Hi all, today Studio updates with new beta versions for Windows (Star) and Mac (Aurora). Wishes and Apple Blossom will be retained as Community Tested versions, but no new features will be added to them going forward.
Star (Windows) includes a new color palette feature that allows you to customize your Studio’s palette & the ability to clone/recolor platforms. This version is able to work with the latest Blender (3.3), it is 64-bit, and it has a tuning editor for CAS and object tuning modding. There are other changes necessitated by the inclusion of palette theming and an effort to reduce anti-virus flagging. Please read the full download post for more details.
Aurora (Mac) is compatible with Apple Silicon Chips and Blender 3.3, it can clone platforms for recoloring, and it has a tuning editor for CAS and object tuning modding.
Please note, the tuning editor is a beta feature, and Sims 4 contains far too many tuning elements for us to test them all. Thus, you may encounter issues using the tuning editor. If an unexpected or unwanted outcome occurs, please report this with as many details as you can (including the affected .package), so the editor can be perfected.
Thank you to Brujah, Feyona, and Mauvemorn for alpha testing the new version and to our lovely community for keeping us inspired with your amazing creations!
Choose your version to download HERE. Please be sure to read the full download post to learn the details of each Studio beta.
Big news, everybody! 🥳
Sims 4 Studio now supports Blender 3.3 and is 64-bit compatible, among other things!
If you will encounter any problems while using it, please take a moment to report them in Creator help.
Endless gratitude to the s4s developer team for their hard work🙇♂️
hi there! do you have any tips for lowering the polycounts of accessories like buttons and grommets without completely destroying the mesh and making texturing difficult? i’ve been wanting to make more complex items but the polys of the details add up so fast!
Do you mean MD’s buttons? If yes, you can either use custom ones (made from a cylinder in Blender) or retopologize MD’s ones like this:
In UV editor enable Keep UVs and edit mode mesh selection in sync, switch to Face select;
select the uv islands of the back of buttons, threads, inner sides of holes. In 2d view press Delete, choose Faces;
switch to Vertex select, select the uvs of the holes. In 3d view press Alt M, choose Collapse.
These steps alone will reduce the polycount dramatically. However, the buttons will still be unnecessary high poly around the edges to ensure smoothness that you will not even be able to appreciate from afar, so you can go further. For everything to work, you need to quadrangulate the mesh first ( select the remaining uvs of buttons, Mesh - Faces - Tris to quads). The image below shows the stages of the process(bigger pic if needed):
Holding Ctrl, click and drag to select one edge on all buttons;
Select - Edge rings;
Select - Checker Deselect;
Select - Edge loops;
in 3d view Delete - Dissolve edges;
select two edges on every edge loop you’d like to remove, Select - Edge loops;
Hi, Hope you're well? I'm writing some blog posts on sims 4 Custom Content. I was wondering with a link back to you CC in my posts, if you'd allow me to use image from your CC in my post. Thanks Lexie
Hi. They are custom made and not yet ready to be shared for others to use (sorry, been very busy).
If you are looking for detailed feet to use in your game or as a base for your projects, magic-bot has beautiful ones and allows people to include them in their packages.
Hi, I'm trying to download the saint laurent dress but the download link isn't working (it says I don't have access) Is there another way for me to access it? Thank you!
I’ve been getting notifications of people asking for access to my older cc but the strange thing is, the access is not restricted, anyone with a link should be able to download 🤨 I restricted and allowed it again just now, could you try again and notify me if it will work out? If not, I’ll just re-upload the packages
Why does cc clothing (not only yours in particular) glitches so often, garmets mix textures from each other or have dents? it's such a pain, why is it like that? why can't it be easy :(
Could you please specify which one(s) of my cc is causing problems? Paired with my cc or other people’s?
Generally, texture overlapping happens because of overlapping uvs. People tend to put uvs in the bottom right corner of the uv space regardless of what they are making because there are a lot of start-to-finish tutorials where the authors do that for various wrong reasons. I disregard the possibility of overlapping only with full-body outfits or items that are not meant to be worn together ( boots and floor length gowns, a top and a dress, etc). However, for example, if someone put the uvs for eyelashes in the area meant for shoes (as it happened once), there is nothing that I, the creator of shoes, can do about it.
As for dents, I would need to see pics or files to know for sure. Can be bad topology (crumpled paper look), can be the introduction of bones that the cloned item was not affected by ( distortions in the leg area), can be mismatched number of meshgroups. If you want to fix those files, please create a thread here and include download links