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| Body Shape Conversion Tutorial | |
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| Tweet Topic Started: Sep 30 2010, 05:24 AM (923 Views) | |
| mocha | Sep 30 2010, 05:24 AM Post #1 |
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Part I - Simple Body Shape Tutorial This is a simple tutorial for converting Sims 2 Maxis size outfits to the many male and female body shapes available, such as: rio, ren, momma lisa, cpu, body builder, etc. This tutorial will not teach you how to make clothes from scratch, and assumes you have some knowledge of working with Sims 2 Body Shop. To begin, open Body Shop. 1. Choose "Create Parts" 2. Then "Start New Project" ![]() A new screen will open. 3. Choose "Create Clothing" ![]() Choose the gender and age for the outfit you want to convert. 4. Then choose the outfit you want to convert. I'm going to use an outfit from Miraminkova's "Summer's Not Over Yet!" set. It's important that the original mesh is similar to the mesh of the body shape you want to use, otherwise the conversion won't look right. Don't choose an outfit with a full, loose top to convert onto a mesh with a tight fitted top. ![]() 5. Then click the "Export Selected Textures" button. This will extract the outfit's texture files to your computer. ![]() 6. At the next screen give your newly exported texture files a descriptive name that will be easy for you to remember. I'm going to keep it simple and name mine, "JeansAndVest." 7. Then click the check mark to accept the project name. ![]() 8. Note where your project (texture files) were saved, in your "Sims 2/Projects" folder. 9. Click the "X" to cancel this project, since you will not be making any changes to this outfit and you only need the texture files. I don't have a pic of it, but after you click "cancel," you will get a pop-up that reads "You can reload this project by going to the 'Load Saved Project' screen." Just click the check mark to continue. ![]() You will be taken back to the "Create Parts" screen. 10. Again, choose "Start New Project" ![]() Now you will choose the body shape outfit that you want to put the conversion on. Again, choose the gender and age for the outfit. 11. Then choose a recolor of the body shape mesh you want to use. I want to use the nude Rio mesh with block feet, so I'm choosing a recolor on this mesh. It doesn't matter which recolor you choose, since you're going to replace the textures anyway. All that matters is that the recolor is on the right mesh. 12. Click the "Export Selected Textures" box to extract the texture files to your computer. ![]() 13. At the next screen, give your exported textures a descriptive name that will be easy to remember. I named mine "Rio Nude." 14. Click the check box to accept the project name. ![]() You will be taken to this screen. Again, note where your texture files were saved. Leave this screen open and don't do anything else in Body Shop for now. ![]() Before proceeding, a good rule of thumb, would be to open the texture files of both outfits to make sure they're set up the same way. A typical, flat shoe mesh will usually have only 2 (or 3) texture files: the main texture, the alpha, and possibly a bump map file. The main texture file will look like this: ![]() However, some meshes (especially those with high heels) are made so that the shoes are located in the middle of the texture file: ![]() Some meshes are even more complicated, with multiple textures and alphas files for each part of the mesh. There may be separate textures/alphas for the shirt, bottom or shoes. If the conversion outfit and body shape outfit both have one texture and one alpha file, and the texture files are laid out the same way (as in the first pic above, with the shoes on the bottom), you can use this tutorial for your conversion. However, if the texture files aren't laid out similarly (one has shoes on the bottom and the other has shoes in the middle) you'll have to use the more advanced method in Part II of this tutorial. Now that you've determined the texture files of both the conversion and body shape outfits match, go to your file manager and navigate to your "Sims 2/Projects" folder. 15. Open the folder that contains the conversion outfit texture files. Remember, I named mine "JeansAndVest" You should see four files. Three are image files, and one is a package file. You're only concerned with the image (texture) files. 16. Select all three image files, by holding the "Ctrl" button and clicking on each file. 17. Now you're going to copy the three files to the folder containing the body shape texture files. You're going to have to navigate to the folder with your body shape textures in the "Sims 2/Projects" folder. Remember, I named mine "RioNude." 18. Click "Copy" ![]() 19. You should get a message asking if you want to replace the files (since they have the same names). Click "Yes To All." In essence, you've just moved the maxis outfit textures onto the Rio mesh. ![]() Go back to Body Shop. You should be at the same screen where you left off before opening your File Manager. 