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#s4 texture replacement
walnuthillfarm · 8 months
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minervamagicka's Default Skin Replacement - edited to work on foals!
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I messed around in S4S tonight and managed to make Maddie's incredible texture work on foals - I was so unhappy with how flat they were (it was honestly putting me off breeding, especially as I'm a warmblood nerd!) All credit goes to @minervamagicka. Their work is beautiful and they worked out all of the magic behind this + created the texture - I really just made a guess and got lucky as I know nothing about this sort of stuff. The original post for minervamagicka's Default Skin Replacement can be found here. You will still need the .package from them! Mine just applies the texture to foals too. ♡ Once again thank you Maddie for letting me share this as well as your help! Download!
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objuct · 7 months
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UPDATE 2:
they're still broken. i'm trying to fix em but there's a lot of really weird issues people are reporting and i'm not entirely sure if it's in my control. so i'll keep you all updated if there's a fix (which im actively working on trying to do). in the mean time, if someone knowledgeable in this sort of thing wants to fiddle with them, be my guest.
UPDATE: 9/6/2023
HOPEFULLY fixed an issue where the hooves would just... randomly not work for some people (which is a bug i was able to recreate for myself). I don't know what was causing that but I remade the packages and it.... seems to be working now? I think? Maybe S4S did something funky. Lemme know if you're still having the issue. Redownload to fix!
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While trying to adapt my shoe model to the horse, it was hard to get them to fit right due to how low poly the hooves were. So I slightly increased the polycount to gently round out the shape of them while still being reasonable close to the original in size and polycount.
These are a DEFAULT REPLACEMENT! Choose only one! These will conflict with anything that replaces the default hooves.
Also sorry for the low quality preview image. There is just no way to really zoom in on the hooves in CAH.
Horse Ranch Required
DEFAULT REPLACEMENT!
New Mesh & Textures (horse shoes)
DOWNLOAD | Mirror (the mod is kind of broken atm, sorry!)
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rstarsims3 · 10 months
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► 4t3 - Island Living - Mermaid Stuff - DF & non-DF
Alright, so...this is not as much a conversion as it is a mash up (a.k.a. Frankenmesh). Here’s what I mean by that:
- Meshes: I took the tails from TS3 and combined them with the fins from TS4 (because the S4 tails have a different UV and in order to fit TS3 they would’ve needed to be re-UV-mapped);
- Textures: a combination of TS3 and TS4 textures -TS3 for tails and TS4 for fins (only because the S4 textures look horrendous in TS3, at least the ones for tails do).
PLEASE READ the details I listed under CREATOR NOTES bellow !!! 
Details:
Original meshes by EA/Maxis, I just put them together;
Ages: Teen to Elder, both genders;
All LODs & Morphs;
Disabled for random (for non-defaults);
Custom normal maps included;
Custom thumbnails for both Launcher and CAS (though the game might ignore them and generate normal thumbnails instead;
Format: package files;
Programs: S4Studio, Blender, Milkshape, Photoshop, MeshToolKit, TSRW, S3PE.
!!! The Sims 3 Island Paradise required (for everything except the male tops, those are base game).
What does this upload contain? (so glad you asked!)
2 mermaid tails named Fin One and Fin Two (DF & non-DF) from TS4;
2 female tops - non-DF - these were made by me because of -again- questionable textures n TS4 that don’t match TS3 art-style;
1 male top (converted from TS4 <-> non-DF because by design the male mermaids in TS3 don’t have a default mermaid top);
1 (pair of) stockings - DF M & F (made by me; will replace the “markings” your mermaid sims have on their legs while on land).
EDIT: On a anon's request,  I added a NON-DF version for the accessory scales. It's base game compatible, has 3 presets with 3 recolorable channels and is available for both genders from teen to elder.
Edit 16.07.2023: uploaded the male kelp top as accessory as requested by @dezailes2cochon. 
!!! FOR Default Replacements install only ONE OF EACH !!!
Polycounts:
Tails AF: Fin One - 1.9k; Fin Two - 1.7k (original - 1.6k)
Tails AM: Fin One - 1.9k; Fin Two - 1.7k (original - 1.1k)
Tails TF: Fin One - 1.9k; Fin Two - 1.7k (original - 1.6k)
Tails TM: Fin One - 1.9k; Fin Two - 1.7k (original - 1.1k)
Tails EF: Fin One - 1.9k; Fin Two - 1.7k (original - 1.5k)
Tails EM: Fin One - 1.9k; Fin Two - 1.7k (original - 1.1k)
Tops: same polycount as the original TS3 items (they’re just painted on the base mesh)
! The reason why I listed the polycounts like this is because it’s up to you to decide whether you’re comfortable using:
the default-replacements (and have all the mermaid sims in town use these items); or 
the non-default-replacements (in which case only your sims will use them as long as you’ve changed them in CAS). 
Specific Details (for non-defaults):
Tops, bottoms and accessories sections;
Presets: 
Tails: 5 presets; 4 recolorable channels
Tops Female: 5 presets each, 4 recolorable channels
Top male: 3 presets; 3 recolorable channels
Mermaid Stockings: 5 presets; 3 recolorable channels
Categories: Everyday, Sleepwear, Swimwear, 
Available for Maternity (female versions).
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!!! Attn !!! -> The default replacement tails and female tops use only the first preset because I haven’t found a way to integrate additional maps (UVs, in this case) to a default replacement. 
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Creator Notes:
Here’s where it gets interesting!
If you decide on using the DFs - INSTALL ONLY ONE OF EACH!!!!!!!
And to give you an example, here’s how I’m using the default replacements: Fin One for females (the DF files for TF, AF& EF), Fin Two for males (the DF files for TM, AM & EM), stockings for both genders (DF female & DF male).
As I said above the DF files have only the first preset. The non-DF have 5 presets, each with their own individual UV. Meaning I’ve made patterns out of the UVs to better emulate the patterns on the S4 tails. See bellow the difference in UVs and how they control the channels. It’s applicable to both tails and female tops. This is the only advantage of using the non-DFs in my opinion. But you can have both DFs (only one of each!!!) & non-DFs in your game at the same time and maybe use one of the patterns in the non-DF for that one “special” mermaid.
