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Showing content with the highest reputation since 02/06/2016 in Status Updates

  1. I’ll eventually write a tutorial or at the very least some loose notes to get this result:
    2 points
  2. Quick and dirty trick to reduce contrast on textures for Sims 3 Why reduce contrast? Because DDS compression (DXT1 – DXT3 – DXT5) absolutely sucks when compressing pixels that go from near black / white to neutral gray: It might look like no big deal on a 3D editor but once in the game these artifacts and other DDS-attributed defects (like ringing) can be easy to detect. So besides modifying the lighting, material, UV size and baking settings inside Blender you can easily just use an image editor that allows modifying levels using curves (in my case PaintNet). Just be c
    2 points
  3. 2 points
  4. Sooooo, my break was cut short for obvious reasons and making/uploading stuff is a good opportunity for me to relax a little (which is somewhat ironic because in the past making mods was a big source of stress). Thankfully I found that using ‘Blender 2.8 beta’ along with an old version of Meshtoolkit was the culprit behind some problems with meshes above 10k polygons (like getting holes on the seams). With that out of the way you’re going to see bigger meshes although I don’t intend to get anywhere close to the 30k limit for shoes (the example below, which will be shared this wednes
    2 points
  5. Some simple and not-so-simple accessories to close 2019 (yes, I’m aware that’s not how laces work ).
    2 points
  6. I updated MedBod 1.9 to remove some lines around the boobs, if you don’t go beyond the default size probably you haven’t noticed it yet, in that case you can skip this update. Before: After:
    2 points
  7. Where to learn how to use Blender? Well, everybody and their grandmas have already uploaded hundreds of videos on youtube, but I believe CG Boost have some good tutorials that teach the basics and then some. From there you can go to Grant Abbitt, Blender Guru and Jayanam and the rest is just practice.
    2 points
  8. So the very basic textures I’m baking on blender (mostly for garments) have three components: The ‘color’ which has all elements (straps, borders, laces, etc) delineated with low contrast lines The ‘roughness’ in which you control how reflective each element is: black is like a mirror and white is the opposite And the last one is the ‘normal’ that allows you to fake depth, black elements wont “protrude” while white and grays will. This image is connected to the height of a ‘bump’ node and both ‘strength’ and ‘distance’ are below .2 NOTE: Both roughness an
    1 point
  9. To be totally honest with you most of the detail showed here disappears when you bake it into a 1024x1024 texture but even then what’s left is good enough
    1 point
  10. From this: To this: “Simple Lingerie” accessories (and maybe stockings) are going to become a little less simple... and that's a good thing!
    1 point
  11. I was looking into making some procedural textures using nodes, but every tutorial ends in a monstrosity like this one (and the image just shows half of it): Which isn’t necessarily a bad thing because of the power of making something completely modifiable to the smallest detail. But then I remembered “Blender can also use DIY patterns” and then made this in less than 5 minutes: Obviously is doesn’t generate as much detail as a procedural texture, but for the stuff I make you’ll hardly notice any difference. TL;DR: sometimes being lazy does pay
    1 point
  12. Friendly reminders: Every single piece of CC made under my name is free, forever. Avoid scams I only “exist” in two places: Loverslab and NSFWmods. No twitter, no facebook, no discord, no tumblr, etc No rules, no tou, no nonsense. Like my stuff? Download it. Want to modify it or even port it to other engine? Don’t even ask me, do whatever you want
    1 point
  13. This is the node setup for Viper, nothing spectacular although it worked pretty well for making several textures from a single 512x512 tile. Some notes: The ‘RGB Curves’ node allows two things: changing the image to “neutral gray” using the ‘color’ slot and then modifying the contrast using the curve, more or less like photoshop does The ‘ColorRamp’ node, when connected to the ‘roughness’ was used to determine which sections of the texture where shiny or opaque, also I used it for the mask (not showed here) because you can add your own colors in this case I use it to change
    1 point
  14. Simple masks can be done a lot quicker (and precise) using Blender too. Blender_mask.mp4 You can do the same for the alpha (white over black canvas) and save it separately, then you can use DXTBmp, GIMP, Photoshop, etc. to join them and create a 4 channel mask.
    1 point
  15. Besides some crashes (don’t forget to save frequently!) I’m liking Blender 2.9 so far although I still need to check add-on compatibility.
    1 point
  16. Repost(?): some youtube channels with tutorials for Blender Josh Gambrell for hard surface modeling and tips to clean topology Cédric Lepiller for non-destructive modeling (even if he uses a paid addon of his own you can learn the fundamentals from him) CG Matter has a lot of different videos but I find the ones that shows how to use nodes, including a full course, very helpful Jayanam is one of the few that centers in making low-poly game assets which are the best to start learning, also develops free addons Bonus: This tutorial by CG Boost is still one of the
    1 point
  17. One thing I admit my shoes are lacking is in the texture department, literally I use one shade of gray and even after increasing the polycount the way illumination works in The Sims 3 makes my CC look “flat”, or at least that’s how I perceive it (patterns help but not enough). In the past I avoided generating textures for one main reason: The texture space for shoes is extremely small so details get lost or blurred at best and I don’t want to make 2k/4k textures to compensate nor make them by hand. So I’ve been experimenting trying to find a way to add just the right amount
    1 point
  18. Femshep hair updated:
    1 point
  19. 1 point
  20. 1 point
  21. Meshtoolkit IS the essential utility for modders and I’m grateful to Cmar for making it. My only issue is that, sometimes, severe deformation and clipping appears on the fat morph when using the ‘Auto-create’ function. Of course the blame its on me because I’m trying to make stuff the game was never intended to have, it seems making skimpy clothes for a “meatier body” is a recipe for disaster… (Here you can see face deformation and clipping on a garment after auto-creating the morphs) In the past I took the offending mesh and tried to fix it using Milkshape but that takes a lot
    1 point
  22. Eyebrows are the most important feature in a sims face, is the very first thing I choose before making or editing one. Sadly it seems creators have stopped making them so at first I was testing adapting eyebrows from Sims 4 with the help of this tutorial, the problem is the texture gets scaled and stretched plus, in my humble opinion, it hardly resembles the original thanks to the differences between S4 and S3 meshes/uv map. So I said to myself “fuck it, I’ll do it live” and used Blender to paint directly into the mesh. It took me several tries to get it “correctly” because I don’t have a
    1 point
  23. This was the final upload of the year, for real this time. In other news I’m going to take a break from modding until at least late-spring. Friendly reminder, everything I had released so far is free so if you ever give money in exchange someone is scamming you. Loverslab and NSFWmods are the only sites where I upload my CC. Enjoy the holidays, hopefully we will survive 2020.
