While I'm doing a new hairstyle, I wanted to share one topic that has been on my mind for a long time. I finally figured out a more or less easy way to create textures, and I really, really want to share it. I'm not going to explain the basics, so I expect that you already understand basic concepts like uv, and are familiar with baking ui in blender and know shader nodes basics (please, enable node wrangler...)
Also you'll need this add-ons for better uv manipulation and uv-packing
FIRST STEP - UV
To begin with, we need a hair model, preferably one you’ve created yourself. However, game hairstyles also partially fit these requirements, since they're colored in a similar way. I’m basically trying to replicate something close to the Maxis pipeline using the tools and methods I have.
The model should be unwrapped and shouldn’t have overlapping UV islands. If you used hair curves, your UVs are probably already rectangular. Just rotate and resize them as you normally would when applying game textures.
You can place some UV islands in the head’s texture space, where the hairstyle overlaps the mesh. You can also check the game textures for reference. There’s usually plenty of space used by the hair textures, not just that tiny rectangle in the top-left corner.
This is how my UV looks like:
To achieve this result, you can use free add-ons for uv packing such as UV-packer.
I prefer hand modeling over using curves, so my UVs look a bit different. I used the UV manipulation add-on I mentioned earlier to get them this way, but that’s not the topic for today.
IMPORTANT: All UV islands should be as straight as possible and oriented vertically. Otherwise, this method won’t work. This is crucial because the noise texture stretches vertically to imitate hair strands. It’s too time-consuming to handpaint them, and honestly, no one really does that.
SECOND STEP - Material setup
I - Go to the Shading tab. We’ll set up a small procedural node material.
If you’re not familiar with the shader editor or how nodes work, I recommend watching a few blender tutorials on the basics first. Othervise my instructions may be confusing for you.
You’ll need two nodes to start with: Ambient Occlusion and Noise Texture. Above, you can see an example of what you should get using this setup.
Use a UV Map node with your hair UVs. Usually, it’s called uv_0, or just UVMap if you haven’t renamed it yet. (I have multiple UV sets in my project because I was experimenting a bit.)
To get the correct mapping for the noise texture, connect the UV Map node to a Mapping node, and make sure you stretch the texture along the Y axis. This is exactly why your UV islands need to be aligned vertically, so the strands flow in the right direction.
I usually set the Noise Texture scale to 100–200 to get a nice strand-like effect.
Plug the Ambient Occlusion node into a Color Ramp to reverse the colors and adjust the contrast. Do the same with the Noise Texture. I recommend it to tone down the strong contrast a bit.
If you have the Node Wrangler add-on enabled (which I highly recommend), you can press Ctrl+Shift and click on a node to preview its output.
Use the result from the Ambient Occlusion Color Ramp as the Factor (think of it like a mask in Photoshop) in a MixRGB (color mix) node. Then, plug the result from the Noise Texture Color Ramp into the A socket, and set the blend mode to Multiply (again, just like in Photoshop).
You can control how dark the ambient occlusion appears by adjusting the color in the B socket of the color mix node.
After, I plug result into color ramp again to adjust contrast.
II (optional) - gradient.
Though not necessary, I do it to add a little variation to tones. You may skip it.
It makes little difference - but don't make mixing factor too high or it will be too dark later.
III - Principled BSDF and lighting setup for baking.
Although stretched noise texture with occlusion works wonders, hair wouldn't be hair if it didn't have shine. This “shine”, although it can be painted, is in most cases just baked-in highlights.
First, change the render engine to cycles and set following options:
You don't need too high amount of samples.
You'll need a little scene setup. If you have any lights, delete them.
Then, create two cylinders and delete top and bottom side. in the modeling make something like in the screenshot. Sometimes one cylinder above is enough.
Create material for them and use simple emission node. This cylinders are necessary for that gloss effect hair does have.
Create area light and scale. Put it above head - and set power around 10, not too strong.
In left top corner of shader editor switch to the world. Set it to black.
Go back into object shader editing. Select your hair in edit mode. Create Principled bsdf and empty image texture ( 1024*2048 or 2x bigger). Remember noise texture? Create bump node and plug it into height. Copy the values below to make effect subtle. Plug bump node to normal.
In principled bsdf, set metallic 1, roughness around 0.4. Open specular tab and put anisotroptic to 1. Create tangent node, change to Uv map, choose your map and plut tangent node into tangent.
Don't forget to plug principled bsdf into Material output node!!
Phew, setup is done! Go into render preview and enjoy results!
It should look like this:
Now we have to bake this. it's easy - go into render tab again, scroll down and open bake menu. Open margin menu and set 8 px at least - or more (just cut later to hair area). Change magrin type to extend.
Now, select your object - and select Uv map you're baking to. In shader tab, select blank texture you had created before. Go into render tab again, and in the baking menu press bake. Now wait - and voila!
Now go back into the shader editor and plug the texture into the color mixing node into B. Plug into A procedural texture we're done before. Set mode to Soft light.
Now, since you know how to bake I won't explain it over again - create new blank texture with same resolution and bake result to it.
Save the texture and color it in any graphic editor you have with gradient maps. You may adjust texture contrast we're created before, but that's all.
You're done!
Here, in part 2, I will explain how to color this grayscale texture.
I notice some people are wanting to convert game pack picture frames to base game for their posters, art, etc. without touching blender, so I'm going to do a quick tutorial on how to convert them easy using S4S. I have used this method before in my own CC and haven't had any issues yet besides. . tags
Tools
S4S - make sure its up to date
Editor progras - ie. photoshop, gimp, paint ..
Images you wanting to use.
