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Simlicious

It’s my 12 year anniversary on Tumblr The notification was from 3 days ago, but I tend to miss… (Tue, 20 Feb 2024)
It’s my 12 year anniversary on Tumblr The notification was from 3 days ago, but I tend to miss these, so yay for me seeing it at all. So I have 2 things to celebrate this week (my bday on thursday as well!)
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Subnautica - explore the unknown ocean (Wed, 14 Feb 2024)
Subnautica - explore the unknown ocean An image of a dark underwater cave with beautiful bioluminescent plants, and a small explorative submersible hovering in the middleALT One of the best games I ever played is Unknown World’s Subnautica, a beautiful underwater survival game with base-building and exploration as well as a great story to uncover! You find yourself stranded on a foreign underwater planet and explore the planet to survive. The immersion this game offers is unparalleled, the music and sound effects really play on your emotions and are one of the highlights of the game. It is a thrilling experience as the game is good at conjuring the terror of the unknown while at other times you feel completely safe. It is expertly eliciting emotional responses. You are rewarded for your bravery and the loop of risk vs. reward is brilliantly done. I can’t say enough great things about this game, and I highly recommend to check it out! It is currently 67% off on Steam at a bargain price, but only for a very short time. Now is the perfect chance to buy it.
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For the longest time, I didn’t use a dedicated setup for my meshing adventures. But setting up… (Fri, 09 Feb 2024)
For the longest time, I didn’t use a dedicated setup for my meshing adventures. But setting up textures and guides can be tedious, and so I am working on my personalized Blender TS3 model. My goal is to have it look decent so I can use it for rendered previews, but also functional, so I can make sure my meshes fit the body and it can be used as a reference. I used the rigged model as a base, so in theory, I should also be able to pose it (but I need to freshen up on my posing skills in Blender first). I concentrated mainly on skin and face textures. I used Kurasoberina’s Starfruit skin as a base and modified the face. Body skin is unedited for now, but I plan to do some editing there as well. I used Ai to generate iris and lip textures to use as a base and edited them further. I upscaled all base textures to 2k (the face texture is 4k) to make them look smoother and more HD for working in Blender. The rigged adult female model that is mostly used for TS3 posing has long hair that drapes over the shoulders. While it looks nice, for meshing it is counterproductive to have something in the way, so I switched it out for the pixie haircut. Now I do not have to look at headless props anymore but I can have an actual sim in there. Eventually, I might even use Sim Ripper or something to be able to use my actual sims Blender, but I am just getting started! The goal is to have a mesh that I can pose and use for presentation and reference purposes. I also got a basic light setup as you can see from the renders. It’s just so that any WIP posts are not so meh but actually look half decent! I also put some underwear on the model, which would be totally NSFW otherwise I used a mesh from the Master Suite stuff pack (Romantic Cleo bra and panty), and upscaled the textures. Makes a huge difference I think! I used the complate feature in TSR Workshop to export the texture in color (it basically applies all the patterns and overlays you set up in TSRW to your diffuse texture and merges it into a new colored texture, similar to what TS4 meshes use). The matching panty suffered from buttcrack syndrome. The Sims 3 meshes have a very high butt, as in it takes up a lot of height and instead of accommodating for that the developers at EA thought it would look great to make the underwear (and even jeans )sit halfway on the butt. I have nothing against low rise, I fully embraced the super low-cut jeans back in the 2000’s, but my buttcrack was still covered when I was standing upright! I could never wear any piece of clothing that sits half on the butt like that, it would be so uncomfortable to have half your butt exposed?! I cringe every time I see Sims in this getup. So long story short, I modified the texture to sit a little higher. It now looks much more comfy to me and now they look more like actual low-rise panties on the sim: lower in the front, but slightly higher in the back so the butt is fully covered. Maybe it now leans more toward mid-rise, but I am much more satisfied with the result. I kinda wish I did that edit with the actual multiplier and not the complate texture, but too late now. Here