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Lab Assistant
Original Poster
#1 Old 12th Oct 2012 at 9:24 AM
Default Making CAS Rhinestones?
I've been working on make-up lately to improve my CC skills but I am stumped on my current project. I am attempting to recreate an eyeshadow that has glitter and rhinestones on it. I can handle getting the eyeshadow to appear to have the texture of glitter, but I cannot recreate the rhinestones. The gems look horrible when painted onto the sim, so I believe I have to mesh them. I really don't know where to begin, I assume I would have to assign the stones to the glasses joints if that is even possible... Is there a simple way to do this or should I give up on them? The gems do bring out the eyeshadow... Well, I'll appreciate any assistance or suggestions.

Here are two shots of the eyeshadow with rhinestones:

Tilt to left

Close-up on right
Sockpuppet
#2 Old 12th Oct 2012 at 9:55 AM
yup, you best mesh them with the simsface in the background.
When done you assigne them to the same joints and vertID's as the vertices behind it on the face.
You could clone a set of earrings for them
Lab Assistant
Original Poster
#3 Old 13th Oct 2012 at 1:18 AM
Alright, this seems do-able. Do you mind explaining how to get the correct joint assignments and ID's; or pointing me to a post/tutorial that details on it? I tried looking at an aurig file someone had made but I still don't understand it. I'm using TSRW, Milkshape (as a converter), and 3DS Max, btw.
Sockpuppet
#4 Old 13th Oct 2012 at 8:22 AM
clone the female face with tsrw and export the high lod mesh
That is the mesh you import first in Milkshape, on top of that one you import or make the rhinestones.
After positioning them correct you select the vertice behind it(on the face), then click show in the jointassignements in the jointtab.
Select your rhinestone with and click fix or assigne.

Next step is to choose the extra data tool listed under vertex menu(it comes with WES H's GEOM plugins)
IT shows you the vertID, copy the one from the face to all vertice from the rhinestone.

If both jointassignement and vertID are correct it will move along with the face animations.

NOTE,
Make sure NOT to choose optimize vertex data when importing the mesh back into tsrw
Lab Assistant
Original Poster
#5 Old 16th Oct 2012 at 3:30 AM
BloomsBase, you are absolutely amazing! I just followed through your instructions (over and over again) and it was fairly easy. The complex parts were mostly repetition. I still have to do morphs and textures etc. , but I thought I should attach a quick update on my project. Thank you very much :D
Screenshots
Test Subject
#6 Old 16th Oct 2012 at 10:18 PM
Ooh please upload when you're done <3
Sockpuppet
#7 Old 16th Oct 2012 at 11:43 PM
i dont think you need morphs do you?
Looking good, have you tested ingame yet to see if they move with the sliders?
Lab Assistant
Original Poster
#8 Old 17th Oct 2012 at 9:30 AM
I have made a lot of progress and do appreciate the support.

I was thinking I might need morphs, but the only clipping I have found is in sims with around 100% fat on the slider. It doesn't bug me too much, so I'm leaving it alone on that issue. All that is left is trying to make the rhinestones appear more like gems and less like pearls. I'm fairly new to texturing (and modding) and will mess around with it more.

I have a few more screenshots of the rhinestones in CAS and in-game. One sim is 100% fat while the other is 100% fit. I left my eyeshadow half way done to make the rhinestones, thus the rhinestones will be paired with default eyeshadow in the screenshots. I have the rhinestones set as an earring accessory for now.

I'm not sure when I'll upload them, I am planning to upload my creations in sets -hopefully- accompanied with a tutorial. Plans do change, so I'll just go with the flow for now.
Screenshots
Ms. Byte (Deceased)
#9 Old 18th Oct 2012 at 12:25 AM
You can try changing the mesh shader with Delphy's SimGeomEditor to get more of a rhinestone appearance. There's one for glass and I think one for gemstones.
Sockpuppet
#10 Old 18th Oct 2012 at 8:06 AM
i ment more on the face sliders, srryy...
You can try out diffrent shaders just not all support boneweights on the vertice, try and find out.
Ms. Byte (Deceased)
#11 Old 18th Oct 2012 at 3:07 PM
Bloom has a good point about what the different shaders support - if glass, gems, and so on don't work you could try SimEyes for more shine. Like Bloom says, experiment.
Test Subject
#12 Old 12th Sep 2013 at 1:28 PM
How was it?? Any uploads? I wanna make my Ganguro sims so badly but it's so hard to find anything Ganguro-ish for TS3...

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