Step 1:
Open S4S. Click on Object with Create 3D Mesh checked, and then beside it there is a smaller box, scroll down to Decoration (wall) this will make your search a bit easier.
**NOTE** This method also works with Standalone Recolor
Under Category, scroll down to Decorative and then
Step 2
Pick a non base game frame you want to use. Save the file and name it whatever you want like conversion. I'm going to use the frame used for the tarot card print from Life and Death for this tutorial. For the next step, I highly recommend making a separate folder to make things easier to find.
Step 3
First you need to Export all the maps. Once that is done, you need to export all the LODs. Most base game frames only ask for LOD 0 and Shadow LOD 0 but its best to export them all just in case. The folder should now contain all the export maps and lods for the conversion.
**Small Note** I labelled mine LOD 1-4 since I know what each LOD is. If you're new to custom creation, don't label them like mine, instead save them as LOD 0 (high) etc. Otherwise you're going to export the wrong mesh and things get messy.
Step 4
Once you exported all the necessary files, you will no longer be needing this. Click on the house icon to go back to the main menu. Click on Object and find a base game frame
Save the package in the name of the content you're making. In my case its vintage zodiac prints.
Remove all the swatches and start importing your maps, it will looked chopped and screwy until you import the meshes.
Go to the mesh tab and start importing the LODs
**NOTE** Depending on the frame. Some only have 2 LODs while some have 4 as I mentioned above, that is why its important to name the exported LODs properly)
Once the LODs are imported your frame will now look like the original frame before conversion.
Save and head on to the next step
Finale
This is the final step which is basically replacing EA's image with your own images, recolouring frames or any mattes by using any photo/art editor program, and tags.
Once you saved your images with your editor program, its time to import them for each swatch and add/remove some tags.
**Note** Painting and Wall Decoration must be checked in order for the wall art to appear in game. Don't be like me and accidentally unchecked wall decoration ^^;;
Save your package and drop it off in the mod folder for in-game testing
**IMPORTANT NOTE** It's very very important to test ANY custom content in game if you plan on releasing it. That way you can fix any errors you may encounter, but sometimes you can't catch them all.
And there we have it, perfectly converted frames with no shadow or shiny issues, so this is good to go in my books.
I hope this tutorial is easy to follow and helps you out. If you have any questions, please post them below and I will try to answer them.
(no one actually asked for this but i just thought someone can find this heplful 🫶🏻)
you need - Photo Room & Snapseed
so first.. in game you gonna position the camera like this, then you gonna click 'tab key' on keyboard so you can position the camera freely & UI will hide. ⬇️
you can send the picture to your phone by using Intel Unison (only windows 11)
now, you gonna open Photo Room, click on the 'Start from photo' and give it a sec so it can remove the background.
when its done scanning, you will see 'Product' and 'Background' under the photo.
first, click on the 'Background' and you should see colors that are taken from the photo, usually the first three matches the best. Click on whatever color matches your build the best.
then go back, and click on 'Outline' if you want it. (in my opinion 7 is the best width) and you can add shadow too if you want
save the photo, and it should look like this:
now we are going to remove the matermark..
exit Photo Room and open SnapSeed, click on 'Tools' then click on 'Healing' and do this step⬇️ (if it didnt erase completely smooth, just click on the remainings)
watermark is gone now. But if your photo is a little bit blurry, go to 'Tools' again and click on 'Details', then click on the little settings and 'Sharpening' and swipe to the right so you can adjust the sharpening.
And photo is done!! for you to save it, click 'Export', then 'Save'
hope you find it useful and if you want, you can reblog. i would be glad💓
1. Download the new version of Sims4studio 3.1.6.2 - LINK
2. Click Content Management > Batch fix > Fix Bed Slots (High School Years EP).
3. Click Run and wait. You will get a screen with the results afterwards.
It should find your mods folder as default, but If it don’t show the right place for your mods folder, click browse and choose the right path to your mods folder.
UPDATE ON NORDICA-SIMS
I don’t have enough words to describe how much I appreciate your support in this difficult time in my life. I’m getting better and I have amazing news to share: the last test came up negative, I’m officially 100% cancer free! I’m slowly recovering and I have a lot to take care of, I need to find a new place to live and find a way to get my life, social relations, work and economy back on track.
I’ve been working on some new custom content while I was sick, and soon I’m releasing a new Teen Collection for you <3
Thank you for still following me, I hope to be back on full time soon!
Hello evryone! This is a little and quick tutorial about how to create some transparent parts on your clothes meshes. I am supposing you know the basics of mesh creation and how to use Blender and Photoshop properly, if you don’t know this basics, let me know and if I found some extra time I would create a complete video tutorial. If you are interested, continue reading!
1. First of all you need a mesh and you have to be sure you haven’t deleted any of the sim body part in which your transparency will be. I mean, if you wanna create some transparent sleeves, don’t delete the arms of the sim body in Blender
2. Next step is to separate the transparent part from the whole mesh, select it into the edit mode, then press “p” button, then -> Separate Selection.
3. Click on your new geometry and name it as GEOM 0001
4. Save your file and import it into your studio. Be sure that your reference mesh has at least two geometries, that means that if you export it and open into blender, it has at least two geometries as the previous photo shows.
5. Into Sims4Studio, click on the warehouse option, and search you transparent geometry, it will be showed at the 3D preview. Once you have it, change the 3D Preview to data button. Finally change the Shader to Simglass.
That’s all! When you have this change the transparency on your texture as you like, combining even different transparencies and you will have it done!
**Forgive me if my english isn’t good enough**
If you have more questions, send me a DM! Hope my explanation will help you a little bit! <3