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The stockings aren’t the best aligned to the UV, I’ll admit it. But any misalignments (only along the seams) can only be noticed if you look closely.
This appears to be a common issue when installing default-replacements (you’ll know this if you have DF hairs in your game). Upon loading the DFs for the first time you might encounter a texture issue where you can see the new mesh, but the texture has not loaded properly. Like in this example:
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To fix it, you either take the sim in CAS with Nraas MC - Stylist (you don’t need to change anything, just get them in and out of CAS) and/or -if that doesn’t work- go ahead and save, quit and reload the game. This should fix the issues. 
For NON-DF tails it’s mandatory that you use invisible feet This is what I’m using: 1 or 2 (find the null feet files inside the download). But keep in mind that because of the way the package was constructed, Dashboard might display them as corrupted. That’s because of the age categories being all in one file and not separated. Haven’t caused issues in my game so far and I've been using them since December. Anyway, the important thing is you need invisible feet for NON-DFs.
Let me know if you encounter any issues or need some further clarification.
Watch the tails in action HERE
You can tag me so I can see your beautiful mermaids & reblog your posts!
DOWNLOAD: Patreon / MF / SFS
Download scales acc NON-DF: MF / SFS
Download male kelp top as acc:  MF / SFS
Hope you enjoy them!
Happy Simming!
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If you like my work and would like to support me, you can do so on my Patreon & Ko-fi.
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TOU 🔊 Do not re-upload my creations. Do not claim as your own. Do not put them anywhere up for download and don’t add adfly to my links.    
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pforestsims · 2 months
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AF mesh edits this time. I've tweaked the shoulders of @deedee-sims Joliebean's dress conversion, (s4 original here). I also modified the pumps (by Sentate, converted by Io), removed s4 skin and put those on TS2 legs with standard UV-mapping. Shoe shape was changed in the process /Note: @angelapleasant shared their edit of my edit, that brings back original pointy shape./
DeeDee 4t2 Joliebean Skinny Legend AF (edit)
Download (SFS) Polycount: 4008
& 3 Recolors - Formal & Everyday, will show next to Deedee's recolors in the catalogue
Moyokean EP13DressBelt TStrap AF (edit)
Download (SFS) Polycount: 4602
Second outfit is 4t2 Belted Dress converted by @moyokeansimblr with Sentate's T-straps. I've improved bones on the skirt, it still looks a bit wonky when sims walk but is acceptable. I also replaced the preg morph. Lower left pic features these recolors by @goatskickin - and I included my orange dress recolor based on their texture (main pic).
Enjoy.
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letomills · 2 months
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A set of 23 geneticized & townified skins, including defaults for S1-S2-S3-S4 and the alien skin (choose between 2 alien options). Also, multiple sets of showerproof versions of these 23 skins, for those of you who are interested in custom body shapes.
This set is an evolution of this skin palette & its accompanying showerproof versions. I reused the old files, meaning that you can switch from the old palette to the new very easily (don't try to combine them though - see details under the cut).
Credit for the original skin textures goes to @whysim, @h0nkytonkangels, Nat / @theboldandthebeautifulsims, @pooklet and Tea Leaf, thank you so much to them!
First, let's talk about the regular set for Maxis shapes, then we'll get to the showerproof sets for custom body shapes.
1. The regular set
The palette contains 22 natural shades including S1, S2, S3 & S4 defaults + 2 options for the alien default (choose one). Skins 1-22 are geneticized and townified, the alien skins are townified. If you don't want all 23 skins, you can absolutely pick and choose, the genetic spectrum won't be disrupted.
Download skins: SFS / Mega
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original 1 - original 2 - original 3
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original 4 - original 5 - original 6
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original 7 - original 8 - original 9
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original 10 - original 11 - original 12
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original 13 - original 14 - original 15
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original 16 - original 17 - original 18
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original 19 - original 20 - original 21
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original 22 - original 23 h0nky - original 23 TeaLeaf
I edited some of the original textures so that: • everyone TU-EU has the appropriate fat, normal and fit states (for the alien textures to show up as they should, please use Argon's alien and zombie fitness fix) • all elders have wrinkles, except on TeaLeaf's Stargazer (I used @simnopke's subtle wrinkles) • all toddlers have the cute toddler teeth and babies have no teeth, • teeth from Nat's, Pooklet's and Tea Leaf's skins were replaced either with ones from the Whysim skins or the ones used on @serabiet's Those Darn Skins, just because they're less bright and I like that better.
I also fixed the toes on the Whysim37 skins and edited some boobs ↓
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The number at the end of every file name (e.g. 0.05, 0.08, 0.1...) gives you the genetic value of that skin. To learn more about skin genetics, see Rikkulidea's tutorial.
💞 To the people who were using the old palette and want to switch to this one: all you need to do is delete the old skins from your downloads folder and replace them with the new ones (don't forget to delete the alien default you don't want). The new skins are on the same files as the old ones (although they haven't all kept the same number), except for skin #11 which is new. This means that after you make the switch, your sims who had skins from the old palette will update without you having to do anything with their genetics in simPE. And if you change your mind after having a look at your sims with the new palette, you can always switch back to the old one. The same files being reused also means that you can't use skins from the new palette alongside skins from the old, as they will conflict. The only exception is new skin #11, which is on a new file and can therefore be used alongside the old palette without issue. All of that also applies to the showerproof skins.
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2. The showerpoof skins
What are showerproof skins? They are skins linked to a custom body shape (or body shapes). When you give a showerproof skin to a sim, that sim will have the body shape that the skin is linked to when they are nude (taking a bath, streaking, doing ACR stuff, etc.). Showerproof skins have no effect whatsoever on clothing, because clothes use their own meshes.
