Short story: it works (for me) and there’s some improvements YMMV.
Semi-long story:
If your computer / Sims 3 knowledge is basic avoid doing any of this, there’s very little support on the web and I won’t take any responsibility if you end breaking your game / computer.
Tested on Windows 10 1903 (x64) with the latest monthly update, this might work on Windows 7 but probably not on XP/Vista.
To run The Sims 3 under Vulkan you need three things:
a modern gpu with the lat
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) consi
Someone tell the devil there’s a chance of snowing this week...
After further review almost every pair of feet available for Sims 4 is too high-poly. I learned from my experience from Sims 3 that manipulating high detail meshes tends to stretch the UV map, making patterns and textures deformed at best.
So I’m resurrecting one of my (many) abandoned projects, this was supposed to be the original “Impossible Feet” for Sims 3 before I left it, partially because my understanding of B
Converting any pair of ‘Impossible Heels’ to Sims 4 is... possible (pun intended) because I can mix my workflow (Metasequoia for creating the shoes, Blender to fix UV/normals and Milkshape for the final touch) with Cmar’s S4CASTools. As a matter of fact you could only use Milkshape to:
separate shoes and feet from a .geom or .wso
scale the shoes to adapt them to S4’s new feet
rearrange the UV map
use S4CasTools for bone assignment
Yeah I know, not my best pair of shoes. The objective was to test Redheadsims slider, it remembers me to a similar one made by Cmar for Sims 3 many moons back.
I exported the mesh from PumpsHighPointed using S4CASTools and hastily modified it on Milkshape, I just wanted to make something ‘high’ so I didn’t care for shape, height units, texture distortion, LODs, etc. Then imported back the modified mesh, it’s a very simple process mainly because I’m just changed the shape of the origin