#screenshot tutorial
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sculkapologist · 5 months ago
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I finally finished a NEW CUSTOM MAP ART!!! "Visitor," a portrait of an enderman, is extra exciting because it's my first full-palette map painting, meaning I used block height to access all the highlight and shadow colours available!! More on the full process under the cut, but the short version of what this means is:
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ITS A VERY COMPLICATED CONSTRUCTION. I created the art, then planned and built this manually, without any mods or schematics for construction. Huge props again to everyone else in the server for helping me gather all the materials to make this absurd thing possible!!!
This was the original art I made for it! I'm a huge fan of the "compressed" look of the vanilla paintings, so I've been starting with a large image and shrinking it down, though there were a lot of pixel tweaks to get it to read well. After shrinking it to 16x32 (for an art made of two maps), I convert it to a limited palette that I've set up to match the colours minecraft actually has available:
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The map palette is actually tremendously limited, so figuring out a painting that will still look good with that constraint is a challenge in and of itself!
Anyway, the way minecraft maps work, a block that is Taller than the block to the north of it shows up with a slightly lighter colour, and a block that is Lower than the block north of it shows up on the map with a slightly darker colour. So when making a key for this one, I marked all the squares with a little arrow if it's the lighter or darker version:
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Each "pixel" here is a full stack of blocks on the mapped area: 64 blocks, 8 rows of 8. In order to achieve the affect of every block in a given pixel being taller or shorter than the block to the north of it, dark and light shades need to staircase either up or down. Because staircasing downwards in survival sounds even worse than this madness, I did some planning to make sure each of the "downwards" staircases would touch the ground, so I could simply staircase up from south to north instead. This involved figuring out how many up and down movements were in each individual column and planning out 32 little layouts:
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It's worth noting that if you look up minecraft map art on Youtube, most of what you'll find is either, the simple realisation that placing blocks allows you to make custom map art, or an explanation of how to use a generator that will let you plug in any picture and then produce a schematic for you. It's very cool that these exist, but I wanted to do full palette art myself, without an auto-generated schematic, and at the time THERE JUST WEREN'T ANY TUTORIALS FOR HOW TO DO ALL THIS?? Now, having the experience of finagling all this, i think perhaps the reason is that this is a mad undertaking.
ANYWAY: PROGRESS SHOTS!!
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I actually love how the staircases look..... its like some kind of modern sculpture
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Fewer shots of the second half since I did it on call with friends; the last screenshot is one Thren took of me activating the new locked map to use for the gallery.
Once these paintings are done, I lock the finished maps, make copies, and stock them in the art gallery so other friends on our server can also put these paintings in their homes! It's a lot of work, but really rewarding to see my art decorating various buildings around the server. ;u;
I have one more custom full-palette painting I've done the art for and gathered all materials for; I still need to do the full key and plan staircasing for it before I can start, but HOPEFULLY if my resolve doesn't waver there'll be at least one more of these!!
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buglaur · 1 year ago
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shots from messing with my reshade and decorating the pub
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whitherwanderer · 2 years ago
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Pride Backlighting Tutorial
A few people have shown interest in replicating the pride backlighting I did, so hey, here’s a quick tutorial below the cut.
Enjoy, and happy Pride Month. 🏳️‍🌈
STEP 1 — SETUP
First thing you’ll want to do is find a suitably dark background to bounce the light off of. I use the White Screen housing item dyed Soot Black, available from the Housing Merchant or Apartment Merchant in any of the housing zones for 3000 gil.
I line up 2-3 of them for coverage, but one will do if you're trying to be frugal.
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If you don’t have an apartment or an FC room to use, try asking friends, FC mates, or even folks you share a Discord server with. You might even find someone who already has a studio space set up and is willing to let you use it!
Lighting in your studio space should be 0 (though you might have success at 1 as well), so make sure to adjust that or ask the studio owner if they can make that change before you start posing.
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STEP 2 — GPOSE
Position your character(s) just a little ways back from the edge of the screen. You want some space between them and the screen so that the lighting can float there without casting a weird circle on the wall.
Hop into /gpose and bump up the “Manual brightness adjustment” to about 120 or whatever level allows you to see your character well enough to pose them. Pose to your heart's content.
