This Blender manual has a good demonstration of projections & their effect on textures, here are a couple:
Back to Geography with this one; I've seen in some places people say they don't like/understand UV Mapping or unwrapping. Well, I love mapping and had this video saved, It's short and light and explains very clearly how projections work. It helped me catch up on the issue. Unwrapping from what I understand, is basically the first part in the video where the guy is fighting the globe.
I tend to avoid reblogging, I should probably set up a finds blog, but for now, here's a list of all the new mods I've found and started using for The Sims 2 in the last few months:
Shiftable Everything by @lamare-sims
50 New Lifetime Wants by @lamare-sims
Invisible Kitchen Surface by @lamare-sims
PSBs From Planter’s Paradise Recolors Fix by @simnopke
Time & Weather Manager by @simnopke
Convenience Store Clerk Outfit Fix by @simnopke
Longer Novel Titles by @simnopke
Immersive Rain by @bstu
Fix for Old Pine Trees by sam&skye
Max Slope Value Mod by @catherinetcjd
Go Steady Wants Fix by zachjohnunlimited
Trait Based Skill Gain Speeds by @fwaysims
Amicable Unbonding by @equinoxts2
Community Espresso Machine Now Sells Espresso by VirtualAlex
Fix for Broken Break Up Want by @profesionalpartyguest
4t2 Little Campers Functional Toddler Skill Toys by @elvisgrace
Closest Fridge for Cooking by @picknmixsims
Leftovers Overhaul by @picknmixsims
Charisma Gain while Chatting by @picknmixsims
Rabbit Pen as Toy Dog Pen Default Replacement by @deedee-sims & @episims + Rustic Edit by @pforestsims
No Caffeine Jitters by @episims
Crib Teeth Animation Fix by @episims
Colour Traits by @episims + all the mods for them:
Toothbrushes by Color Traits
Gifts by Color Traits
Coffee Mugs by Color Traits
Pencils by Color Traits
Engagement Ring Stones by Color Traits
Compatibility Addons/Edits by @jellymeduza
I have a mod list with all the mods I use, but I tend to keep new mods 'in testing' for a while before adding them to my list. I also get lazy and sometimes don't get round to updating it for ages. So most of these amazing finds are not yet on my full list, but I'm pretty sure they'll all be sticking around so will be on there soon! Check it out for more mod recommendations.
I'll be releasing some stuff myself soon so keep an eye out👀
So, after uh, whew, months(!) of experimenting with attempting to change the default face mesh in Sims 2, I’m here to basically share what I’ve found to be possible, what I still am struggling to get working, and what parts of my findings are still useful for a LOT of modding and custom content purposes, even if I couldn’t achieve my initial goal. I’m really tired of this project and I’d rather move on to doing stuff that are more doable (and more quickly doable) for my gameplay goals, rather than trying to do what seems to be a gargantuan task for my level of skills.
In this post I’ll mostly focus on what is doable *in principle*. There’s lots of subtleties and tricks in getting things to look decent (well, at least I think I got it to look decent) which I won’t go into. Or try not to. I go into tangents a lot.
I’ll also not go into step-by-step details. Mostly because I suck at it but also because this post will be super long anyway. If you wanna know, ask!
For those who just want a brief summary: What I could get to work: a default replacement face mesh, with working templates and sliders, for adult sims. Though the procedures are the same for the rest of the ages.
What I still have trouble with: Basically, getting the game to recognize different parts of the face. This means applying the templates to different parts of the mesh, and, of course, genetics, don’t work yet. I have ideas about what could get it to work, but I’ve failed to do it so far.
Awesome things you could still do: My major finding here is that face animations can be applied to *any* CAS object. Clothing, accessories, and of course, nude skins (see below, this was an outfit with a bit that changes with eyes, proof of concept). This means that you can have specific sims with additional face parts and/or accessories and clothing that respond to face animations, or alternatively, you can have skin tones/body morphs that have face pieces which will not mix together between the parents, but are still heritable (with some limitations)
Oh, and full disclosure, the tools I used were simPE and blender 2.9. Nothing else. Don’t know how to do other stuff.
Thank you @simnopke , @rudhira , @withlovefromsimtown and many others for your help and encouragement in all this! I think there’s potential for some really good modding here.
Keep reading
An on going list. updates aren't showing up on reblogs. check out the original post for the most up to date version.
@myweirdslimblr: Experimenting with Replacing the Default Sims 2 Face Mesh.
Long thread started by @l-1-z-a: Extracting Hidden Face Morphs in The Sims 2.
@paluding: Taking the 4t2 concept too far...
@pooklet's answer to my question, & links to a tutorial:
TS2 facial expression swatch, by @pforestsims.
The Internet Archive needs your help.
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This lawsuit is an existential threat to the Internet Archive and everything we preserve—including the Wayback Machine, a cornerstone of memory and preservation on the internet.
