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@yawneesims
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Creative burnout almost won but at least this cute sim came out of it. Her name is Cara Pruitt (aka The Pastel Punch), an aspiring boxer who knits and teaches women's self defense classes in her spare time.
Hair. Beret. Top (EA, High School Years) Pants. Socks. Shoes. Earrings (Artisan). Nose Peircing
ty to all cc creator: @johnnysimmer @pralinesims @smsims-evekleos @missvalentine142 @thebramblewood @wildlyminiaturesandwich
Creative burnout almost won but at least this cute sim came out of it. Her name is Cara Pruitt (aka The Pastel Punch), an aspiring boxer who knits and teaches women's self defense classes in her spare time.
Hair. Beret. Top (EA, High School Years) Pants. Socks. Shoes. Earrings (Artisan). Nose Peircing
ty to all cc creator: @johnnysimmer @pralinesims @smsims-evekleos @missvalentine142 @thebramblewood @wildlyminiaturesandwich
Shes a leopardprintaholic
PSA
I will no longer be updating/maintaining my Fontaine eyes because they use textures from sims3melancholic who’s pro generative AI which is yucky on its own but who also uses AI images as references when creating his CC and I don’t want to support that.
btw anyone who wants to bulk convert images into another format can use this site to do what you need :-) I've been using this for the desktop icons and it has sped up the time converting them
With VERT, you can quickly convert any image, video, audio, and document file. No ads, no tracking, open source, and all processing (other t
webp begone!
🌞 Sunlight & Sun Rays 🌞
I saw a post talking about someone that's been using AI to add sunlight to their sims previews, so I wanted to make some sun rays to share with everyone that can be used when editing screenshots. Don't feel desperate, just use these instead! 💗
Previews:
For those not familiar with using things like this:
Save the images below and paste the one you want to use into your sims screenshot in your image editing software. Edit until they look how you desire. They can be resized, moved around, the transparency levels can be adjusted, there can be blur added, and I've made them large! You can change the color too.
Thank you for sharing these! 🤍
Let me add some weather effects in case you want to edit screenshots with rain or snow fall.
Thank you very much this is something I have wanted for awhile.
hello and happy new year! ceci, do you happen to have or could you please make a tutorial on creating teeth if it's not a big hassle? i wanted to make a very particulat teeth shape for my sim, but apparently i do something wrong because the result morphs the whole face in a weird way
gurl the "happy new year" is beating my ass rn, not this exposing the state of my inbox...... 😭😭😭
but ok more seriously, I'll get on with the tutorial 😳
Step 1
first, we're going to use s4studio to create our package. we're going to clone the EA teeth to use as our base.
open s4studio and select "create 3D mesh" under "CAS"
click the blue "CAS" button
Step 2
select "Face" from the Part Type dropdown menu. this will make only the teeth files show up.
we're interested in both "yuTeeth" and "yuTeeth_Snaggle", but select yuTeeth first! (you can hover over each picture to see the names too)
click next, and save your package file as whatever you want.
Step 3
zoom in close to the model with mouse wheel until you can see the teeth, to make sure everything is correct, then go to the "meshes" tab on the right side
export your mesh and save it where you can find it.
note: if you've never used s4s or blender before, make sure your blender location is set up correctly in the s4s settings. otherwise, the sims4studio tools won't show up in blender & we won't be able to edit our cut numbers later.
Step 4
now that we have our mesh, we need to edit it in blender. I'm currently using version 4.2. the controls are different in different versions, so feel free to ask me about it if you're using another version and something isn't working right.
open your mesh in blender. press the N key to get rid of the side panel and Numpad 5 to make the view better/less disorienting. you can zoom in and out with the mouse wheel, and move around by holding the mouse wheel and moving the mouse.
look to the right panel where "rig" is listed. click the arrow to expand the list so you can see all parts of the rig.
click the eye symbols next to "head" and "head_2" to make them invisible so you can easily see the teeth!
Step 5
there are many ways of editing teeth, of course, but what i'm going to show you is basically how to frankenmesh them. this is a good way of creating subtle variety in MM style, without it being overly difficult! we're going to combine the regular and snaggle teeth as an example.
go from object mode to edit mode by clicking the menu at the bottom and selecting "edit mode"
afterwards, click the symbol on the bottom right to toggle "x-ray" so you can see all your vertices when editing.
Step 6
left click in the gray space to deselect all. there will be no orange left anywhere on the mesh.
then, hover over the top teeth and press the "L" key over a vertice (the small black dots) to start selecting the top half only. you should only have to select a couple vertices until everything on the top half is highlighted orange. you can change your view by holding down the mouse wheel and moving the mouse.
