<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom">		<title>Workshop</title>
		<subtitle>Workshop</subtitle>
<link href="http://www.thesimsresource.com/tutorials/posts/" /><link rel="self" href="/tutorials/posts" /><generator uri="http://www.thesimsresource.com/rss.php" version="1.0">Workshop</generator><updated>1970-01-01T01:00:00Z</updated><id>http://www.thesimsresource.com/tutorials/posts/</id><author><name>Workshop</name><uri>http://www.thesimsresource.com/tutorials/posts/</uri></author>			<entry>
			<title>TSR Workshop - An A-Z Manual</title>
			<link rel="alternate" type="text/html" href="http://www.thesimsresource.com/tutorials/view-post/post/16590/"/>			<id>http://www.thesimsresource.com/tutorialsview-post/post/16590/</id>			<updated>2010-03-07T12:15:00Z</updated>			<content type="html"></content>			<summary></summary>
			</entry>
			<entry>
			<title>Baking Shadows</title>
			<link rel="alternate" type="text/html" href="http://www.thesimsresource.com/tutorials/view-post/post/15489/"/>			<id>http://www.thesimsresource.com/tutorialsview-post/post/15489/</id>			<updated>2010-02-23T20:20:00Z</updated>			<content type="html">p/ph2Introduction/h2
pWith a new game comes new custom content - and new methods of creating that custom content. TS3 introduces what may be a new concept to you: Multipliers. Multipliers are an image that is, as the name suggests, multiplied against the pattern being used. The lightness and/or darkness of the multiplier determines where shadows and highlights appear.br /br /Multipliers can be drawn by hand, which involves a lot of work – or they can be created automatically in some 3D programs in a process known as “baking”.  During the baking process, the mesh is rendered with shading that you would find in the real world and then the shadows are “baked” onto a texture in accordance with the UV Map.br /br /Creating a UV Map that can be baked to can be a hassle due to the specifics of how the baked image is created. When creating shading by hand, similar faces can be overlapped and you can draw some generic shading that will work for all of the faces. When a multiplier is baked, it’s very important that faces do NOT overlap. The 3D program generates a shadow specifically made for each face, and ONLY that face. When two faces overlap and share the same space, the program tries to create each shadow in the same texture space – which it can’t – so you just end up with a big mess, rather than one shadow that works for multiple faces.br /br /Once you have your mesh made and UV Mapped (make sure to note there are no overlapping faces!), baking the shadow map is quite simple.  I’m going to assume you have already made your mesh in some other program (or even in Blender, if you know how) and have it properly UV Mapped and ready to go. If you made your mesh in another program, export it out as .obj now to somewhere you can easily find it.br /br /Upon opening Blender, the screen you are presented with is two windows – a 3D window on top that should have nothing but a cube and a light, and a window on the bottom that is filled with buttons. In the 3D window, the first thing to do is press “Delete” on your keyboard, then click OK to get rid of the cube.br /br /File  Import  Wavefront (.obj). Browse to where you exported your mesh to, select it, and click import. You will be presented with a box that looks like this:br / /p
p style=text-align:center;a href=http://images.thesimsresource.com/1396/1396200.jpg rel=lightboximg src=http://images.thesimsresource.com/1396/1396200.jpg border=0 width=364 height=206/a/ph2Setting up the Scene/h2
pAdjust the settings so the dialog looks like the one above, (Click “Smooth Groups”, change “Clamp Scale” to 0, and turn off “Image Search”) and then click import. Your mesh should now be in the 3D view (although it will appear to be facing the wrong way, this doesn’t matter.)br /br /A quick rundown of how to move your mesh around and rotate it – click and drag with middle mouse button to rotate the view; hold shift + middle mouse button to pan the view. The scroll wheel controls zooming in and out.br /br /Look for a dark gray line between the windows that, when the mouse passes over, changes to a double arrow cursor. br //p
p style=text-align:center;a href=http://images.thesimsresource.com/1396/1396201.jpg rel=lightboximg src=http://images.thesimsresource.com/scaled/1396/w-380h-222-1396201.jpg border=0 width=380 height=222/a/ph2Viewing UV Map and Mesh together/h2
pWhile hovering over that line with the double arrow cursor, right click on that line and choose “Split Area.” A gray line will follow your mouse now, get the line in the middle of the top view port and left click. You should now have two 3D views.br /br / Look in the bottom left-hand corner of one of the windows for a button that looks like a grid. (I’m going to choose the right-hand viewport). Click the grid button, and from the menu that comes up, choose “UV/Image Editor”. One window should now be your 3D view, and the other should be an empty gray UV grid. Press “Tab” on your keyboard, and your mesh should turn pink in the 3D view while the UV Map appears in the UV window. If nothing happens upon pressing tab, click in the 3D window, press “A” then right-click your mesh again to reselect it – then try pressing tab again.br //p
p style=text-align:center;a href=http://images.thesimsresource.com/1396/1396202.jpg rel=lightboximg src=http://images.thesimsresource.com/scaled/1396/w-380h-222-1396202.jpg border=0 width=380 height=222/a/p
