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still a wip but working on some ts4 dog eye replacers :3
#gonna take longer bc you have to port it to small dogs too. fml //#also im working on a thing for someone else so itll take longer x2 //#scopophobia#sims 4#wip#ts4yougottacc#i have a bunch of shit i want to make that isnt very exciting to non players so ill make a cc blog soon....ish //
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second (final) question: 2.) i realised when messing around with material definitions that you can make double-sided textures (aka, they dont turn invisible from the back), should the cheek fluff be a solid mesh on each head, or a bunch of smaller hair cards? (hair cards mean a small flat texture sticking out of the model. it can improve the fur volume)
input needed from ts4 players
regarding the wolf head redo, i have a few questions to what people would prefer: 1.) the thick neck of the model is not actually Part of it, its done in game by a neck slider. i could mess around with the slider info to make them sim shaped again or leave it be, which one?
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input needed from ts4 players
regarding the wolf head redo, i have a few questions to what people would prefer: 1.) the thick neck of the model is not actually Part of it, its done in game by a neck slider. i could mess around with the slider info to make them sim shaped again or leave it be, which one?
#why can we not add multiple polls to a post. fml one second //#ts4yougottacc#text post#not art#ts4#ts4cc
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heres the (not rigged) Very basic shape so far, i need to see if that head reshape works w the vanilla body or not (im gonna add fluff to the back anyway, but still)
#also placeholder teeth i made in 5 seconds from a copied mouth part //#i think it looks................ok so far //#maybe ill be more on board when it has fluff added and ears //#scopophobia#wip#ts4yougottacc#ts4#blender
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:V bc this is going to be a teeth override anyway, the mouth + teeth are the same mesh
the mouth colour is just a plain material to make it easier to see the shape
slow progress bc im currently figuring out a separate romhack thing for someone but: werewolf mesh started! the eyes and nose are duped from the vanilla mesh, i moved the eyes further apart and backwards + the animations seemed fine, so im gonna work on the rest now
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slow progress bc im currently figuring out a separate romhack thing for someone but: werewolf mesh started! the eyes and nose are duped from the vanilla mesh, i moved the eyes further apart and backwards + the animations seemed fine, so im gonna work on the rest now
#(the weird nose bridge pattern is bc i havent remapped the texture yet) //#the vanilla meshes eyes are way too close together which i think contributes to the uncanny valley //#i coloured the sclera dark as a better preview 2 work with //#scopophobia#wip#ts4yougottacc#blender
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mesh complete! or at least stitched together the fluke shape + lower tail needs a little reshaping still
todo: - rig - test anims dont look terrible in game - uv map - texture
#but i hit the limit my messed up wrist can take for now LMAO //#im wearing a brace its just the act of clicking that does it. sigh //#the tail flukes are much higher poly than the flippers and dorsal fin but i dont really want to make that problem worse by increasing//#--their detail. the tails gonna be the most modified anyhow//#ts4yougottacc#wip#blender
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while im working on the fluke mesh, lmk what species of cetacean you want added as a swatch pattern :3
#i swear im not engagement farming its just i will literally default to “hourglass” “orca” “common” and “bottlenose” if not given a prompt //#big cetaceans are acceptable as well. humpback cachalot and blue are a must //#oo and maybe some fantasy ones like undead whalefall and robot <- scope creep happening in real time //#text post#ts4yougottacc#not art
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ok now im less embarrassed of the mesh heres the wireframe so far :3 the part under the flippers has one or 2 extra vertical loops but other than that im trying to keep the poly count as low as possible
#tail next! should be much simpler to do //#im gonna try to put those extra vertical loops to use on the tail flukes //#wip#ts4yougottacc#blender
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redid the flippers bc they were the wrong shape (and lazily meshed) + i realised the joining side was too narrow compared to a real dolphin flipper
its low poly but i need to address a tri under the joint so no wireframe wip yet