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STEP 3 — LIGHTS
Here’s the fun part. In the Light tab of the Gpose menu, switch all of your Light sources to Type 1, which has the shortest falloff radius (meaning it doesn't reach as far as Type 2 or 3). I also set all of my lights to one strong color to differentiate them while I worked on lighting—red, green, and blue, all maxed out at 255 (for now).
Swing your camera (still on all default settings) around to your character’s back and up above their head a little ways. This is where Light 1 (red) will go.
Now pan your camera down at about mid-back height and set Light 2 (green) there.
Pan your camera down one last time until you have a nice shot of your character’s butt and set Light 3 (blue).
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Spin your camera back around and enjoy this nice little macaw-colored gradient.
STEP 4 — CAMERA
Set your camera angle.
The way FFIXV’s lighting works is partially dependent on how much light is in a shot. It will adjust a lot like your eyes do when you’re entering a dark room from a bright room, or vice versa. Your zoom level and camera angle are going to directly affect the lighting, so set this before you start messing with light strength and color. Sometimes this means weaker lighting will actually light your character better.
I ended up bringing my lights down to around ~160 and boosted the "Manual brightness adjustment" up quite a bit to get lighting I was happier with.
For a straightforward vertical shot, I like to have my Field of View (FOV) at 200 and of course my rotation is set to 90. Zoom in or out as needed. Remember to save your camera angle if you plan to pan around and fix things!
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STEP 5 — COLOR
Make it ~queer~.
Take your flag of choice and pick out 2-3 “main” hues. Generally these will be the strongest hues in the flag, if not the only ones. Some flags, like the Pride/Progress/Intersex-Inclusive flag itself, are difficult to replicate for the sheer number of colors that are in it. You can loosely represent a rainbow with some adjustment to the RGB colors, if you’re determined to have a whole rainbow in there.
Shader Note: I recommend picking a shader preset that doesn’t mess too much with color so that colors are represented correctly. You may need to adjust light strength and “Manual brightness adjustment” to be compatible with your preset of choice. Bloom will also heavily affect the way your colors are showing up, so you may need to tone down the bloom FX or toggle it off entirely. This all depends on your preset, however.
If you’re not into RGB math, here are some cheat sheets! Not every flag is represented here of course, but I tried to cover as many colors as I could so that you could grab a color from another flag as needed! Please note that colors will need some adjustment for your own screenshot, presets, and preferences.
And that’s it, y’all! 🏳️‍🌈
(Open this image up in a new tab for more detail.)
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These were taken using a heavily customized shader for that nice glowy effect.
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dandysimsxx · 6 months ago
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♡ How to move Eyelash CC to new Eyelash category in 30 seconds ♡
It's super simple to move all of your existing eyelash CC to the new category in CAS using Sims 4 Studio ♡ྀི ₊
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dengswei · 3 months ago
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I LOVE this set and i was wondering if you could pls explain how you did the text, including how you added texture to the ripped text and the highlighting/circling/etc of words? thank you for posting your beautiful gifs 😊
thank you!! 🥺 & of course! (photopea tutorial)
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the majority of the texture for the ripped paper effect i can't really take credit for it's on the paper it's self all i did was make the paper white (because the texture was yellow) and used curves to darken the texture), i got the texture from one of photopea's templates but it seems their whole template section has changed drastically and no longer has like anything i used to see before ???? so i'll just share both versions here:
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(original & my edited version)
for the ripped parts i just played around with this brush set in the plugins
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once i decided which of the paper brushes to use i had a new layer and used it where i wanted, so top left in the gif above, i clip masked the paper texture (and the adjustment layers as well) onto it so you get that ripped effect (if you don't like or want to add to that you can always use the brush tool again (or the erasure tool) set as the paper brush to add or remove sections i did this a lot when i realised certain words i wanted to show weren't on there (also changing the size of the paper brush when wanting to add a little bit or take a little bit away was a massive help)
i also always add a drop shadow to my paper textures, the settings i used is mostly the same EXCEPT for the angle for all of the ripped paper (it's also my text drop shadow settings) because depending on how the ripped paper looks you might have to change the angle
also i know in the screenshot below it's on but make sure the use global angle is off if you're going to have multiple different angles of drop shadow in your one gif (so if you want your paper texture on 125° but anything else on 60° the global angle needs to be off but if you want them the same then you can keep that on, which is why it's on for me because the angle is the same for both the text & the ripped paper) (and by text this isn't the text on the ripped paper, there isn't any drop shadow on the text itself there, just to clarify this was for my "ripped paper text tutorial by dengswei" text)