pIn the UV Editor window, click the “Image” menu and choose “New.” In the dialog that comes up, change the size of the image to 512x512 (or 1024x1024 if you really need the extra room), then click okay.  Your UV map should now be on a 512x512  (or 1024x1024) pure black texture.br /br /Look at the bottom panel now, with the buttons. Towards the top of that panel there will be a series of 6 buttons in one group, and 5 in a second group. Click the 5th button of the second series, it should have a little globe icon on it and be labeled as “World”.br //p
p style=text-align:center;a href=http://images.thesimsresource.com/1396/1396203.jpg rel=lightboximg src=http://images.thesimsresource.com/scaled/1396/w-380h-40-1396203.jpg border=0 width=380 height=40/a/ph2Enabling Ambient Occlusion/h2
pUpon clicking the World button, you will be presented with LOTS of buttons and sliders and numbers. Ignore them, and look for a tab that says “Amb Occ” and click it. It should be in the third set of panels out of the four. Once you click it, click the button that says “Ambient Occlusion”. Change the “Samples” value from 5 to 10.br / br //p
p style=text-align:center;a href=http://images.thesimsresource.com/1396/1396204.jpg rel=lightboximg src=http://images.thesimsresource.com/scaled/1396/w-380h-77-1396204.jpg border=0 width=380 height=77/a/ph2Baking the texture/h2
pLooking back at the two series of buttons, click the 6th button in the first series “Scene”, or press F10. Where you found the “Amb Occ” tab before, now look for a tab labeled “Bake” in the same place./p
p style=text-align:center;a href=http://images.thesimsresource.com/1396/1396205.jpg rel=lightboximg src=http://images.thesimsresource.com/scaled/1396/w-380h-78-1396205.jpg border=0 width=380 height=78/a/p
pLook for a button on that tab that says “Ambient Occlusion” (second button down on the right side of that tab) and select it.br /br /Click the large “Bake” button. It might look like the program is about to crash, but if you wait a few seconds it will start baking, and filling in your UV Map with the appropriate shading and shadows.br //p
p style=text-align:center;a href=http://images.thesimsresource.com/1396/1396206.jpg rel=lightboximg src=http://images.thesimsresource.com/scaled/1396/w-380h-222-1396206.jpg border=0 width=380 height=222/a/ph2Saving the Multiplier/h2
pIn the UV Editor window, click the “Image” menu again. Click “Save As”. Browse to where you want to save it, type in the name you want to save it as, but DON’T click save yet. Look at the bottom of that viewport for a box that has “Targa” in it. Click that box and change it to JPEG. Now you can save it to the location of choice, preferably somewhere easy to find./p
p style=text-align:center;a href=http://images.thesimsresource.com/1396/1396207.jpg rel=lightboximg src=http://images.thesimsresource.com/scaled/1396/w-315h-270-1396207.jpg border=0 width=315 height=270/a/ppBecause Blender doesn’t have the option to save as .DDS, you will have to open the JPEG you just saved in your graphics program and save it out as DDS to make it usable in workshop./p</content>			<summary>Introduction
With a new game comes new custom content - and new methods of creating that custom content. TS3 introduces what may be a new concept to you: Multipliers. Multipliers are an image that is, as the name suggests, multiplied against the pattern being used. The lightness and/or darkness of the multiplier determines where shadows and highlights appear.Multipliers can be drawn by hand, which involves a lot of work Â– or they can be created automatically in some 3D programs in a process known as Â“bakingÂ”.  During the baking process, the mesh is rendered with shading that you would find in the real world and then the shadows are Â“bakedÂ” onto a texture in accordance with the UV Map.Creating a UV Map that can be baked to can be a hassle due to the specifics of how the baked image is created. When creating shading by hand, similar faces can be overlapped and you can draw some generic shading that will work for all of the faces. When a multiplier is baked, itÂ’s very important that faces do NOT overlap. The 3D program generates a shadow specifically made for each face, and ONLY that face. When two faces overlap and share the same space, the program tries to create each shadow in the same texture space Â– which it canÂ’t Â– so you just end up with a big mess, rather than one shadow that works for multiple faces.Once you have your mesh made and UV Mapped (make sure to note there are no overlapping faces!), baking the shadow map is quite simple.  IÂ’m going to assume you have already made your mesh in some other program (or even in Blender, if you know how) and have it properly UV Mapped and ready to go. If you made your mesh in another program, export it out as .obj now to somewhere you can easily find it.Upon opening Blender, the screen you are presented with is two windows Â– a 3D window on top that should have nothing but a cube and a light, and a window on the bottom that is filled with buttons. In the 3D window, the first thing to do is press Â“DeleteÂ” on your keyboard, then click OK to get rid of the cube.File  Import  Wavefront (.obj). Browse to where you exported your mesh to, select it, and click import. You will be presented with a box that looks like this: 
Setting up the Scene
Adjust the settings so the dialog looks like the one above, (Click Â“Smooth GroupsÂ”, change Â“Clamp ScaleÂ” to 0, and turn off Â“Image SearchÂ”) and then click import. Your mesh should now be in the 3D view (although it will appear to be facing the wrong way, this doesnÂ’t matter.)A quick rundown of how to move your mesh around and rotate it Â– click and drag with middle mouse button to rotate the view; hold shift + middle mouse button to pan the view. The scroll wheel controls zooming in and out.Look for a dark gray line between the windows that, when the mouse passes over, changes to a double arrow cursor. 