(sound of me planning too many cc projects) dolphin tail + ecco recolours maybe theres a handful of dolphin tails already but i want my own so i can tear parts out easily
#(makes a loop cut) (makes a loop cut) (makes a loop cut) "oh no this looks like shit (deletes all loop cuts)//#i dont think the tail flukes will be this annoying........hopefully//#wip#ts4yougottacc#reblog#blender#long post
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wip so far for the mesh, i think the flippers are too small + need work anyway but at least the verts line up
(sound of me planning too many cc projects) dolphin tail + ecco recolours maybe theres a handful of dolphin tails already but i want my own so i can tear parts out easily
#not that theyre gonna move much anyway //#im just terrible at making attachments neat //#(weird texture is bc im using a mirror modifier + then ill remap it) //#ts4yougottacc#wip#reblog#scopophobia#blender
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(sound of me planning too many cc projects) dolphin tail + ecco recolours maybe theres a handful of dolphin tails already but i want my own so i can tear parts out easily
#skyfins......... that would clip horribly but i need it //#ts4#ts4yougottacc#<- (block that tag if you're not interested in seeing ts4 stuff btw)#scopophobia#wip#blender
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CHEMICAL VAT - ts4 eyeshadow + lipstick
first cc! that i actually finished
non-random | 10 swatches (adjustable) | custom cas thumbnails link under cut! (simfileshare, direct link)
🌺terms of use🌺 ✔️ modding (please credit this post!) ❌ putting behind paywall or paysite
#my sibling requested the grilled cheese swatch LMAO //#sims4cc#ts4cc#ts4 makeup#ts4 eyeshadow#ts4 lipstick#ts4yougottacc
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drippy makeup set wip :3c
#i need to neaten it up more so imagine it better + in 40000 colours //#scopophobia#sims4#wip#ts4#ts4yougottacc
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slightly neatened up plan compared 2 original mesh things to remember later: - moving the eyes sideways without using the in game sliders screws up anims a tiny bit (idk how to approach this) - the back of the head on the vanilla mesh juts out like that bc its supposed to line up with the werewolf body, this remesh can probably have the back turned more into the sim version of the head back - not really sold on the neck mane fluff, maybe make it a separate thing - figure out where the vert loops all are + bones (im gonna try and keep this as close to vanillas poly count as possible) - vanillas nose overlay has been apparently broken for months (?!?!), figure out a solution
i got the sims 4 again! so im taking another stab at that werewolf overhaul attempt in 2022 my thinking is: making a "one size fits all" mesh overhaul for the face will be difficult and has a high chance to look weird so instead: im gonna do a bunch of face archetypes as teeth overrides (aka, a cute face, a scary face, a face with big teeth etc) that will support some sliders.......hopefully + also removing the werewolf body to make it more sim shaped and then adding in fluff as part of the teeth or accessory sets or something
#i could just do some edits to the vanilla mesh but if im gonna be tearing out that much i might as well like... redo it //#ts4#wip#scopophobia#ts4 werewolves#reblog#long post
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i got the sims 4 again! so im taking another stab at that werewolf overhaul attempt in 2022 my thinking is: making a "one size fits all" mesh overhaul for the face will be difficult and has a high chance to look weird so instead: im gonna do a bunch of face archetypes as teeth overrides (aka, a cute face, a scary face, a face with big teeth etc) that will support some sliders.......hopefully + also removing the werewolf body to make it more sim shaped and then adding in fluff as part of the teeth or accessory sets or something
#ngl im awful at rigging/modelling the insides of mouths so this may either be “sockpuppet” style mouths or i need to get good //#wip#the sims 4
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shes higher res than mado but tbh i just dont work well at smaller sizes, i think it will be fine
im working in mv anyway
so: i decided im being too precious over the game idea i Want to make being good for a first (kinda) attempt, so... project one is a yume nikki fangame the gimmick being that its based on "real" dream diary entries i made over the years, and the protag is nothing to do with it (a researcher maybe??)
#(this is a wip i need to chop it into layers before animating) //#reblog#wip#she doesnt have a name yet but i dont want to force one until a good idea appears //
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