These showerproof skins are for: • Melodie9 fat family • Momma Lisa F / Melodie9 Fat M • Androgyny F / Lifa's Trans M • Trans Melodie9 Fat M / Trans Momma Lisa • Dummy Thicc • MartaXL edit • Athletic Girl / Lean Body Builder
They are repo'd to the regular skins above: you need the regular set for the showerproof sets to work. Like the regular set, they're geneticized, except for the alien ones. You'll have to choose if you want them to be townified or not (townified skins can appear on new townies and NPCs that spawn, non-townified skins cannot).
The required meshes are included, don't forget to choose between blockfeet/sexyfeet/Marvine feet and Maxis hands/smooth hands. If you're missing meshes, the affected sims will appear as floating heads or will be missing half their bodies when naked (it won't break your game in any way, it's just definitely not the intended result).
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❥ Melodie9 Fat Family (M9Fat)
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TM/TF/AF/EF are linked to Melodie9 fat TM/TF/AF/EF, AM & EM are both linked to Melodie9 fat AM. Children and younger are Maxis.
Download Melodie9 fat family: SFS / Mega
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❥ Momma Lisa - Melodie9 Fat Male (ML-MFM)
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AF & EF are linked to Momma Lisa, AM & EM are linked to Melodie9 Fat AM, TF/TM are linked to Melodie9 Fat TF/TM.
Download ML-MFM: SFS / Mega
Note on the included meshes: the original nude fat family meshes are from Melodie9's MTS, but turns out those are, well, not how top and bottom meshes are supposed to be: all of them are full-body, doubling the polycounts unnecessarily (I somehow only realized that today). So that's fixed now, and I took the opportunity to add preg morphs to the teen meshes.
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❥ Androgyny AF-EF - Lifa's Trans AEM (AndroF-AMTr)
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AF/EF are linked to Androgyny AF/EF, AM & EM are linked to Lifa / @withlovefromsimtown's Trans Male. Teens and younger are Maxis.
Download AndroF-AMTr: SFS / Mega
✨Alternative set: if you want teens to have trans shapes too (choose either the "AndroF-AMTr" set above or the "AndroUF-UMTr" set below) ↓
❥ Androgyny TF-AF-EF - Lifa's Trans TM-AEM (AndroUF-UMTr)
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TF/AF/EF are linked to Androgyny TF/AF/EF. TM, AM & EM are linked to Lifa / @withlovefromsimtown's trans male shapes. Children and younger are Maxis.
Download AndroUF-UMTr: SFS / Mega
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❥ Trans Momma Lisa - Trans Melodie9 Fat Male (TrML-TrMFM)
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AF & EF are linked to @kaluxsims's Trans Melodie9 fat Male, AM & EM are linked to her Trans Momma Lisa. Teens are Melodie9 Fat TF/TM.
Download TrML-TrMFM: SFS / Mega
Note on the included meshes: you'll see that they're available in 3 versions (choose one - previews are included). The "Leto edit" blockfeet & sexyfeet versions better match all the underwear and swimwear that I've shared for these body shapes (especially in the case of TrML).
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❥ Dummy Thicc (DT)
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AF & EF linked to @digisims2's Dummy Thicc, TF linked to my Dummy Thicc TF. All others are Maxis.
Download Dummy Thicc: SFS / Mega
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❥ MartaXL
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AF & EF linked to @brattylulu's MartaXL, TF linked to Melodie9's fat TF. All others are Maxis.
Download MartaXL: SFS / Mega
✨ Alternative set: if you'd rather have M sims linked to Melodie9 fat male (choose either the "MartaXL" set above or the "MartaXL-MFM" set below) ↓
❥ MartaXL - Melodie9 fat male (MartaXL-MFM)
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AF & EF linked to Brattylulu's MartaXL, TF/TM/AM-EM linked to Melodie9's fat TF/TM/AM. Children and younger are Maxis.
Download MartaXL-MFM: SFS / Mega
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❥ Athletic Girl / Lean Body Builder (AG-LBB)
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TF, AF & EF are linked to Marvine / @blueheavensims's Athletic Girl; TM, AM & EM are linked to Synapticsim / @blueheavensims's Lean Body Builder. Children and younger are Maxis.
Download AG-LBB: SFS / Mega
Note on the included meshes: you'll have to choose between 2 versions, either "HD" or "low poly" (previews are included). The HD meshes are the top and bottom meshes that BlueHeavenSims shared here, with a couple tweaks (smoothed normals on the forearms, fixed shoulders on the LBB fat morphs) - they have sexyfeet, smooth hands, 3D nipples and are high-poly (6,454 poly for full-body AG; 8,601 poly for full-body LBB). The low-poly meshes are top and bottom meshes I made based on Marvine's original AG and Synapticsim's original LBB v.2.0 (I added morphs with BlueHeavenSims's morphs as reference) - they have blockfeet, Maxis hands and are low-poly (1,960 for full-body AG; 2,186 poly for full-body LBB).
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Further info
All of these skins are tooltipped, have their custom thumbnails and are sortindexed so that they will appear tidily set after set in your custom skins bin. If you use other skins though, there is a chance that those will appear jumbled up with mine if their sortindex numbers happen to clash. It's only an aesthetic issue but if it bothers you, see this tutorial by Kurimas on how to change the order in which clothes appear in the CAS catalogue (it works for skins and other bodyshop content too).
Why make the showerproof skins repo-only? 1. Repo'd files = smaller files. 2. If you don't like the textures that I picked for the regular set, you can replace them with your favorites in simPE if you know how to do that and all the repo'd files will follow suit. This way you can get all the showerproof skins to have the textures that you like with much less work than if you had to edit them one by one.
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melbrewer367 · 6 months
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How To Override Apartment Hall Walls and Floors
If you, like everyone else I know, hate the apartment hallways and want to give them the face lift they deserve, here's how!
An override is actually super simple. You just need S4S for this. Step one is to choose override under Build, and then click Build.