are pics so you can see what has changed: TS3 original panty with buttcrack syndrome ALT I might edit the stripes in the front of the panty to recreate the more open look of the original low-rise panties since they now meet and it creates a different look. I also made some great discoveries in Blender! For the longest time, I could not figure out how to use multiple textures and layer them over each other in Blender (so a skin texture with a bra on top). Until I saw how the Sims 4 Studio setup handles this using shader nodes and imitated the approach, which works like a charm. NGL, shader nodes used to really scare me, but the more I work with them the more accessible they become. Now I can have a base skin texture and layer any CC texture on top! I might do layerable makeup/lipstick for the face too so I can adjust that to match an outfit. Aaaand previously, I thought it was simply not possible to have smooth normals on meshes with split edges in Blender. Well… turns out you can make a copy of your model, remove all doubles from it, and transfer the smooth normals over to your edge-split meshes with the data transfer modifier! Woah! It takes only a few simple steps, and this tutorial was helpful. The model you see in my screenshots and renders in this post actually has split edges, so if I am working on a top mesh, I can just disable the rigged mesh and switch in my own while keeping the rest of the model. It won’t replace a mesh toolkit seam fixer at the critical areas, but for display purposes in Blender, it’s great! I am learning so many new things in Blender and I am absolutely loving it! Also, Blender 4.0 is awesome and the Simgeom addon seems to be compatible with it as well (import works, I have not tried the geom export yet as I still use the obj format for exporting, but I encountered no errors). My tutorial series will be Blender 4.0-based, since there is no point in learning on ancient software. I am not even attempting to make or share any CC at this point as that would be too much pressure, I am just dabbling and expanding my skills and preparing myself for my tutorial stuff. I am writing a long list of steps and things to teach. If you have a specific thing you want to learn/wish there was a tutorial for, feel free to drop a suggestion! And I myself love reading posts like this one, where people show how they experiment with things, I hope you enjoyed this too! Regarding my tutorials, yesterday, I actually let a screen capture run while dabbling in Blender and I got nervous and clicked all the wrong buttons, and I did not even capture the sound! I might have to get used to it slowly and just let it run in the background until I am more comfortable with it for a while.
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ugh (Sun, 04 Feb 2024)
I need a hug…
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drop this sunflower into the inboxes of the blogs that make you happy! lets spread a little sunshine ☀️ (Sat, 27 Jan 2024)
@deniisu-sims thank you so much
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hi simlicious, <3 | i was just wondering if you could pretty please do a merged collection version of all your patterns <3 (Sat, 27 Jan 2024)
hello @sushiikinsss, thank you for your interest in my patterns! I'm glad to hear you want to have every single one Do you mean one merged package file containing all my patterns, or just all separate patterns in one download? It's good to know how to merge your CC yourself so you can manage it the way you want. Some may want to merge by category, some by type, some alphabetically or by creator's name. By doing it yourself, you have the most flexibility! You could do a merged package file of my pattern files on your own with either CC magic or s3pe. For s3pe, there is a good tutorial here. For CC magic, you can do a quick search to find tutorials. If you mean an all-in-one-download of all my released pattern sets at once, I would consider that mainly as an option to raise funds for my website and to cover costs related to CC creation. It would most likely be on my patreon as a perk for subscribers. I haven't done that yet because it is a longterm commitment and needs to be updated and maintained. But if this is something that more people would want, I would get on that. I do have an old merged file from 2015 , but that was a one-time thing and does not include newer collections. In the meantime, here is how to make sure you get every pattern that I released: Visit my website and grab all the regular pattern collections from here (26 collections so far) and also the Advent Calendar collections here (3 so far). Then, visit my tumblr exclusive downloads (8 downloads with patterns, if I counted correctly). Finally, there is one exclusive pattern on Simblr.cc. I hope this answers you question, feedback is welcome!
