Vertices on the top of the “Impossible Feet” coincide in position and bones value with those located on the legs Mesh Toolkit has a tool to fix seams but I can’t say if it works because I prefer to fix seams directly on Milkshape. In short, every vertex located on the seams must coincide on the same place ALSO they need to share the same bone values or won’t synchronize during any kind of animations. LODs used on Impheels Gala, from left to right: LOD1, LOD2, LOD3.ĭepending on your garment you will have to take care of seams on the neck, hip and ankles for every morph and LOD this is the only part where you can’t deviate from the original sim-body design otherwise you will have visible and very nasty gaps on those areas or small but very annoying white dots. Some 3D accessories (like glasses, earrings, rings and alike) don’t use morphs and some of them use a fourth LOD for better detail LODs aren’t linked meaning you don’t forcibly need to create LOD2/LOD3 for a piece of CC to show in the game, but it’s preferred to do so. As I said on the first part of this “guide” you only need to worry about LOD 2, for 3 you can “recycle” parts from the rest of the game. The game uses two Levels Of Detail: LOD2 and LOD3, there’s some conflicting info around how the game uses them but it seems both are invoked depending on the camera distance and map view. This is how Sexy Rabbit works: (highlighted in red) the neck, tail, cuff and legs are separated in one mesh group, leaving the whole upper torso in a second one Mesh Toolkit/TSRW can also help you with bones but the same limitation applies Talking about weight, every vertex has a bone value/bone paint/bone assignment allotted that is used by animations and sliders, cherry on top? There’s a limit on the number of bones you can include in your clothes, anything above 60 will provoke weirdness no matter what, the easiest way to deal with it is to divide you mesh in at least “two groups” (check most “full body” clothes made by EA to see an example of this). Morphs form AfBodyRomanticSlip, from left to right: group_base, group_fat, group_thin, group_fit Cmar’s Mesh Toolkit and TSRW can autogenerate morphs if used with a reference mesh but the more complex your mesh is the more difficult will be for the tool to generate them correctly so most of the time you’ll need to make corrections manually afterwards. The SAME MESH must be adapted for every morph or TSRW will throw an error. Its UV mapĪlso your mesh needs to be adapted to at least to 3 body shapes or “morphs” besides the “base” one: fat, thin and fit, the fifth one is optional and its meant for pregnant sims.
#THE SIMS 3 KINKY WORLD AGE RESTRICITON MOD#
Yes, you can make an accessory jacket or even a full dress BUT this game is known to blurry textures from accessories and even with the HD mod and/or 4k textures the results can look plain ugly. Milkshape Adjusting UV Mapping On Your Modified Body MeshĬTU Tutorial Body meshing with Milkshape Toddler FrankensteinĬlothes aren’t “standalone” it includes body parts like neck, hands, legs and more depending how revealing they are and to make things trickier both share the same texture space/UV map the only exceptions are hair and 3D accessories like watches, necklaces, earrings, glasses and alike. MilkShape Plugin Cat's Normal Smoother - smooth selection only, correct seams Milkshape UV Mapping ShoesExtras Mini Tutorial
Tutorial Change layering on CAS clothing items
#THE SIMS 3 KINKY WORLD AGE RESTRICITON HOW TO#
Tutorial How to convert clothes for teens Tutorial Wes H his Merge tools explained and how to use them to create a pregnant morph UnimeshMilkshape Tutorial Level 3, Combining Mesh Parts
Want to Fix Splotchy, Improperly Rendered Body Hair on Your Sims Try This View Article - Milkshape Settings and Tips