Viewing UV Map and Mesh together
While hovering over that line with the double arrow cursor, right click on that line and choose Â“Split Area.Â” A gray line will follow your mouse now, get the line in the middle of the top view port and left click. You should now have two 3D views. Look in the bottom left-hand corner of one of the windows for a button that looks like a grid. (IÂ’m going to choose the right-hand viewport). Click the grid button, and from the menu that comes up, choose Â“UV/Image EditorÂ”. One window should now be your 3D view, and the other should be an empty gray UV grid. Press Â“TabÂ” on your keyboard, and your mesh should turn pink in the 3D view while the UV Map appears in the UV window. If nothing happens upon pressing tab, click in the 3D window, press Â“AÂ” then right-click your mesh again to reselect it Â– then try pressing tab again.

In the UV Editor window, click the Â“ImageÂ” menu and choose Â“New.Â” In the dialog that comes up, change the size of the image to 512x512 (or 1024x1024 if you really need the extra room), then click okay.  Your UV map should now be on a 512x512  (or 1024x1024) pure black texture.Look at the bottom panel now, with the buttons. Towards the top of that panel there will be a series of 6 buttons in one group, and 5 in a second group. Click the 5th button of the second series, it should have a little globe icon on it and be labeled as Â“WorldÂ”.
Enabling Ambient Occlusion
Upon clicking the World button, you will be presented with LOTS of buttons and sliders and numbers. Ignore them, and look for a tab that says Â“Amb OccÂ” and click it. It should be in the third set of panels out of the four. Once you click it, click the button that says Â“Ambient OcclusionÂ”. Change the Â“SamplesÂ” value from 5 to 10. 
Baking the texture
Looking back at the two series of buttons, click the 6th button in the first series Â“SceneÂ”, or press F10. Where you found the Â“Amb OccÂ” tab before, now look for a tab labeled Â“BakeÂ” in the same place.

Look for a button on that tab that says Â“Ambient OcclusionÂ” (second button down on the right side of that tab) and select it.Click the large Â“BakeÂ” button. It might look like the program is about to crash, but if you wait a few seconds it will start baking, and filling in your UV Map with the appropriate shading and shadows.
Saving the Multiplier
In the UV Editor window, click the Â“ImageÂ” menu again. Click Â“Save AsÂ”. Browse to where you want to save it, type in the name you want to save it as, but DONÂ’T click save yet. Look at the bottom of that viewport for a box that has Â“TargaÂ” in it. Click that box and change it to JPEG. Now you can save it to the location of choice, preferably somewhere easy to find.
Because Blender doesnÂ’t have the option to save as .DDS, you will have to open the JPEG you just saved in your graphics program and save it out as DDS to make it usable in workshop.</summary>
			</entry>
			<entry>
			<title>BASIC HAIR MESHING IN TSR WORKSHOP</title>
			<link rel="alternate" type="text/html" href="http://www.thesimsresource.com/tutorials/view-post/post/15025/"/>			<id>http://www.thesimsresource.com/tutorialsview-post/post/15025/</id>			<updated>2009-12-21T20:35:00Z</updated>			<content type="html">h2What You Will Need/h2
p• bTSR Workshop 0.8.7 or later/b (a href=http://www.thesimsresource.com/workshophttp://www.thesimsresource.com/workshop/a) br /   You will need TSR Workshop for importing/exporting your meshes and textures and exporting your final work as a .sim3package or .package. This tool doesn’t make meshes, you need a 3d application for that.br /br /• bA graphics editor capable of supporting DDS (I’ll be using Photoshop CS3)/bbr /  You’ll need a graphics editor to draw your hair textures and save the textues in .dds format. This is the only format The Sims 3 recognizes. You can’t just save your textures in .bmp or .jpg.br /br /• bMilkshape 1.8.5 or later/bbr /You’ll need Milkshape mainly for bone assignments and because Workshop has Milkshape plugins to export – import .wso files. This format can hold bone assignment information. But for modelling I strongly recommend to use a more professional 3d application like 3ds Max, Maya and Cinema 4d. It doesn’t mean you can’t mesh in Milkshape. But Milkshape has very limited tools to help you get your work done faster, so you’d probably spend weeks in Milkshape to create a smooth and beautiful hair mesh. Trust me, it’s a lot of work!br /br /• bCrazyBump (a href=http://www.crazybump.com/http://www.crazybump.com//a) (optional)/bbr /This program is amazing . You can make your bump maps, specular and normal maps within seconds with this tool. Try it! br //ph2Step 1/h2
