Head Tutorial by Desdemona

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2. Getting the file ready

Open the base head in one skin tone. A C001 head will do for most meshes, eg. all Fionn's real hair meshes. If the color palette to your right doesn't contain all colors, choose Colors -> increase color depth -> 16 mio colors. This allows you to use all colors and all tools in PSP.
Now open the bases in the other skin tone. Copy the image and paste it onto the first base as a seperate layer (choose Edit -> paste -> as new layer). Do the same thing with the remaining skin tone. Now you should have an image with three layers.
To keep yourself from getting confused, you can rename the layers by right-clicking them in the Layer Palette. Name the light base 'light' and so on, this will make things much simpler as you go along. Here's how the Layer Palette should look, this is with the pale skintone included:

Keeping each skintone as a different layer will make it much easier to make heads in all skintones. You can skip this step if you only want to work with one skin tone, but you still have to keep the base as a seperate layer.

Now you save you work as a .psp file. This allows you to keep the layers intact. You might as well name the file correctly from the start in stead of having to rename the file later.
The first part of the file name is a code that will tell the game which mesh to use and the age, gender and skintone of that sim, so it's important to get it right. The part after the '_' is the name you give the head. Here's how the 'code' is made:


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).
The texture (the .bmp file) also has one more code for skincolor: 'lgt' is light, 'med' is medium and 'drk' is dark.
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.
Basically, your head must have the same code as the mesh you're using plus 'lgt', 'med' or 'drk' (use the 'lgt' for pale skins as well) and then add your own name after the '_'. I'm using the mesh C1k2fa_battie by FrillySims for this tutorial, so I'll name my head 'C1k2falgt_desdTutorial' - when I do the other skin tones I'll just have to replace the 'lgt' with 'med' or 'drk'. If I decide on another mesh, I'll just have to replace '1k2' in the name with something else.

IMPORTANT NOTE ABOUT SAVING YOUR FILE: To get your file to work with The Sims and SimShow you must save it as a bitmap (.bmp) file in 256 colors. But because the .bmp format doesn't support layers, you will have to work in .psp format. This means that you save your work as .psp, then decrease the color depth to 256 colors (colors -> decrease color depth -> 256 colors) and save it as a .bmp - I use the Maxis/SimShow/GameData/Textures folder. When you've checked out your head in SimShow, just open the .psp file and continue working from that. That way you'll never loose the layers you've created.

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