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Now you need to find the wall you want to override. For this example, I'm making an override for the apartment in the Hakim House building. That wallpaper is called "Plaster Makes Perfect." (I figured this out by just going into build mode and searching and painting a nearby wall inside the apartment until I found the right one.) I have it set to Wall, Base Game, and I'm searching the word "plaster" to find it more quickly. Just click one swatch of the wall and S4S will pick all swatches, and then click "Next." Also, all of these instructions are exactly the same for floors, you'll just choose floors instead of walls.
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Name your file whatever you want. To be consistent I name all mine to follow the naming convention: username_description. We only want to override one swatch so you'll just click "Remove Swatch" on all of the swatches except for the one you want to override.
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Once you're done, go ahead and hit "Save" and then head back to the main menu. Now we need to get the wall we want to replace it with. This time, pick "add swatches" and then click Build. This will only pick one swatch instead of all.
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Again, just find the wall you want to use. Only select the actual swatch you want and then click "Next." You'll have to create a file here again, I just have a package called "test" that I save over for these instances where I don't actually need a new .package file, I just need to grab textures.
Now you'll go to the "Texture" tab and click "Export All."
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On this save screen, create a folder for these texture files and then click "Select folder" to finish exporting.
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Now, go back to the main menu and open up your original file. On the texture tab, you now just need to import all of your texture files. You'll import a Diffuse, Normal, and Specular for each wall height. So 9 files total, these are what you just exported. Just click Diffuse, Normal, or Specular, and then click the wall height, and then click Import. Go to that folder of textures you just created and then choose the correct file. S4S named each one exactly what they are so it's easy to pick the right ones.
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Keep doing that until you've replaced all 9 files, change your swatch colors, and then hit save. Congrats, you just made an override of that wall!
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Hold up, you still want access to that swatch you just made an override of? There's a quick and easy solution. Go back to your main menu and choose "Add Swatch" and then click "Build." Find the exact swatch you made an override of, select it and click "Next." Give your new package file a good name.
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Hit save and call it a day. That's it. Now, every wall in the game that is that brown plaster will be the wall with paneling BUT since I added that plaster swatch back, anywhere else that I wanted to use that brown plaster, I can just go and paint it right back!
For all the apartment wall and floor overrides I've created, go here!
Below is the walls and floors for a lot of the apartments:
Alto Towers
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I ended up not making an override of this carpet so the swatch could be 10 or 12 but, as dark as it is, I'm pretty sure it's 12, plus I think 10 appears a bit too brown toned to be the right one:
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Chic Street:
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Culpepper House:
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Jasmine Suites:
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Landgraab Tower:
I missed getting a proper pic before placing my overrides but the original brown walls is the 23rd swatch of Basic Darks with White Trim.
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The non-patterned carpet:
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The Patterned carpet:
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Spire Tower:
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vriheddiyev · 8 months
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Test mod release
Hey there! I decided to release a test mod that edits the horse mesh a bit. It comes with two separate files (head and body) so that you can choose to use both or the one you like. I mainly really wanted to edit the eyes and head length as it used to be in the sims 3. Please note that this is the best I can do regarding the body types since I can only work with s4s right now. Hopefully once the morph maker tool gets updated I'll be able to dive deeper into the horses as a whole. The mod currently works best on the default presets (first nose, body, etc..) but you can also tweak it to your liking. There might be some clipping/bone weight issues right now and also there's a confirmed shadow bug under the halter. I'll work hard to fix that issue, but I'm not sure right now what exactly is causing that.
The mod can be used with other mods as long as they don't edit the mesh (texture mods work great!).
*TOS:
-this mod will always be free! If you have paid for it you were scammed.
-feel free to contact me if you wish to use/edit the mod for your own mods/cc
-feel free to share the mod as long as you credit me (or any other creators who might work on this in the future) properly -> if you decide to post without link to my account
*Disclaimer: this mod is in it's very early stages! While it shouldn't break your game it can still have some bugs present. If that isn't for you, you can always wait for the actual release of the mod. I also always appreciate feedback/ideas!
DOWNLOAD LINKS:
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side comparison
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front comparison
Happy playing!
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I had to post this. It looks absolutely awesome with the TS4 Default Replacement: Horse "Skin" mod by @minervamagicka
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simverses · 2 months
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Castle Kit (S2Store for S4) Doors & Windows Updated
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NOTE: File is now updated on Curseforge. Please redownload and replace the 33 files in the old zip with the new merged file, which has all needed textures. Sorry for the confusion!
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I updated the Doors&Windows part of the Castle Kit Build set (converted from S2) with new better textures.
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Download Castle Kit (S2Store for S4) Doors & Windows Updated (Curseforge) Delete the old files (Castle Kit Windows & Doors)
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awingedllama · 11 months
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Hello, do you have tutorial for how you get 3D models into your game?
hi! it's easy, here's a quick tutorial:
So first off you'll need Sims 4 Studio, Blender, and a very general idea of how to use Blender to make CC
Your 3D model needs to be in a file format supported by Blender. I use 2.76 which supports what you see in the screenshot below. If the model you found isn't available in a supported format, there are converters online which can convert models to .obj (anyconv.com, etc.). Just give it a Google
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I found a .dae model of an old TV on freepoly.org to use for this tutorial (the download came with a textures folder and a model folder).
In S4S, create a 3D mesh for whatever kind of model you downloaded (or just a deco object, if you don't want it to be functional).
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In the meshes tab, export the mesh of the EA object.
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Open the blender file of the EA object, and import the 3D model into the scene. The TV model is a collada file, but you'd import whatever kind of file you downloaded.