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as you can see i also clipped my "handwriting" text to the paper layer this is so it stayed on the paper rather then going onto the gif itself (and it saved the fiddly part of masking it away & it felt more authentic this way too)
i found for me it was easier to seperate the text line by line so i knew exactly which part of the text was on which and if i wanted to change anything either it being a typo, changing the paper texture, or wanting a different word on a different line it was easier that way because it didn't end up messing up all of the text (though you don't have to do it that way, it's just what worked for me here)
font i used was: vag-handwritten (a default photopea font)
all of the next part needs to be above the text on your ripped paper:
for the highlighting, circles, and the lines it's pretty much all the same, i chose the colour which matched the gif (so say purple), for the highlight used the rectangle select & colour fill tools and set that to multiply & then played around with opacity (for most of my highlighting it's set to 50%), for the circles it was the same except the circle shape tool (no fill just stroke) set to purple, set to multiply, with 100% opacity (i found the circles looked better with 100% on some gifs depending on what colour i used), & then duplicated it once or twice and then just moved each circle to where i thought it looked best & the double lines is also the same using the line tool, set to multiply, & playing around with the opacity, & positioning them where i like
for the squiggly lines, the hearts, the 3 small doodle lines at either side of a word, & any other doodles i had on there i doodled them myself with my drawing tablet (you probably don't have to use a drawing tablet i just found it easier that way) using the free pen tool and then did the same thing set it to multiply and played with the opacity
if the colour you choose looks too dark or too light with it set to multiply either try a lighter/darker colour, try out something else like lighten, or screen, or increase/decrease the opacity more (i found i had this issue with the yellow being hard to see on the white paper so i used a darker yellow and kept everything at 100% opacity rather than 50%)
hope that helps! and please if anything is confusing or you want to ask any more don't hesitate to ask i know i ramble on a bit and it can sometimes get a bit confusing 🤣 or if there was anything i missed feel free to ask again 🥰
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thefreelanceangel · 5 months ago
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what, I wonder, is worse to be the only living thing alone on a dead planet
or to be as I exist half-dead, yet breathing alone avoided by all warmth and life
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tanyakennedy1899 · 5 months ago
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Who's Lila? | William's Lady Lilith painting in all palletes
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ninjagood4 · 3 months ago
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These guys are ready! 🥧
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youtube
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wolfxdreamersims · 3 months ago
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HQ Screenshot Mini Guide (maybe?)
i THINK i may have figured out how to take HQ screenshots without using SRWE!!
After seeing this post by @moonlitfalls , i started watching some tutorials on SRWE and it just seemed to complicated to use every time i wanted to take a screenshot lol, so i dug a little more and found this post by @glittermutt ! Which led me to dig even deeper and find an even easier way to do it! (yes, i'm so lazy i really needed to find a way to do it with the least amount of effort...also this only works if you have a NVIDIA Gpu i believe, cause you need geforce experience.)
So far it seems to be working pretty well for me, so maybe it'll work for you too! Worth a shot.
Step by step under the cut...
ANYWAYS. all you have to do is open up GeForce Experience and find your game:
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THEN, hover over it and click "details":
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It'll bring you to this screen and you click on the wrench icon:
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And then a little window pops up and you choose one of the dynamic super resolution sizes (i went with the bigger one cause my GPU can handle it):
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And then just click apply! ( you can also choose fullscreen or windowed etc, whatever you like to play your game with)
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And voila! That's it, pretty much.
Now when you open your game, it should automatically be set to run at that larger resolution. You can check in your in-game graphic settings. Then you just take your screenshots, and you can change the resolution in game back to whatever you originally had it at if you want to, so it doesnt put too much strain on your GPU while you play.
Hope that all made sense?? Let me know if it works for you!
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silverlining-ships · 21 days ago
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I had someone DM me recently asking for tips for creating an SU sona and drawing in the style, which is one of my favorite topics to think about and discuss!! I'm definitely not the end-all-be-all of SU style replication and have so much to learn, but I wanted to share my method for anyone interested in creating SU art! So here's a Steven Universe Style Replication guide!