pSo, first things first. Install TSR Workshop then go to C:\Program Files\The Sims Resource\TSR Workshop\Extras\Milkshape Plugins and grab the two files named msTSRWorkshopExport.dll and msTSRWorkshopImport.dll. Now go to  C:\Program Files\MilkShape 3D 1.8.5 and paste them there. Now your milkshape has TSR Workshop plugins!/ph2Step 2/h2
a href=http://images.thesimsresource.com/1380/1380247.jpg rel=lightboximg src=http://images.thesimsresource.com/scaled/1380/w-127h-270-1380247.jpg border=0 width=127 height=270 border=0 style=float:right;margin:0 0 1.5em 1.5em;/a
pNow fire up TSR Workshop. Hit Create New Project  Hair  Age  Sex  Clothing Category and pick a hair from there.br /br /Pick a hair that suits your new custom mesh best. If you’re planning to make a long hair pick a long one from the list so you can study how their vertices are assigned to bones and copy them. You can also pick a hair that has accessories like hair clips or hats if your new mesh has accessories too. This will make things easier later./p
p style=clear:both;height:0;line-height:1px;font-size:1px;nbsp;/ph2Step 3/h2
a href=http://images.thesimsresource.com/1380/1380249.jpg rel=lightboximg src=http://images.thesimsresource.com/1380/1380249.jpg border=0 width=31 height=28 border=0 style=float:right;margin:0 0 1.5em 1.5em;/a
pName your Project, find a unique name for the unique indentifier (for example creatorname_hair_01) find a name for the title and write a description. Since I’m too lazy to fill all those spaces I just paste Ulker_hair_00x to all of the spaces. It doesn’t matter what you write really. Just make sure the unique identifier is somewhat unique!/p
p style=clear:both;height:0;line-height:1px;font-size:1px;nbsp;/ph2Step 4/h2
pLet’s just save our project in .wrk format and close Workshop. We’ll mesh hair now! Open your favorite 3d application and import one of the example bodies. I’ll be using 3ds Max 2010 and importing the adult female body in this tutorial. But you can do the same things I’ll be doing in another 3d application too. Now group the face, scalp and the body together and freeze them so you don’t move their verts by accident. /p</content>			<summary>What You Will Need
Â• TSR Workshop 0.8.7 or later (http://www.thesimsresource.com/workshop)    You will need TSR Workshop for importing/exporting your meshes and textures and exporting your final work as a .sim3package or .package. This tool doesnÂ’t make meshes, you need a 3d application for that.Â• A graphics editor capable of supporting DDS (IÂ’ll be using Photoshop CS3)  YouÂ’ll need a graphics editor to draw your hair textures and save the textues in .dds format. This is the only format The Sims 3 recognizes. You canÂ’t just save your textures in .bmp or .jpg.Â• Milkshape 1.8.5 or laterYouÂ’ll need Milkshape mainly for bone assignments and because Workshop has Milkshape plugins to export Â– import .wso files. This format can hold bone assignment information. But for modelling I strongly recommend to use a more professional 3d application like 3ds Max, Maya and Cinema 4d. It doesnÂ’t mean you canÂ’t mesh in Milkshape. But Milkshape has very limited tools to help you get your work done faster, so youÂ’d probably spend weeks in Milkshape to create a smooth and beautiful hair mesh. Trust me, itÂ’s a lot of work!Â• CrazyBump (http://www.crazybump.com/) (optional)This program is amazing . You can make your bump maps, specular and normal maps within seconds with this tool. Try it! Step 1
So, first things first. Install TSR Workshop then go to C:\Program Files\The Sims Resource\TSR Workshop\Extras\Milkshape Plugins and grab the two files named msTSRWorkshopExport.dll and msTSRWorkshopImport.dll. Now go to  C:\Program Files\MilkShape 3D 1.8.5 and paste them there. Now your milkshape has TSR Workshop plugins!Step 2

Now fire up TSR Workshop. Hit Create New Project  Hair  Age  Sex  Clothing Category and pick a hair from there.Pick a hair that suits your new custom mesh best. If youÂ’re planning to make a long hair pick a long one from the list so you can study how their vertices are assigned to bones and copy them. You can also pick a hair that has accessories like hair clips or hats if your new mesh has accessories too. This will make things easier later.
nbsp;Step 3

Name your Project, find a unique name for the unique indentifier (for example creatorname_hair_01) find a name for the title and write a description. Since IÂ’m too lazy to fill all those spaces I just paste Ulker_hair_00x to all of the spaces. It doesnÂ’t matter what you write really. Just make sure the unique identifier is somewhat unique!