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Very useful, thanks! So a higher hexadecimal number on the overlay priority automatically means that&hellip; (Wed, 24 Jan 2024)
existentialsim: A small cc fix tutorial Have you ever used some eyeshadows and thought “Oh cute this would look great with a chunky eyeliner on top” only to find that the eyeliner goes *under* the eyeshadow? Well, guess what you can now fix that! Get yourself to s3pe and go into the casp tag of your eyeshadows and eyeliners. A normal overlay priority for eyeliner (based on my research) should be: OverlayPriority: 0x00000082 Whereas the eyeshadow should be: OverlayPriority: 0x00000064 HOWEVER! If you want to use eyeshadows with the basegame eyeliners you would want to set your eyeshadow priority to something like 0x00000030 which actually worked in my testing. (whoa the base game eyeliners are useful now). Of course you could also get @potatobuttcheek ’s default basegame eyeliner replacements but be aware you will have to change the overlay priority on them to (82). If you go through your makeup cc and you see an overlay priority for eyeliners and eyeshadows with different values than the above, especially if your eyeshadow has an overlay priority of (82) then that eyeshadow will go on top of your eyeliner (no bueno). Here’s how to fix it! In this example the eyeliner has a value of 46 so it’ll show up under the eyeshadow. Click on the Casp you want to change. Click Grid below which will bring up a window. Simply change the values on the Overlay Priority then click Commit. That’s it! Save your package (merged package in my case) and voilà! Here’s a picture of Ariana (by @cozygirlsimmer) with a Praline eyeshadow that was always overriding eyeliners and the after using a Gosik eyeliner on top that was always buried behind eyeshadows. Here is an eyeshadow (by @sehmulated) which has an overlay priority of 0x0000005A (same as blush) that I manually changed to 0x00000030 for testing with a base game eyeliner. Now I’m off to download more makeup! Toodles! Very useful, thanks! So a higher hexadecimal number on the overlay priority automatically means that it’s layered on top of one with a lower number? Is there a list somewhere that states what overlay priority number is associated with which CC category, maybe sorted by their layering order? That could come in handy!
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drop this sunflower into the inboxes of the blogs that make you happy! lets spread a little sunshine ☀️ (Wed, 24 Jan 2024)
Thank you for thinking of me, dear @windermeresimblr! I saw that other people included images and gifs of sunflowers while posting their asks, so here's my vision of a beautiful sunflower (generated with the help of the DALL·E 3 AI).
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Mutual aid request :( (Wed, 24 Jan 2024)
deniisu-sims: I… pretty much hate to do this. But I need to. So, I have an elder cat called Nina that in late September got really hurt, spent three months wearing the cone Thank goodness she’s fine now, 100% healed: But I paid a lot for my little fluffy friend to stay alive and despite doing the best I’ve could, my finances are a mess, so I ask the community that gave me so much fun with their CC and pictures and memes for a little help, just for now, for a pick me up. I do have a job, and while it’s stable, it’s not the best pay around. Because of exchange rates, even $10 is mighty fine. Donate here: https://www.paypal.com/donate?hosted_button_id=T6UZLJYBKP9U8 Thanks in advance, I hope I don’t need to ask money again…
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It makes me so happy whenever I get tagged on things like this or on screenshots in which my CC is&hellip; (Tue, 23 Jan 2024)
existentialsim: Here I go organizing and merging my latest haul of cc. @simlicious I’m not saying I have almost all of your patterns but…. It makes me so happy whenever I get tagged on things like this or on screenshots in which my CC is being used. It really means a lot to me, thank you!
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Film Grammar for Simmers (Mon, 22 Jan 2024)
armoricaroyalty: What is film grammar? “Film grammar” refers the unstated “rules” of editing used in movies and TV. Different types of shots have different associations and are used by editors to convey different types of information to the audience. Many of these principles were first described in the early 20th century by Soviet directors, but they’re used consistently across genre, medium, and even language: Bollywood musicals, English period dramas, Korean horror movies, and American action blockbusters all use many of the same techniques. Because these rules are so universal, virtually everyone has some internalized understanding of them. Even if they can’t name the different types of shots or explain how editors use images to construct meaning, the average person can tell when the “rules” are being broken. If you’ve ever thought a movie or episode of TV was confusing without being able to say why, there’s a good chance that there was something off with the editing. Learning and applying the basics of film grammar can give your story a slicker and more-polished feel, without having to download shaders or spend hours in photoshop. It also has the bonus of enhancing readability by allowing your audience to use their knowledge of film and TV to understand what’s happening in your story. You can use it to call attention to significant plot details and avoid introducing confusion through unclear visual language. Best of all, it doesn’t cost a dime. The basics: types of shots Shots are the basic building block of film. In Sims storytelling, a single shot is analogous to a single screenshot. In film, different types of shots are distinguished by the position of the camera relative to the subject. There are three big categories of shots, with some variation: long shots (LS), medium shots (MS), and close-ups (CU). This diagram, created by Daniel Chandler and hosted on visual-memory.co.uk illustrates the difference: Source: The ‘Grammar’ of Television and Film, Daniel Chandler, visual-memory.co.uk. Link. In film, scenes typically progress through the different types of shots in sequence: long shot, medium shot, close-up. When a new scene begins and the characters arrive in a new location, we typically begin with a wide establishing shot of the building’s exterior to show the audience where the scene will be taking place. Next comes a long shot of an interior space, which tells the where the characters are positioned relative to one another. The next shot is a medium shot of the characters conversing, and then finally, a close-up as the conversation reaches its emotional or informational climax. Insert shots are used judiciously throughout to establish themes or offer visual exposition. Here’s another visual guide to the different types of shots, illustrated with stills from Disney animated films. This guide is almost 2,000 words long! To save your dash, I’ve put the meat of it under the cut. Keep reading
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This news hit me hard. The simming community lost a very cherished member indeed CmarNYC made truly&hellip; (Mon, 22 Jan 2024)
luthsthings: RIP, CmarNYC I’m very sad to report that Sims 3 and 4 creator CmarNYC passed away in October 2023. For 15 years, Simmers benefited from Cmar’s long-honed computing skills as she created much-loved modders’ and players’ tools, including the Sims 3 and 4 MorphMakers and Skininators, the TS4 SimRipper, the Sims 3 XCAS core mod, and many CAS sliders. She was also a contributor to S4PE, which likely was used by creators you rely on. Without Cmar’s work, the Sims franchise would have had a much less rich array of mods and custom content. She will be greatly missed. As well as Sims, Cmar loved cats, and donations are suggested to the ASPCA, the TinyKittens Society, or an animal-related charity near you. This news hit me hard. The simming community lost a very cherished member indeed CmarNYC made truly custom clothing meshes for the Sims 3 a reality. Some of her wonderful contributions to our community were already listed, but I wanted to add my personal favorites. Without CmarNYC’s Mesh Toolkit, creating Sims 3 clothing would be so much more tedious. What would we be without the automated morph and bone tools, without the coveted seam fixer? I do not think I would be creating clothing meshes if not for Mesh Toolkit to help us out. She not only made amazing tools but also great mods, such as the XCas Clothing mod and the nude meshes with “realistic bits” for our sims. I used a number of her mods and tools and they have enriched my experience of both playing and creating for the Sims games. It’s hard to imagine another Sims iteration without her tools to help us out. Not only was she a great programmer and had a knack for developing tools the community really needed, she was also very kind in responding to questions on the Mod the Sims. She will be greatly missed. May she rest in peace!
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People who use NRAAS Dresser to limit their Sims&rsquo; wardrobes&ndash;how do you do it??? I can make the&hellip; (Mon, 22 Jan 2024)
windermeresimblr: People who use NRAAS Dresser to limit their Sims’ wardrobes–how do you do it??? I can make the blacklist, and import the blacklist, but it never really works.