Before you start:
Gather LOTS of references. references EVERYWHERE. I have a google drive folder specifically for Jasper references, but I plan on having folders for each character as well. If you know you're going to draw a specific character a lot, gather references!!!
also, gather references of characters you base your S/I on physically. my sona has traits from both Steven and Connie's body types, so I used photos from their references when creating mine - I specifically used Connie's turnaround as inspiration for the height/posing of mine!
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((you don’t HAVE to create a turnaround ofc, but thinking of your sona as one that needs to “follow the rules” of the other characters’ designs can help creating something that looks proportional and accurate!))
Colorwise, it’s fun to consider your f/o or the characters you interact with before creating an outfit palette -> I specifically use yellow as a base color because of the way it meshes with Jasper’s orange pallet, as well as being complementary to Steven’s pink and Connie’s blue
Drawing:
SU has the benefit (and curse) of inconsistent style and size references. it's partially proportions to the other characters, yea, but it's more in the shape language you use when drawing in the style, which is why references are so helpful! 
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(unrelated but I love how this shows how much I still struggle drawing jasper.... even after six months straight of exclusively drawing her. sigh.)
take these drawings I threw together! these are four completely different characters, but they all feel different because of the shape language used:
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even with my own style bleeding in, really focusing in on what their core body is expressing is what demonstrates the character.
this translates to creating your own sona, too - think about how your sona would fall into the shape language. my sona is similar to Connie, but a bit curvier and stockier, which shows especially in the core of the character design!
I know the "belted shape" concept has gone around this fandom for years, but I'd recommend not depending on it as in my opinion it doesn't translate nearly as well as just a general concept of the form - like how it doesn't work as well with Peridot when she becomes tiney
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[obligatory PSA that anatomy knowledge/practice helps so much here - I've been drawing SU for YEARRSSSSS but my understanding of the forms got so much better when I started practicing gesture drawing/anatomy practice]
Expressions/facial anatomy:
so again, SU has so much style inconsistency that the way you draw expressions will vary based on the boarder - this EXCELLENT because this means expressions are really easy to pass in the style! but some visuals anyway:
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most of the time, faces are extremely simplified with one guideline across the face, a little bit higher than where the "cheek" starts if the character has a cheek
if more masculine, the guideline will be a bit higher and the eyes will be shorter
an interesting note with Spinel specifically is that her eyebrow expression is done through her hairline, which is part of her really fun 20s inspired look!
Lineart:
i feel like if anything really makes something look "canon", it's how the lineart is done in a finished piece. if I compare with a couple fake screens/edits I've attempted:
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the lineart makes all the difference here!!!!
for specs reasons if you're curious, I use procreate with the "baskerville" brush on a higher stream line setting. I do not have pressure sensitivity, so all of my lines are hand-weighted, but if you have pressure sensitivity you might have an easier time here!
facial details tend to be slightly thinner. eyes tend to be a little bit thicker on either the top/bottom or sides, although it depends
outer borders, major clothing, outer hair tufts and other major features are the thickest lines
sometimes lines aren't used at ALL for various features (gem facets, some more minor clothing details, like the bottom of Lapis' top or the waistline on Jasper's uniform)
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[random screenshots I pulled as examples]
the key part with lineart and style replication, though, is that is varies WILDLY by style. as long as you have some line weighting it's really easy to get it to pass as SU style
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lastly I HIGHLY recommend practicing screenshot edits or fake screenshots if you can!!! I feel like the silly edits I do really help emphasize my understanding of what it takes to make something look like the style, and my little journey into making fake screenshots/"canon" screenshots is a big part of how I've learned to draw in SU style!!!
That's all I have for y'all, make all the SU art in the world!! 2025 will be the Year of Steven Universe Art!!!!
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glittermutt · 2 years ago
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mutt's guide to using dsr on ts4, with pictures!!!
ok so, dsr is a thing available for nvidia gpus that allows you to take veeery high resolution screenshots of games without much trouble, like this
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it's an alternative to srwe, as it plays nicer with a lot of reshade shaders and is just, generally more nice to use! let me teach you how to use it - full tutorial with pictures for every step under the cut (im sorry its too long without the cut)
step 1: right click your desktop and open the nvidia control panel
step 2: go here (adjust desktop size and position)
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step 3: make sure your settings are set as follows! this is important
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step 4: now, go here (change resolution)
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step 5: under change resolution, click on this button (highlighted with a red square)
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step 6: in the windows that appears, make sure that "enable resolutions not exposed by display" is ticked! this is very important! (again, highlighted in red - it should look like this)
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step 7: now, click on "create custom resolution"
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step 8: this is where you set your desired resolution, and where i get a bit rambly; so, in my opinion, there is ZERO reason to go above normal 4K for TS4, as it's generally not a really high-poly game and it has rather simple graphics. you can fuck around a lot here, but if you don't feel like it, here are my settings - this will give you 4K screenshots. NOTE: THE REFRESH RATE DOESN'T NEED TO BE 75! SET IT TO WHATEVER THE REFRESH RATE OF YOUR MONITOR IS!