nbsp;Step 4
LetÂ’s just save our project in .wrk format and close Workshop. WeÂ’ll mesh hair now! Open your favorite 3d application and import one of the example bodies. IÂ’ll be using 3ds Max 2010 and importing the adult female body in this tutorial. But you can do the same things IÂ’ll be doing in another 3d application too. Now group the face, scalp and the body together and freeze them so you donÂ’t move their verts by accident. </summary>
			</entry>
			<entry>
			<title>Autogenerate Sunshadows Tutorial</title>
			<link rel="alternate" type="text/html" href="http://www.thesimsresource.com/tutorials/view-post/post/14670/"/>			<id>http://www.thesimsresource.com/tutorialsview-post/post/14670/</id>			<updated>2009-11-29T11:03:37Z</updated>			<content type="html">pThe new version of TSR Workshop offers a great feature to autogenerate sunshadows. TSRW is the first tool which can make them look correctly ingame./p
h21. Select Shadow Mesh/h2
pAs you can see, the sunshadow mesh isn't yet adjusted./p
p style=text-align: center;img src=http://images.thesimsresource.netdna-cdn.com/1368/1368651.jpg border=0 width=475 height=370 style=vertical-align: middle; //p
pChange to the mesh tab where you've strong style=color:#1373c5previously imported the high and the low detail mesh/strong. From the dropdown menu select strongShadow high level of detail/strong./p
p style=text-align: center;img src=http://images.thesimsresource.netdna-cdn.com/1368/1368652.jpg border=0 width=366 height=230 style=vertical-align: middle; //p
h22. Press Generate Shadow Mesh Button/h2
pThe strongGenerate shadow mesh/strong button img src=http://images.thesimsresource.netdna-cdn.com/1368/1368653.jpg border=0 width=24 height=24 style=vertical-align: baseline; / almost next to the dropdown menu should now become active./p
p style=text-align: center;img src=http://images.thesimsresource.netdna-cdn.com/1368/1368656.jpg border=0 width=366 height=230 //p
pClick it to open the strongSelect MLOD/strong window. You have to tell TSR Workshop what should be all included in this shadow mesh from the strong style=color:#1373c5High level of detail/strong mesh. What generally should be excluded is the groundshadow mesh (you can recognize it on the low vertices/faces count). When you're done selecting the meshes, click on strongOK/strong./p
p style=text-align: center;img src=http://images.thesimsresource.netdna-cdn.com/1368/1368654.jpg border=0 width=368 height=236 //p
h23. Done/h2
pThe newly generated sunshadow should now become visible in the 3D Preview. If not, make sure you are in the correct LOD mode img src=http://images.thesimsresource.netdna-cdn.com/1368/1368657.jpg border=0 width=148 height=24 style=vertical-align: middle; / and have sunshadows showing activated img src=http://images.thesimsresource.netdna-cdn.com/1368/1368658.jpg border=0 width=34 height=24 style=vertical-align: middle; /. In the Mesh Tab you've also got a strongrotation slider/strong available so you can check how the sunshadow looks from different angles./p
p style=text-align: center;img src=http://images.thesimsresource.netdna-cdn.com/1368/1368661.jpg border=0 width=475 height=370 //p
h24. Repeat for Low LOD/h2
pNow repeat step 1 and 2 for the strongShadow low level of detail/strong. This time you choose the meshes from the strong style=color:#1373c5Low level of detail /strongmesh in the strongSelect MLOD/strong dialog./p</content>			<summary>The new version of TSR Workshop offers a great feature to autogenerate sunshadows. TSRW is the first tool which can make them look correctly ingame.
1. Select Shadow Mesh
As you can see, the sunshadow mesh isn't yet adjusted.

Change to the mesh tab where you've previously imported the high and the low detail mesh. From the dropdown menu select Shadow high level of detail.

2. Press Generate Shadow Mesh Button
The Generate shadow mesh button  almost next to the dropdown menu should now become active.

Click it to open the Select MLOD window. You have to tell TSR Workshop what should be all included in this shadow mesh from the High level of detail mesh. What generally should be excluded is the groundshadow mesh (you can recognize it on the low vertices/faces count). When you're done selecting the meshes, click on OK.

3. Done
The newly generated sunshadow should now become visible in the 3D Preview. If not, make sure you are in the correct LOD mode  and have sunshadows showing activated . In the Mesh Tab you've also got a rotation slider available so you can check how the sunshadow looks from different angles.

4. Repeat for Low LOD
Now repeat step 1 and 2 for the Shadow low level of detail. This time you choose the meshes from the Low level of detail mesh in the Select MLOD dialog.</summary>
			</entry>
			<entry>
			<title>Multicolor Makeup Tutorial</title>
			<link rel="alternate" type="text/html" href="http://www.thesimsresource.com/tutorials/view-post/post/14481/"/>			<id>http://www.thesimsresource.com/tutorialsview-post/post/14481/</id>			<updated>2009-11-15T18:55:00Z</updated>			<content type="html">pBefore we can start you will have to make sure you have these programs installed on your computer:br /br /•	A Graphics Editor capable of supporting DDS (I will be using Photoshop CS)br /      o	You will need to ensure you have the correct plugins to handle DDS files. Find more information and the plugins for your graphics program a href=http://wiki.thesimsresource.com/index.php?title=DDShere/a.br /br /•	The TSR Workshop br //ph2Step 1 – Loading TSR Workshop/h2
pGo to your Start Menu  All Programs and load the TSR Workshop. /ph2Step 2 – Creating a New Project/h2
pNavigate to the top left of the Workshop and click on the ‘Create new Project’./p
p style=text-align:center;a href=http://images.thesimsresource.com/scaled/1350/w-834h-650-1350613.jpg rel=lightboximg src=http://images.thesimsresource.com/scaled/1350/w-347h-270-1350613.jpg border=0 width=347 height=270/a/p
pIn the new window that will pop out in front of you select Makeup/Facial overlay and click the button ‘Next’ in the right bottom corner. /p
p style=text-align:center;a href=http://images.thesimsresource.com/scaled/1350/w-834h-650-1350614.jpg rel=lightboximg src=http://images.thesimsresource.com/scaled/1350/w-347h-270-1350614.jpg border=0 width=347 height=270/a/p
pAs I said before I’m going to make an eyeshadow so I’ll choose afMakeupEyeshadowSmoky and click ‘Next’/p
p style=text-align:center;a href=http://images.thesimsresource.com/scaled/1350/w-834h-650-1350615.jpg rel=lightboximg src=http://images.thesimsresource.com/scaled/1350/w-347h-270-1350615.jpg border=0 width=347 height=270/a/p
pIn the next screen you will be asked to give your project a name and some additional details. Although it is very important to give your projects a unique identifier and fill in all the other boxes, we’re actually only going to use this project to get a file we will need – we won’t be exporting anything for the game from here. So for now, just click ‘Next’./p
p style=text-align:center;a href=http://images.thesimsresource.com/scaled/1350/w-834h-650-1350616.jpg rel=lightboximg src=http://images.thesimsresource.com/scaled/1350/w-347h-270-1350616.jpg border=0 width=347 height=270/a/p
pFinally your new project will load and you will be able to see the eyeshadow on the model in the left window and project details in the right one. /p
p style=text-align:center;a href=http://images.thesimsresource.com/scaled/1350/w-834h-650-1350617.jpg rel=lightboximg src=http://images.thesimsresource.com/scaled/1350/w-347h-270-1350617.jpg border=0 width=347 height=270/a/p
pWhen you click on the ‘Texture’ tab you will see that under ‘Textures’ there are ‘Face Overlay’ and ‘Face Specular’. The important one for us is ‘Face Overlay’, which determine where the makeup is placed on the face. /p
p style=text-align:center;a href=http://images.thesimsresource.com/scaled/1350/w-834h-650-1350618.jpg rel=lightboximg src=http://images.thesimsresource.com/scaled/1350/w-347h-270-1350618.jpg border=0 width=347 height=270/a/ppProbably by now you also noticed that at the bottom, under colors, there is only one color that can be changed. That means you won’t be able to create a multicolor makeup starting from the eyeshadow you have opened.br /br /However, this is still a very important step – as I mentioned earlier we’re just needed to find an image file – the face overlay is the image file we needed here, so now we’re going to export it.br //p</content>			<summary>Before we can start you will have to make sure you have these programs installed on your computer:Â•	A Graphics Editor capable of supporting DDS (I will be using Photoshop CS)      o	You will need to ensure you have the correct plugins to handle DDS files. Find more information and the plugins for your graphics program here.Â•	The TSR Workshop Step 1 Â– Loading TSR Workshop
Go to your Start Menu  All Programs and load the TSR Workshop. Step 2 Â– Creating a New Project
Navigate to the top left of the Workshop and click on the Â‘Create new ProjectÂ’.

In the new window that will pop out in front of you select Makeup/Facial overlay and click the button Â‘NextÂ’ in the right bottom corner. 

As I said before IÂ’m going to make an eyeshadow so IÂ’ll choose afMakeupEyeshadowSmoky and click Â‘NextÂ’

In the next screen you will be asked to give your project a name and some additional details. Although it is very important to give your projects a unique identifier and fill in all the other boxes, weÂ’re actually only going to use this project to get a file we will need Â– we wonÂ’t be exporting anything for the game from here. So for now, just click Â‘NextÂ’.

Finally your new project will load and you will be able to see the eyeshadow on the model in the left window and project details in the right one. 

When you click on the Â‘TextureÂ’ tab you will see that under Â‘TexturesÂ’ there are Â‘Face OverlayÂ’ and Â‘Face SpecularÂ’. The important one for us is Â‘Face OverlayÂ’, which determine where the makeup is placed on the face. 
Probably by now you also noticed that at the bottom, under colors, there is only one color that can be changed. That means you wonÂ’t be able to create a multicolor makeup starting from the eyeshadow you have opened.However, this is still a very important step Â– as I mentioned earlier weÂ’re just needed to find an image file Â– the face overlay is the image file we needed here, so now weÂ’re going to export it.</summary>
			</entry>
			<entry>
			<title>DDS Files for plant meshing with TSR Workshop</title>
			<link rel="alternate" type="text/html" href="http://www.thesimsresource.com/tutorials/view-post/post/14239/"/>			<id>http://www.thesimsresource.com/tutorialsview-post/post/14239/</id>			<updated>2009-10-28T23:00:00Z</updated>			<content type="html">pbThis tutorial will not teach you to mesh, only the how to of the dds files for creating a plant/bbr /br /This Tutorial assumes that you already know how to export, mesh, UV Map and re-import into TSR Workshop. It also assumes that your have a working knowledge of terms for Adobe CS2 or higher. We will be working with “Sculpture Vase Contemporary”.br //ph2Programs we will be using/h2
pa href=http://www.thesimsresource.com/workshop/TSR Workshop/abr /Adobe CS2 or higherbr /a href=http://developer.nvidia.com/object/photoshop_dds_plugins.htmlDDS Plugins for Adobe/abr /br /BlackGarden’s Tutorial will also be very useful if you don’t know about Adobe’s pen tool:br /a href=http://www.thesimsresource.com/tutorials/view/category/sims3/id/11976/Extracting%20Sims%20and%20Objects%20from%20Screenshots%20-%20IntermediateExtracting Sims and Objects from Screenshots/abr //ph2Step 1/h2
pYou should have already meshed your plant and have your UV map handy. Make sure your map is the size of the dds files from workshop for this tutorial. The size of the dds we will be using is 256 X 256. Then import your meshes to WS. Delete all Variation Files by choosing them and in turn hitting the red X until you only have one file./p
p style=text-align:center;a href=http://images.thesimsresource.com/1335/1335695.jpg rel=lightboximg src=http://images.thesimsresource.com/scaled/1335/w-346h-270-1335695.jpg border=0 width=346 height=270/a/ph2Step 2/h2
pThese are our dds files we will be working with. We will not be exporting the mask for this tutorial, we won’t need it. br /In turn export Overlay, Multiplier, and Specular naming them and placing them in a file you can find easily.br /Open Adobe CS2 or higher. Drag, in turn, your Overlay, Multiplier, and Specular into Adobebr //p
p style=text-align:center;a href=http://images.thesimsresource.com/1335/1335694.jpg rel=lightboximg src=http://images.thesimsresource.com/scaled/1335/w-380h-255-1335694.jpg border=0 width=380 height=255/a/ph2Step 3/h2
pNow you will make a blank 256 X 256 file to work with. Not necessary but an easier way to make your files. Make it black.br /br /I’m going to take my UV map and place it on the blank file Like so:br //p
p style=text-align:center;a href=http://images.thesimsresource.com/1335/1335693.jpg rel=lightboximg src=http://images.thesimsresource.com/scaled/1335/w-306h-270-1335693.jpg border=0 width=306 height=270/a/ph2Step 4/h2
pNow we will position our plant and other bnon recolorable/b images on the map./p
p style=text-align:center;a href=http://images.thesimsresource.com/1335/1335696.jpg rel=lightboximg src=http://images.thesimsresource.com/scaled/1335/w-306h-270-1335696.jpg border=0 width=306 height=270/a/ph2Step 5/h2
pNow delete the UV map, flatten image and you should have this:/p
p style=text-align:center;a href=http://images.thesimsresource.com/1335/1335697.jpg rel=lightboximg src=http://images.thesimsresource.com/scaled/1335/w-306h-270-1335697.jpg border=0 width=306 height=270/a/ph2Step 6/h2
pNow we have our working “Model” for the rest of our dds files.br /br /Now we’ll work on our bOverlay/b Firstbr /br /Copy this “Model” to your overlay file. Ctrl A, ctrl C this file and then ctrl V to the overlay. Your overlay now has its base. br /br /Ah, but your overlay needs a new alpha file. So back to your “Model”.  Duplicate the main layer of the model file. Using your wand tool you will select all black parts on the duplicate layer and right click select inverse. Using your pencil at the highest setting and making sure your main color swatch is white click on your selected image. You should have something that looks like this:br //p
p style=text-align:center;a href=http://images.thesimsresource.com/scaled/1335/w-950h-571-1335698.jpg rel=lightboximg src=http://images.thesimsresource.com/scaled/1335/w-380h-229-1335698.jpg border=0 width=380 height=229/a/ph2Step 7/h2
pNow we want to ctrl A and ctrl C to copy this layer to our Overlay Alpha. So lets do that now, ctrl V to paste and you should have an alpha layer for your overlay that looks like this:/p