Step 7
now, press "X" key to bring up the delete menu.
click "vertices" to delete the parts of the mesh we've highlighted. only the bottom half of the teeth will be left behind. if there's any floating parts left over, highlight those with L and delete them the same way.
Now, repeat Steps 1-3 with "yuTeeth_Snaggle". when you have that mesh exported and saved where you can find it, continue to the next step.
Step 8
go back into object mode. you must be in object mode to append meshes.
go to file -> append to bring up another window
double click your snaggle mesh you just exported
double click "object"
double click "s4studio_mesh_1"
click "append" (if the window didn't close already) and the snaggle mesh will be added to your current mesh!
Step 9
you will see several new mesh parts in the list on the right. right click over "bone_bone_shape.001" and click delete to remove it, since it's just a duplicate.
do the same thing with "rig.001" to delete it as well
select the mesh part you just appended- which is "s4studio_mesh_1.001" to select it and go back to object mode (you can also rename it now by double clicking it if you want)
Step 10
repeat what we did in Steps 6-7 to remove the bottom teeth of the snaggle mesh. you may need to be more careful since these teeth are less straight & overlap more. take your time, and if you make a mistake, you can press CTRL+ Z to undo. you can also click the eye icon next to our first mesh part to hide it so you can see better.
when you're done deleting, unhide the first mesh part to see how it looks together. you now have the top teeth from yuTeethSnaggle and the bottom teeth from yuTeeth on the same mesh! you can mix and match many teeth parts this way.
I decided to rename my mesh parts to top & bottom to keep them organized. you can click the eye symbols to hide either one and see how each part looks. when you're ready, select the top teeth mesh part and return to edit mode.
Step 11
some of EA's meshes have very few polys, so they can be hard to edit, especially if you want to move individual teeth. but, teeth are so small that they don't need/shouldn't have too high of a poly count. having every single tooth be super detailed is overkill, so it's a good idea to only increase polys in the specific areas you want to edit. for this example, i'm going to mainly focus on the front teeth.
select the front teeth by right clicking + dragging over the area you want to select, and it will highlight orange.
go to "edge -> subdivide" to increase the polys in the selected area only, which will give you more to work with. DO NOT SUBDIVIDE TOO MUCH! once should be plenty for this.
Step 12
now for the fun part- actually editing the teeth to be unique! you don't have to do this if you only want to mix & match EA parts, but it's neat to toy around with, even if you just do tiny edits. there's a variety of ways to do this, and I like to do a mixture, but for this example I'm going to use proportional editing.
click the circle button to turn on proportional editing
left click any vertice you'd like to edit
press the G key (move tool) and scroll the mouse wheel forward until the gray circle appears on your screen. this circle represents the influence of editing- the bigger the circle, the wider range of vertices will be moved around that point. the smaller the circle, the smaller/more detailed the change.
move the vertices around by moving your mouse. you'll see right away how it moves. play around with it by using a combination of scrolling the wheel back and forth and moving the mouse.
left click to confirm/stop moving the vertices. you can undo using CTRL + Z if you need to. keep repeating this step by selecting vertices, pressing G, and moving them around how you want. you can also use proportional editing with the S key (scale tool) to make areas bigger or smaller. in blender 4.2, you can also click the tools on the top left side of the window if you want to mostly use your mouse, but I usually use the keyboard.
when you're done editing your mesh and you're ready to test it out, save your file before moving to the next step. keep a copy to the side so you have something to come back to later if you want to change anything!
Step 13
now we're going to prepare our mesh to be game-ready. some of the most important aspects of that is ensuring a) the mesh part is correctly named and b) the "cut" number is correct. if these things are off, the game won't know how to read it, and we'll get odd bugs like missing heads or our mesh just not showing up at all. we currently have two mesh parts and teeth only need one, so we'll fix that first.
first, go to object mode and select both mesh parts by holding shift and clicking each one.
press CTRL + J to join them together into one part.
Step 14
another thing we need to do is remove doubles so our mesh doesn't look weird or have any odd shadows in-game. in blender 4, it's "merge by distance", but in earlier versions it's just "remove doubles". you should do this when you're done editing, because it'll be difficult to edit after this step. I always do it after I merge all my mesh parts & am about to import for testing. I also double check the cut numbers after this to be sure they're right.
rename your combined mesh part to "s4studio_mesh_1" and ensure the cut number is 0.
go to edit mode and select all by pressing the A key
go to mesh -> clean up -> merge by distance
unhide the "head" and "head_2" parts of the rig you hid in Step 4
save your mesh as a new file name so you don't overwrite your working mesh, in case you want to go back and change something
Step 15
go back into your package in s4studio and import your new mesh
if you like how it looks & are done editing, select LODs 1, 2, and 3 in the dropdown menu and import your mesh there too. these are normally different meshes, but since EA based teeth are so insanely low poly, there isn't much point making individual LODs for them. but it's not that difficult to make them if you want to- if anyone wants a quick tutorial for that, let me know!