20. Click the "Refresh" button. You should now see the original maxis sized outfit on the Rio body shape. ![]() To install the outfit in your game: 21. Choose the clothing category where you want the outfit to appear. I chose "Everyday" for this outfit, but you can assign your outfit to multiple categories if you want to. 22. Then name your new outfit. This name will appear as a tool tip when you mouse over the outfit in Body Shop or CAS. 23. Click the "Import Into Game" box. ![]() 24. TADA! You now have a brand spanking new conversion installed in your game. ![]() ![]() ![]() 25. If you want to share your conversion, it can be found in your "Sims 2/Saved Sims" folder. 26. The filename will be a bunch of numbers and letters in front of the name you gave the project in Step 13. Remember, I named mine "RioNude." Copy the file to a folder OUTSIDE of your Sims 2 folder. I suggest you rename the file with the same name you gave it in Step 22. Compress the file to an RAR, along with the mesh (if the mesh creator allows it) and share your new creation! ![]() ![]() Download Miraminkova Conversion Also, the way to figure out which mesh you created your conversion on is to package a vanilla sim (no custom makeup, hair, etc.) with the outfit. The outfit and mesh will package with the sim. Open the sim with clean installer. The name of the mesh will appear there. If you get stuck or have any questions, feel free to post them here. Enjoy! Up next... Conversions with high heel shoes. |
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| mocha | Sep 30 2010, 05:24 AM Post #2 |
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Party II - Body Shape Conversion with High Heels This tutorial will teach you how to make a body shape conversion on a mesh using FrannySims high-heel shoes. Many people get stumped on this part of conversions because the shoes always appear on the converted outfit as solid black. I'm going to show you how to fix it. This part of the tutorial is a little more advance. You will need knowledge of how to work with a photo editing program, specifically with layers. The pics in this tutorial are for use with Paint Shop Pro X2, but Alisha was kind enough ( ) to share the steps for Photoshop Users. Paint Shop Pro users follow all of the directions in white and disregard the gold text. PhotoShop users: follow the directions in white, but the steps duplicated in gold text are specifically for you.Follow steps 1 - 10 in Part I of this tutorial. Now you will choose the body shape outfit with heels that you want to put the conversion on. Again, choose the gender and age for the outfit. 1. Then choose a recolor of the body shape mesh you want to use. I want to use the nude Rio mesh with heels, so I'm choosing a recolor on this mesh. It doesn't matter which recolor you choose, since you're going to replace the textures anyway. All that matters is that the recolor is on the right mesh. 2. Click the "Export Selected Textures" box to extract the texture files to your computer. ![]() 3. At the next screen, give your exported textures a descriptive name that will be easy to remember. I named mine "NudeHeels." 4. Click the check box to accept the project name. ![]() You will be taken to this screen. Again, note where your texture files were saved. Leave this screen open and don't do anything else in Body Shop for now. ![]() Go to your photo editing program (I'm using Paint Shop Pro X2). 5. Navigate to the folder where the textures for the outfit you want to convert is located. It will be in your "Sims 2/Projects" folder. For this tutorial, I am going to use the same outfit from the first tutorial. Remember, I named my texture files "JeansAndVest" Now take a look at the files in this folder. 6. The file named "body~~stdMatBaseTextureName" is the main texture image file. This file contains the actual color and texture of your outfit and is what you will see on your finished product. 7. The file named "body~~stdMatBaseTextureName_alpha" is the alpha file. It's a black and white image that allows you to change (for lack of a better word) the "shape" of an outfit. Ultimately, the mesh dictates the shape of the outfit, but the alpha file allows you to make minor changes. If the mesh is alpha-editable, you can change things like the length of the sleeves/pants leg, shape of the neckline, make parts of the outfit sheer or lace, etc. I'm not going to get into how to edit alphas, because there are other tutorials on that. This is just an explanation how the alpha file functions. PLEASE NOTE: Any part of the alpha that is white, the texture will show up on the finished recolor. Any part of the alpha that is black, no texture will appear on the finished recolor; it will either appear invisible (if that part of the mesh is alpha-editable, such as shortening sleeves or making lace/fishnet material), or completely black (if it's not alpha editable). Any part of the alpha that is grey, will make the texture appear sheer (or see-through) on the finished recolor. 8. The file named "body~~stdMatNormalMapTextureName" is the bump map file. This file adds the appearance of depth (highlights and shadows) to the texture. It's normally a grey scale version of the main texture image. This file is not really necessary. Many meshes don't support bump maps, and depending on a person's game settings it may not look right. If your finished recolor has weird lines going through it, I suggest making the bump map file solid grey and saving it. You really don't need it. ![]() 9. Now that you're in the folder with the outfit you want to convert, 10. Choose the alpha file, 11. And open it. ![]() 12. Notice how the shoes run across the bottom of the alpha. This is typically how an alpha with flat shoes will look. Leave this file open. ![]() 13. Now go to the folder with the texture files of the body shape outfit you're going to convert. Remember, I named mine "NudeHeels." 14. Click on the alpha file, 15. And open it. ![]() Notice that the shoes on this alpha are not running across the bottom. Instead, they are located near the middle of the alpha. This is the reason why the shoes will appear blacked out on high heel conversions. The high heel body shape mesh is looking to pull the shoe texture/color from the middle of the texture files. When the shoes are on the bottom of the outfit you're converting, the middle of the texture file is blank (black). Hence, your shoes come out black on the finished conversion because the shoe textures are not where they're supposed to be - in the middle! You can do a flat shoe to flat shoe conversion (most of the time) by simply replacing the texture files in your file manager. A flat shoe to high heel (or high heel to flat shoe) conversion requires you to alter the texture files in a photo editor, so that the shoes are in the right place. A good rule of thumb, with ANY conversion, would be to look at the texture file of both outfits first to make sure the shoes are in the same place. 16. This section is the bottom of the shoe (sole). 17. This section has two parts: the side of the sole with the heel, and the vamp (top of the shoe). If you notice on the vamp of the shoe, there are little black holes. I edited this alpha, to make my shoes appear as though they have a slingback and little cutouts. You can scroll back up to Step 4 to see how the finished shoes look. If you didn't want the slingback and cutouts, you'd have to fill in the black portions of the vamp with white to make it appear as closed shoes (pumps). Anyway, I'm digressing - let's move on. ![]() Now we're going to replace the Rio alpha with the conversion outfit alpha, and put the shoes in the right place so they show up properly on the finished Rio conversion. You'll have to layer the conversion outfit alpha on top of the Rio alpha. To do this, choose the conversion alpha, then go to the file menu and choose: 18. Edit Photoshop users: 18. Look at your 'Layers' box. 19. Copy Photoshop users: 19. Drag the conversion outfit alpha layer on top of the Rio alpha layer. ![]() Choose the Rio alpha, then go to the file menu and choose: 20. Edit Photoshop users: 20. Void 21. Paste as new layer. Photoshop users: 21. Void ![]() Now the Rio alpha should have two layers. You can see them in the layer palette: 22. the conversion alpha, and 23. the original Rio alpha ![]() The conversion alpha layer will be on top. We need to make the Rio alpha layer (on the bottom) visible. To do this, go to file menu and choose: 24. Layers Photoshop users: 24. Click on the conversion alpha layer 25. Properties Photoshop users: 25. Change the opacity from 100% to 0% ![]() The "Layers Properties" box will open. 26. Change the opacity to "0." Photshop users: 26. Void 27. Click "OK." Photoshop users: 27. Void This will make the conversion layer "invisible." The layer is still there and will still be the active layer, but you won't be able to see it. The Rio alpha layer is now visible, which is what we need. ![]() Now with the Rio layer visible, select the shoes. 28. Use your selection tool to draw a box around the sole of the shoe; Photoshop users: 28. Click the Rectangular Marquee Tool & go to the top and make sure that 'Add to Selection' is clicked. 29. Press the "Shift" key and use your selection tool, to draw another box around the heel and vamp. Photoshop users: 29. Draw a box around both parts of the shoe. No need to press any buttons. You should now have two separate selection boxes. Be sure to keep the selection boxes as close to the shoes as possible. ![]() Now we want to make the conversion layer visible again. It's not pictured here, but go back to the File Menu. Choose "Layers," then "Properties." The "Layers Properties" box will pop up. 30. Change the Opacity back to "100." 31. Click "OK" Photoshop users: 31. Void ![]() 32. Now your conversion layer is visible. You should still have two selection boxes. Photoshop users: Go to Edit -> Clear. The shoes from the Rio alpha layer, should now be visible. ![]() Press the "Delete" key. The shoes from the Rio alpha layer, should now be visible. To keep the alpha clean, you can delete the shoes that are running across the bottom of the alpha. Step 33 and 34 are not necessary, because it won't show up on the finished recolor, but I recommend doing it anyway. 33. Select the shoes running across the bottom edge of the alpha with your free hand selection tool. Photoshop users: 33. Right click the Rectangular Marquee Tool and click the Elliptical Marquee Tool. Begin putting the shoes at the bottom inside of the circle. It may take more than one. ![]() 34. Press the "Delete" Key. Photoshop users: 34. Go to Edit -> Clear. ![]() Turn your selection off. Go to the "File Menu," choose "Selections," then "Select None." Photoshop users: Go to the "File Menu," choose "Select," then "Deselect." 35. Now you should see the conversion alpha with the Rio shoes in the proper place. Go to the "File Menu" and "Save." You may get a pop-up warning you that the file will be saved as a merged image, and asking if you want to continue. That's what we want, so click "OK." You can now close the alpha files. ![]() Now we must do exactly what we did to the alpha files, to the texture files. 36. Navigate to the conversion texture files in the "Sims 2/Projects" folder. Remember, I named mine "JeansAndVest." 37. This time choose the file named, "body~~stdMatBaseTextureName." 38. Click "Open." ![]() This is the texture file image. 39. Notice the shoes running across the bottom of the texture image. Leave this file open. ![]() Now we're going to open the Rio texture image that we're going to convert. 40. Again, navigate to your "Sims 2/Projects" folder and find your body shape texture files. Remember, I named mine "NudeHeels." 41. Choose the file named, "body~~stdMatBaseTextureName." 42. Click "Open." ![]() This is the texture file image that we're going to edit, and what you will see on your final recolor. 43. This is the texture for the sole of the shoe 44. This is the texture for the heel and vamp (top of the shoe) ![]() Now we're going to change the Rio texture to the conversion outfit texture, and fix the shoes. To do this we have to layer the conversion texture on top of the Rio texture. Make sure the conversion texture image is the active image, then: 45. Go the "File Menu" and choose "Edit." Photoshop users: 45. Look at your 'Layers' box. 46. Then scroll down and choose "Copy." Photoshop users: 46. Drag the conversion outfit texture layer on top of the Rio texture layer. ![]() Now click on the Rio texture image to make it the active image, then: 47. Go the "File Menu" and choose "Edit." Photoshop users: 47. Void 48. Then scroll down and choose "Paste As New Layer." Photoshop users: 48. Void ![]() In the "Layers Palette," you will see that the Rio texture image now has two layers: 49. The conversion texture; and 50. The Rio texture. ![]() The conversion texture should be your active layer, but we need to see the Rio layer below to select the shoes. So again, go back to the "File Menu." 51. Choose "Layers" Photoshop users: 51. Click on the conversion alpha layer 52. Scroll down, and choose "Properties" Photoshop users: 52. Change the opacity from 100% to 0% ![]() When the "Layer Properties" box opens, 53. Change the Opacity to "0" (zero) and click "OK." Photoshop users: 53. Void ![]() The conversion texture is still the active layer, but it's no longer visible. Now you can see the Rio texture underneath. Use your selection tool to: 54. Draw a selection box around the sole of the shoes Photoshop users: 54. Click the Rectangular Marquee Tool & go to the top and make sure that 'Add to Selection' is clicked. 55. Press the "Shift" key to draw another selection box around the heel and vamp of the shoes. Photoshop users: 55. Draw a box around both parts of the shoe. No need to press any buttons. You should now have two separate selection boxes. ![]() We need to make the conversion texture visible again. So go back to the "File Menu," choose "Layers," then "Properties." 56. When the "Layers Properties" box pops up, change the Opacity to "100" and click "OK." Photoshop users: 56. Change the Opacity back to "100." ![]() 57. The conversion layer is now visible again, and there should be two empty selection boxes. ![]() 58. Press the "Delete" key. The shoes from the Rio layer underneath should now be visible. Photoshop users: 58. Go to Edit -> Clear. ![]() If you want to clean up the texture image and remove the unnecessary shoes at the bottom, you can do so. Again, the next step is not necessary, but recommended. 59. Use your freehand selection tool to select the shoes running across the bottom of the texture image, and press the "Delete" key. Photoshop users: 59. Right click the Rectangular Marquee Tool and click the Elliptical Marquee Tool. Begin putting the shoes at the bottom inside of the circle. It may take more than one. ![]() 60. You should now have a brand new Rio texture image, with the shoes in the proper place. Photoshop users: 60. Go to Edit -> Clear You can now change the color of the sole, heel and vamp of the shoes if you so choose. I'm not going to do that in this tutorial, because I assume you already know how to do that. Save the file. If you get a warning telling you that the file will be saved as a merged image, click "Yes." The Rio alpha and texture files are now edited with the shoes in the proper place. ![]() Go back to Body Shop. Your screen should be where we left off before you opened your photo editor, with your model still wearing the original Rio outfit. 61. Click the "Refresh" button. Your model should now be wearing your new conversion, with the shoes showing up properly. ![]() To install the new conversion in your game, 62. Choose the category where you want the outfit to appear. For this tutorial I chose "Everyday," but you can choose one or multiple categories for your outfit. 63. Name your outfit. 64. Click the "Import To Game" button. ![]() You're new conversion is now installed! ![]() ![]() If you want to share your conversion, 66. Navigate to your "SavedSims" folder. 67. The filename will have a bunch of numbers and letters followed by the name you gave your project. Remember, I named my "NudeHeels." Copy this file OUTSIDE of your "Sims 2" folder. I suggest giving it the same name you assigned in Step 63. Compress it to an RAR, along with the mesh (if allowed) and share your newest creation. ![]() Download Miraminkova Conversion Heels I hope this tutorial was helpful. If you get stuck or have any questions, please post them here. |
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| Deleted User | Oct 2 2010, 05:24 PM Post #3 |
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Great tutorial Mocha, can't tell you how much I appreciate it. One question...I'm following part I of this tutorial and am using a teen mesh that has no shoes although both recolors do. When I went back to body shop and clicked refresh, my converted outfit showed up perfectly on the mannequin but the shoes were missing. Looking at your recolor, it appears that the shoes from the maxis shaped outfit were transferred onto the mesh. I followed the tute step by step but can't figure out why my conversion has no shoes. Should I have used a mesh with shoes? Thanks in advance for your help. ETA: I tried another maxis outfit and it converted fine, shoes and all. |
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| mocha | Oct 2 2010, 09:59 PM Post #4 |
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glad you finally got it working, dani. ![]() usually, you can add flat shoes - like the ones posted in Part I - to any bodyshape mesh, as long as it has block feet. if the mesh has bloom or dlmuslow's feet with the separate toes, i'm not sure if shoes will show up on them, unless they're specifically meshed to have shoes. which teen mesh were you trying to use initially? |
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| Deleted User | Oct 2 2010, 10:42 PM Post #5 |
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I'm using Fexy's curvy teen mesh no heels...All of the maxis outfits that I'm using have flat shoes with ugly maxis feet...here's what I noticed - In the instances where the maxis outfits were showing up with no shoes, the shoes were located in the center of the texture file, whereas on the maxis outfits that were showing up correctly, the shoes were located on the bottom of the texture file...in exactly the same placement as the mesh. Is there any way to work around that? Thanks again
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| mocha | Oct 2 2010, 11:35 PM Post #6 |
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the only time you can use the simple conversion method is if the textures and alphas for both the maxis body shape and custom bodyshape have the same layout. the shoes have to run across the bottom of both sets of texture files. if the maxis bodyshape outfit has shoes in the middle of the texture/alpha, and the shoes run across the bottom of the custom bodyshape texture/alpha, you'll have to edit the textures and alphas in your photo editor. you're basically doing the same steps in part 2 of the tutorial, except instead of drawing your selection boxes around the shoes in the middle of the custom body shape, you'll draw your selection box around the shoes running across the bottom of the custom body shape. does that make sense? |
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| Deleted User | Oct 3 2010, 01:03 AM Post #7 |
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Yes, it makes perfect sense...I figured that's what I was going to have to do but I was trying to avoid it for now....the first part of the tutorial is really simple but I want to get comfortable with it before I try the 2nd part just because it involves photo editing.... Mocha
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| mocha | Oct 3 2010, 02:17 AM Post #8 |
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| Cinamun | Oct 3 2010, 06:19 PM Post #9 |
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Mrs. Crumplebottom
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Mocha as I could remember how to convert for bodyshapes, however I would always get stuck on the shoes bit. This pretty much simplifies it for me. I'm going to dink around with this a little later!
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| mocha | Oct 3 2010, 06:31 PM Post #10 |
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i remember you had issues with the shoes. glad to help!
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| Cinamun | Oct 4 2010, 03:55 PM Post #11 |
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Mrs. Crumplebottom
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Question for you... Once nipple-gate gets straightened out with that booty-cutie shape, do you think the same rules apply in this tutorial to converting skin tones? Or is that, as i'm assuming, a more complicated endeavor? |
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| mocha | Oct 4 2010, 04:47 PM Post #12 |
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@ nipple-gate. that is what we will cal it from now on. although, a nude skintone would look ok with nips, unless you're planning on doing barbies. i've never messed with skin tones, cinn, so i have no idea. but i would suggest taking a look at a regular skintone tutorial just to be on the safe side and to make sure there aren't any additional steps. i get the impression that skintones are a bit more complicated, especially the darker ones, because of the pixelation issue when they're created with bodyshop.
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| Cinamun | Oct 4 2010, 06:47 PM Post #13 |
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Mrs. Crumplebottom
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Ahh yes, pixelation. There are only a few creators who I will snatch darker tones from. I Do. Not. Play around with all that pixelation. But I understand it's hard, you have to blend it just right in photoshop to take care of that. At least thats what i've read from the likes of Pooklet and Anva, etc. I'll dig around the community and see if I can decipher any tutorials. |
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| Deleted User | Oct 4 2010, 07:06 PM Post #14 |
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how do i find the mesh of the recolour i made? lol i dont want to package em without the mesh. |
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| mocha | Oct 4 2010, 07:06 PM Post #15 |
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my current love affair is with corvidophile's dermalicious and enayla's pixies (although her really dark skintones tend to overly shiny in the t-zone and certain spots on the body. i've yet to find a perfect really dark skintone. as far as making skintones, i believe i read somewhere that there's also a way to install them via simPe to minimize the pixelation. mozza, i included the instructions for how to find the mesh in the first tutorial at the very bottom. |
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| Deleted User | Oct 4 2010, 07:12 PM Post #16 |
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youre truely the best. thank u.
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| mocha | Oct 4 2010, 07:13 PM Post #17 |
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| Nat | Oct 4 2010, 07:26 PM Post #18 |
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Great tut Mocha - I was trying to convert in ps - no wonder it kept borking lol, I didn't realise you could just overwrite the files will give this a go when I feel better
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| mocha | Oct 4 2010, 08:24 PM Post #19 |
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you can do a simple overwrite of the files only if the texture/alpha files have a similar layout. |
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| Deleted User | Oct 5 2010, 07:14 AM Post #20 |
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do you know how to edit alphas? it doesn't work when i *edit* them. i open the alpha. choose the brush, select white or black and paint the areas i want to change. is that how we do it or am i doing it wrong?
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4:39 AM Jul 11
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) to share the steps for Photoshop Users. Paint Shop Pro users follow all of the directions in white and disregard the gold text. PhotoShop users: follow the directions in white, but the steps duplicated 






































Mocha



![]](http://z3.ifrm.com/249/154/0/f316498/pip_r.png)
@ nipple-gate. that is what we will cal it from now on.
although, a nude skintone would look ok with nips, unless you're planning on doing barbies.
but i would suggest taking a look at a regular skintone tutorial just to be on the safe side and to make sure there aren't any additional steps. i get the impression that skintones are a bit more complicated, especially the darker ones, because of the pixelation issue when they're created with bodyshop.


4:39 AM Jul 11