digitalangels: (Default)
Hey 'sup?

I copied the last tutorial from Livejournal to here as well as updated some older posts a little. Doubt I'll be adding new tutorials anytime soon and this was mostly a precaution in case they completely close down Livejournal or delete all blogs or something, I didn't spend hours writing tutorials, taking and editing pictures just for them to be deleted goddammit!
digitalangels: (Default)
Reposting this here since apparently Livejournal doesn't allow anonymous comments anymore and could be that the site will soon disappear for good anyway. This was originally posted to tumblr and then to livejournal and now finally here too.

Click to read the tutorial )
digitalangels: (Default)

It's tutorial time again!

This time we'll be adding morphs to clothing using the good old manual method aka doing them by hand. If you'd prefer having the process automated there's tutorial for that here (and related files here). I actually like taking my time tweaking morphs so I like doing morphs by hand.

For this tutorial you need the following things:
Optional things to grab (= recommended to grab for convenience):
In this tutorial we'll start with the easiest one: fullbody mesh then we'll do bottom and lastly a top. This is because full body and bottom are more alike than a top is to either. I recommend doing them in such order actually, try first with body mesh, then bottom and finally top one.

Without further ramblings.....

Basics about adding morphs to full body mesh: )

Bottom morphs... )

Top morphs.... )

Extra notes: If when you're exporting the mesh you receive note saying something like "MORPHMOD "~MORPHMOD.1" has face count missmatch" it means that you've either:
1. accidentally duplicated multiple groups at once so it has parts that shouldn't be there. Or you might have accidentally deleted some part of the group.
2. the morphrefnumber you gave to your original group doesn't match with the morph. Make sure the numbers are same so if group has MorphRefNum: 0 then the morph groups should be named beginning with ~00. If it's MorphRefNum: 1 then the morph groups should start with ~01 and so on.
If it's the latter case simply fixing the numbers should work. If it's the first case then you'll sadly have to start over, it's easier than trying to manually fix things trust me on that.

And that's that. Hopefully it's clear enough to follow and if not ask and I'll explain in deeper detail.
digitalangels: (Default)
Update 2022: please note that while this method still works there are easier ways to extract Sims 4 files nowadays, for example S4Studio but I'm too lazy to rewrite this so it is what it is. 

It's tutorial time again! This time we'll take a look at converting accessories, basically the methods I'll go through should theoretically work also for converting stuff from other games but of course each game has it's own ways for extracting the files etc so there's no way I could cover it all so I'll stick with Sims 3 and Sims 4. This tutorial is split in parts, first we'll go through how to extract files from Sims 3, then go through how to extract files from Sims 4 (custom objects only for both) and then how to create the new mesh file and texture for Sims 2. As an extra I will also show how you can make morphing accessories (morphing in this case meaning that it will move with the face instead of being stuck in one height) To prepare you're going to need few things:

Sims 3 stuff (if converting from Sims 3):

Sims 4 stuff (if converting from Sims 4):

  • S4pe
  • These milkshape plugins by WesHowe to be able to import Sims 3 files to Milkshape (yes you'll need these for Sims 4 files too since they don't have their own plugins (yet?))
  • S4CASTools by CmarNYC

Sims 2 stuff:
  • WesHowe's UniMesh plugins for MilkShape (pretty sure most already have them but if you don't now at least install them)
  • SimPE - Bodyshop (Ships with the game)
  • Sims 2 base meshes, these aren't necessary but help some (Serenity-Fall has them extracted around half way down the page here, search for line; "you can download TS2 body bases here.")

Other required tools:
  • Milkshape obviously and a registeration key for it
  • Image editing software, you need one that can handle DDS files as well as the DDS plugins (but if you've installed SimPE and used it for any kind of texture editing you likely already have those installed). I'll be using Photoshop CS3. (You can grab *cough* free CS5 or CS6 version here*cough*)
  • Something to extract rar/zip files but I believe most people have those by default