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If it looks like nothing happened, don't worry! Your model is there, it's probably just to scale - which means super huge in comparison to the tiny Sims 4 object. Zoom out until you can see it, and then size it down with the 'S' key. Move it to the same place as the EA mesh
Rename UV Map to uv_0. Then, after deleting the EA mesh in edit mode, join the 3D model with the EA object. Shift-click the imported model then the EA object in the outliner, before pressing Ctrl+J (you have to be in Object mode for this to work. Use Tab key to quickly toggle between Edit and Object mode)
If you are using a deco object, you'll be replacing s4studio_mesh_1. s4studio_mesh_0 will probably be a shadow plane, which can be left alone or hidden altogether in your mesh
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Apply a decimate modifier to the mesh if necessary (some 3D models are pretty geometry heavy – you'll probably want it under 10k polys). Since decimating is destructive, you don't want a very high poly mesh, because it won't look good after the modifier is applied. (you can retopologize the mesh but that's a whole other thing)
Import the mesh in S4S (the higher poly the mesh, the longer this takes), then import the texture that came with the model. This texture was a 4k JPEG, so it needed a bit of work (especially as TS4 doesn't support 4k textures). I sized it down to 1024x1024 and converted it to a .png.
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Replace all LODs and shadow meshes. Make sure to import a blank bump and specular map, or else your object will be oddly lined and shiny
This last step is optional, but as most 3D models (that aren't game ready) are made for rendered environments, a lot of the textures don't have ambient occlusion or highlights. It makes for a bit of a plain-looking object in TS4, so I like to add these by baking the shadows in blender and painting highlights in PS. I also used the oil paint filter in Photoshop on the wood to make it more maxis-match.
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If you haven't made anything for TS4 this might seem complicated, but once you get the basics it's very, very simple. Like copy-and-paste
the only other thing would be to make sure that the license for the 3D model permits personal use! (and not to paywall it obviously because beyond being crusty behaviour, that is legally perilous)
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download the TV here if you like
and if you have any questions about specific steps, dm me!
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k-hippie · 5 months
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CLOSUP, DETAILS AND WHAT'S NEXT ?
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We forgot to mention the new Forgotten Hollow statue is a fantastic creation of TheJim07 at Mod the Sims ( MTS )
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The Hogwarts Books and the Pumpkins are brand new meshes :) As usually : WHAT YOU SEE IS WHAT YOU GET ( aka WYSIWYG ) because there is a HUGE difference to post pictures for the beauty and to post pictures related to a provided CC ...
There are really too many S4 Simmers who are confused about this and it's damaging the Community. When we provide custom content, WE MUST show the best EXACTLY as possible what the Sims player will get inside its game. This should be a rule for everyone.
Maybe it's not super fancy to watch and like the reality of an object but at least, you know what you will get ... Hiding custom content inside an aura of false colors, reshade, artistic blur and so on, it's really nice to watch, but not so cool at all into a game.
So, think a bit about it. There is the artistic creation of beautiful pictures from one side and it's a great and passionating hobby, but from the other side, we must at least post some pictures of our objects, as they REALLY ARE in-game :D Because we are Sims CC creators, not magicians .............
That's said, related to the Maxis Lanterns seen in our pictures, a small precision : they are not replacement. They are an independent object :)
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We updated too the previous post with added links :
K-303 Halloween at Forgotten Hollow : download which include : the Park Statue, the Park Fountain and all Tombs replacement
K-505 Forgotten Hollow : download which include updated textures ( rocks, some pavement ) and add a missing file ( sidewalk )
K-707 Forgotten Hollow : download which include some plants addition
K-101 Spooky Stuff : download ( because we never did it )
Hogwarts Artworks : download
Hogwarts Chessboard : download
Hogwarts Books ( 4 sets ) : download
Pumpkins ( 3 sets ) : download
More Tombs : download
The Lanterns : download
- - - - - - - - - - - - - - - - - -
What's next ? well, at first, we planned to redo almost everything related to Granite Falls ( in a project of Outdoor Retreat Xmas ) but as we randomly tested things and stuff, we discovered some missing stuff at Britechester ( University ) ... So, going to explore deeper and surely update the related K-Mods ...
After all, the K-Mods are supposed to evolve and be ameliorated :D
See you soon ;)
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someone-elsa · 7 months
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Soulmate Eyes: Mini goats and sheep (Default)
Default replacement textures for mini goats and sheep (Horse Ranch EP required). I retouched the body textures, too; made them more vibrant and bigger to make the eyes sharp. This makes the file quite big!
The in-game pictures above were taken with GShade on. Under the cut, you'll find unedited S4S pictures of the swatches.
For sheep, you have three files to choose from: 1) Maxis round pupils, 2) realistic rectangular pupils, or 3) Combo (rectangular pupils for the natural colour scheep and round for the unnatural). Furs are the same colours as original. Pick only ONE sheep file! Goats have only the rectangular pupils option. Fur colours are original, just enhanced.
More Soulmate Eyes: Click the ts4cc soulmate eyes tag on this post.
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(no ads or other nonsense!)
Patreon (free) // SFS // Curseforge
TOU in a nutshell: I’m pretty chill about people using the content I’ve created to create something new, just credit and tag me but don’t put the new stuff (or my original) behind any kind of paywall or sketchy links. Thank you!
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For anyone who likes, reblogs, comments, recolours… Thank you! ♥
@maxismatchccworld @mmfinds @public-ccfinds
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simplyacerola · 2 years
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whipped
pairing: steve harrington x gn!reader
pronouns: you/your
requested! takes place after s3, no s4 spoilers!
word count: 1.5k
masterlist! | request! | taglist form! | ko-fi!
(had to take out links to appear in tags :T all links in my pinned)
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the only light that illuminates the wet sidewalk comes from the streetlamps that have yet to turn off. the sun has already set, but the moon is covered by rainclouds. you hug yourself, clinging to the small shirt you decided would be a great outfit for a date. even though it near the end of summer and it’s supposed to be warm, the rain cools your surroundings significantly. 
you weren’t planning on walking home either, your date was meant to drive you home, as robin dropped you off. you shiver again as headlights brighten your surroundings. the drastic change in lighting momentarily blinds you, and you lift your hand to try to shield your eyes from the headlights. the car slows to a stop next to you, the driver rolling down the passenger side window. “(y/n)?”
the voice is immediately recognizable (despite your recovering sight). a smile spreads on your face and you approach the car, hand still on your forehead and the other hugged around your body. “hey steve.”
steve unbuckles, opening the passenger door for you by leaning over the center console. “do you need a ride?”
you airly laugh before nodding, wringing your clothes slightly before getting into steve’s car. “thank you.” you close the door, rolling up the window as steve turns the heat on in the car. 
steve buckles and starts to drive again (after making sure you buckled). “so, what are you doing walking in the rain?”
you sigh, leaning back in the comfortable seat of steve’s car. “i was on a date.” you look at steve as his grip on the wheel tightens. he makes a turn on the street. “robin dropped me off on time, but he was a half hour late.” a sarcastic laugh slips from your mouth as you hug yourself. “when he did arrive, he only talked about himself and his mom.”
