Thursday, September 17, 2020

Making Non-CC Sims (the Detailed Tutorial)

I'm going to take you through MY process of creating non-CC sims...from start to finishwith pictures all the way from creation to posting up the sim on the Sims 3 Exchange for all of you to download and I'll also chuck up the s3pe of the Sims 3 pack file so that you can see officially that no CC was used.

Normally I don't engage in a topic of "Oh...your sim has CC" "no it doesn't blah blah blah", but well...since people are saying that I use CC in my non-CC sims, well...why not just let people know my process of creating non-CC sims.

Step One: Remove your mods folder - that way you don't get any annoying tag-alongs that seem to mess up your "exalted" no-CC status state - Thank you, @InfraGreen for pointing out the process since I seemed to have a CC skin tagging along for the ride (guess it wanted to play too - stupid skin).

2. Then tick off the box that says "run with no CC" (this is only applicable if you're stuck on 1.69 otherwise all you have to do is remove your mods folder if you are 1.67 and lower - this should take you to a state where you have no CC running at all in your game to muck up your No-CC CAS session. This will remove all store items too: everything except for your expansion items which will be logged by the Sims 3 Exchange. But it's stuff that comes with the game so it's all good. If you really want to go "base" game...then unclick all the games except the base game. I'm not doing that here.

Step 2: Sit on chair and fulminate while in CAS Loading Screen for twenty minutes - What can I say, I'm playing off a Asus Vivobook - Deal.

Step Three: When the sim finally pops up...wow...what a beauty. She looks like a cross between Grim Reaper and Fiona McIrish. Well...that just means that the sim that was being displayed HAD a CC skin involved. This means that you'll get to choose from one of EA's lovely little default skins.

At this point you will find that the skin looks kind of weird since it's trying to decide whether to stay with thet CC skin that is no longer there...and whether to go with the EA skin It may look kind of shiny. The best way to get rid of that situation is to age your sim down and then age her back up again...that will lock the EA skin back in. (at least it worked for me).

Now that her skin is proper...let's see what we can do.

She's not a bad looking sim at all. And frankly with a base like Constance Shelley from Riverview (though Riverview is no longer selectable in (no CC mode), you don't have a bad start. I'm gonna name her Myra Campbell to give some connection to her...you want to have a sim that you can connect with to do your best job on the sim given the palette that you're working with.

Step Four: Give her a hairstyle that you can see her whole face. This is a temporary hairstyle that you're going to be working with. Frankly. if you can't see her whole face, you won't be able to get a good look at how your changes are tweaking her face.

Remove all the accessories from her face (glasses, earrings...gloves...anything that she's wearing that obscures all aspects of her body. Guys...you don't have to take her clothes off. That's a bit too far...and NSFW in any case.

Now that you've got a clear palette to work on her face. Now it's time to get to work.

Now many people default to the top one on the left - because it's a heart-shape and well...heart-shaped faces are "ideal" for making "pretty" sims. That's why everybody's sim "looks the same..." :roll-eyes: So experiment a little; pick a different head-shape. I'm going to select THIS one. That makes her face a bit puffy and makes it a little bit harder to work with. And frankly. I LOVE A CHALLENGE. My wife says I'm masochistic.

Step Five: Here's where you go into the sliders. This is where most people just don't give a rat's behind. They just don't want to muck around with the sliders and just want to complain when it's just the fact that they don't want to go into the sliders and actually do the work. Here's where the real work comes into play.

GENERAL FACE AND HEADSHAPE SLIDERS


First you have an over-all set of sliders that govern the head-shape and general facial shape. This is what we're going to play with first and we're going to be going in and out of different facial shape sliders to achieve the final effect.

FACE PROFILE SLIDER: Your Face Profile governs just how pointed out or flat your face profile is. Both extremes. All the way left:

Sliders all the way to the right:

What we're going to do is put the slider position somewhere closer to the middle and about a third of the way to the right from the middle section; that gives a more pleasing position to the mouth in relationship to the nose and chin.

HEAD WIDTH SLIDER: This affects the width of your sim's head and gets rid of the "round shape depending on how you play with it. Head width slider all the way left:

Head width slider all the way right: Hey...at least I know I can make Alfred E. Neuman. from MAD Magazine if I really wanted to.

In this case, I'm going to go towards the left side of the slider two thirds of the way to full left. Note how this gives her head-shape a not so heart-shaped look and keeps the forehead even with the sides of the face...and that's what I'm going for for the final look of the finished sim (right now she's got a far way to go.

FACE HEIGHT SLIDER: This moves the eyes-nose-mouth combination up and down the face. In this case, I want to bring her facial features a bit lower. but again the extremes: All the way left: Side view shows the effect a lot better than full on face front.

All the way right:

In my sim's case, I want the slider right smack dead in the middle which give the more aesthetically pleasing look at least at the point where her face is at right now.

And where that position looks from the front.



EAR SLIDERS

Now we go into the Ear Sliders to define the detail that your sim is going to have. Note that the first three in the sliders are Ear Point, Ear Scale and Ear Orbit; the last two being Ear Rotate and Alien Ears: each one of these things does different things to the ear and as such, I will go into each one of them individually.

EAR POINT SLIDER: This makes the round of the ear pointy. Useful if you're trying to make elves or something like that...since most human sims don't have pointy ears...you'll probably be keeping the ear point slider at the very left...unless you want to mess with the shape a bit. But again, I'll show you the extremes: Full left (is normal human ears)

Full Right - you get elfish ears.

And because I want my newly created Myra sim to have slightly elongated ears, I take it about a third of the way (from middle) away from left on the slider.

EAR SCALE SLIDER: This affects the size of the ears. all the way left makes it exceedingly small...not the size that you'd want for a regular sized human.

All the way to the right gives you "extremely large ears" a la Grisby family in Riverview.

For Myra, I'm going to leave them in the middle.

Not too small; not too large and it looks aesthetically pleasing...so that's the way I'm going to go with her.

EAR ORBIT SLIDER: This rotates the ear on the vertical axis rotating it at a forward angle (if you pull the slider full right) or rotating it at a rear-facing angle (full left). Full Left: (first pic from rear of skull; second pic from side)

Full Right: (first pic from rear of skull; second pic from side)

Here's how I'm going to do Myra. (boy...that didn't come out right).

I brought the slider position a little past the middle so that her ears were more vertical than before.

EAR ROTATE SLIDER: First of all, Ear Rotate rotates the ears on the horizontal axis which brings the ears out from the skull along the horizontal plane. All the way left makes the ears clip the hair whereas all the way out makes the ears look like dumbo ears sticking straight out from the skull. All the way left (pictured)

All the way right (pictured)

See how they look sticking out from the head from the front?

Now...I want Myra to have normal looking ears that don't stickout like Dumbo ears.

...now we look into the ALIEN EARS SLIDER: Unlike the Ear Point Slider which kept the roundness of the ear while adding a point to the tips like elves, the alien ear sliders tend to be more angular and "alien-like" This would be the slider you would use if you wanted to make a Star Trek Vulcan. The default position for this slider is all the way left the farther right you pull it, the more angular the ears become - like an alien.

Default Left: human ears

All the way right: fully alien ears

And with Myra? We're going to leave them at default left position.

CHEEK SLIDERS

CHEEK FULLNESS SLIDER - this will determine how gaunt or full your sim's cheeks are. Full left on the sliders - gaunt.

Cheek Fullness full right - chubby cheeks.

In my case, for Myra, I'm leaving them close to the middle to lose the "heart shaped" look.

CHEEKBONE HEIGHT SLIDERS - THIS will change the look of your sim so be very careful of it but experiment. This will maneuver your sims cheekbone's height - full left sits the cheekbones low on the face whereas full right will nearly put the cheekbones at the base of the lower lid corner. Full left:

Cheekbone Height Full Right:

With Myra, I want her to lose a little bit of that cheek puffiness so what I will do is maneuver the slider to about half-way between midway and full-right. So it does give me a bit of an angle to work with.

So she's lost that puffiness in her cheeks. Her face isn't heart-shaped, but more angular...and she's showing some of that attractiveness...that I'm going to put into her.

CHEEKBONE SHAPE SLIDER: This slider affects the shape of the cheekbone whether it protudes and how it shapes the cheek. You slide the slider all the way left and it makes the cheeks go hollow while the cheekbone is pronounced, thin and visible.

If you move it all the way right. The cheekbone is large and gives the impression of fleshy dimples.

With Myra I want her to not look gaunt with hollow cheeks so I'm going to go about midway to the right from middle.

NASOLABIAL CREASE - You know that little crease between your cheeks and your nose that you get when you start getting older? Yeah...that thing. It's what's known as a nasolabial crease. And it's particularly noticeable when you smile and do things that scrunch up your cheeks. Well...with sims it's pretty much decorative and well...you can give them one with sliders. Default is full left and that is "no nasolabial crease".

Full right is nasolabial crease the size of the Grand Canyon. - looks good if your sim is middle aged...not so much when your sim is a young adult.

And for Myra. I've decided to leave her a little bit of a crease...some younger sims have them...and it defines her cheeks...so I'm leaving a little one in.

CHEEK JOWLS - As you get older, the more you develop jowls as the skin loses its elasticity. Since for Sims this is mostly decorative to make your sims look more realistic...well...we can play around with those sliders. Default position is full left which has no jowls.

Full Right - is with full jowls.

I'm leaving Myra's jowls at default position...none.

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