Katie Hairstyle
Available for the base game.
24 colors (teen to elder)
Hat compatible
All Lods
Custom thumbnail
Please respect my policy
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Support my work on Patreon
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Download (Patreon)
Download (My Site - Members only)
Download (Available to the public on 6/1/2023)
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Finally have enough texturing done on him I can get back to taking screenshots. Body is BodyTalk, Skin textures are an edit of Vobla's MACABRE, hair is Oni's Vanilla Retexture, and everything else is custom. Outfit is here.
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I should study, but modding got the better of me...
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the way i’ve named my blend files are so unhelpful that i’ve deleted sm good files by mistake cuz they’re all named shit like:
“uh” “uhhhh” “l” “test 1.1” “reanme thing” “eye” “hmm”
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Old Hair (Left) vs New Hair (Right)
Bonus:
Works with her ears
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Joelle Hairstyle
Available for the base game.
24 colors (teen to elder)
Hat compatible
All Lods
New Mesh
Custom thumbnail
Please respect my policy
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Twitter | Facebook | YouTube | Instagram
Support my work on Patreon
___________________________________________________
Download (Patreon)
Download (My Site - Members only)
Download (Free) Only on 12/23/2022
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Both frames
BGC ✔
Hat chops ✔
Compatible with split hair overlay ✔
Compatible with ombres ✔
Compatible with Crystallum recolors ✔
Hairband color is located on the Face Paint category, as usual.
It has all 24 EA colors, thanks to Simandy’s MM actions. (+ the pictured one)
Lod0: 20k | Lod1: 12k | Lod2: 8k | Lod3: 4k
Download under the cut.
Download (sfs) or Download (Patreon, free)
If you wanted to, you could consider becoming a patron, donating a ko-fi or even via paypal! It’d help me a lot <3
If you find any issue, let me know!
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HQ XURATXY HIGH PONYTAIL HAIR
NEW CURLY HAIR STYLE
36 SWATCHES COLOR TO CHOOSE
ONLY FEMALE TEEN TO ELDER
NO HAT COMPATIBLE
ALL LODS WORKING PERFECTLY
HQ TEXTURE
TRY ON YOUR GAME AND TELL HOW IT WORK OK...!!!!!
LINK DOWNLOAD: https://simfileshare.net/download/3503681/
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The first step of poly reduction is poly addition
Idk if anyone cares, but the first thing I do when reducing the polycount of a hair is rebuilding it back up to solid quads if it's been decimated. It's literally the longest step, like can be actual days of work, but the result is worth it imo.
(A brief side note that tris are 3-sided polygons and quads are 4-side polygons. Video games generally use tris, because the faces are guaranteed to be flat which makes calculating lighting easier, but meshes are build in quads first because it's a cleaner topology and easier deforming for animations. This isn't a 100% hard and fast rule though.)
You want the horizontal edge rows to be relatively straight across in the neck area so that way the mesh bends correctly when a sim moves their head, and the more rows obviously the smoother the mesh can bend.
And once a mesh is "restored", you can start deleting and merging together vertices and edge loops to get a cleaner reduction.
I don't really share much about the process, because I know there's probably an easier way to do it, but this is what works for me and gives me the most micromanaging control lol.
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