    1 point
  24. +2 years in the making… yep, I’m that slow
    1 point
  25. So when using 1.9 with OWK I’m having an issue where the sim keeps her shoes when entering the shower, doesn't happens in vanilla. I think there’s a setting for that so it shouldn’t be an issue for the ‘default replacement’ version. Besides that everything works “fine” or at least equally as MedBod’s prior versions and will be ready to download this weekend with some stuff to go with: As you can imagine one was edited using Blender and the second was “simple enough” to be made using Milkshape. I forgot, and probably also this:
    1 point
  26. After several experiments I think I’m getting close to almost eliminate clipping and all the little errors that plague my “revealing edits”, this one seems to work so far: The bad news is that before releasing it I need to re-make the infamous MedBod, is something I’ve been postponing but thanks to all the stuff learned I think at the very least I could fix the double vertices and UV problems on both top and bottom meshes.
    1 point
  27. A closer look to today’s release (compression artifacts aside).
    1 point
  28. Everything was so difficult, no matter how hard I tried I couldn’t make sense of even the most basic of concepts. That frustration was the fuel to keep trying, the process was painfully slow but the learning experience made it worthful. And after all the problems -past, present and future-, I don’t feel like stopping. Thanks to Loverslab / NSFWmods’ admins and the people who shared their insights, created the tools and paved the road for the rest of us. And finally to EA, your heroics shall never ever be forgotten…
    1 point
  29. Weird, the heels’ mesh is what caused the feet to deform which is a first; also it didn’t happen on earlier versions so something occurred at the last step. That means the Impossible Feet 2.0 is safe for use. So I’m thinking on something easier to complete for my first CC of the year, should be ready this weekend:
    1 point
  30. Impossible Feet 2.0 updated with the original blender file.
    1 point
  31. Love when I find a bug at the very last minute: Hopefully it will be fixed for next week, wiil prepare a second option just in case.
    1 point
  32. When I decided to get into modding I chose one simply rule: make stuff you’re going to use. Last year I bought Sims 4 and a couple of expansions and I was committed to port my CC, there’s a couple of them already on the download section. But then I started to play the game less and less to the point it became a chore, I was hoping the latest expansion would allow me to regain some interest but it didn’t. I also tried several mods but the result was the same, so I’m abandoning TS4 for good, my apologies to the people who were left waiting. I’ll continue to make CC for Sims 3 under the
    1 point
  33. I will delay the heels for Sims 4 one week, I need to refine the UV for the feet even more so stockings and alike look OK(ish).
    1 point
  34. After testing both S4Studio and S4CASTools I decided to stick with the latter, S4Studio isn’t bad and as a matter of fact my first two releases for Sims 4 were made on it (and will continue to use it for texture accessories), unfortunately for me it relies heavily on Blender for anything related to meshing. On the other hand S4CASTools uses Milkshape a program I’m familiar with to the point making my first “Revealing Edits” for Sims 4 was quicker that I initially thought.
    1 point
  35. CC for Sims 3 will be uploaded tomorrow friday: 2 pairs of heels, 2 pairs of boots and one choker. In other news I made my first public releases for Sims 4, I was planning a corset but Blender did not like it and I remembered how much I hate that damn program. Hopefully Blender 2.8 will fix all naggings, looks good so far.
    1 point
  36. It was supposed to be a very simple edit or as I call it a “one sit and done”, but as a cat avoiding a bath this project did everything to test my sanity and in the end I was not going to let it beat me. It’s far from perfect but it works and the texture was not completely destroyed in the process. Yes, I remember saying “no more boots”…
    1 point
  37. 1 point
  38. Outtakes from today's releases:
    1 point
  39. Long story short: I will adapt more textures to my latest mesh, need to fix some things first but I've plenty of time before mid-june.
    1 point
  40. Well, if for any “reason” I end november without an upload don’t fret, good news are I’m accumulating CC to share Also friendly reminder: I make CC because I want, translation: I don´t and will never accept money for it, ever. Also loverslab and nsfwmods are the only places where you can find me.
    1 point
  41. A little bird told me about these shoes: My first reaction was "Something looks familiar", thepopupshop used the "Impossible Feet" and adapted MrAntonieddu's Cruel Sandals to them. My only recommendation is to scale down the soles and to remove duplicated textures, beyond that everything looks nice considering the mesh is incredibly high-poly. I remember when Mikshape 3D almost crashed when I tried to edit it, I had to abandon that project and I like someone else succeeded. If you also you want to use the Impossible Feet my recommendation is to extract the pair contained in ImpH
    1 point
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