To create a pattern for The Sims 3, we were given CAP (Create A Pattern) which contained images that we could use. Here is a great example of patterns made with CAP from All About Style:
However, you can only make so many patterns with the same images and although you can import images into CAP, I found that it didn't really give a good result. I soon realised that TSR Workshop's pattern feature for me was the best way to make patterns for the game.
Creating patterns for The Sims 3 means that the user can change the colour of them in game to suit their own needs and also apply them to not just clothing but also furniture, wallpaper and curtains etc.
On many of my toddlers and childrens clothing items for The Sims 3, especially the sleepwear, I like to create a pattern with the image I create in Photoshop. The way I do it is unconventional and does not contain the channels needed to change the colours or apply the pattern to other items and therefore they are non-recolourable. However, as I use my pattern as an overlay, I don't need to create them the 'right' way.
For example, my Rainbow Sleepwear for Toddler Girls had a little rainbow on two of the variations with a rainbow pattern on one half of one variation and a rainbow pattern on the whole of another variation:
This creates an item of clothing which is more unique as the pattern is not seen as a pattern in game as such and therefore cannot be used for other items.
Whether you create a 'proper' pattern which has channels to enable the user to change the colour and use it on whatever item they wish, or whether you create a pattern as I do, for an overlay on an item of clothing, you will need to seamless tile by hand in Photoshop, or whatever paint program you are using.
If you've never done this before, it may seem a little daunting but it is very easy to do and much easier than creating a seamless tile with 'channels'. To create a pattern with 'channels' you need to keep the colours seperate and usually you only get to have 3 or 4 channels or colours. By creating a seamless tiled pattern with an image for use as an overlay, you can have as many colours as you want as no channels are involved.
First of all, I use a template which was basically a screenshot from CAP:
The pink square in the middle is where I design my pattern (256 x 256 pixels) - any image that overlaps the pink square will need to be cut. I use my rulers along the top, bottom and sides to define the area. The white area is basically my working space.
Once you have the image that you want to pattern, place this on your template and then duplicate the layer so you don't mess up the original. For the purpose of this post, I will be using the rainbow image I created in Photoshop for the toddler sleepwear:
Take this duplicated image and place this somewhere on the pink square:
Then duplicate the original image again and use this somewhere else on your pattern:
As you can see, I turn the image so as to make it a little more interesting.
Now comes the more involved bit :-)
Duplicate the original image again and place this on the pink square but overlap it into the white area:
Using your rectangular marquee tool, cut off the excess (this is where the rulers come in handy):
Then paste the part of the image you have cut and line this up back together again:
Using your arrow cursor on the keyboard, bring that part of the image down so that it rests on the bottom of the pink square:
I tend to group these two pieces together so that I know that image has been cut.
Keep doing this by duplicating the original image and overlapping it onto the white area, (top, bottom and sides) cutting and matching up. You will then end up with something like this:
Once you have your design, hide the original image and the background and go to image > trim. You will be left with a square of 256 x 256 pixels. You can then go to edit > define pattern and you will have your pattern in Photoshop that you can use. Test out the pattern by creating a large square about 3000 x 3000 pixels and create a new layer with your pattern. Your pattern should seamlessly tile. If it doesn't, you will have to go back to your original file and tweak.
Once your pattern tiles seamlessly and you are happy with the result, you can go ahead and make your overlay file. I use my multiplier and/or mask file as a guide.
If you have any questions or comments, please use the comment section below and if you liked this post, please consider hitting the 'like' button below and/or click the 'tweet' button!
Cheers!
~Minicart :-)
Creating Let's Plays and Tutorials for The Sims 2 (and I build houses and community lots too)
Showing posts with label tsr workshop. Show all posts
Showing posts with label tsr workshop. Show all posts
Wednesday, 10 October 2012
Saturday, 6 October 2012
Creating for The Sims 3
I have been asked by a few people how I create my clothing for The Sims 3 and I always point them in the direction of Ekinege's fantastic tutorial over at The Sims Resource. Although I used other tutorials when I first started and which got me on the road to custom creation, as soon as Ekinege's tutorial was released, I learned a little more about what each file does. Her tutorial is a more in depth one but still easy to follow.
