I am almost done making this thai-inspired school uniform for my sims that live in Tomarang. Just need to fix the missing legs, tweak the texture some more, and fix the tie. Also gonna make a version for masculine sims and children.
I might just have to start the lekku over from scratch and try again, I don't know what the hell I did wrong but it sure was something. literally never had issues like this with CAS cc before. I have perhaps angered a vengeful god of polygons.
- NEW MESH
- 12 SWATCHES- HQ COMPATIBLE
- Correct Weights / Correct uv_1 / Vertex Paint Applied / Works with sliders / Images from in game, never rendering
Had the opportunity to work with @saturngalore on something real special for black history month✨, we both worked on it for weeks and are very happy to finally release the folasade collection! named after the wonderful folasade “sade” adu, the folasade collection is an earthy, bohemian, and neo-soul inspired collection with 10 items that are perfect for your nature loving, free-spirited, and eclectic sims! You can find the lovely's @saturngalore part HERE!! ✿ enjoy everyone!
✰ new meshes
✰ all LODS
✰ all under 9k polys
✰ disabled for random
**there's 3 versions of the zariah necklace since it has no uv_1.
***beads are to be used with v2 of each @saturngalore hair, they can be found in the earring section under brow ring (left).
STICKY POST: ULTIMATE(ISH) GUIDE(S) TO SIMS 4 CC-MAKING; OR, A COMPREHENSIVE COMPENDIUM OF TUTORIALS, INSTRUCTIONAL MATERIALS, & FELLOW COMPILATIONS OF A LIKEWISE NATURE
In which I list a fuckton of tutorials, guides, and lists of such, each written, curated, and crafted by people far more talented than I.
More will be added as I find them.
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@teanmoon's CC Guides - Includes tutorials on cloning, uv_1, weights, bump and specular maps, bi-color hair, and a Blender Cheat Sheet. High poly 'creators' have little excuse to churn out high poly, non-optimized garbage when they can lean on bump maps. (I know those can only do so much for more complex meshes, but for objects, texture maps can do SO much heavy-lifting).
@vintagesimstress's CC Guides - Includes tutorials on using Blender to create objects and clothing, especially for people who are just getting started.
@eliavah's uv-1 adjustment tutorial. Haven't tried this myself yet, but after glancing through it, it's something I will surely want to keep bookmarked.
@simlaughlove's CC Tutorials List - Includes many tutorials handily laid out by category on everything from object texturing to CAS morphs.
@thefoxburyinstitute's Nav Page - This blog is nonstop Sims 4 resources for e v e r y t h i n g. READ THIS POST FIRST as a guide on how to actually... nav.
@simsresourcehub's Tags List - What it says on the tin.
Transferring Weights in Blender 3.3.1 - Over at Sims4Studio forums.
@trillyke's List of Tutorials - Good ones!
@sims4tutorials - *GRAND GESTURES*
@katverse's Huge List of Tutorials - Tutorials on eeeverything.
@thatsimslady's Massive List of Tutorials - 31 pages????? Damn.
@kouukie's Sims 4 CAS with Marvelous Designer Tutorial - YouTube video!
@rusticottage's Gifmaking Tutorial - I love Sims gifs tbh.
@cowplant-pizza' Boes' Editing Masterlist - Includes stuff for Reshade, PSDs, PS Actions, and how to use them.
@melonsloth's Deco Sim Tutorial - Using SimRipper
@depthofpixels's Deco Sim Tutorial - Using SimRipper
@azuhrasims' Guide to Posing Sims - Includes how to pose sims, and handy workarounds! Super great for beginners and longtime users.
@radioactivedotcom's Guide to Posing - Includes additional posing resources. NOT for beginners.
@madameriasims4's Add a Flame to Your Basegame Candle - Great for mood lighting and historical gameplay!
@syboubou's Making a Lamp Start to Finish - a video tutorial
^^^ PISSING ME THE FUCK OFF. WHAT *IS* THAT. it LOOKS like a handful of un-weighted vertices, but I've been through my vertex groups like 4 times now and nothing looks out of place.
This tutorial assumes you have basic knowledge on blender and sims4studio, so i won’t go over basic things. As always, you’ll need to export the mesh you wish to convert first. Next, open it in blender and switch into edit mode.
Hit ‘UV sync selection’ to make the work easier.
Now, with the ‘L’ key, select only the body parts and separate with the ‘P’ key. Your mesh should look like this:
Then, hide the body (hit ‘H’ key or hit the eye icon in the outliner tab) and import the needed male body mesh. If your object is only a top or only a bottom you may not need the whole male mesh, but just to be safe, I prefer importing both regardless for a better view of how the weights look later.
Before editing the mesh, make sure to merge by distance so nothing breaks or gets crunchy in the sculpting step.
The Main Event:
aka sculpting the mesh to the male body. Go into sculpt mode and select ‘elastic deform tool’, either through the button itself or the keys ‘shift+space 8’. Then make sure to select ‘mirror: x’ in the symmetry tab so that everything you do on one side occurs on the other to keep it all even.
If all's well, when you move around the mesh, your cursor should look like this:
You may need to switch between ‘material view’ and ‘solid’ with x-ray on as shown in my recording to get a good look and keep everything proportional.
Before moving onto weights, I usually look back at the original female body to see what parts were deleted as an outline for how I will now delete parts from the male body. Visually, the easiest way for me to do this is I select both bodies, with the female pre-highlighted and the male unselected, and then select parts while holding the shift key.
Separate and hide the other meshes, leaving you with something like this:
If you don't see any holes anywhere, we can now move onto weight painting.
Weights
The first thing you want to do is to look for the cas-breast weights and delete them. Theyre not needed and will only fuck up things later LOL.
Now, go to the ‘spine_1’ weight, it’ll probably look like that, which we dont want. So hit the button ‘weights’ and select ‘normalize all’ as such :
Spine1 should now look like this
After this point, weight painting is very dependent on the mesh itself, so, the most I can say is to un-hide the rig and rotate various bones to ensure the clothes move properly and/or don’t clip anywhere. If it does, those are the weights you'll need to fix.
When youre done, merge both meshes together and import it. Once it's imported, youll wanna export it again to fix the uv_1.
Why?
Because we merged vertices earlier and that impacts the way the uv_1 turns out. Seeing lines go across every side of the mesh negatively impacts the way itll morph on the body in-game. Everything has to fit correctly. Example of a not well uv_1:
Once the mesh is re-imported, separate the body from the dress/clothes so the uv_1 editing happens /only/ to the clothes. Add a complete male mesh again, select your outfit and go to modifier properties and select ‘data transfer’. Make yours look like this:
After applying it, it should look something like this:
And now you're free to combine the two meshes and to merge by distance again!!
Finally, import and check how it looks in game. It's usually never perfect the first time…
How did this dress turn out?
Well, like I said, its imperfect still but looks like this in-game atm: