#Photoshop CC Tutorial
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ice-creamforbreakfast · 13 days ago
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lmao a $42 tutorial to make CC...
ANYHOO:
Requirements You will need: Sims 4 Studio Photoshop (however you choose to acquire it), or an alternative DDS Plugin (unless you choose to save files as PNGs) Blender (any version between 2.76 and 4.3 - I use 3.3) The Basics
Recolours and Textures
The easiest thing to start with is a recolour. If you have some knowledge of photo editing software, this should be fairly straightforward, but if you’re new to it, the following tutorial covers it well: Recolouring Tutorial - Softpine
If you’re feeling confident with your recolours, but want to add a little extra to your textures, it’s worth checking out specular and normal files.
Speculars are my favourite thing for elevating CC (by that I mean covering it in glitter and sequins). This tutorial covers the basics:
Speculars - Teanmoon
Normal maps (bumpmaps) are a little different. They can give a 3d texture to an item without altering the mesh (within reason). Teanmoon also has a tutorial on that:
The Bump Map - Teanmoon
If you’re feeling extra (I know I often do), you can use emission maps to make your item glow and/or flash/twinkle.
Get to know emission the map - S4S
Meshing
Meshing is a little more complicated (or perhaps not, depending on what your strengths are. I recommend starting with the Blender Donut Tutorial (pick the one that matches your Blender version) to familiarise yourself with Blender. I didn’t do this. I went in raw from using Milkshape for over a decade (don’t start me on Milkshape lol) I would have learned faster if I did…
Once you’ve navigated the majestic plate of donuts, you might be ready for a touch of frankenmeshing! This tutorial covers the basics really well, as well as a touch of texturing:
How to Make CC Clothing for The Sims 4 - Powluna
@joliebean also has some great tutorials covering some of the more technical details.
Going forward:
So you’re feeling confident and want to mesh from scratch! There are 3980193890381 CC creators and a limited pool of meshes to frankenmesh, so you may want to create something new. Trust me, start with earrings and work your way down from there.
For the alpha girlies:
Start to Finish Marvelous Designer Tutorial by owlplumbob
I'm also happy to answer any questions people might have as they're starting out. I don't know everything, nor am I one of the top-tier CC creating girlies by a long shot, but I'll do what I can and try to sign post if I don't know.
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fadeintoyou1993 · 3 months ago
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Hello! I've decided to make an updated tutorial on how I gif, since some of my giffing methods have changed since I made my first one (and this one is still valid, by the way! I've just changed a few things and I thought the update would be good.)
In this tutorial you'll find:
A download link for Photoshop CC 2020;
Step-by-step instructions on how to make gifs and color them;
A sharpening action for your gifs;
A base psd for gifs.
Get the tutorial here (just type 0 to get it for free, and if you'd like to support me, any amount is extremely appreciated).
I accept commissions for tutorials + support me on ko-fi?
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swanettesims · 3 months ago
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hey guy's i made a quick and easy tutorial on youtube about how you can frame your sims screenshots with any cc frame you want, you don't need photoshop or any other of these overwhelmimg programs and you also don't need any kind of photo editing skills! you can find the video here. i hope it's helping some of you. love, jodie ♡
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damienns · 9 months ago
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My GIF Making process: Screen capturing using MPV player, Organizing files, 3 Sharpening settings, Basic Coloring PSD + Actions set
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This is a very long post so heads up.
I’ll try to be as thorough and true as much as possible to the way I make my gifs (I already use Photoshop Actions which I’ve long since set up but now for this tutorial I’m reviewing them to show you the exact steps I’ve learned to create my gifs 😃) and present them to you in a semi-coherent way. Also, please bear with me since English is my second language.
First things first. Below are the things and tools we need to do this:
Downloaded 4K or 1080p quality videos (let’s all assume we know where to get these—especially for high definition movies and tv series—so this post doesn’t get removed, okay? 😛)
Adobe Photoshop CC or the CS versions can work as well, but full disclosure I haven’t created gifs using the CS versions since 2020. I’m currently using Adobe Photoshop 2024.
mpv player. Use mpv player to get those frames/screenshots or any other video player that has a screen grabber feature. I’ve used adapter for the longest time but I’ve switched to mpv because the press to screenshot feature while the video is playing has been a game changer not to mention ultimate time saver for me. For adapter you need to play it in another video player (like VLC player), to get the start and end timestamps of the scene you want to gif which takes me ages before I can even open Photoshop.
Anyway! Please stop reading this post for a moment and head over to this amazing tutorial by kylos. She perfectly tells you how to install and use mpv player, both for Mac and Windows users.
One thing I have to share though, I had a tough time when I updated my MacOS to Sonoma since MPV is suddenly either duplicating frames or when I delete the duplicates the player seems to be skipping frames :/ I searched and found a solution here, though it didn’t work for me lol. My workaround for this in the meantime is decreasing the speed down to 0.70 then start screenshotting—it’s not the same pre Sonoma update but it works so I’ll have to accept it rather than have jumpy looking gifs.
Now, after this part of kylos’ tutorial:
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you can continue reading the following sections of my gif tutorial below.
I want to share this little tip (sorry, this will only cater to Mac users) that I hope will be helpful for organizing the screenshots that MPV saved to the folder you have selected. Because believe me you don’t want to go through 1k+ of screenshots to select just 42-50 frames for your gif.
The Control + Command + N shortcut
This shortcut allows you to create a new folder from files you have pre-selected. As you can see below I have already created a couple of folders, and inside each folder I have selected screenshots that I want to include in one single gif. It's up to you how you want to divide yours, assuming you intend to create and post a Tumblr gifset rather than just one gif.
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Another tip is making use of tags. Most of, if not all the time, I make supercorp gifs so I tag blue for Kara and red (or green) for Lena—just being ridiculously on brand and all that.
Before we finally open Photoshop, there's one more thing I want to say—I know, please bear with me for the third? fourth? time 😅
It's helpful to organize everything into their respective folders so you know the total number of items/frames you have. This way, you can add or delete excess or unnecessary shots before uploading them in Photoshop.
For example below there are 80 screenshots of Kara inside this folder and for a 1:1 (540 x 540 px) Tumblr gif, Photoshop can just work around with 42-50 max number of frames with color adjustments applied before it exceeds the 10 MB file size limit of Tumblr.
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Sometimes I skip this step because it can be exhausting (haha) and include everything so I can decide visually which frames to keep later on. You'll understand what I mean later on. But it's important to keep the Tumblr 10 MB file size limit in mind. Fewer frames, or just the right amount of frames, is better.
So, with the screenshot organization out of the way, let's finally head over to Photoshop.
Giffing in Photoshop, yay!
Let’s begin by navigating to File > Scripts > Load Files into Stack…
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The Load Layers window will appear. Click the Browse button next.
Find your chosen screenshots folder, press Command + A to select all files from that folder then click Open. Then click OK.
After importing and stacking your files, Photoshop should display the following view:
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By the way, I'll be providing the clip I've used in this tutorial so if want to use them to follow along be my guest :)
If you haven't already opened your Timeline panel, navigate to Windows > Timeline.
Now, let's focus on the Timeline panel for the next couple of steps.
Click Create Video Timeline, then you’ll have this:
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Now click the menu icon on the top right corner then go to Convert Frames > Make Frames from Clips
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Still working on the Timeline panel, click the bottom left icon this time—the icon with the three tiny boxes—to Convert to Frame Animation
Select Make Frames From Layers from the top right corner menu button.
So now you have this:
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Go and click the top right menu icon again to Select All Frames
Then click the small dropdown icon to set another value for Frame Delay. Select Other…
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The best for me and for most is 0.05 but you can always play around and see what you think works for you.
Click the top right menu icon again to Reverse Frames.
I think Photoshop has long since fixed this issue but usually the first animation frame is empty so I just delete it but now going through all these steps there seems to be none of that but anyways, the delete icon is the last one among the line of feature buttons at the bottom part of the Timeline panel.
Yay, now we can have our first proper GIF preview of a thirsty Lena 😜
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Press spacebar to watch your gif play for the very first time! After an hour and half of selecting and cutting off screenshots! 😛 Play it some more. No really, I’m serious. I do this so even as early (lol) as this part in the gif making process, I can see which frames I can/should delete to be within the 10 MB file size limit. You can also do it at the end of course 🙂
Now, let’s go to the next important steps of this tutorial post which I’ve numbered below.
Crop and resize to meet Tumblr's required dimensions. The width value should be either 540px, 268px, or 177px.
Convert the gif to a Smart Object for sharpening.
Apply lighting and basic color adjustments before the heavy coloring. I will be sharing the base adjustments layers I use for my gifs 😃.
1. Crop and Resize
Click on the Crop tool (shortcut: the C key)
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I like my GIFs big so I always set this to 1:1 ratio if the scene allows it. Press the Enter key after selecting the area of the frame that you want to keep.
Side note: If you find that after cropping, you want to adjust the image to the left or another direction, simply unselect the Delete Cropped Pixels option. This way, you will still have the whole frame area available to crop again as needed and as you prefer.
Now we need to resize our gif and the shortcut for that is Command + Opt + I. Type in 540 as the width measurement, then the height will automatically change to follow the ratio you’ve set while cropping.
540 x 540 px for 1:1
540 x 405 px for 4:3
540 x 304 px for 16:9
For the Resample value I prefer Bilinear—but you can always select the other options to see what you like best.
Click OK. Then Command + 0 and Command + - to properly view the those 540 pixels.
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Now we get to the exciting part :) the sharpen settings!
2. Sharpen
First we need to have all these layers “compressed” intro a single smart object from which we can apply filters to.
Select this little button on the the bottom left corner of the Timeline panel.
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Select > All Layers
Then go to Filter > Convert for Smart Filters
Just click OK when a pop-up shows up.
Now you should have this view on the Layers panel:
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Now I have 3 sharpen settings to share but I’ll have download links to the Action packs at the end of this long ass tutorial so if you want to skip ahead, feel free to do so.
Sharpen v1
Go to Filter > Sharpen > Smart Sharpen…
Below are my settings. I don’t adjust anything under Shadows/Highlights.
Amount: 500
Radius: 0.4
Click OK then do another Smart Sharpen but this time with the below adjustments.
Amount: 12
Radius: 10.0
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As you can see Lena’s beautiful eyes are “popping out” now with these filters applied. Click OK.
Now we need to Convert to Frame Animation. Follow the steps below.
Click on the menu icon at the top right corner of the Timeline panel, then click Convert Frames > Flatten Frames into Clips
Then Convert Frames > Convert to Frame Animation
One more click to Make Frames From Layers
Delete the first frame then Select All then Set Frame Delay to 0.05
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and there you have it! Play your GIF and make sure it’s just around 42-50 frames. This is the time to select and delete.
To preview and save your GIF go to File > Export > Save for Web (Legacy)…
Below are my Export settings. Make sure to have the file size around 9.2 MB to 9.4 MB max and not exactly 10 MB.
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This time I got away with 55 frames but this is because I haven’t applied lighting and color adjustments yet and not to mention the smart sharpen settings aren't to heavy so let’s take that into consideration.
Sharpen v1 preview:
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Sharpen v2
Go back to this part of the tutorial and apply the v2 settings.
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Smart Sharpen 1:
Amount: 500
Radius: 0.3
Smart Sharpen 2:
Amount: 20
Radius: 0.5
We’re adding a new type of Filter which is Reduce Noise (Filter > Noise > Reduce Noise...) with the below settings.
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Then one last Smart Sharpen:
Amount: 500
Radius: 0.3
Your Layers panel should look like this:
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Then do the Convert to Frames Animation section again and see below preview.
Sharpen v2 preview:
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Sharpen v3:
Smart Sharpen 1:
Amount: 500
Radius: 0.4
Smart Sharpen 2:
Amount: 12
Radius: 10.0
Reduce Noise:
Strength: 5
Preserve Details: 50%
Reduce Color Noise: 0%
Sharpen Details: 50%
Sharpen v3 preview:
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And here they are next to each other with coloring applied:
v1
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v2
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v3
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Congratulations, you've made it to the end of the post 😂
As promised, here is the download link to all the files I used in this tutorial which include:
supercorp 2.05 Crossfire clip
3 PSD files with sharpen settings and basic coloring PSD
Actions set
As always, if you're feeling generous here's my Ko-fi link :) Thank you guys and I hope this tutorial will help you and make you love gif making.
P.S. In the next post I'll be sharing more references I found helpful especially with coloring. I just have to search and gather them all.
-Jill
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tommykinard · 4 months ago
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Coloring anon here, yes, I would definitely like to know more about how you color frame by frame and the other techniques you mentioned! It would be much appreciated, thank you!
Hi anon! I'd be happy to go over my preferred methods for colouring!
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First resort (ideal):
Painting over shots with little movement (the first method in this tutorial)
Colour manipulation using selective colours (the second method in this tutorial; alternate tutorial -> i also sometimes add a hue/saturation layer on top to manipulate the cyans/blues as well)
Second resort:
Keyframes for shots with consistent movement where it's easy to hide "imperfections" (tutorial 1, tutorial 2)
Last resort:
Frame by frame colouring -> DISCLAIMER: the way I do this method is the easiest way I've gotten it to work for me but that also means that it's very inflexible when it comes to editing any of the colouring afterwards. Once you start colouring in frame animation mode you're basically locked in so you need your gifs to be exactly the way you want them prior to adding your colour
So in this tutorial I'll go over how I do my frame by frame colouring as well as how I create actions to automate the repetitive parts of this process! (Some resources that explain how to create actions are here: 1 2)
To use the select subject feature you will need Photoshop CC 2018 or later
Step 1: Preparing your gif with base colouring
So first you want to do your base colouring for your gif in timeline mode, which I've explained here. I keep my gifs short (ideally 40 frames or less) since this colouring process is tedious!
I make sure that in my hue/saturation layer, I turn the saturation in the yellow, green, cyan, and blue tabs all down to -100 (and for the yellows I usually add around +20 to +60 in lightness)
Here's my gif with the base colouring that I'll be starting with:
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Note: turning down the saturation in almost all the colours gives you that nice silver/grey neutral background to paint on top of. It's a lot less noticeable when your painted layers aren't perfect
Step 2: Converting to Frame Animation Mode
I use the save action from this action pack to convert my gif from timeline mode to frame animation mode.
You cannot edit your base colouring from this point onwards!
Step 3: Using Select Subject
If you're recording an action this is the step you would *start recording*
This is what your window should look like:
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Making sure your first frame and first layer are selected, go to Select at the top of your window and click Subject
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You should then see the marching ants outline around the person in your gif
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You then want to create a new solid colour fill layer (which can be found when you click that little circle icon at the bottom of your layers panel), and set the layer blending mode to colour.
The layer mask will automatically be created since you had the marching ants outline.
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Since my person is in colour and not the background, I want to invert the layer mask by clicking on it and using command + i (or ctrl + i), and now this is what it looks like:
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Note: Select subject isn't always perfect!!!, depending on how cluttered the scene is and how much contrast there is between your person and the background, select subject could either do a really good job like it did here, or screw up a little like it did here:
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That's okay though because it still gives us a good base to start from! We can fix any issues by painting with black and white brushes on the layer mask.
Step 3.5: Create clipping mask
Thanks to @wolfchans for telling me about this because it gives us back a little bit of flexibility when colouring frame by frame! Instead of merging down, we can make a clipping mask instead. Right click the solid colour fill layer and select create clipping mask.
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If you're recording an action, it's at this point where I would *stop recording*
Step 4: Fixing the layer mask if needed
So now I want his jacket and t-shirt to also be purple, and to show his fingers behind the glass. I make sure the layer mask is selected, and paint with a brush at 60-70% hardness (painting with black erases the colour, painting with white shows the colour). User smaller brush sizes to paint smaller details!
This is what my canvas and layer mask look like now.
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Step 5: Repeat
Now I click on my second frame and second layer, and repeat steps 3-4. As you can see, using the clipping mask allows you to still see and edit the colouring of the previous frame, just make sure you click on the right frame and it's corresponding layer when you're doing further editing.
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This is where an action is super helpful in cutting down all the repetitive steps and clicks you need to do. So at this point I'd just play the action I created and paint on the layer mask as needed.
Repeat for all your frames and then you're done! After this I convert it back to timeline mode again so that I can add my text and do any other effects such as blending or transitions. Hope this helped!!
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cozykhuwa · 3 months ago
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🌊Coastal Cas Room by largetaytertots [4t3]
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♡ You can only have ONE cas room replacement at a time
♡ This only replaces the CAS room and nothing else
♡ Will conflict with any cc that replaces the cas room
♡ I am not the original creator, I just converted the cc
♡ I reduced the polycount a bit, ion know if that info helps
♡ The rug has a black 'border' just because when I make it transparent, it kinda messes up.... so beware
♡ Ensure to always read my TOU
♡ Credit has been given to the relevant users/softwares
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🌊Coastal Cas Room
🍰Patreon (alt) (FREE)
Feel free to tag me if you use these in your game, I'd love to see it! And if there is any problems don't hesitate to contact me <3
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♡ @largetaytertots literally obsessed with everything she does <3
♡ @lalasimmer for the tutorial, couldn't have done it without you lol!
♡ Blender 2.76, Photoshop 2021
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Wanna buy me a coffee ☕ or even a slice of cake 🍰, feel free to donate via my ko-fi.
My Ko-Fi Page 🎀
Or sub to my Patreon!
💌 Thank you to everyone who is reblogging and supporting my content! Y'all are greatly appreciated!
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♡ PERSONAL USE ONLY: My original cc & overrides are free for personal use in you Sims 3 game. DO NOT redistribute or claim as your own.
♡ CREDIT OF USAGE: If you share my cc in any way, please credit me.
♡ NO PAYWALLS: DO NOT put my cc behind any paywalls or adlinks such as linkvertise.
♡ REDISTRIBUTION POLICY: DO NOT reupload my cc on other sites. Please share my original download links to respect work put into my cc and spread the word.
♡ MODIFICATIONS: If you edit or recolour my cc, and want to share it, please give full credit where it's due.
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piecesintoplaces · 11 months ago
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As a thank you for so many new followers, here's a brand new edition of my editing resources masterposts ✨ (you can find the previous editions here). Make sure you like or reblog the posts below if they’re from other blogs to support their creators! A friendly reminder that some of these are free for personal use only, so be sure to read the information attached to each resource to verify how they can be used.
Textures & Things:
Collage Kits from @cruellesummer that I find myself using basically every single day
Taylor Swift Wax Seals from @breakbleheavens that I also use literally every day
Rookie Magazine Collage Kits (1, 2, 3, 4, 5, 6, 7, 8, 9, 10)
Scribble Textures & Cross-Outs (1, 2, 3)
GIF Overlays (1, 2, 3)
Film Grain & Noise Textures (1, 2, 3)
Paper Textures (1, 2, 3, 4, 5, 6, 7, 8)
PNG Overlays (Paper, Flowers, Clouds, Stickers, Lips, Vintage Paper, Misc. Symbols)
Halftone, Scan Line, & VHS Noise Textures (1, 2, 3, 4)
VHS Tape Textures by @cellphonehippie
Misc. Texture Packs (1, 2, 3, 4, 5, 6, 7, 8)
Photoshop Effects (Halftone Text Effect, Chrome Effect, Glitch Effect, Ink Edge Effect, Photo Morph Effect)
Fonts:
Badass Fonts (free fonts designed by womxn 🤍)
Open Foundry Fonts
Free Faces
Uncut Free Typefaces
Some Google Fonts I Like: Instrument Serif, DM Sans, EB Garamond, Forum, Pirata One, Imbue, Amarante
Some Adobe Fonts I Like: New Spirit, Ambroise, Filmotype Yukon, Typeka, Big Caslon CC (TTPD Font!)
Some Pangram Pangram Fonts I Like: Editorial Old, Neue World Collection, Eiko, PP Playground
Fonts In The Wild (font-finding resource)
Tutorials & Resources:
Comprehensive Rotoscoping Tutorial (Photoshop + After Effects, great for beginners!) by @antoniosvivaldi
Rotoscoping & Masking Tutorial (After Effects) by @usergif
Texture Tutorial for GIFs by @antoniosvivaldi
Color Control PSD by @evansyhelp (to enhance, isolate, or lighten specific colors)
Cardigan Music Video PSD by @felicitysmoak
Picspam Tutorial by @kvtnisseverdeen
Moving GIF Overlay Tutorial by @rhaenyratargaryns
GIF Overlay Tutorial (+ downloadable overlays!) by @idsb
Icon & Header Tutorial by @breakbleheavens
GIF Blending Tutorial by @jakeperalta
Split GIF Tutorial by @mithrandirl
Guide to Coloring Yellow-Tinted Shots by @ajusnice
Slow Motion After Effects Tutorial (useful for GIFs!)
Gradient Map Tutorial by me!
Misc:
How to Make Your Own Textures by @sweettasteofbitter
How to Report Tumblr Reposts of Your Work by @fatenumberfor
Tips for Accessible Typography
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powluna · 9 months ago
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NEW VIDEO TUTORIAL 🩷
After almost two years it's time for a new and improved version of my "How to make CAS CC" video. This time I will explain how to create a frankenmesh out of a jumpsuit and a dress for adult Sims! It's VERY beginner friendly so if you weren't successful yet with starting to make CC, maybe this one will give you the help you need!
All the topics I cover in this video below the cut:
00:00 Intro
01:00 Software
01:36 Downloading & Installing Sims 4 Studio
01:56 Downloading & Installing Blender 4.2
02:10 Downloading & Installing GIMP
02:20 Introducing Sims 4 Studio
03:03 S4S | Gathering assets to work with
04:09 S4S | Textures
05:12 Project Folder
05:34 S4S | Gathering assets to work with
07:10 Introducing Blender
10:17 Blender | Edit mode (Select, Delete, Wireframe)
12:38 Blender | Append second mesh (Proportional Editing, UV overlapping)
18:23 Blender | Join two meshes (Material, Merge)
20:03 Blender | Cleaning up the mesh (UV editing, Merge, Rip)
22:14 Blender | Cut number
22:43 GIMP | Making a texture (Select, Delete, Healing, Smudge)
24:52 Photoshop | Making a texture (but make it easy)
25:15 GIMP & Blender | Preview of the texture
25:43 GIMP | Making color swatches (Layers, Lighting, Fill tool)
28:33 S4S | Introducing the CAS area
29:15 S4S | Creating a package file
30:25 S4S | Importing all our assets
31:17 GIMP | Creating a shadow texture
32:24 S4S | The specular map
32:39 GIMP & Browser | Creating a normal map
35:58 S4S | Vertices & Polygons, LODs
37:02 Blender | Creating LODs
38:20 S4S | Categories (Tags, Allow for random, Gender restrictions)
39:36 S4S | Tuning tab (not covered)
39:47 Sims 4 | Results & Outro
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theheroheart · 12 days ago
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Quick GIF tutorial (Photoshop)
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#holy shit this is perfection!!#i am so jealous of this set!#the coloring op THE COLORING!!! (original post)
alright @dontyouknowemma-itsyou and anyone interested, this was really easy to colour so I'm gonna give you a quick breakdown. (i didn't save the psd file?? so i'm redoing this i guess, but i did it on autopilot in the first place. i've been making gifs for over 15 years.)
GONNA INCLUDE A VIDEO AT THE END SHOWING OFF THE SETTINGS!!
General GIF stuff
This is in Photoshop CC. I extract a clip from a video as an MP4 file, which photoshop can open. (I use AviDemux for this, which is free, because it lets you save clips using 'copy' encoding for video output and still change from MKV to MP4 format - without losing any video quality, cause you're not re-encoding.)
Open that shit directly in photoshop as a video layer (just drag and drop), that lets you scan through it to check the colouring works overall. Convert the video layer to Smart Object, that lets you resize and edit it. (Do NOT open a full movie in Photoshop, it'll probably die and it has a max length anyway.)
Also all the colour adjustments are gonna be adjustment layers you can tweak and turn on/off whenever. There's a lil button at the bottom of the Layers window to add them quickly.
When we're done we're choosing a section of the video in the Timeline window and we're doing File->Export->Save For Web. 'Adaptive' (or selective) palette selection, 'pattern' style dithering.
Colouring
Curves layer to lighten. Just pull the curve up. Curves seem to give a much smoother lightening, since it mostly affects the middle, leaving the brights and the darks where they are.
Levels to make the darkest darks pure black, and the lightest lights pure white. Good for limiting GIF size. Don't overdo it though.
Colour balance!! My beloved, most important. So for the Shadows and Highlights, you're gonna move the sliders towards Cyan and Blue, but for the Midtones you're gonna do the opposite - towards Red and Yellow. This means you don't shift the overall colour of the picture, but trust me it does SO MUCH for the contrast and colour. I swear I do this for almost any edit, and also my art tbh. Also if the original clip is like very green or whatever, you can correct that here.
Selective colour. For this I did one thing. For 'Black' dropdown, I upped 'black' and 'yellow' sliders (the latter to counteract the blue in the darks). This in combination with:
Levels again. Bring in those darks, turn them pure black. Basically this does a couple things. It preserves GIF file size, by making sure the dark areas are static (file sizes mostly depends on pixels that are CHANGING). It ALSO makes the palette much more optimized, meaning you don't waste palette on the darks no one sees anyway, and instead uses them in the mid range colour variation, giving much smoother gradients. That's it!! That's all the colouring!!
EDIT: Uh I probably also had a Vibrance layer?? Idk. This just ups the saturation, but it's softer than upping Saturation. Makes the colours pop without overdoing it.
Other tips and tricks
Often I'll put a Smart Sharpen (50% amount, 0,5px radius) filter on the video layer, just to make it a bit crisper. Subtle but effective.
You can manually edit the palette when you save as a GIF, either to reduce file size, or because some colour areas look pixelly. See the video for how.
If your file size is huge but you don't want to shorten or resize, you can reduce the frame rate manually. To do this, FIRST save the GIF, then open the GIF you just saved. Go through in the Timeline window (which is now a Frame Animation rather than a Video Timeline), select every other frame, and delete them. When you do this, remember to select the rest of the frames and double their Frame Delay so you don't end up with a super speedy GIF. (You can also make a GIF slow-mo like this.)
Since the video is a smart object, I literally just resized it in between saving the different GIFs, to change composition between the different shots.
Selective Colour layer can be used for a lot of image tweaking. For example, if something is overly yellow or green, I may go to the Yellow and Green in dropdown and just reduce the yellow slider. (I usually then go to Red in dropdown and ADD some yellow to that, to balance out the reds to be less pink.) Or maybe the overall colours are nice but the blues are dull, so I'll just go to Blue/Cyan and tweak those specifically.
If you have a colouring you like that you want to use on lots of things, remember you can drag-and-drop layers between different images. You can also save a photoshop file with nothing but those layers, to use on later gifs and just tweak as needed. (You can also make Actions to automate stuff, but I won't go into that.)
How easy or hard something is to colour HUGELY depends on the original video, both lighting/colouring and video quality.
Finally the video showing settings!
This is like 5 minutes long and has no commentary or anything. This is mostly to show off where you find each individual thing, and what difference it makes in the colouring.
ANYWAY hope someone found this useful!!! ♥
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gwenpendragns · 10 months ago
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i was asked by @matthew-macfadyens for a colouring tutorial, so here we go ! i've been making gifs for almost 4 years now and finally feel comfortable and confident in my skills to make a full tutorial on my colouring process. there are so many different ways people colour gifs, and there's no wrong way, this is just how i do it ! i learned to gif by reading so many tutorials and picking and choosing what works for me, so hopefully this can help someone out !
if this tutorial helps you, please considering supporting me ! buy me coffee ♡
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TUTORIAL UNDER THE CUT
what you'll need: - photoshop ( i use ps cc 2023 & frame timeline ) - basic ps knowledge ( how to make gifs, how to sharpen gifs, general understanding of adjustment layers, layer masks and blending modes ) - a whole lot of patience
helpful resources:
the beginner's guide to channel mixer by @aubrey-plaza
giffing 101 by @cillianmurphy
gif making for beginners by @hayaosmiyazaki
colouring yellow-tinted shots by @ajusnice
becca's mega colouring tutorial by @nataliescatorccio
@usergif
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PART ONE: BASE COLOURING
- step 1: curves - step 2: exposure - step 3: colour balance - step 4: selective colour - step 5: levels - step 6: brightness / contrast - step 7: gradient map
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okay so, before we get started, this tutorial is for colouring only. at this point, i've already gotten my screencaps, imported them into photoshop, made the actual gif & sharpened the gif. the above image includes what my typical adjustment layer stack looks like !
STEP ONE: CURVES
a lot of people do the majority of their heavy lifting in curves...i'm not one of those people. i've never gotten the hang of curves and haven't been able to fully taken advantage of everything it can offer. i use curves to mainly brighten up my gif and to start my process.
i use the "auto" button in the curves function - this automatically corrects the curves for your gif ( mainly the brightness / contrast )
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you can see that the auto curves has brightened up the gif and evened out the brightness/contrast. i just find this gives a better starting point for the colouring process.
STEP TWO: EXPOSURE
this step is for, you guessed it, brightening the gif more and evening out the contrast and blacks. i don't have any real rules for doing this, the amount i highten the exposure and contrast is different based on the scene and the show, however, i tend to stay around +1 on both exposure and gamma correction.
exposure effects the brightness of the gif and gamma correction effects the blacks and contrast. this step also effects the saturation of the gif, so it's important not to go too crazy. i often end up coming back to this step every now and again to adjust and fiddle with it.
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for this gif, i put the exposure at +1.18 and the gamma correction at 0.85
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you can see this step serves to add some more brightness and contrast - it also adds some more saturation, that we don't always want, but don't worry, that's what the next steps are for !
STEP THREE: COLOUR BALANCE
i use this step to do a lot of my heavy lifting - i'm a whore for colour balance. this serves to even out the colours and help neutralize the colours for an easier canvas. it's important to understand the basics of colour theory for this, i recommend checking out the channel mixer tutorial i listed above, because a lot of those steps applies to colour balance.
essentially, there's three separate profiles to edit on - highlights, midtones and shadows. in each profile, you have 3 colour sliders. the top one is your cyan to red, middle is magenta to green, and bottom is yellow to blue. the colouring of the scene will decide where to move your sliders.
for example: if your original scene has a cyan tint to it, you'll want to pull your slider to the right, towards the red to help neutralize the cyan. if your scene has a green tint, you'll want to pull it left towards the magenta. as you move the sliders, you'll notice that sometimes it brings out other colours you don't necessarily need, you can adjust the other sliders to help neutralize further.
i always do my main correction in the midtones profile.
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since this scene has a heavy yellow tint, my first step was to adjust the bottom slider. i pulled the slider to the right towards blue at +22. you can see this helped get rid of a lot of the yellow, but adding in the blue warmed up the reds and made it more saturated.
to help with this, i pulled the top slider left towards cyan to help neutralize that red.
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i pulled the top slider to -28 and you can see this cut out that heavy saturation and redness. it's looking a lot better, but now it's a little too green for my liking. this is where that middle slider comes in!
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i pulled the middle slider to -6 towards the magenta to help counteract the green that came in. ( i ended up going back in and adjusting the bottom slider to +10 instead, as it was a little to blue )
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you can see this step really did the heavy lifting, helping to neutralize the canvas so that it's easier to work with...but it's not quite perfect yet!
STEP FOUR: SELECTIVE COLOUR
a lot of the same principles around colour theory apply to selective colour! this is where i go to adjust the colours according to what my colour palette is. for this gif, the overall colour is going to be purple, so i'll adjust the individual colours with that in mind.
i only ever adjust my red, yellow, white and black profiles! sometimes i'll do the other colours, but that's only for tweaking the final colour. i normally don't touch them at all.
ps: you'll notice i prefer a cooler toned gif, and almost always go for a more magenta looking red/yellow.
i always start with my yellows:
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in the yellow profile, i pull my cyan towards the left to -38 (this helps eliminate the green in the yellows) and my yellow slider to the left to -27 (this cools down the yellows. i top it off by adjusting my magenta slider to -10, to help lower the saturation of the yellows.
you'll notice this step got rid of most of the green undertones - that's because the green was nested inside the yellows, so by taking out a lot of the cyan and yellow, you're left with a warmer yellow as opposed to a cooler yellow.
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next i go on to my reds. this step will mainly effect the alys's skin tone, but i'm going to do pretty much the same as above but with much less dramatic of a change. lowering your colours in your red profile too much can lead to a very saturated gif, which is not what i'm going for.
i pulled my cyan slider to -19, magenta to -9 and yellow to -15. you can see this helped add some more cooler tones to the reds.
the next profiles are your white and black profiles. i use white to brighten the lightest parts of the gif. no rhyme or reason here, i just pull the black slider towards the left...usually around -25. for the black profile, i always move the black slider towards the right. anywhere from +3 to +8, depending on the gif. for this gif, i did +8. this darkens the blacks and, in my opinion, helps the gif pop!
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you can see this step got rid of the yellow tint, gave the gif a more neutral look and adjusted the reds to better compliment a purple colour scheme !
STEP FIVE: LEVELS
this adjustment has three toggles - i'm not 100% sure what each toggle really does, i just know that by pulling the leftmost toggle to the right, it darkens your gif, and pulling the rightmost toggle to the left brightens your gif.
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this step is so hard to explain, but really i just pull the toggles around until it looks good...sorry !
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STEP SIX: BRIGHTNESS / CONTRAST
this step is exactly what it says on the tin...it brightens your gif. this step is based on your scene and personal preference, there's no real guide to it.
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i always pull my brightness slider to the right ( brighter ) and my contrast slider to the left ( less contrast ).
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STEP SEVEN: GRADIENT MAP
this last step is something i learned from @nataliescatorccio ! i add a gradient map to the top of my stack, and choose a lighter colour of what i want my overall gif to be. in this case, i used a very light purple!
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i then set the blending mode to "soft light" and lower the opacity to anywhere from 20-30%. for this gif, i did 30%
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this step will help make your colour pop once you do your main colouring!
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PART TWO: PAINTING & COLOURING
- step 1: layer 1 - step 2: layer 2 - step 3: layer 3 - step 4: final touches
okay, so my actual colouring process is based in 3 layers. for this gif, i'm using a deep purple/mauve colour !
STEP ONE: LAYER ONE
between your brightness/contrast and gradient map layers, add another blank layer. change the blending mode of this layer to "colour" and set the opacity to 40%.
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then, using a soft round brush with an opacity of 100% ( size of the brush is your preference, i typically use around 108 ), colour the parts of the gif you want coloured !
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you can see this helps us get the canvas to a more uniform purple colour!
STEP TWO: LAYER TWO
for layer two we're going to do the exact same thing. add a layer above your previous, set to "colour" at 40%. we're going to go over the same areas!
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you can see this helped get the purple so much more vibrant and closer to what our final colour is going to be!
STEP THREE: LAYER THREE
for our final layer, add another layer above the previous 2, set your blending mode to "multiply" and your opacity to anything from 60%-100%. for this gif, i did 60% !
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now, our colouring is pretty much done but you can see that, now that our colour is down, alys's face is still a little too blue/green/yellow for the background purple. the next step, we're going to adjust and add final touches!
STEP FOUR: FINAL TOUCHES
at this point, i went back into my selective colour layer and adjusted my yellows & reds and went back into my colour balance layer to adjust everything overall.
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at this point, i'm going to go in and add some adjustments layers above everything - i usually add some brightness/contrast, and a selective colour layer to darken the blacks.
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which brings us to our final result:
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xiaolanhua · 1 year ago
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Hello!
I absolutely love your edits and gifs. I was thinking about making edits/gifs too but I'm not sure where to start : ( Would you be able to share some resources? Or any tips you have for someone that's just starting out? I'm not even sure where to download the videos from :/
Thank you in advance!
hello!! omg thank you so much for liking my gifs 🥹🫶🫶
Of course! In this post I'll share some tips that I think are helpful when making gifs, specially from asian dramas (mostly chinese and korean)!
Where to download k/cdrama videos?
dramaday (korean media only)
mkvdrama (korean, chinese, japanese, thai etc)
avistaz.to (they have the most complete catalog of asian dramas but you can only have access to the files if you register and they open for registration only every now and then so if you want to join, you have to have a invite or wait till they open)
2. Where to make gifs?
Mostly, the gifs on this website are done using Adobe Photoshop but I think for the past few years there is a lot of users who use Photopea which is an online (and free) version of photoshop.
3. How to make gifs?
Well, I think there's a some ways of making gifs but the 2 most common are through screencapping and using vapoursynth. Before I knew how to use and install vapoursynth I used the screencap method a LOT so I totally recommend you to begin giffing using the screencap method before you try other ways of giffing. Also, with this method, you can use on both Photoshop and Photopea.
In this gif tutorial made by @kylos you can learn how to install the program mpv to take screencaps and how to make gifs using the captures.
There's this complete guide on how to gif made by @cillianmurphy that is very helpful.
Also, this comprehensive giffing tutorial by @redbelles is great!
But if you want to know how to gif using vapoursynth (if you are an MAC user), i totally recommend this how to install post and COMPREHENSIVE GIFFING TUTORIAL (vapoursynth + ps cc 2018) post, both from my beloved @dingyuxi 🫶
If you don't have Photoshop and want to make gifs using Photopea, I think this and this tutorials will be great for you.
4. How to color?
Coloring gifs is something very personal to each gifmaker but if you want to know how to start doing it, i recommend you these tutorials:
becca’s mega coloring tutorial by @nataliescatorccio
coloring tutorial by @magnusedom
simple gif colouring for beginners by @kinnbig (specially focused on east & south east asian skin tones)
Finally, I recommend you looking at the resource directory from @usergif because they have a collection of tutorials and resources that are very handy when making gifs!
If you have any particular question from how I gif, I will gladly answer!
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nataliescatorrccio · 6 months ago
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Hi, everyone! @reputayswift asked me how I made this gif where I put several gifs in one using shapes, so I thought I'd write a quick tutorial. Under the cut, just a heads up, this is very screenshot-heavy!
Difficulty level: Easy, basic gifmaking skills are required
Software being used: Photoshop CC 2020, but any version is fine, and I'm sure this can also be adapted to Photopea.
Firstly, you have to pick which shape/png you want to use. For this gifset, I used this maple leaf png that I got from cleanpng.com , a website that I highly recommend for getting transparent pngs.
After picking the png, make your gifs. Just remember that the smaller gif and the base gif need to have the same number of frames. And that the shape/png and the smaller gif need to have the same dimensions.
Okay, so after you've made both gifs, go to the smaller gif and convert it to a smart object. It will make it easier to put it inside the shape, since it will convert all the layers into one. Just follow these steps: select > all layers > filter > convert to smart filters:
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Okay, now open the png you've picked on Photoshop and resize it, so that its dimensions are the same as the smaller gif's. After you've resized the png, select the move tool (shortcut: V key in your computer keyboard), drag the png and drop it on top of the smaller gif:
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Now, drag the png layer underneath the gif layer:
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After that, right-click on the gif layer (not the png layer) and then select "create clipping mask":
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And here's what we're left with:
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Now, it's time to put the smaller on the base gif, which is pretty simple. Select the move tool (shortcut: V key on your keyboard), drag the smaller gif and drop it on the top of the base gif:
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And here's our final result:
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I hope this helps! Feel free to reach out if you have any questions <3
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murfeelee · 21 days ago
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Do you have a tutorial of where you convert objects after and make them function?
Hi! Yes and no, LOL. 😅
☽✶•.¸(✶•.¸★¸.•✶´)¸.•✶´☾ ☆«´¨`•°°•´¨`»☆    ☽.¸.•✶(¸.•✶´★`✶•.¸)`✶•.☾
Welcome to Murf’s School of Crap and Crap-Making!
School Motto: Prepare to be tortured! For Science!
Lesson #28: FUNCTIONALITY (I love the way you move~! 🎶)
☽✶•.¸(✶•.¸★¸.•✶´)¸.•✶´☾ ☆«´¨`•°°•´¨`»☆    ☽.¸.•✶(¸.•✶´★`✶•.¸)`✶•.☾
Quick Tid-Bits about Buy Mode CC Functionality
At its most basic level, object conversion follows the same basic steps from this tutorial I made here (for TS2 to TS3 converting). Once you have an .obj mesh and your .png/.dds textures, it's really just a matter of Exporting the mesh from a 3d modelling program (Blender or Milkshape), plus the textures into an image program (Gimp, Photoshop, etc), and Importing all of them into whichever TS3-compatible program you wanna work with (I always use TSRW cuz I can't stand Blender).
But when it comes to FUNCTIONAL CC, it really does depend on what the specific function is. Anything that's not Decor is Functional (anything sims can actually use/interact with; or that you can toggle specific options on). But the Buy Mode object types were NOT created equally--some are WAY more complex than others. Some functional objects are static--they don't move around much or do anything fancy (a table, a lamp, etc), and if they do move, it's very limited and doesn't require a bunch of finagling to make them work right. But some of these turds have pieces that are mobile/etc. 😰 When a sim interacts with the object, there's animations & bits moving all over the place & lights flashing & noises beeping & all kinds of crap happening. So objects tend to get more complicated to make as their functionality increases and there are a lot more moving parts.
LEVEL 1: SCRIPTED (Decor) Objects
Scripted objects are fun(ny), cuz that's when you're changing the base function of an object, by giving it a new Script in TSRW/S3PE (The Transmogrifier mod at MTS basically does this for you in-game). For ME, I'm usually turning a decor object into a functional one. Sometimes that's as simple as taking Wall Decor and giving it a script that makes it ACT like a functional wall tv/mirror/etc instead). Other times I'm making my Edible foodstuffs & Drinkable beverages. These often REQUIRE Arsil's Beverages Mod or something, cuz the script is from a 3rd party mod not built in the game itself. So it depends, but most of the time it's super easy & simple (which is why I tend to make these a lot 😅); just a matter of copy/pasting one script into another.
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LEVEL 2: VERY simple functional static objects
There's some basic functional CC that follow the exact same steps as the 2t3 tutorial I already linked above--just swap the meshes & textures, adjusting the mesh sizes/positions as needed, and you're DONE (barring any finagling with Shaders (if you want the mesh to be see-thru or have a neon glow or whatever)):
Surfaces & Comfort (tables & chairs/sofas ONLY*)
Lighting (all lighting categories)
Electronics (Radios, Alarms, Clocks ONLY*)
Hobbies & Skills: LN pianos/keyboards
Toys (SN 8-ball, basegame/AMB crafted toys)
Plumbing (toilets, sinks, & SOME tubs)
Appliances (firepits)
Party (the dance rugs, SN fairy houses, FX Machines from LN/SHT ONLY*)
Debug/Transportation: Teleporter, IP Jet-skis
Plumbing (toilets, sinks, & SOME tubs)
* there's likely exceptions I'm forgetting about, but for the most part these are the "Only" super-reliably simple functional objects sims can use AFAIK
LEVEL 3: More involved functional objects
But then there's garbage that either require you to mess with their Joints/Bones (cuz the objects move / have animations when sims use them); or Geostates (the object changes shape/state when sims interact/use them & move them around). Or worse: you have to edit BOTH. 💀
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More Involved (but not bad once you get the hang of it)
Electronics (TV screen meshes need careful positioning, computers have joints/bones on the mouse)
Appliances (stoves--the oven doors have joints/bones)
Storage (toy/treasure chests -- the lid has a joint/bone IIRC)
Sports (WA training dummies have joints/bones IIRC)
Debug (WA incense has geostates)
Hobbies & Skills (SN wands have geostates)
Transportation (ITF hover boards & SN magic brooms have geostates)
Toys (teddy bears have a lot more joints, that pretty much use similar steps as CAS CC--the Mesh Toolkit is your friend!)
None of these are really complicated, once you get the basics of how joints/bones & geostates work.
IMO, other than the teddy bear, you can easily & quickly assign joints/bones to meshes manually, without needing the Mesh Toolkit to do it for you at all. But be careful when manually assigning them! If you mess up assigning the joint/bones, the object mesh will move around in effed up ways during the animations.
OR, it might not move at all--which NGL is sometimes a blessing in disguise! 😅 Sometimes--not always!--it really doesn't matter if an object doesn't have bones/joints, esp. when converting super busy meshes that don't really "FIT" within TS3--like medieval/fantasy/sci-fi meshes with all kinds of fancy bits. In those cases, it's easier to say EFF the animations and just make it a static mesh instead--the dresser/chest/oven/etc doors/lids don't open, the car/bike wheels don't turn, but the object still FUNCTIONS properly--the sim can still USE it as intended, which is all that REALLY matters. 😌
Geostates though? That's a bit different. Cuz making geostates mean you have to make multiple different version of the mesh, cuz the object has different States that show up: full/empty, broken/fixed, up/down, messy/neat, finished/incomplete, on/off, open/closed states. Wands & guitars & brooms & beds & boats etc. NEED geostates in order to act right. They're either supposed to move around with the sim a certain way; or change depending what state they're in when interacted with versus left alone/idle. And those states can be freaking annoying to work with, esp. in TSRW. 🤦 Ofttimes it's easiest to break the mesh into multiple individual groups, Import them all into TSRW separately, and then manually assign the geostates group-by-group, not vertices-by-vertices--(guitars & rowboats, I'm looking at YOU).
LEVEL 4: Harder / More Complex (frikkin irritating)
Hobbies & Skills (guitars--too many effing geostates)
Toys (dollhouses, sandcastles, etc have geostates)
Storage (bookcases have geostates) dressers & armoire/wardrobes have annoying joints/bones for opening the drawers/doors/etc)
Pets (basegame fishbowls have a lot of geostates IIRC)
Transportation (IP rowboats have TOO MANY frikkin geostates & joints--I always say never again! and then I make another one, LOL 🤡🤥)
This is where my patience gets frikkin tested.
LEVEL 5: Too Effing Intimidating / Annoying / Hard For ME*
Appliances (pretty much everything else, I don't go here)
Comfort (beds, cribs, etc. have geostates I'm too lazy for)
Plumbing (showers/tubs with moving doors/screens)
Entertainment, Hobbies & Skills (I don't go here)
Transportation (bikes, cars--absolutely not)
Pets (my rabbit mod--never again and I mean it)
* I am notoriously LAZY--once there's one too many steps or things start acting funny or going wrong, I give up HELLA quick, cuz chile, I HATE making CC. Simming is a hobby that helps me relax; not a job I'm required to do for my livelihood--I'm not tryna be stressed over frikkin pixels. There's objects I've never made before; or only made ONCE and swore to NEVER make again cuz I love myself; or I've tried to make and completely failed at and don't care enough to figure out. So I'm not saying these objects are impossible, I'M just not messing with them. 🤣
TL;DR: Your Mileage May Vary!
So yeah, your question is actually harder to answer than it seems, cuz it really depends on what functional object you wanna convert. There's objects I have no idea how to make--I see way too many moving parts, and I run in the opposite direction.
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plasmajane06 · 2 months ago
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✨🐆🌺 gyaru cas organizer 🌺🐆✨ °❀⋆.ೃ࿔*:・download under the cut °❀⋆.ೃ࿔*:・
ahh im so excited to share this with you all :3 it's my first official CC and I hope you love it! of course, this wouldn't be possible without the incredible work of @yoruqueenofnightsims. without her wonderful photoshop template and tutorial I wouldn't be able to present you all with this :) as this is my first piece of CC their may be problems with it so feel free to contact me if any occur and I will do my very best to resolve them. they have been tested in-game and are in working order atm so *hopefully* they work well for anyone who would like to use them 🩷 I plan to make more of them soon so stay tuned for that. the gyaru theme was my test run but I ended up liking it more than I thought I would and figured it was good enough to share. enjoy!
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important info- there are two download options within the folder. a merged file and a zip file. choose only one method to avoid duplicate files and possible issues ☺️🩷
tou: just please don't claim this as your own. be a good person. also, follow the original creator's tou as this wouldn't exist without them :)
𝒹𝑜𝓌𝓃𝓁𝑜𝒶𝒹 (sfs free, no ads)
@alwaysfreecc
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thebleedingwoodland · 1 year ago
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THE SIMS 3 TUTORIAL
HOW TO CREATE DEFAULT REPLACEMENT MOD USING CUSTOM MESH & TEXTURE FOR SIMPLE OBJECT
⚠️ Tumblr has 30 pictures limit, so I cannot include too many pictures. If you want to zoom in the pictures, click the pictures to enlarge, or save the pictures into your PC, zoom the pictures on picture viewer or zoom in the pictures on your mobile phone. ⚠️
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I create this tutorial to make easier to follow because there are older tutorials available before but scattered on internet and usually only say "Export to replace s3asc" without explaining how to export the edited object properly.
My method is using TSR Workshop instead of exporting the object using Sims 3 Object Export/Import plug in because exporting to replace the s3asc using that plug in always giving error notification "ERR: Model has 1 groups; original had 0" and cannot be exported.
For beginners who are very new using s3pe and haven't created default replacement mod before, better start from simple object first.
Simple objects I mean in-game object that has single MODL and single texture with no morphs, no GeoStates, no presets, no CAS colour channels, and easily cloned from OBJD on catalogue. Usually as utensils that Sims holding in their hand, not buy/build objects. For example: Pencil, pan, fork, spoon.
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Tools to prepare:
s3oc
s3pe
Milkshape 3D for bone assignment (Version I use 1.8.5 beta, discontinued by its developer, therefore feel free to download the full version with its license key provided).
Sims 3 Object Export/Import 1.01 by Wesley Howe (Milkshape plug-in. Download msS3ObjPluginsV101.rar ) 
TSR Workshop (Older version for TS3 only version 2.0.88)
TSR Workshop plug-ins for export.import TSRW Object.
3D Program (Blender/Maya/3dsMax)
Editing images software (Photoshop, make sure you have to install .dds plugin by Nvidia. For free software alternative, you can use GIMP with its .dds plugin)
This tutorial will not teach you how to:
Meshing object ❌
Create alpha texture ❌
Change thumbnails in-game ❌
Install programs and plug-ins ❌
This is how I created Chinese chopsticks replacement mod using custom mesh and texture.
In summary, this tutorial has 10 steps:
Step 1. Clone the Object using s3oc
Step 2. Open S3PE to Copy the Original Resource Code and Export the Files
Step 3. Export the Original Mesh as Base Mesh to .obj format
Step 4. Create Your Custom Mesh
Step 5. Bone Assignment & Create Group
Step 6. Create custom Texture
Step 7. Import the .wso of Edited Mesh on TSR Workshop & Export the package
Step 8. Export MODL file from Package saved from TSR Workshop
Step 9. Finalizing in s3pe & Replacing the Original file with Edited File & Correcting the Code As Same As Default Code
Step 10. Test the CC in your game.
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✳️ Step 1. Clone the Object using s3oc
Before cloning the object, check the Game Folder for in-game object file location. Settings > Game Folders...