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Thank you for sharing this detailed approach, very inspiring! (Tue, 16 Jan 2024)
alyss-erulisse: Morph Madness! Fixing Exploding Morphs Marik’s Egyptian Choker is currently in production. It is the first accessory I’ve made that involves assignment to more than one bone and morphs for fat, fit and thin states. So there is a learning curve, and it is during that learning curve that interesting and unexpected things can happen. As with my other content, I’m making the choker fit sims of all ages and genders–that’s 8 different bodies. Adding fat, fit and thin morphs multiples this number to 27 different bodies. I’m also making 3 levels of detail for each of these. The number comes to 81 different bodies, 81 different bodies for which I need to tightly fit a cylinder around the neck and avoid clipping. That’s a lot of work. I can see why most custom content creators stick with one age, gender and detail level. At least, they did in the past. Our tools are getting better day by day, and that may partly be because of creative, ambitious and somewhat obsessive people like me. There are usually multiple ways to solve the same problem. Some ways are faster than others. This I’ve learned from working in Blender3D. You can navigate to a button with your mouse or hit the keyboard shortcut. You can use proportional editing to fiddle around with a mesh or you can use a combination of modifiers. If I am going to be creating 81 chokers, I don’t want to be fiddling around on each one of them for an hour. I need something automated, repeatable and non-destructive so I can make adjustments later without having to start over from the beginning. I need to work smart rather than just work hard. This is where modifiers and geometry nodes come in. After you develop a stack to work with one body, the same process pretty much works for the others as well. That is how it became easier for me to model each of the 81 chokers from scratch rather than to use proportional editing to fit a copy from one body to the next. But I was about to confront an explosive problem… Anyone who has worked with morphs before probably knows where this story is headed. There is a good reason to copy the base mesh and then use proportional editing to refit it to the fat, fit and thin bodies. That reason has to do with vertex index numbers. You see, every vertex in your mesh has a number assigned to it so that the computer can keep track of it. Normally, the order of these numbers doesn’t really matter much. I had never even thought about them before I loaded my base mesh and morphs into TSRW, touched those sliders to drag between morph states, and watched my mesh disintegrate into a mess of jagged, black fangs. A morph is made up of directions for each vertex in a mesh on where to go if the sim is fat or thin or fit. The vertex index number determines which vertex gets which set of directions. If the vertices of your base mesh are numbered differently than the vertices of your morph, the wrong directions are sent to the vertices, and they end up going everywhere but the right places. It is morph madness! When a base mesh is copied and then the vertices are just nudged around with proportional editing, the numbering remains the same. When you make each morph from scratch, the numbering varies widely. How, then, could I get each one of those 81 meshes to be numbered in exactly the same way? Their structures and UV maps were the same, but their size and proportions varied a lot from body to body. Furthermore, I’d used the Edge Split modifier to sharpen edges, which results in disconnected geometry and double vertices. Sorting the elements with native functions did not yield uniform results because of the varying proportions. The Blender Add-On by bartoszstyperek called Copy Verts Ids presented a possible solution, but it was bewildered by the disconnected geometry and gave unpredictable results. Fix your SHAPE KEYS! - Blender 2.8 tutorial by Danny Mac 3D I had an idea of how I wanted the vertices to be numbered, ascending along one edge ring at a time, but short of selecting one vertex at a time and sending it to the end of the stack with the native Sort Elements > Selected function, there was no way to do this. Of course, selecting 27,216 vertices one-at-a-time was even more unacceptable to me than the idea of fiddling with 81 meshes in proportional editing mode. So… I decided to learn how to script an Add-On for Blender and create the tool I needed myself. A week and 447 polished lines of code later, I had this satisfying button to press that would fix my problem. Here are the index numbers before and after pressing that wonderful button. My morphs are not exploding anymore, and I am so happy I didn’t give up on this project or give myself carpal tunnel syndrome with hours of fiddling. Marik’s Egyptian Choker is coming along nicely now. I haven’t avoided fiddling entirely, but now it only involves resizing to fix clipping issues during animation. Unfortunately, I’ll have to push the release date to next month, but now, I have developed my first Blender Add-On and maybe, after a bit more testing, it could be as useful to other creators in the community as its been to me. See more of my work: Check out my archive. Join me on my journey: Follow me on tumblr. Support my creative life: Buy me a coffee on KoFi. Thank you for sharing this detailed approach, very inspiring!