“oh, so he’s a catch?” steve remarks.
“it gets better,” you lighten up, entertained by steve’s smug smile. “he even took it upon himself to order a side salad for me! like, what the fuck!” steve laughs with you, grip loosening. “it was so ridiculous. i told him to screw off, and he did. didn’t really think it through because he was my ride home.”
“it’s a good thing that i have nothing else to do.”
you lean your cheek on your shoulder. “you’re my knight in shining armor.” steve waves you off.
the only sounds breaking the comfortable silence are the tapping of the rain and your teeth chattering. “(y/n), you’re shivering really loudly.”
“oh really?” you tease steve.
“i have a sweater in the backseat. i was wearing it earlier so it’s not old or anything. you can go ahead and grab it.” you immediately take his offer, reaching into the backseat and feeling the soft texture of his sweater.
“i’m taking this shirt off, don’t look.” you notice steve’s unwavering smirk. he shakes his head and waves his hand at you. you shrug off your soaking top, throwing it into the back before quickly replacing it with steve’s sweater. the sweater holds a sense of security, warmth, and smells just like steve. you pull at the sleeves with your hands, cuddling into the warmth. “i’m good, thank you.” you look out the window, not recognizing the surroundings past the droplets of rain. “where are we?”
steve shrugs. “i thought you needed to cheer up, so i’m bringing you to the ice cream drive-thru since it’s still open.” you smile widely, placing one of your sleeve-covered hands on his shoulder (after clapping in excitement).
“you’re being so nice! you’re so nice to me.” 
steve’s face turns from the road momentarily, giving you a view at his flushed face and goofy smile. “you deserve it.” once you see the building, you recognize it. they have some of the best homemade ice creams, though you used to frequent scoops for unbiased reasons. he pulls into the drive-thru, rolling down his window. “you can get anything, it’s on me.” 
you put your finger on your bottom lip, dramatically thinking. “a mint chocolate chip cone!” steve nods, turning to the window to tell the tired worker. the worker soon returns with a cone and a cup in exchange for steve’s cash. he momentarily hands the ice cream to you as he parks. “how responsible.” you tease him, handing him his cup once unbuckles.
“shut up, i don’t want to get into an accident because i was too busy eating ice cream. too close to death when i was working at scoops.”
you unbuckle, turning to face him as you lick your cone. “i’m surprised you can still eat ice cream.”
steve shrugs, bringing his spoon to his mouth. “after all that time spent at scoops, i don’t think i can eat a cone for a while.”
“is that why you got a…” you lean forward (though, steve remains facing forward, eyes widening). “cup of whipped cream? it’s not even ice cream!”
“i told you, i’m pretty tired of ice cream.”
you laugh, pushing his shoulder. “i can’t believe you went all the way here to just get whipped cream!”
steve joins your laughter, lifting his finger to rebuttal. “hey, i paid for that cone! we came here for you, anyway.” you look down, listening to the rain as you continue to eat your ice cream. 
“(y/n),” steve interrupts. you look up at him, his face contorted into an unfamiliar expression. you hum, biting into the come. “you got some ice cream on your face.” you lift your hand, wiping at your mouth. “no, here.” steve leans forward, wiping his thumb on the other side of your mouth. his face is so close to yours, the ice cream being the only thing between you. steve finishes, “got it.”
“thank you,” you sputter. steve wears a small smile, eating a small spoonful of his whipped cream. he leans back in his seat, facing forward before muttering something. you tilt your head slightly. “what was that?” you ask, finishing the rest of your cone. steve’s face is illuminated by the subtle parking lot lights and the moon, as the clouds parted.
steve sighs through his nose before sitting up, looking at you as he places his whipped cream in the cupholder. you hold your hands together on your lap. “this is why you should date me instead.” your entire body freezes, eyes widening and heart pounding. steve takes in a shaky inhale at your reaction. “sorry, i’m kind of bad at this.” he anxiously runs a hand through his hair, leaning in slightly closer. “seeing you walking in the rain, cold and alone, i couldn’t imagine ever leaving you like that. i hate seeing you being treated like shit, because you deserve to be treated right. i would treat you right.”
“what are you saying?” you ask, afraid that you’re thinking something that he isn’t. the thought of steve reciprocating your feelings is everything you’ve wished for since you went to school together. you would visit him at scoops so often that you had to swear off of ice cream for a while, and your family video account is now unusually active. 
“(y/n),” steve whispers. “isn’t it obvious?”
you feel like your heart is about to burst, a wide grin spreading on your face. “you’re serious?!” you can’t help but release a lilted giggle. “i thought you’d never see me like that! i visit you so often and you’re always so casual.”
steve mirrors your expression, “i didn’t want to ruin our friendship! but you’re oblivious.”
“that’s why i go on dates, to try to move on from you. i thought it was impossible.”
he shakes his head, placing his hand on your cheek. “why do you think i took you to this ice cream place when all i got was whipped cream?”
you blink slowly, though your eyes flit all over his face as he leans in. though the center console remains between you, you lean into steve as much as possible with both your hands on each of his cheeks. you bring him towards you, finally kissing the person you’ve wanted for years. you notice an undertone of whipped cream on his tongue, but you’re overwhelmed by his comforting warmth. after being in the cold rain and eating ice cream, you welcome it. you pull away for air, giddy as you see his smitten expression. “you taste like mint.”