Step 16
you can stop here if you want- the teeth will take on the texture of your defaults if you used the yuTeeth package as a base. however, since we've used the Snaggle teeth on top, I think an adjusted texture might look better. I always use the textures by @ice-creamforbreakfast for my teeth, so head over there and grab their defaults if you haven't already! then grab the "uneven teeth" package file and open it in s4s.
export the texture from the uneven teeth package file as dds
go back to your package file and import it! (and don't forget to credit ice-cream if you post your teeth publicly ;3)
Step 17
lastly, go to categories tab and scroll to the bottom. if you want your teeth to be enabled for random sims, check the box
if you want the teeth to be considered a certain type (like buck teeth), change the miscellaneous to that type. if it doesn't matter or you're not sure, just keep it as TeethStraight.
Finally, save your package and you're done! :)
If I said I was working on a sim dump that consists of 24+ sims would y’all think I was crazy 👀
work 'smarter' not harder (story screens) editing tut/tips photoshop
This tut is inpired by my simmer friend that crashes out over editing multiple screens and i always say "work smarter not harder" friend. So here are a few things I do when I have to edit multiple screens and im TIRED, it's all about the illusion guys give the viewer things to focus on.
Introducing Are You Alive? (or just Alive) , the ReShade preset I've been using in all of my posts for the past two years. It makes the game a little more alive with saturated colors and a warmer look.
Download here -> PATREON or here -> SimFileShare
Check under the cut for more pictures. No editing was done other than adding the text. For best results make sure edge smoothing is turned off in your settings. My ReShade version is currently 6.6.1 and this is how my shaders are structured in-game.
BIG NEWS!
I've been working on a free resource website for Sims 4 CC creators called Resources4CC. It's a directory of 100% free tutorials, assets, and useful websites related to creating Sims 4 custom content of all kinds: maxis match, alpha, script mods, meshing, recolors, and more.
If you'll get use out of this site and want to help it grow, please reblog this post to spread the word :)
Over my years making CC, I've often ran into problems finding tutorials, graphics, and tools. People share them on forums, on Tumblr, on YouTube, and even their own websites! So I decided to start R4CC for fellow CC creators who would like a sortable list of free resources, all gathered onto one convenient site.
Note: All the entries link off to the original pages. Nothing but the occasional thumbnail image is hosted on R4CC.
On R4CC, you'll find:
TUTORIALS made by the community for creating CC of all varieties, as well as for using common programs.
ASSETS including patterns, color palettes, graphics, fonts and more.
WEBSITES full of their own tutorial and asset libraries, as well as inspiration for CC, help forums, game mods, and other community resources.
More info under the cut!
But first, a cry for help. This is a Herculean task, yes. I'm an ambitious fool. While I did my best to start the site off with plenty of resources (99 entries, to be exact), it's very incomplete! Do you know of something that could be a great fit for the site? Suggest it via the contact page! The form helps me stay organized and makes sure I won't miss anything, so please don't send recs thru Tumblr. Questions and other comments are encouraged!
How many simblrs do you follow?
Less than 100
100 - 500
500 - 1000
1000+
May cowplants eat your heir if you click this. (For me to check the poll)
Feel free to comment or reblog with the exact total if you want.
Please stop trigger tagging with #epilepsy tw/cw/warning/etc.
I need every single person to understand how horrible tumblr’s tagging system is
I go into the tag for epilepsy and its all flashing lights. We can’t use our own tag because people without epilepsy fill it up with improper warnings.
Use ‘flashing’ in place of ‘epilepsy’ in your tags. You aren’t warning people of epileptics, you’re warning us of flashing lights. Please please tag properly. Epileptics say this endlessly and constantly and it’s ignored. You are risking lives by doing this.
Here’s proof of what I mean:
THIS POST IS 100% OKAY TO REBLOG, I ENCOURAGE PEOPLE WITHOUT EPILEPSY TO ESPECIALLY DO SO!
I never get political on here because its simblr for crying out loud, but if you're a republican I literally hate you. You make my blood boil. You make me want to throw large objects at things. You are the devil's spawn and you follow a literal demon from the 7th circle of hell who shits his fucking pants.
Unfollow me immediately and then block me for eternity.
Everyone else have a blessed day.
Partners in crime, gonna get it done every time.
Partners in crime, gonna get it done every time.