6: You’ll have a body image where the parts that are covered by your clothing piece are black. On those parts you’ll map on your clothing piece.
Step 7: Select your clothing piece again, (make sure the mesh is highlighted)
Step 7a: Press the image icon on the bottom bar, and choose the texture you’ve just created.
Step 8: Now you can move the UV map pieces of your mesh onto the black parts. If you want to select a single piece,hover over the piece and press L. Press G to move it.
Step 9 (extra): Now, sometimes you don’t have enough space to map all of your pieces. You can either way scale it, untill you can place it somewhere or you can use the extra free space.
Step 9a: To do that, select your complete mesh again, and open up the UVClothingTemplateWithBody image. Now you’ll have something that looks like the following image. If you are making a top, you have to place your uv in the Red zone, if you make a bottom, place everything in the green zone. If you make a full outfit you can use the red and green zone. The yellow zone is only for shoes!!
So as I’m making a top, I can place the extra pieces in the free red zones
Step 9b: Make sure that none of your pieces overlap with another colored zone and that they stay in the black textured zone of the previously made image!!
Now you have successfully mapped your clothing piece, congratulations!
@simplyimaginarypeople got a few asks on how to convert to teen clothing. So I’m gonna spare her the trouble explaining it every time. So here it is: a quick and dirty way to convert clothing to teens.
Notice: These converted clothing won’t fully match with base game or eps clothing, cause the body is slightly different. Only other (quick and dirty) converted clothing will match. Shoes are not affected by this, both fit.
Prerequisites:
1. An older version of TSRW
2. Milkshape 3d
3. Mesh toolkit @modthesims
4. a morphed nude teenbody (export one from tsrw or download this one)
5. a bit of knowledge how these programs work
Let’s begin!
Step 1: Open up the file in TSRW you want to convert.
Step 2: Go to the tab ‘Mesh’ and press the export button and save it somewhere on your pc.
Notice: If your mesh has multiple groups, you’ll have to the next steps for every group.
Step 3: Open up Milkshape 3D and import the mesh you exported from TSRW
Step 4: Go to the Group tab and delete every group except the one called: group_base
Step 5: Export the mesh again as a TSRW object ( a .wso file)
Step 6: Open up the Mesh tool kit and go to the tab ‘Auto tools for WSO’ and then to the tab ‘Auto-create Morphs’
Step 7: In the ‘WSO mesh to morph’ you choose the mesh you exported from Milkshape and for the Reference WSO mesh, you pick the ‘FullTeenBodynoPreg.wso’ I gave to you or another a teenbody.
Step 8: Check the ‘Replace existing morphs’ option
Step 9: Press the button and save it.
Step 10: Go back to TSRW and change in the Project tab the age category to Teen. If any pop up comes up, press yes.
Step 11: Better change the title too, or there is a change your item will not show in CAS cause it conflicts with the adult version.
Step 12: Go to the Mesh tab and import your newly morphed mesh. On the pop-ups you press no and then yes.
Step 13: Fiddle with the sliders in the Mesh tab to see if there are gaps on the neck and feet.
Step 14: Go to File <Export the mesh and you’re done!
Your item should be wearable for teens now
Clipping issues
If your converting a top or bottom, there will be a small gap at the belly, cause your morph is slightly different than the base teen body. But if you match your item with another converted item, there will be no gap.
Example of what I mean exactly:
The top here is from the game itself and the pants from LBS I converted to teens. You’ll see a weird gap and it will not match at all. But if you use a top that is converted the same way as the pants then it will match:
I did it. I made a step-by-step tutorial on how i do it.
What I don’t show you, is how you work in Marvelous Designer. There are enough of good tutorials on the world wide web. So that you won’t learn here. It’s the steps after that you’ll learn how to do it.
It’s 28 pages long, so you’ll have some reading to do!
If you still have questions AFTER reading the turorial about making clothes, you can always ask me and I will answer the best as I can.
But for once in my life I can say this without sounding rude:
Yesterday at my blog I received a comment/question asking if there is a tutorial that I know of online that covers adding a slot to an object (one that does not have one - not adding additional ones). I don't know of an existing tutorial, but I have written my own. Not exactly advanced, but I would caution that this is not intended to be permission to open any of your collected CC and add slots willynilly. It is frustrating to see tutorials online that 'just make everything shiftable' or 'reclassify everything for every occcasion' without appropriate precautions. This is intended for people who are making their own custom creations and would like this option. It has it's flaws - mentioned below.
Not every object can have a slot added (needs at least one entry in the Effects Entry to do this method). There is a way to do this in s3PE, but I am not familiar with that process. In that case - an RSLT entry must be present.
I am not saying this is the best method. Questions have recently been raised if this method is a bit out of date regarding the new bone name, but that is beyond my understanding and I mention it just in case this proves to be problematic.
Adding slots to objects can also slow down some players games which is a newly learned side effect of this process (something with a slot sitting on a slot). I would exercise some caution when considering this method (which I will also be doing henceforth).