Take a look if the Base Game or Expansion Pack for object file you want to clone is in the right folder. For example, my The Sims 3 game are all bought from Steam, so the location is D:\SteamLibrary\steamapps\common\The Sims 3
If you want to clone object from Expansion Pack, make sure input the folder location. For example, the location for World Adventures EP is D:\SteamLibrary\steamapps\common\The Sims 3\EP1
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If you are done, close the pop-up box. You can continue click Cloning then choose Normal Object...
Wait until you get the whole catalogue. Click Search...
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For example, I clone object from World Adventures Expansion Pack. You can clone object from Base Game or other Expansion Packs as long it is considered as "utensil" that Sim holding on hand. For example: "Pencil" or "Pan"
Search for text: chopsticks
or if you want to clone object from Base Game, search: utensil
Tick check marks for Resource Name, Object Name, Object Desc then click "Search button"
Search result gives you results with name "chopsticks". Here is the object we are looking for: UtensilChopsticks
We need the OBJD file to clone. OBJD = Object Data.
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Click "Clone or Fix" at the right bottom. Then you see the next page to determine if you want to clone with renumber or not. If you want to make default replacement, then do not check the Renumber box. Keep it blank.
Tick check box means the s3oc will generate new resource code for new item. Not tick the check means the s3oc will overwrite the same resource code, it is to replace object you cloned in-game.
I am personally a detailed person, so I usually tick as many as I want: tick "Deep clone" "Missing String Tables" and "Include Thumbnail" to include more details. Then click "Start" to proceed.
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It will give you file name [CreatorName]_ObjectName_Number
Then save your package file in "DBPF Package" format in your project folder. Always make folder for any file to make everything organized.
✳️ Step 2. Open S3PE to Copy the Original Resource Code and Export the Files
Open S3pe, locate your package file you cloned from s3oc. Find the MODL of Utensil Chopsticks, Right-Click, "Details..."
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On Resource Details, click "Copy TGI" to copy the Resource Code. Type, Group, and Instance will automatically be copied on clipboard. Then open Notepad, Right-Click to "Paste".
Click GRID on bottom of the s3pe (I mark it red on picture), it will give you pop-up box with Data Grid. Click "Resources", it will be highlight blue and there's 3 dots button appeared on the right side. Click the 3 dots button. It will give you TGI Block List Editor.
Inside MODL's TGI Block List Editor only has IMG. You may wondering why, but that's how the game coded. Type, Group, Instance of _IMG inside TGI Block List Editor should be the same as _IMG on the package.
Copy the TGI, Group, Instance to your Notepad.
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After you copied code of MODL, do the same for the texture image (_IMG), but only copy the code from Resource Details. You cannot edit TGI Block List Editor for _IMG as the Grid button for _IMG is greyed out.
The main task is the code of your edited mesh and texture should be the same as the code you copied now from original package you cloned with s3oc.
Keep the code on notepad. You will need this code later.
Export the MODL file. Right-Click, "Export to s3asc". The file appears in long string such with name for example: S3_01661233_08000001_B619DB2238C3430B%%+MODL_filebase
Do not rename the file. Save.
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Export the texture file. Right-Click "Export > To File..." The file will be saved in .dds format. Do not rename the file. Save.
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✳️ Step 3. Export the Original Mesh as Base Mesh to .obj format
Open Milkshape. Import the s3asc file you saved before.
More steps click spoiler tag "Read More / Keep Reading" below
File > Import > Sims 3 Object Import v 1.01 by Wesley Howe
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Locate the s3asc file, then the original chopsticks mesh appears.
Click the "Joints" tab. It has 4 codes. Check box "Draw vertices with bone colors" It will show Bone Assignment colors on the original mesh. Yellow on top chopstick and light blue on bottom chopstick. The colours are to make the object has rig and movement following the Sim's interaction.
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Take a look at the 4 codes on Joints Tab. You can play around to see which colour of the code will appear, after that copy paste the code to Notepad to make it easier to comprehend.
Click Select from Tools menu, Select Options: Face. On "Right/Left/Top/Bottom 2D View", Left-click make selection of one part of chopsticks. While the part of object being selected (Red), click Joints then Choose "Assign".
0x96239247 --> Yellow 0xFEAE6981 --> Purple 0xCD68F001 --> Light Blue 0xD0DECA8E --> Red
Your edited mesh must have the exact same Bone Assignment colour later. Check again if the code and colour are correct.
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You can save object mesh as .obj to other 3D software such as Blender or any other 3D software.
✳️ Step 4. Create Your Custom Mesh
Use the original .obj as base model. While you can create longer mesh or any edited version as you wish.
Make sure the scale and position of the edited mesh is same as base original mesh, because the edited mesh will be used on Sim's hand.
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If you are done editing the mesh, export the UVmap.
You can export the uvmap in higher resolution, as long as it is Power of 2. 64x64, 128x128, 256x256, 512x512, 1024x1024, 2048x2048, 4096x4096. I export in 1024x1024 pixels to make the size of texture larger and have more details.
Then export the mesh object in .obj format.
✳️ Step 5. Bone Assignment & Create Group
Open Milkshape. Import the original mesh.
Check the Groups Tab. Original mesh has 1 group, "group 00". Group 00 means it is the main mesh. There is no shadow beneath the object.
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Import the edited mesh as .obj file.
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My edited mesh has one single name "default" name on the Group Tab. While edited mesh may have a lot of file name scattered on Group Tab. Regroup the file name to simplify your edited mesh into one single name. Select > Regroup.
The main task is replacing the EA's original mesh with your edited mesh.
Before you delete anything, you must do Bone Assignment first to the edited mesh you created.
Your edited mesh does not have Bone Assignment, so it appears white.
Remember the 4 codes you copied earlier in Notepad.
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Copy Bone Assignment from original mesh to your edited mesh.
This case, your want to Bone Assign Yellow colour.
Select > Face to select one part of chopsticks of your edited mesh. On Joints Tab, double click the appropriate code 0x96239247 in blue highlight then the code box on the right side of "Rename" will appear 0x96239247. Make sure the code is correct. Then you can click "Assign".
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Your edited mesh will appear in Yellow colour. Then do the same for another part of chopsticks.
Select another part of chopsticks of your edited mesh. On Joints Tab, double click the appropriate code 0xCD68F001 in blue highlight then the code box on the right side of "Rename" will appear 0xCD68F001. Click "Assign".
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Your edited mesh will appear in Light Blue colour.
Then what's the other code for? With colour purple and red?
Leave them. Let the codes have the same exact codes as appear in original mesh and let the colours only assigned Yellow and Light Blue. The colours are to determine rig for interaction in-game, which only use Yellow as upper part of chopstick and Light Blue as bottom part of chopstick.
You can safely delete the original mesh with name group00 until it remains your only your edited mesh.
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Rename your edited mesh to group00. Type group00 on the box then click "Rename" on the left side.
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Export to TSRW Object in .wso format. .wso is format with bone assignment on object attached.
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Save your .wso in your project folder.
✳️ Step 6. Create custom Texture
Import original texture you exported from s3pe to your editing image software.
Look at the original texture made by EA. 32x64 pixels. It is very low resolution, blurry and stretched, because the texture should be compressed as low as possible by game designer. As player you want it has higher detail to look realistic as possible and your PC of course can handle high resolution content, sure you can make the resolution much higher than EA's.
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Import the UVMap you saved from 3D software. For example, UVmap I imported has 1024x1024 resolution. Add your custom texture. Then save it to .dds format in the same name as original texture. Save in separate folder, name it "Edited Texture" to keep it separated from original texture.
✳️ Step 7. Import the .wso of Edited Mesh on TSR Workshop & Export the package
Open your TSR Workshop.
Create New Project > New Import >Next...
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Then Browse original mesh by EA in package format in your project folder.
On Open file box, you cannot see .package file because the filter is .wrk (TSR Workshop Project). Choose the .package dropdown.
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Then you can see .package file.
Open the .package. After the file is located, then Next. On Project Details I usually skip without giving name of Project Name and Title. Next.
You must have seen green land with white blank sky.
Where's the mesh? It is actually there... just being zoomed in too close. You need to zoom out by scrolling down mouse.
You can see the original chopsticks mesh by EA. You can save the project file in .wrk format. After you save the file, import the .wso of your edited mesh. Mesh tab > High Level detail. Click green arrow folder icon to import. Then your edited mesh will appear replacing the original EA mesh.
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As you see, the texture is messed up because the texture is still using original EA's texture. But then you check Textures tab and it has blank dropdown...
I cannot change the texture on this TSR Workshop!
Don't worry, we can replace the texture on s3pe later.
No need to change anything other than importing mesh. Click Edit > Project Contents to save as package.
