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I made this
tutorial to help get you started on making your own skins for The Sims.
There is not one 'right' way to do skins, and I think everyone has
their own technique. Still, you need all the help you can get when you're
new to skinning. And what you need even more is practice. This
tutorial is meant to inspire you and show you some of the techniques that
I use myself, but it's not a set of rules. So just go ahead and I hope
you'll find it helpful :) The tutorial is made for Paint Shop
Pro.
Here's what
you need before you start: SimShow: Program by Maxis, that you use to view your
skins in 3D as you work. A good graphics program: I use Paint Shop Pro myself. The
program must be able to handle layers and have shadowing tools. Lots of
people use Photoshop as well. Nude base skins: You use these as
a base for your skin. Much better than using finished Maxis skins to work
from. Get them from Threnody, look under Bodies and Files SimPose: If you want
really great looking pics of your finished skin, this program is the one!
"The do's and dont's of skinning - what every Sim
artist should know": This is something I wrote to help you get
started right without stepping on any toes. Contains all the unwritten
rules of the sims community... Read it before you start.
OK, now you
should be ready to get that skin done!
Making a skin:
1. The first
thing I do is deciding what mesh I'm gonna use. Check out the meshes in
SimShow to get a good look. I've decided to do some female pants with
a top. For this tutorial I'm gonna use a mesh by Well Dressed Sim with
flared pants. I'll also need to have a skin that fits the mesh, so I can
get the outlines right from the start. The maxis skin 'B002fafitlgt_Mom1'
looks fine.

2. Here comes the
boring part: Some info on naming the skin. When you make you own skin,
you'll need to know how to name it correctly. The skin .bmp file has a
'code' in the beginning of the file name. This code tells The Sims which
mesh to use, and what gender, age, body type and skincolor the skin is. So
it's important to get the code right. This goes for both skins and
heads: The first letter is 'B' for body or 'C' for head. The three
numbers following is the number of the mesh fx. '710' or '001'. Then
there's a gender/age code: 'FA' means female adult, 'MA' means male adult,
'FC' means female child, 'MC' means male child and 'UC' means universal
child (both male and female). For body skins there's one more code
referring to the bodytype: 'fit' is fit, 'fat' is fat, 'skn' is skinny,
and 'chd' is child. This code is similar for the mesh and the skin.
The skin or head texture (the .bmp file) also has one more (yes, it's
the last!) code for skincolor: 'lgt' is light, 'med' is medium and 'drk'
is dark. For both skins and meshes, the part that comes after the code
is the name. It's separeted by an '_' so it's easy to tell apart. The name
is up to you to decide. Example: the mesh I'm using is called
'b710fafit_flarescal'. That means it's a body mesh for adult fit females
with the no 710. The name of the mesh is 'flarescal'. The skin I'm
going to make for this mesh will have to have the same code + a skintone
and my own name. I'll call it 'b710fafitlgt_desdTutorial'. If I decide to
do other skin tones I'll just have to replace the 'lgt' with 'med' or
'drk'. If you can't remeber, just check out the filenames of the other
.bmps in SimShow.
3. I'll start by
opening up the nude base. ('NFfitlgt' is nude female fit light). Then I
change the color depth. This allows me to use all tools and colors. Choose
'Colors' -> 'Increase Color Depth' -> '16 million Colors' You can
see that the color palette to you right will change. Now open the
medium base (NFfitmed). Choose 'Edit' -> 'Copy'. Click on the light
base. Chose 'Edit' -> 'Paste' -> 'As new layer'.

The
image will now have two layers, you can check it by looking at the Layer
Palette. When you put the mouse over a layer without clicking, you will
see a small pic of the layer. The best thing to do is to right-click on
the layer names and rename them to e.g. 'light' and 'medium'. This makes
is easier for you to remember the content of the layers. (NB! for some
reason it's impossible to rename the background layer. I've never figured
out why...) Copy and paste the dark base (NFfitdrk) the same way.
When I work on the skin I make the dark and the medium layer
invisible, by clicking on the glasses next to the layer in the layer
palette.

4. At this point
I save my image. Click on 'File'->'save as...', type in the file name
to match the mesh, and set file type to Paint Shop Pro Image. I do this
bacause I want to save my layers, and this can only be done in .psp
format. My file is saved as b710fafitlgt_desdTutorial.psp
5. Now I copy the
'Mom1' skin I wanted to use as a guide and paste it into the image as a
new layer. (All the texture files in SimShow is located in Maxis/ SimShow/
Gamedata/ textures.)

6.The first thing
I do is to make a rough draft of the skin. I start by making a new
layer. I always make a seperate layer for each item, like pants, shoes,
shirt... This makes it easyer to erase something, adjust the color or add
a texture. Click on 'Layers'-> 'New raster layer'. I write in
'pants' as the name and click ok. (If the arrangement of the layers is
wrong, I can always move them by dragging the layers in the Layer
Palette.)
7. Now I draw the
pants in the new layer using 'Mom1' as a guide. I want the waist to be
lower though.

I also draw
the top as a seperate layer. I'm not too picky about the colors, I can
adjust them later. Then I make the 'Mom1' layer invisble and save the
file.

8. Before I
continue I want to see the skin in SimShow. (To get the file suitable for
SimShow I'll have to remove the layers and decrease the color depth.
Therefore it's very important that I've saved the image first as .psp or I
won't be able to work in layers anymore.) I click on 'Colors'->
'Decrease Color Depth' ->'256 Colors'. I click on 'yes' at the warning
and usually I choose 'Optimized Octree' for palette. This done I can save
my file (click 'Files' -> 'save as...') as a Windows Or OS/2 bitmap
(.bmp) in Maxis/SimShow/Gamedata/textures. I just use the same filename as
before, so the file will be saved as
b710fafitlgt_desdTutorial.bmp.
9. In SimShow,
press 'Reload' to get the file you just saved in to the program. (Just
make sure the sim posing isn't wearing the skin at the time, or SimShow
can crash.)

My skin
looks OK except for the straps. They look kinda thick at the neck.
I'll go back to the .psp version of my image and correct this. I'll
use the Remove tool to make the straps thinner around the neck.

Everytime I want to check in SimShow I'll have to first save
as .psp then decrease color depth and save as .bmp in the 'textures'
folder. And when I do some changes I always go back to the .psp version of
the file. Looks better now.
8. She needs some
shoes. I could make my own, but for this skin I'll just use some of
Maxis'. (Remember that while it's ok to use parts of Maxis bitmaps in your
work, it's generally NOT ok to use other peoples work. So if you're not
satisfied with the Maxis shoes, you'll have to do your own.) I simply
go to the layer with the 'Mom1' skin, and select the shoes using the
Selection tool. Then I copy them and paste as a new layer. I use the
'Mom1' skin for reference on where to place the shoes correctly. Click on
'Selection' -> 'Select None' to make the selection frame go away.
When I make the 'Mom1' layer invisible again, my image loooks like
this:

And like
this in SimShow:

9. Now I want to
work on the colors and the shading. I start with the top. I click on
'Colors' -> 'Adjust' -> 'Hue/Saturation/Lightness'. I'll make the
top light purple using the 'Lightness' slider and adding some more blue
using the 'Hue' slider. I almost always use the 'saturation' slider to
make the color look less intense and more realistic. You can get a
preview of the changes by clicking down the 'auto proof' button (the one
with the arrow next to the eye).

10. Now I'll
adjust the color for the pants

and
the shoes as well. Now she looks like this:

11. Then I do the
shading. I turn down the opacity of the layer in the layer palette, to
somewhere between 40-60%.

This
allows me to use the shading of the base as a guide to where to put
shadows and highlights. (Remember, that if the clothing isn't skin-tight,
the shading will be different. For example the lower parts of flared pants
will not have as much highligts as tights would. It's a good idea to look
at clothes in real life or on pictures, if you have no idea at all on how
to do shading.) I use the retouch tool, which can be set to lots of different
effects. The ones I use the most is 'darken RGB', 'lighten RGB', 'soften'
and 'smudge'. This can be set in the Tool Options Window. (You might want
to use different Brush Sizes and Opacities when working, or even lower the
Density of the brush.)
With the opacity
turned down I use the darken tool on the dark areas. I turn up the
opacity to 100% to do some final shading.
 
Then I use the
lightening tool the same way.
 
To give a
smoother impression I then use the smudge tool, and at last the soften
tool.
  
At this
point I might add some final highlight or shadow, depending on the effect
I want. I do the pants the same way.

I decided to put
some texture on the pants as well. Click on 'Effects' -> 'Texture
Efeects' -> 'Texture...' and choose a texture. I set the depth very
low, and use the 'auto proof function' to see how it looks.

Now my skin looks like this:

12. For the final
touch I make a shadow under the top. Click on 'Effects' -> '3D
effects' -> 'Drop Shadow'

13. For details I
want to add a tattoo, a belt and seams to the pants. I've found a nice
picture for a tattoo and removed the background.

Then I
resize it using 'Image' -> 'Resize'. I set the size to 22% for this
pic. Then I just copy and paste into the skin as a new layer. I place
the tattoo on the shoulder and turn down the opacity of the layer to 65%
to make it look more realistic.

14. For the belt
I make a new raster layer named 'belt'. I draw a belt and then click
'Effects' -> 'Texture Effects' -> 'Sculpture' and choose a nice look
for my belt. I set the depth quite low and use the 'auto proof'
function.
Then I use 'drop shadow' on the belt.

And
on the pants while I'm at it...
15. The seams for
the pants I make as a seperate layer as well. I use the 'Mom1' skin as
a guide and make the pants, top and belt layer invisible. Then I just draw
the lines I want by hand.

I
make the layers visible again, and the 'Mom1' layer invisible. Then I
remove the exces seams, adjust the color, and softens the seams here and
there using the 'soften' tool. And the skin looks like this:

16. With the last
details done, I'll check her out in SimShow.

She
looks great, but the tattoo needs to be moved at bit, and maybe lightened
too... like this:
:
yep,
she's done!
17. Now I just
need to make the two other skin tones. I'll move the 'medium' skin
layer down so it's just above the 'background' layer. Then I'll remove the
invisibility, and voilá - it's a medium skin.
Remember to
change the 'lgt' in the file name to 'med' when you save as .bmp. And do
the same with the dark layer, changing the 'lgt' to 'drk'.
 
18. The skins are
all done and ready to use in your game. Save the .bmp to Maxis/The
Sims/GameData/Skins. And if you want to make a great pic in SimPose,
save the .bmp to Simpose/GameData/TexF/Body (or 'TexM' for male skins).
Make sure the .skn file of the mesh is saved to
Simpose/GameData/ObjF/Body.

That's all. Desdemona
:)
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