“oh, i wonder why?” you laugh, giving him a quick kiss before turning your head to his whipped cream. “steve, it seems like you’re a bit,” you pause, scooping a little whipped cream from his cup and dabbing it on his nose. “whipped.” a shit-eating grin forms when steve groans.
“i regret this already.” you poke his arm before kissing his whipped cream nose.
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eachuisge-cc · 8 months
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How to make regular TS4 clothing compatible with digitigrade legs: PART 1
This tutorial assumes you're converting for my digitigrade leg mesh used in my satyr legs and werewolf override, but it should also apply to any other funky-shaped legs you might want to do this with. Useful either if you want your digitigrade sim to be able to wear a piece of vanilla maxis clothing, or for converting cc (please get permission from the creator where applicable before doing so, especially if they make their own meshes).
I'll do my best to make this tutorial accessible to relative beginners, but I'm assuming that you already have some basic blender knowledge. If you don't, there are a lot of good tutorials that explain its clusterfuck of an interface better than I could, so I recommend finding a few of those and familiarizing yourself with the software before you continue.
You'll need Sims 4 Studio, blender, and potentially an image editor like gimp or CSP (anything that can handle transparency) depending on the clothing.
This first part will cover shorts and anything else that ends above the knee (along with some extra s4s stuff like category settings and CAS thumbnails that I do to make them look better and behave properly in-game); next section will cover long loose pants which is a somewhat different process, as well as cuffed pants, skintight leggings, and other things that might require some heavier editing and altering of the shadow map, UV, and textures.
Getting Started
Digitigrade base meshes are available for download here. Please don't reupload them unaltered, and I highly recommend not changing the edited part of the leg mesh (knees down, basically), or it may mess up their ability to match up seamlessly with other digitigrade leg parts. The most effective way to use them is to append them to the project you're working on and frankenstein them onto your mesh as needed rather than modifying the blend files themselves, especially if you're making WW parts since these don't include Turbodriver's rig.
Mesh Editing For Shorts
Shorts, miniskirts, and anything else that ends above the knee are great because you don't need to do much, if any, actual sculpting, and once you know how it's relatively quick to do.
To start, export the mesh for the shorts you want to convert the same way you did the legs, all LODs. If you're converting cc, it's possible the original creator won't have made proper LODs (some don't because it's incredibly tedious, but it's good practice and improves visuals and performance in-game), and if that's the case you might want to make some LODs, but I won't tell you how to live your life.
For this, I'll be using these base game vanilla shorts, since I need to convert them anyway. Because when I think of satyrs, obviously I think of khaki shorts.
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Yeah.
Append the digitigrade leg mesh via File>Append. navigate to where you put the legs, pick the mesh you want (make sure the one you're importing is the same LOD and frame as the mesh you're altering), select the object folder, and import s4studio_mesh_1.
You'll end up with a situation that looks something like this. Do not be alarmed.
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I don't know why it imports these things along with the mesh (there's a non-zero chance someone will yell at me for doing it wrong and it's not supposed to be like that) but in my experience you don't need any of it, so deselect the mesh and delete everything else that imported.
At this point, to make things easier on yourself, you'll want to hit numpad 3 for orthographic side view, set viewport shading to solid, and hit alt+Z to toggle x-ray view.
Take note of how many objects make up your mesh. For most maxis shorts (and probably a lot of cc ones) there are three that divide up the legs, and it's important that you maintain that number and don't remove/replace any of them, otherwise the mesh will be broken once you import it to S4S. It's finicky like that.
Select the digitigrade legs and go into edit mode, then select everything up to here:
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Separate this bit into a new object (P>Selection), then go back to object mode. Select the separated lower leg bit you just made, then select the lowest piece of the vanilla leg (select them IN THAT ORDER, very important), and hit ctrl+J to join them into one object. Go to edit mode for the newly joined leg bits, and delete the vanilla part, leaving only the lower piece of the digitigrade leg. If you've done everything right up to now, your mesh list will still look like this.
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or whatever it looked like when you started, plus the one appended mesh.
Now go back to the main digitigrade mesh and select up to here:
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separate it and repeat the process you just did, replacing the next leg segment up.
Now go into the topmost part of the vanilla shorts, and select only the leg part and delete it (it's almost always detached from the shorts in vanilla clothes and very easy to select, but with cc this might be a mixed bag and could take more time/effort to do). At this point you should have only the digitigrade leg and the shorts themselves.
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You now want to go back to the uppermost section of the digitigrade mesh and delete most of the top part of it, trimming it down so that the leg ends just inside the shorts.
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For a lot of shorts and skirts, especially shorter ones, this is all you'll have to do, but in this case I'm going to move those very top/front vertices back a tiny bit, just to make sure there won't be any clipping during animations. I also like to switch viewport shading back to material preview mode at this point to make it easier to see if there are any bits poking through that shouldn't be.
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At this point you join the upper legs and shorts like you did with the other two segments (again selecting the digitigrade mesh first and the vanilla shorts second) and by the end your objects list should be back to this:
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Now you're done, you can save and import to S4S. the digitigrade legs are already weight painted and have their UVs set up and everything so you don't need to do anything more to them, they'll just work, and as long as you don't edit the mesh or uvs they should blend seamlessly with the goat hooves and/or werewolf paws just like the naked leg.
Now do the same thing for the other three LODs. Maybe while singing a sea shanty to stave off the tedium (personally I like listening to podcasts while I do batches of these, it's kind of like knitting for people who love eye strain take breaks from your computer, kids).
S4S Categories/Thumbnails
The three main things you want to do with any digitigrade conversion are disable it for random, restrict opposite frame, and uncheck all occults. That should prevent any broken leg situations. Don't forget to apply to all swatches (I say this because I forget about 30% of the time and end up having to go back and fix it).
At this point, you don't have to do anything more. The clothes will function as they should in-game. If you want nicer looking thumbnails though, and you have the digitigrade werewolves override, there's one more thing I like to do.
