∙∙ Skull Mask (Sims 4) ∙∙║ Download ║
• 5 colours/swatches;
• Converted from Tera;
• Works for male & female;
• Mask morphs with head;
• Categorized in glasses;
• Custom CAS thumbnail;
• Available for teen to elder;
• Base-game compatible;
• Disabled...

∙∙ Skull Mask (Sims 4) ∙∙

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Download ║


This is one of the treats that have been given away during Simblreen 💜🎃

Beyond the reaches of our galaxy
Three figures watch over us all
As suns are rising on a distant planet’s shores
They are watching, and waiting, always orchestrating…
Solaria 🔆 Elurion 🎆 Illumina 💎
When testing new cc I couldn’t help taking a picture...

Beyond the reaches of our galaxy
Three figures watch over us all
As suns are rising on a distant planet’s shores
They are watching, and waiting, always orchestrating…

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Solaria 🔆 Elurion 🎆 Illumina 💎
When testing new cc I couldn’t help taking a picture of these three 💜
(it’s also another excuse to keep practicing photo editing 🙇) 

∙∙ Snail Mount (Sims 4) ∙∙

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Download - Snail║
Download - Poses║



This was one of the treats shared during Simblreen 💜🎃

Mesh Weight PaintThis was such a discovery (at least it was for me). I never realized you could manually weight paint meshes… how did I only find this out now? I’m such a dork sometimes xD
When looking on forums about weight painting meshes I always...

Mesh Weight Paint

This was such a discovery (at least it was for me). I never realized you could manually weight paint meshes… how did I only find this out now? I’m such a dork sometimes xD

When looking on forums about weight painting meshes I always found the same answers: you can simply use a maxis mesh to transfer the weights from. This should work in most cases. Yes, with emphasis on most if you make a mesh similar to a maxis outfit. When you have a custom mesh that has bits and pieces pointing out too far from the base mesh then those will remain unpainted, which means they have a change of getting distorted in game (or the pieces don’t move properly with the body).

For people who don’t know what I’m talking about: this is a simple example of what I mean by manually weight painting an object.

I’ve been playing around with other meshes to edit them for personal use when I suddenly noticed how some weights looked different. Therefore I decided to start experimenting on one of my ’’still in progress’’ conversions, which is the one you see above (an arm mantle/veil accessory).

The left picture shows what happens if you transfer weights from the upper arm (which is the bone I intend to assign this mesh to). If you leave it like that then the blue part will not move with the upper arm, which means it will just hang there while the rest of the mesh moves along. In that case, the mantle will get distorted in the middle when the sim moves.

The right picture shows the manually painted weights. For testing purposes I just made it entirely red (which is the colour to make it fully move along with the group it’s assigned to). It seems to go like this: blue -> green -> yellow -> red (blue does not move with its assigned group, red moves fully with its assigned group). The colours in between make for a smooth transition. In most cases I’ve noticed that green and yellow seem to move fine too. Perhaps because the mesh is properly wrapped around the bones of a designated group, or when there are no morphs enabled to the mesh (e.g. wings accessory).

Both versions have now been tested in-game: the one that is entirely red moves fully along with the arm (no distortions are present). The version that is left with the weights of the upper-arm shows distortions in the middle of the mesh. The downside (to me it’s a down-side at least) to the mesh fully moving with the arm is that the mantle looks static, as if it’s a block that is attached to the arm and doesn’t have any flexibility. That is not what weight paints can entirely fix though.
For physics you could in theory add bones and animate those to make the mantle sway for example. Something like this: hair physics ♥ or this: cape physics ♥ But that is a different branch of meshing, which I have no experience with whatsoever 🙈

This isn’t a tutorial or a walk-through, it’s simply a little discovery that I made and felt like sharing with you 💜 Just in case for those who weren’t aware of this possibility either (though I’m sure that most of the knowledgeable meshers already knew about this). 

The Sims 4: Werewolves Mod: Become a Werewolf

This is insane 0_0  I’m speechless at how well made this mod is 💜

Anonymous whispered
I loved your porch light picture, it's amazing! Can you show us the before and after picture? :*3

Thank you! *-* That’s really kind of you 💜

I quickly made a GIF to show the before and after result~

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dualvoidanima:
“‘lesser’
”
Mesmerizing 💜

dualvoidanima:

‘lesser’

Mesmerizing 💜

lijau:
“ ““I’m sorry, Mother.” ”
ko-fi || commissions
”
Ahh this is beautifully drawn!! *o*

lijau:

“I’m sorry, Mother.”

ko-fi || commissions  

Ahh this is beautifully drawn!! *o*

∙∙ Scythe Set (Sims 4) ∙∙

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Download - Scythe V1║
Download - Scythe V2║
Download - Scythe Poses║


V1 morphs with the finger slider mod, the thickness of the fingers influence the length of the scythe. Better said, slim fingers make the scythe shorter. If you don’t have the finger slider mod in your game, don’t worry it won’t affect your scythe in that case :) V2 doesn’t morph with any sliders, but this version doesn’t work properly with the poses.

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IMPORTANT NOTE
~ These items are a part of ‘‘Sweet Indecision’s’’ story pictures set.
~ Custom specular and normal maps have been added.
~ These pictures are taken in-game, no photo editing whatsoever.
~ Feel free to convert the meshes to other games.
~ Scythe poses are partly inspired by Satsuriku no Tenshi 💜

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Feels Like We Only Go Backwards 🎶


We have arrived at the end of this little story. Thank you for reading! 💜
The cc set featured (scythe and poses) will be released soon 🌞