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    1. On the last update I was talking about converting Makehuman’s feet to Sims 4 and use it for my shoes, I also pondered about using other creators meshes. The problem with that approach is that the resulting shape is different from the one I’ve been using almost since the beginning,  that means making two version of the same heels: one for Sims 3 and the other for 4.

      Since I got confident using Blender 2.8 I decided to remake the original “impossible feet” that in its last version (1.8) consisted in a subdivided mesh from EA’s with 3D toes extracted from Bloom’s Sexy Feet attached, more or less. As I talked before, the impossible feet has dozens upon dozens of errors: double vertices, badly texture distortion, blockiness and more important: a big seam between feet and toes that makes open shoes design tricky.

      By using a dozen or so of vertices as base I duplicated the original mesh and fixed blockiness in arch and ankle while keeping everything as tidy as possible, this last step was important because from it the UV generated would be easier to manipulate and have less stretching. Then I reduced the polycount from makehuman’s toes and integrated it for real this time at the end of the modified mesh.

      IH2.0_FirstLook_1.thumb.png.da62e276c4b039dba66106682393b750.png

      Compared to version 1.8 this one is a little bit larger and wider on both toes and ankle area, something I’d experimented before but because the original lacks vertices where I needed I wasn’t able to apply the modifications. Why I didn’t re-used Bloom’s toes/feet? Because that mesh has a layout that works perfectly for normal feet, but gets harder to manipulate when modifying the shape, mine already has the shape it only needed (a lot of) refinement.

      IH2.0_FirstLook_2.png.c44e96a40c0f90709af197bbaa0aa98d.png

      *Wait a minute. That looks for the Sims 3, what happened to S4’s version?*
      Sims 4 version will be created from this one, which will keep the shape intact. Adding a second or third row of vertices without messing with the UV is doable on Blender, and the UV layout itself will be a lot easier to adapt.
      What I’m showing you represents a progress around 75%, I would be lying if I told you this has been a walk in the park, far from it..., but after several tests I’m very confident on the final result. So if you’ve already waited until this point I’ll ask you to wait a bit more.

      Starting to learn Blender 2.8 (even in its beta state) was a good decision, upcoming CC will show it.
       

      Thanks for reading!

    2. If you want to recreate your ME1 character from scratch in ME2 by converting slider values into a ME2 face code, here's how to do it. It's very simple, but you need to know what the slider values were for your ME1 character.

      CONVERSION TABLE:

      ct.thumb.png.9927827d38524be963e6000d27c87bd2.png

      Spoiler

      Slider Value:         1   2   3   4   5   6   7   8   9   10   11   12   13   14    15    16   17   18   19   20   21   22   23   24   25   26   27   28   29   30   31   32   33   34
      Face Code Value:  1   2   3   4   5   6   7   8   9   A     B     C     D     E      F       G     H     I      J     K     L     M     N    O     P     R      S     T     U     V    W     X     Y     Z

      Example:

      Spoiler

      ScreenShot00000.thumb.png.ff8a8e7cf5a735bff7a2f51755593a62.png

      ScreenShot00001.thumb.png.7044e69bbe1cedddea45cc249dce0c2f.png

      ScreenShot00002.thumb.png.b9097cec84e3d75ccd36e7f0d6e2e118.png

      ScreenShot00003.thumb.png.1106eb9ae46af94170b3b841e55ed36a.png

      ScreenShot00004.thumb.png.04777348a1fb4b5530737436f7628cbc.png

      ScreenShot00005.thumb.png.5cef323ed7b60491660de480f8496161.png

      ScreenShot00006.thumb.png.7c84219407ccc8e97324b1221f84e886.png

      ScreenShot00007.thumb.png.c60642effb29b18adaafa4e12afecb0b.png

      Below are the slider values and the corresponding face code values according to the conversion table given above. Note that * is the value for the scar slider which isn't supported in ME2.

      c.thumb.png.8b8f615519448dd77e78a7b7c2290b2b.png

      Spoiler

      7    5    3    11    ||    31    12    16    16    1    12    12    ||    1    10    15    16    16    1     1    ||    20    1    1    10    ||    10    1    1    16    16   ||    6    5    11    ||    4    9     16    4    ||    6    1    6

      7    5    3     *     ||    W      C      G      G     1     C     C     ||    1     A      F      G      G     1     1   ||      K      1    1     A     ||    A     1    1     G     G    ||    6    5     B     ||     4    9      G    4    ||    6    1    6

      Now let's put all these values into groups of three and add a dot between each group in order to form the face code, ignoring the value for the scar slider (*)...

      ME2 Face Code:     753.WCG.G1C.C1A.FGG.11K.11A.A11.GG6.5B4.9G4.616

      Here's how it looks like in ME2:

      Spoiler

      ScreenShot00056.thumb.png.94cbdb842b08fd5369aebbc82f4e2375.png

       

      PS. If you want to get ME1 slider values from a ME2 face code (i.e. the opposite of the method described here) you can use this tool here.

      Spoiler

      me2tome1.thumb.png.5b0a8c52616098a264b142636a5afcab.png

       

    3. Finally got some time to start on issue #2. Wendy is trapped in the Fallout world and as confused as ever. With the help and advice from lots of folks here and in the community I've upped my production values for this issue.  Modded my environment and I have to say the outdoor shots look much better.

      In any case here's a sneak peek at page one before inserting dialogue and other graphics.

      Enjoy!

      Page201.thumb.png.4227db967490a1cc445fe18f60fa7fbe.png

    4. The first clothing and armor mod for the Androgyne body is now available!  Check out Raider Sluts and Slaves for Androgyne Type3!

      Promo.jpg

      I'm going to take a short break from modding but when I return the next project will be more Androgyne race specific clothing (merc outfits, gamblers, prostitutes, etc.).

       

       

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