If you ever created anything for The Sims 2, you will soon realise that creating for The Sims 3 is very different. For example, custom creation for The Sims 2 meant that the design as well as the colours and textures were placed directly on one file and any variations would have to be created as a seperate item. Now that we have CAS (Create a Sim), the file needs to be greyscale or colourless with seperate colour 'channels' to enable the user to change the colour and/or texture of the item themselves in game. All of this may sound a little daunting but it is in fact quite simple.
Multiplier File
The 'multiplier' file is where you place your design. For example, add a belt to a dress and for more involved creating, change the neckline, change the sleeves from long to short or vice versa as in the images below:
The 'alpha' layer in the channel of your multiplier determines where your design goes. The white part shows your design where the black part blocks it out. For example, I created this two piece swimsuit from the swimsuit for girls:
The original multiplier looks like this, with the alpha layer being completely white to show the one piece swimsuit:
Here are my changes to create a two piece swimsuit:
The 'white' part determines how much of your design shows through, so if it's black, it doesn't show through at all. Had I made the white part of the swimsuit grey, the swimsuit would have been see-through which is something you can implement on adult clothing such as this top from Juttaponath:
The see through part on the top has been made with that part of the alpha layer being grey.
Mask File
The 'mask' file determines where the colour channels go on your creation. Usually there are three channels or colours however, you can just use one or two. Red is the first colour, yellow is second and purple third but please be aware that these are not the actual colours your item will be; these colours are used to basically tell CAS which of your chosen colours go where on the item. So for example, if you have a blue t-shirt with a green neckline and white sleeves, you would create the mask with red for the t-shirt, yellow for the neckline and purple on the sleeves.
Once in CAS, the item will show three colours on the specific parts you have chosen, enabling the user to change these colours and/or textures to their liking. You can even create a pattern on the mask. Here is an example of a mask file which again is taken from my Strawberry Swim for Girls:
Normal File
The 'normal' file is basically the bump map. I remember using the bump map in The Sims 2 to make the pattern and texture stand out more as in the image below:
To achieve this effect, I placed a copy of the design on top of the bump map which is something that you cannot do with Sims 3 creating.
For Sims 3 custom content, this 'normal' map does the same job by making things 'stand out' and basically highlighting details such as making a belt buckle look as though it is raised.
Clothing Specular File
The 'clothing specular' file is great for highlighting parts of your creation that you want to remain shiny, such as the belt in Ekinege's tutorial here:
Otherwise this file is basically very dark or even black. If the file is too light, your whole creation will be very shiny.
Overlay File
The 'overlay' file is great for adding little extra's to your design, such as buttons or even an image or non-recolourable pattern. I tend to use this file on all of my creations and I prefer to use this for placing an image on the item instead of using the 'logo' file as I find that I get a better result with the 'overlay' file.
Any images that you place on the overlay file cannot be recoloured in game by the user which means that you can make your design more unique. If you are going to create three variations of your item however, you will need to have three different overlay files - one for each variation.
Here is an example of an overlay file together with the alpha that I created for one variation of my Smart and Casual Outfit:
I would recommend that you use TSR Workshop for creating custom content as it is extremely easy to use and also download and follow Ekinege's tutorial to get a great result.
You will of course need a paint program such as Photoshop or Paint Shop Pro however, if you don't already have a paint program, there are some free ones on the web such as Gimp which you can use for creating custom content for The Sims 3.
Here are the links to the free downloads for you:
Ekinege's Tutorial
TSR Workshop
Gimp Paint Program
If you have ever wanted to have a go at creating custom content for The Sims 3, I hope the above will help you understand the process more and get you started on the road to becoming a Sims 3 custom content artist.