You will see pop up box with number or files DDS, FTPT, LITE, MODL, OBJD, OBJK, etc. Export > To. package. Give name such as "EditedChopsticks_TSRW"
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✳️ Step 8. Export MODL file from Package saved from TSR Workshop
Open S3PE, File > Open package "EditedChopticks_TSRW" that you saved from TSR Workshop.
Export MODL. Right-Click, export. It gives you file name with [StringOfNumber] .model .
Save it on project folder. Keep it organized and separated from original MODL. Name the folder "Edited MODL". Do not rename the file.
✳️ Step 9. Finalizing in s3pe & Replacing the Original file with Edited File & Correcting the Code As Same As Default Code
Open s3pe, File > Open original package that you cloned from s3oc. [CreatorName]_ObjectName_Number
Find the MODL. Right-Click > Replace...
Locate to your edited MODL with filename .model .
Then click Open.
The original MODL of the package should be replaced with your edited mesh.
Do the same for the texture.
Locate to your edited texture with filename .dds
Then click Open.
The original texture of the package should be replaced with your edited texture.
Take a look at MODL's Type, Group, Instance. It has the same code as original MODL in the original package cloned with s3oc (because it has been replaced)
Don't forget to see the code inside TGI Block List Editor.
Repeat step 2 how to check the code. Right-Click on MODL/IMG > Details... and click GRID > Resources > TGI Block List Editor.
The Type, Group, Instance of the _IMG are different compared from IMG from original package clone, which means that is the evidence of edited mesh replaced the original.
Rename the Instance with default/original Instance you copied on notepad from Step 2. Type, Group, Instance should be the same as default/original Type, Group, Instance.
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Open notepad with resource code you copied from Step 2. Make sure the Type, Group, and Instance are all the same.
If the codes are the same, then your edited mesh and texture will overwrite the default mesh and texture with the same code in the game. Save, Commit, Save the package.
Check again if the texture is replaced properly. Right-Click on _IMG > ViewDDS.
ALTERNATIVES!
Yes, you can delete unwanted files in your edited package, to keep the package clean. Simply Right-Click>Deleted.
The only files needed in package are: MODL, _IMG, _KEY
They are the only files with your edited mesh/texture including codes to overwrite the default codes.
You can Start new fresh blank s3pe. Right-Click>Import from file...
Locate your edited MODL and _IMG (texture) file.
On Resource Details box, tick mark "Use resource name" > OK.
Make sure all the Type, Group, and Instance of MODL and _IMG including in the TGI Block List Editor are all the same as the code in original package.
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Save the package.
✳️ Step 10. Test the CC in your game.
Put the package to your CC folder in your The Sims 3 document folder to see if the CC is working or not.
If the CC is working as your intended, with your custom mesh and texture, then test the animation. Are the chopsticks animation working as the same as original EA's? If the animation are working well too, then congratulations!
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Your default replacement are working. Give applause to yourself. 👏
-------------------------------------
QUESTIONS!
Q:
Can I use this tutorial for making default replacement for buy/build object?
A: This tutorial covers basic method of using TSR Workshop and replacing the default codes (Type, Group, Instance), so you will understand the basic principle of doing default replacement mod.
Keep in mind that different object has different case. Buy / build object has MLOD (not just MODL) more than one, texture images more than one, has presets, and CAStable colour channels.
The TGI Block List Editor for buy/build object has a lot of codes, so have to spend a lot of time to do trial-and-error to make the default replacement working properly, because a lot of times the texture doesn't work (still using default EA's texture), or when the object appears right with your edited mesh and texture, after you choose the presets, the object reverts back to your edited mesh with default EA's texture.
Q:
Help! The texture is black! / still using same EA's texture when tested in the game!
A: The texture codes must be not the same. Check the Type, Group, Instance of _IMG. Do the codes are the same like codes in original package? Check the TGI Block List Editor for MODL, is the _IMG inside has the same Type, Group, Instance as in original package.
Q:
Help! The object disappears when tested in the game!
A: You must be replacing OBJD in your package. Do not replace OBJD. Just MODL and texture only.
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temporary-fixe · 7 months ago
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Hi hi, hello! Suas capas são incríveis e vc é uma grande inspiração pra mim colega capista. Eu gostaria de perguntar qual app vc usa para fazer as suas capinhas. Estou fazendo capinhas mais simples a alguns meses usando o PicsArt, mas gostaria de evoluir ainda mais e o fazer usando um app mais popular para capistas como o ibis. Você poderia dar algumas dicas para essa capista iniciante e tão sonhadora?
Olá, muito obrigadaaa! <3 Eu edito pelo photoshop CS6, uma versão mais antiga do photoshop cc. Eu não acho que sou a melhor pessoa pra te dar dicas, porque útilma vez que editei no celular foi lá em 2014 😭 Masss eu tentei juntar umas dicas bem úteis ❤️
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Algumas dicas para capistas, em geral
Fontes, fontes, fontes: Uma das primeiras coisas que eu faço é escrever o título e separar um lugarzinho pra ele, porque antes eu sempre fazia a capa e quando eu ia ver, cadê o lugar do texto? Uma fonte bonita é muito importante, viu, e pode até te dar um pouquinho de inspiração a mais.
💕 As que eu mais uso são:
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Capa 1: A Gentle Touch Capa 2: Slowly Lovely Sans e Lie to me Capa 3: Rocket Clouds 
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Capa 1: Linux Libertine Capa 2: Slowly Lovely Sans Capa 3: Carilos Regular e Starmony Extra: Big log
Também dá pra usar elas pelo Ibis Paint, eu acho que a fonte que a gente usa influencia muito o resultado final.
Imagens e materiais com uma boa qualidade: É uma dica velhinha, mas é útil demais. Eu geralmente pego as imagens que eu uso no Pinterest e os materiais no DeviantArt, por lá tem muita coisa útil mesmo: textura, png, efeitos. Eu vivo olhando o Deviant Art da @trancyzp, pois ela posta e curte muita coisa boa navh (só clicar). Contas muito legais por lá: coloursource, kthjkdrama, noirpsds (Esses são os que eu mais tô baixando conteúdo ultimamente).
Uma boa finalização! Eu não posso ajudar muito com essa, porque quando eu editava no celular era lá no Photoshop Touch ☠️, não tinha finalização ainda. Mas muita gente incrível fez tutorial, viu! A finalização é uma das partes mais importantes e uma das mais legais também. Separei dois tutoriais muito bons: Finalização Ibis Paint por @sharkissm Clique aqui Finalização Ibis Paint e outros por @maluyoongi Clique aqui.
Uma dica extra minha: Tem algo que eu uso absolutamente em todas minhas capas, pois eu amo usar demais e na minha cabeça é perfeito. Esse algo é a "textura do png", só que eu uso ela com uma opacidade entre 18% e 26% e mais ou menos assim:
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Agora umas dicas teóricas ☝️
Não entre em 1 milhão de projetos/blogs como eu fiz quando comecei, é muito legal, mas em excesso atrapalha muito.
É uma dica meio boba, mas eu meio que desenho num caderno o que eu imagino na capa antes de começar, anoto minhas ideias, tipo: onde isso vai ficar? e aquilo?
Veja tutoriais no YouTube, a maioria dos capistas (incluindo eu) aprendeu tudo o que sabe de lá. Não precisa ser tutorial exclusivamente de capas, de outros tipos de edições também vai te ajudar a evoluir! Esse aqui, por exemplo, é de capa pro Amino, mas achei muito interessante. Esse também ó. Eu via muito tutorial de capa de Amino e me ajudou bastante a aprender vários truques. Esse aqui é pra Layout de Twitter. Eu tentei achar um tutorial muito bom que eu usava, mas acho que foi excluído :(
E tem um pessoal que faz um tipo de iluminação perfeita por lá, mas eu nunca consegui fazer nem nada parecido 😭 > Eu < recomendo você começar fazendo estilos mais leves, texturalizadas, tipo assim. Eu comecei com texturalizadas, olha:
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Não desista, não desanime, não se compare Eu acho que todo capista um dia consegue achar o seu estilo próprio de editar! Eu vou até mostrar como eu comecei a editar, só não vale rir ☠️ (vale sim)
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E tinha outras perólas, mas eu perdi a senha do meu falecido Facebook 😭 E é isso! Eu não edito pelo celular, mas tentei ajudar de alguma forma e eu espero, de verdade, que pelo menos uma dica dessas seja útil pra você <3 Qualquer coisa, você pode me chamar no chat que eu posso até aplicar um topaz ou um 3d nas suas capinhas pelo computador, pra dar uma qualidade melhor viuu! eu tenho certeza que você é um* capista super talentos* já! Boa sorte na sua jornada ❤️
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