And just because I like reading and comparing methods myself here are some other accessory tutorials I've found useful: EXTRACTING SIMS 3 FILE FOR CONVERTING: )EXTRACTING SIMS 4 FILE FOR CONVERTING: )CREATING THE TEXTURE AND MESH BASE IN SIMS 2: ) CHANGING THE SIMS 2 MESH TO THE ONE YOU EXTRACTED ) EXTRA: MAKING ACCESSORY MORPH WITH THE FACE )Phew, 110 pictures later it's finally done. Ask and comment if some part is confusing and I'll try to clarify.
digitalangels: (Default)
This tutorial will cover over how I make eyes, it's not the "correct" way to do them since there isn't such thing as correct way and everyone should just concentrate on finding the way that suits them. But after over 50 eyesets I dare say that for me personally this is the "correct" way to go through the whole process. (as far as the speed and quality go that is) We'll go through both photoskinning eyes and drawing them (drawing as in: creating texture from scratch) and finally I'll also cover my super lazy (and efficient) way to recolor them. Without further ado...

You'll need:

  • Bodyshop (obviously) & the basic know-how on using it because I won't cover that part.

  • Picture editing program that supports layers (I use Photoshop CS3 in this tutorial)

  • If photoskinning eyes the photo of the eyes you wish to use, the bigger and higher quality the better (I'll use picture from facity.com in this tutorial)

Optional:

  • Drawing tablet if you wish to draw eyes (it can be done with mouse too, I usually only use tablet for drawing the catchlights) In this tutorial I won't be using it at all though.


Step 0. So for the starters, open up bodyshop and pick eyes to use as base. It's probably a good idea to choose one that already has sclera that you like so you won't have to swap that out later. Also if there are options choose eye color that is very light, I usually try to pick light gray or blue or if such exists white. Start a new project with your chosen eye, name it something you can recognize and then navigate into documets > EA Games > Sims 2 > Projects > Your project name.
Photoskinning eyes )
Drawing Eyes )
Making the Swatch (optional step) )
Recoloring the eyes )
And that's it pretty much. Anything written here can also be used to edit existing eyes, you'll just need to extract their textures first for using. If there's anything more anybody would like me to cover lemme know and I'll try to update this as soon as possible :3
digitalangels: (Default)
2022 edit: Please note there are now better tutorials for this, for example BlueHeavenSims posing tutorial (search for 'Comprehensive Posing Tutorial')

I've been meaning to write this for pretty much months now but I couldn't bring myself up to doing it sooner. Anyway this is heavily based on Jasumi's Tutorial at Sim Oasis so a lot of credit for this goes to Jasumi. My main goal was to write this tutorial as simple as it just is possible so for those who are more familiar with the tools etc. this might feel like I'm thinking you're stupid. I simply wanted to give my best shot at making this so simple that everyone should be able to get a working box made on their first try.

Tools Needed:
  • Milkshape v1.8.0 or higher: Here (You can find Keygen here and I believe this serial should also work, it's the one I used back when I installed it pretty sure you can also find more of those if you google a little)
  • SimPE (newest version): Here
  • AniMesh Exporter: Here
  • Sim Body with Skeleton: Here
I'm not going to go over how to install those above since in all fairness, if you can't do that without help just step back and try something easier first, this tutorial will be too hard for you. Basically you should at least have some experience with SimPE, the rest you can learn as we go, for example I had no idea how to operate Milkshape when I started but the best way to learn using that is to just try things out yourself. I'll try to give out all the neat tricks I've figured out as we go. Anyway this tutorial is divided in three parts:

1. making the poses in Milkshape
2. Putting the pose file together in SimPE and
3. Making the actual posebox.

We'll go over the pose making first since it's basically the simplest thing in this. (Honestly though it CAN also be the hardest part depending on what kind of pose you're trying to do) Also I've written this tutorial between making couple of different poseboxes so you might notice that for example the pose I made in milkshape is not the same pose as what I used in the example for the pose-file building and to complicate things further they also aren't the same poses in the posebox building part. (oops) but so without further ado...

PART 1: MAKING YOUR POSES IN MILKSHAPE ) 2. Putting the pose file together in SimPE )And there it is, like hundred years late but at least it's finally done. I'll try to answer questions if somebody has them although I'm not sure how well I'd actually do at that, pretty much everything I know about this topic is already written in this tutorial and I tried being as thorough as possible. (well except the couple/group poses and using furniture/accessories in the poses part but I'm working on writing a tutorial about those too.) I'd also be happy to hear if somebody actually succeeds at making a posebox with this tutorial because then I'd know I didn't waste all those hours writing it out. ^^U

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