If you have any questions, please comment in the section below or if this post has helped you, feel free to 'tweet' it or click the 'like' button! :-)
Cheers!
~Minicart:-)
If you ever created anything for The Sims 2, you will soon realise that creating for The Sims 3 is very different. For example, custom creation for The Sims 2 meant that the design as well as the colours and textures were placed directly on one file and any variations would have to be created as a seperate item. Now that we have CAS (Create a Sim), the file needs to be greyscale or colourless with seperate colour 'channels' to enable the user to change the colour and/or texture of the item themselves in game. All of this may sound a little daunting but it is in fact quite simple.
Multiplier File
The 'multiplier' file is where you place your design. For example, add a belt to a dress and for more involved creating, change the neckline, change the sleeves from long to short or vice versa as in the images below:
The 'alpha' layer in the channel of your multiplier determines where your design goes. The white part shows your design where the black part blocks it out. For example, I created this two piece swimsuit from the swimsuit for girls:
The original multiplier looks like this, with the alpha layer being completely white to show the one piece swimsuit:
Here are my changes to create a two piece swimsuit:
The 'white' part determines how much of your design shows through, so if it's black, it doesn't show through at all. Had I made the white part of the swimsuit grey, the swimsuit would have been see-through which is something you can implement on adult clothing such as this top from Juttaponath:
The see through part on the top has been made with that part of the alpha layer being grey.
Mask File
The 'mask' file determines where the colour channels go on your creation. Usually there are three channels or colours however, you can just use one or two. Red is the first colour, yellow is second and purple third but please be aware that these are not the actual colours your item will be; these colours are used to basically tell CAS which of your chosen colours go where on the item. So for example, if you have a blue t-shirt with a green neckline and white sleeves, you would create the mask with red for the t-shirt, yellow for the neckline and purple on the sleeves.
Once in CAS, the item will show three colours on the specific parts you have chosen, enabling the user to change these colours and/or textures to their liking. You can even create a pattern on the mask. Here is an example of a mask file which again is taken from my Strawberry Swim for Girls:
Normal File
The 'normal' file is basically the bump map. I remember using the bump map in The Sims 2 to make the pattern and texture stand out more as in the image below:
To achieve this effect, I placed a copy of the design on top of the bump map which is something that you cannot do with Sims 3 creating.
For Sims 3 custom content, this 'normal' map does the same job by making things 'stand out' and basically highlighting details such as making a belt buckle look as though it is raised.
Clothing Specular File
The 'clothing specular' file is great for highlighting parts of your creation that you want to remain shiny, such as the belt in Ekinege's tutorial here:
Otherwise this file is basically very dark or even black. If the file is too light, your whole creation will be very shiny.
Overlay File
The 'overlay' file is great for adding little extra's to your design, such as buttons or even an image or non-recolourable pattern. I tend to use this file on all of my creations and I prefer to use this for placing an image on the item instead of using the 'logo' file as I find that I get a better result with the 'overlay' file.
Any images that you place on the overlay file cannot be recoloured in game by the user which means that you can make your design more unique. If you are going to create three variations of your item however, you will need to have three different overlay files - one for each variation.
Here is an example of an overlay file together with the alpha that I created for one variation of my Smart and Casual Outfit:
I would recommend that you use TSR Workshop for creating custom content as it is extremely easy to use and also download and follow Ekinege's tutorial to get a great result.
You will of course need a paint program such as Photoshop or Paint Shop Pro however, if you don't already have a paint program, there are some free ones on the web such as Gimp which you can use for creating custom content for The Sims 3.
Here are the links to the free downloads for you:
Ekinege's Tutorial
TSR Workshop
Gimp Paint Program
If you have ever wanted to have a go at creating custom content for The Sims 3, I hope the above will help you understand the process more and get you started on the road to becoming a Sims 3 custom content artist.
If you have any questions, please comment in the section below or if this post has helped you, feel free to 'tweet' it or click the 'like' button! :-)
Cheers!
~Minicart:-)
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