At a time when digital information is disappearing, being rewritten, or erased entirely, the tools to preserve history must be defended—not dismantled.
This isn’t just about music. It’s about whether future generations will have access to knowledge, history, and culture.
Sign our open letter and tell the record labels to drop their lawsuit.
Because I'm working on a simple solution, but idk if its still an issue.
Master meshes- counter, cabinet, shelf
Slaved meshes - counter left, counter right, island counter, cabinet left, cabinet right, shelf open
Standalone meshes - Bosch stove (full functionally), Bosch ovenµwave (decor), barstool, Bosch cooktop
4 marble and 4 wood swatches, price 1$
This is my first kitchen conversion, so mistakes are possible, sorry
For any questions please contact me
All meshes and textures by @ts4novvvas Special thanks for help @lowedeus and @beautifulnerdkitty
Buy me a coffee
Somebody made the mashup that was in my head! Assassin's Creed Unity + Les Miserables. It made my jaw drop.
DW link for a more legible layout. Another thing I made for myself and might as well share. Definitions have links to wiki. If I made any errors feel free to let me know.
Further Reading:
Texture Mapping – Wikipedia.
Materials in general – Unity Manual.
In SimPE – PixelHate's Guide to Material Definitions [TXMT].
Definitions:
Material Type: StandardMaterial (stdMat).
alphaRefValue – (I forgot)
deprecatedStdMatInvDiffuseCoeffMultiplier (idk)
reflectivity
stdMatAlphaBlendMode – Alpha Layer Settings (Responsible for Transparency).
stdMatAlphaMultiplier
stdMatAlphaRefValue – Reflection?
stdMatAlphaTestEnabled
stdMatBaseTextureAddressingU – Base Texture Settings (The Main Texture).
stdMatBaseTextureAddressingV
stdMatBaseTextureAlphaReplicate
stdMatBaseTextureEnabled
stdMatBaseTextureName
stdMatCullMode – Backface Culling Mode.
stdMatDiffCoef">0.8,0.8,0.8< - Diffuse Reflection – Coefficient [pretty sure. Isn't that Albedo?].
stdMatEmissiveCoef">1.00000,1.00000,1.00000< - Emissivity Coefficient.
stdMatEnvCubeBlurFactor">0.000000< - Environment Cube Map Definitions.
stdMatEnvCubeCoef">0,0,0<
stdMatEnvCubeLockedToCamera>0<
stdMatEnvCubeMode>none<
stdMatEnvCubeTextureName
stdMatFillMode>solid<
stdMatLayer>0<
stdMatLightingEnabled">1<
stdMatMinLightRangeHint">4<
stdMatNormalMapTextureEnabled – Normal/Bump Map Settings.
stdMatNormalMapTextureAddressingU
stdMatNormalMapTextureAddressingV
stdMatNormalMapTextureName
stdMatSpecCoef">0.53,0.53,0.53< - Specular Reflection & Specular Map Settings.
stdMatSpecMaskTextureEnabled
stdMatSpecMaskTextureName
stdMatSpecPower">1e+002<
(Not in SimPE - Albedo Map)
stdMatTextureCoordAnimMode">none<
stdMatTextureCoordAnimNumTiles">1.000000,1.000000<
stdMatTextureCoordTfAnimOrigin">0.500000,0.500000<
stdMatTextureCoordTfAnimRotSpeed">0.000000<
stdMatTextureCoordTfAnimRotStartEnd">0.000000,1.000000<
stdMatTextureCoordTfAnimRotWaveform">triangular<
stdMatTextureCoordTfAnimScaleSpeed">0.000000<
stdMatTextureCoordTfAnimScaleStartEnd">0.000000,1.000000<
stdMatTextureCoordTfAnimScaleWaveform">triangular<
stdMatTextureCoordTfAnimTransEnd">0.000000,0.000000<
stdMatTextureCoordTfAnimTransSpeed">0.000000<
stdMatTextureCoordTfAnimTransStart">0.000000,0.000000<
stdMatTextureCoordTfAnimTransWaveform">triangular<
stdMatTextureCoordTileAnimSpeed">0.000000<
stdMatUntexturedDiffAlpha">1<
Great info! That's the reason some conversions from newer games have flat and unsaturated textures.
It's a great method for shading even if you don't have a normal map. Make one out of the texture with an image editing software, or with Nvidia Texture Tools Exporter. If the texture is too flat, it can be made out of the mesh itself in blender, like so.
You can retain many details by desaturating (the right way) normal map and using it as overlay.
Female, 30's. Sims 2.Elsewhere: CC Finds Side Blog, Art Reblogs, Dreamwidth (Main Sims Place), GoS, Simblr.cc, Pillowfort, Bluesky, Pinterest.
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