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this (Sat, 13 Jan 2024)
shesthespinstersimmer: ad-wills: a meme someone labelled as "writer/artist" struggling to carry a drink on top of a bunch of different packages labelled as the following: "side WIP, WIP from 3 months ago, passion project, imaginary project, WIP i keep open in the background so i don't feel guilty" while bending over to reach for another package labelled as "the WIP i'm actually working on"ALT The truth in this is appalling. this
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Aw, thanks for mentioning me! I love that pattern as a t-shirt, it&rsquo;s a great way to use it I agree&hellip; (Sat, 13 Jan 2024)
asimfamilystory: Obedience’s birthday comes around, although she doesn’t find as much enjoyment with it as her siblings do. Obedience traits are Loner, Couch Potato and Friendly. She isn’t quite as excited for school as her other siblings had been. Once more Oba find’s himself trying to finish his homework during breakfast, Don helping between bites and Obama watching. Keep reading Aw, thanks for mentioning me! I love that pattern as a t-shirt, it’s a great way to use it I agree that Obert looks very cute! Will he be able to fulfill the high expectations Don has of him, I wonder? Insane and Genius is certainly an interesting trait mix!
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And here I am wishing there was a mod adding more categories But yeah, a lot of EA&rsquo;s patterns are&hellip; (Sat, 13 Jan 2024)
desiree-uk: ModTheSims - Create a Style only shows the basic color A new mod by nerfedanto! nerfedanto mod notes: Hi everyone! I’m really excited to share with you my first mod I have ever created for The Sims 3! I hope you’ll enjoy it! About the mod If you’re like me and you enjoy simple things, then this mod may be for you. My goal was to make Create a Style more simple and less overwhelming while also reducing the annoying lag when opening it. How it works? This mod hides almost all categories for Create a Style and their associated patterns; the final result, as you can see in the screenshots, only shows the Misc and Favorites categories. By default, the Misc category will contain only the basic white color, while the Favorites category will be empty. Does this mean that all other patterns will be gone forever? No, don’t worry, all other patterns are still in your game. This mod only prevents them from being shown in the Create a Style mode. Changing a pattern that is not visible in Create a Style is still possible, but you’ll notice that the pattern is not displayed in its original category (such as Wood or Masonry) but in the Misc category. This mod only affects all the Base Game patterns and all The Sims 3 Official Online Store patterns, any other custom patterns will not be affected and they’ll all be shown under the Misc category as well. About installation The zip contains a single package file. Installing all or any of the Store patterns is not necessary for the mod to work properly. Technical details Created and tested using version 1.69 (digital version from the EA App) Download from Mod The Sims! And here I am wishing there was a mod adding more categories But yeah, a lot of EA’s patterns are mediocre at best, so I get the desire to hide them and only add those you really like back in from furniture, etc. If y'all need better recolorable patterns than EA’s to populate your now empty CaSt, you know where to find them. I wonder though, with 600 or so patterns in the misc category (if I would want to add my full catalog), will that not also cause lag or possibly make it worse? I’m interested to read feedback should anyone try this!
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I made a little promo video for my patterns! (Sat, 13 Jan 2024)
I made a little promo video for my patterns!
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Birth of a Plumbob (Fri, 12 Jan 2024)
Birth of a Plumbob
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good night, little plumbob (Fri, 12 Jan 2024)
good night, little plumbob
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