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step 9: now, click on test
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step 10: let the thing load, and after it's done, a window like this should pop up.. but yknow, in your language. click on "yes" (or accept or ok!! idk mine's in russian; basically, the button highlighted here!)
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step 11: click "ok" in the window that pops up! like this! afterwards, close the nvidia panel
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step 12: open the sims 4 and go into game options, then into graphics
step 13: set your "display type" as "fullscreen", like this
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step 14: under "resolution", select whatever resolution you setup earlier; in my case it's 4K, so if you used the same resolution, your settings should look like this
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step 15: click on apply changes!
AND UR DONEE!! WAHOOIEE!! now, take your screenshot using reshade, and then go back into sims settings and set it back to what you usually play at, then apply changes!
every time you need to take an HD screenshot, simply open game settings and use your custom resolution! that's it, have fun :3
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deathlysallows · 1 year ago
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Multiple MC's/posing tutorial:
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Since people ALWAYS ask, and no one ever gives an in depth description on how to use all these mods I thought I would go ahead and make one! It always feels like everyone is gatekeeping their methods but really it's just a lot to explain and no one wants to type all that out so....
Anyway! Here's how I added multiple MC's into one shot and posed them all pretty!
1. You need the following mods:
2. Once you have all of the mods working you will start out making your mc into the first character you want added to your picture using the character editor mod, then get the outfit you want on etc. (You cant edit it once its out there so get it just right)
3. Youre going to use UE tools to duplicate your MC. press f10 to pull up the command bar and the in: "uetools_summon bp_biped_player_c"
(without quotes) Exactly like that then hit enter.
4. You should now have a second copy of your character hanging out by your original one. Now press f8 to open the animation mod, it now moves the most recently summoned mc instead of the one you are controlling. Use the postion and animation settings to move them where you want and find a pose you like. You won't be able to edit them once you summon the next character so make it look pretty!
5. Once you have posed your character, repeat steps 2-4 until you have posed all of the MC's you want. You cannot pose NPC's, but with other mods you can make an mc of them!
BONUS:
For the lighting, you dont have to wait around all day for the sun to light you up just right either. Type in "uetools_setworldsettings timedilation 20" to make time fast forward until the lighting is just right, then type "uetools_setworldsettings timedilation 1" to put it back to normal.
If you want to take a pic at night you can spawn a floating light source with the command "uetools_customlight pointlight 100 180 true"
This one you will want to mess with and practice with first. The first number where i have written 100 is a number representing the intensity of the light. 100 is very soft. The second number where i have put 180 is how spread out it is, so making it bigger will cause it to effect a greater area. Where it says true - that is what determines whether the light source you add will cast shadows. Type false is you dont want them - i usually do. The light spawns right in the center of your characters body, you will want to set custom lights up before posing any characters. Just walk around and spawn them, use "uetools_ghost" to let you fly in order to make yourself go higher or lower to change where you place the lights and then type "uetools_walk" to walk again. Custom light usually only shows up at night but in extra shadowy areas it works fine.
Sorry that was so long winded, I hope it helps someone! Doing the poses takes a really long time sometimes but its still fun to me lol
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legendaryfugitives · 5 months ago
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I just found this and thought this was cool! Please don't ask where I found this at this time because I don't want it to be pulled down and people lose access to it on the internet forever. In case that happens, I'm posting this here for all the Prince of Egypt fans! Enjoy!
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astarionposting · 9 months ago
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she def looks like some creepy obsessed cultist in these 😭😭 durgetav playthrough 2/?
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squoble-reign · 8 months ago
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I’ve had gmod for a day and a half and my first instinct is for SMG3 to make 4 take a break from work to go to the beach
Bonus Mario being sneaky to see if their date break goes well!
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blueboxbeagle · 11 months ago
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By Kea2lie on DeviantArt
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