Make sure all the thumbnails are blank and check only the werewolf occult in the categories tab, then save and load up the game. Find the clothing you just made in CAS (it will probably show up by default on werewolves of whichever gender you made it for) and cycle through all the swatches to generate new thumbnails that look like this:
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instead of this:
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Once all the thumbnails are generated, exit the game and export them all (if some of them appear blank, restart S4S and they'll usually show up), uncheck the werewolf occult, clear the thumbnails again, and re-import the werewolf ones. This ensures they won't randomly switch back to the human ones. And it's way faster and easier than making your own custom thumbnails with screenshots and cropping/editing, which is important if you're doing a large amount of these things.
And voilà, you've got your own digitigrade-compatible clothes. I'll be updating the tutorials as needed for clarity/any information I forgot to include, so please message me if something doesn't make sense or I need to go into more detail on something, and I'll edit it with more/better info. I also entirely learned this through trial and error, so if there's a better way to do any of it that you happen to know, tell me that too, this is just the best way I've worked out to do it.
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narunasims · 13 days
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pforestsims · 3 months
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New Everyday outfit based on H&M TubeTopSandals, plus six recolors.
Tube top Dress + Sneakers by Onyx
for AF & TF
Download (SFS) polycount: 2284
All morphs. Teen recolours repositoried to AF or standalone.
Shoes are Nike sneakers that I snatched from this outfit by @itsdiamondeyesuniverse (original s4 shoes by Onyxsims here) - combined with socks taken from 4t2 maid outfit by @mdpthatsme
More pics below the cut:
Enjoy!
update: check out these recolours by @loosiap
Sooo I've attempted to tweak the TubeTopSandals mesh and it just wasn't working for me. I added some polys to the torso, but fixing the sandals would require a texture edit. As you can see, 3 recolors resemble the H&M ones - I was gonna do a simple txtr replacement but then I changed my mind.
This mesh is not compatible with H&M TubeTopDress recolors!
I edited the sneaker UVs, so shoes are not compatible with textures used here.
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Stripey pattern comes from Knitdressstripes H&M outfit.
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I've included Psd file with layers and four unused textures:
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letomills · 7 months
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Download skins: SFS / Mega
A set of 22 geneticized & townified skins, including defaults for S1-S2-S3-S4 and the alien skin. Credit for the original skins goes to @whysim, Nat / @theboldandthebeautifulsims, @pooklet and Tea Leaf, thank you so much to them!
I did however make substantial tweaks and additions to all skins: • everyone TU-EU has the appropriate fat, normal and fit states (for the alien textures to show up as they should, please use Argon's alien and zombie fitness fix) • all elders have wrinkles, except on the alien skin (I used @simnopke's subtle wrinkles) • all toddlers have the cute toddler teeth and babies have no teeth, • teeth from Nat's, Pooklet's and Tea Leaf's skins were replaced either with ones from the Whysim skins or the ones used on @serabiet's Those Darn Skins, just because they're less bright and I like that better • all skins are compatible with sexyfeet (I just had to cover up a watermark on one of them iirc) • lowered the color temperature on Whysim BuffyHP Tan Skinblend TG (S2).
Complete previews of AU-EU faces and uncensored bodies (fat, normal and fit) are included in the download, which is why it's such a large archive (the skins themselves aren't particularly heavy, don't worry). Teens get the same textures as adults; children, toddler and babies have their own.
More details below.
Skins and links to the originals:
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Whysim Misc Skin Blend 32TG - Whysim Tifa 57 Edit TG
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Default S1: Whysim Misc Skin Blend 30TG - Whysim Misc Skin Blend 40TG
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Whysim Misc Skin Blend 37TG - Whysim Misc Skin Blend 31TG
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Default S2: Whysim BuffyHP Tan Skinblend TG (my edit: more pink, less orange) - Whysim Ashleydoll Blend Edit TG
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Nat Bambi Expanded 7 - Whysim Misc Skin Blend 19TG
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Whysim BuffyHP Dark TG - Default S3: Whysim Misc Skin Blend 29TG
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Whysim Misc Skin Blend 7TG - Nat Bambi Expanded 10
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Nat Bambi Expanded 12 - Pooklet My Poor Lover 06
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Nat Bambi Expanded 14 - Pooklet Mouseyblue Dusk Skin 03
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Default S4: Pooklet My Poor Lover 07 - Nat Bambi Expanded 18
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Pooklet My Poor Lover 08 - Default alien: Tea Leaf Stargazer MPL Zoen Blend
These skins are townified, meaning that new townies and NPCs that spawn can get them. They are also geneticized, meaning that they have genetic values that inform which skintones will be given to babies born in game. Basically babies will always get skintones that fall in between or on the skintones that their biological parents have, as is the case for the four default skintones.
You can see the genetic value that I assigned to a skin at the end its file name. Example: "1_Whysim_MiscSkinBlend32TG_0.05.package" → this skin has a genetic value of 0.05. The skins that are S1-S4 default replacements have respective genetic values of 0.1, 0.3, 0.6 and 0.9. For more info on that and to learn how to change a custom skin's genetic value, see Rikkulidea's tutorial.
If you don't want all 22 skins but just a selection, feel free to pick and choose and it won't disrupt anything when it comes to genetics (if you want to mix them with other skins however, you may want to make sure that all the genetic values really are in a sequence from lightest to darkest). If on the other hand you think 22 skins isn't enough, check you @esotheria-sims's 97 geneticized skins 💖
Please let me know if you encounter any issues or have any questions.
✨Future plans for body shapes: these here skins are regular skins linked to the standard Maxis body shapes. I will be working on showerproof skins for custom body shapes that will be repo'd to these skins, starting with Momma Lisa/Melodie9 fat male (edit: it's here!). It may take a while but in the end all 22 skins will come in showerproof versions for as many body shapes as I have the mental fortitude to do (making showerproof skins is an excruciating mix of requiring focus and discipline while being extremely tedious).
~
The F hair used on the titlecard is @fakebloood's SClub Haruki in dynamite - the M hair below the cut is AlmightyHat's Shorn in dynamite - the eyes in all previews are from this set by @serabiet - the eyebrows are defaults by Cavernosims.
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