p style=text-align:center;a href=http://images.thesimsresource.com/scaled/1335/w-950h-571-1335699.jpg rel=lightboximg src=http://images.thesimsresource.com/scaled/1335/w-380h-229-1335699.jpg border=0 width=380 height=229/a/ph2Step 8/h2
pFlatten layer and save as a  DXT5  ARGB   8 bpp | interpolated alpha. Overlay is now done.br /br /ONWARD! Now would be the time to grab a cup of coffee or a Soda…..So I’ll wait for a minute.br /br /Ok minute over. Now we will work on the Multiplier.br /br /The first thing we want to do is go back to our “Model”. Make sure you deleted the Alpha File we made for our overlay. You should now be back to this for your “Model”:br //p
p style=text-align:center;a href=http://images.thesimsresource.com/1335/1335746.jpg rel=lightboximg src=http://images.thesimsresource.com/scaled/1335/w-306h-270-1335746.jpg border=0 width=306 height=270/a/ph2Step 9/h2
pNow we want to make a multiplier file. So again duplicate your “Model” layer. Now go to Image/Adjustments/Desaturate. Now your “Model” should have a layer that looks like this:/p
p style=text-align:center;a href=http://images.thesimsresource.com/1335/1335700.jpg rel=lightboximg src=http://images.thesimsresource.com/scaled/1335/w-306h-270-1335700.jpg border=0 width=306 height=270/a/ph2Step 10/h2
pAs before you will copy this layer and paste it over the multiplier file. Now we get into the tricky parts……Yes what makes you think it can’t get any more complicated? Hmmmm?br /br /Take your UV map and place it on top of both the Multiplier layer then reduce visibility to 35%. You should have something that looks like this:br //p
p style=text-align:center;a href=http://images.thesimsresource.com/1335/1335701.jpg rel=lightboximg src=http://images.thesimsresource.com/scaled/1335/w-306h-270-1335701.jpg border=0 width=306 height=270/a/ph2Step 11/h2
pNow see how we still have the pot to do? Well we are going to hand draw around the pot with a grey layer. So make a 256 X 256 Grey layer to work with and save it. Now place that saved layer over this multiplier and reduce visibility to 45% so you can see the UV map underneath. Rastersize the layer in case you didn’t know you had to do that. Right Click on the layer, Rastersize. You should now have this:/p
p style=text-align:center;a href=http://images.thesimsresource.com/scaled/1335/w-950h-571-1335702.jpg rel=lightboximg src=http://images.thesimsresource.com/scaled/1335/w-380h-229-1335702.jpg border=0 width=380 height=229/a/ph2Step 12/h2
pNow we will cut around the pot using our pen tool. If you don’t know how to do this I suggest you read BlackGarden’s Tutorial first found here:br /br /a href=http://www.thesimsresource.com/tutorials/view/category/sims3/id/11976/Extracting%20Sims%20and%20Objects%20from%20Screenshots%20-%20IntermediateExtracting Sims and Objects from Screenshots/abr /br /Now we will delete the extra layer and the UV map, then flatten so that we are left with this:br //p
p style=text-align:center;a href=http://images.thesimsresource.com/1335/1335703.jpg rel=lightboximg src=http://images.thesimsresource.com/scaled/1335/w-306h-270-1335703.jpg border=0 width=306 height=270/a/ph2Step 13/h2
pNow we Could get into all the technical stuffs about shading in your multiplier because the pot part does need some shading, but that is not the purpose of this tutorial. So we won’t :0). br /br /So Onward, now we need an alpha layer for the multiplier. Yes on plants the Multiplier has an alpha layer.  So now we will go back to our “Model”. Select the black parts with your wand tool and then select inverse so that your parts are selected. Going to your pencil tool again we want to make white the parts to the plant. Ending up with something that looks like this again:br //p
p style=text-align:center;a href=http://images.thesimsresource.com/1335/1335704.jpg rel=lightboximg src=http://images.thesimsresource.com/scaled/1335/w-306h-270-1335704.jpg border=0 width=306 height=270/a/ph2Step 14/h2
pNow place our UV map over top of this file. Reduce visibility to 35% so you can see underneath the UV map. Now comes the most important part or making our leaf totally invisible around the leaf in game. You are going to trace your UV map around the entire leaf surface of the mesh part with your pen tool (Again referring to BlackGardens Tutorial). Like this:/p
p style=text-align:center;a href=http://images.thesimsresource.com/1335/1335705.jpg rel=lightboximg src=http://images.thesimsresource.com/scaled/1335/w-306h-270-1335705.jpg border=0 width=306 height=270/a/ph2Step 15/h2
pNotice how I drew a little bit larger than my mesh map. Now we will layer via cut just that section. Delete the UV map and place a white background layer underneath the cut out. Flatten and it should look like this:/p
p style=text-align:center;a href=http://images.thesimsresource.com/1335/1335706.jpg rel=lightboximg src=http://images.thesimsresource.com/scaled/1335/w-306h-270-1335706.jpg border=0 width=306 height=270/a/ph2Step 16/h2
pNow you will copy and paste this to the alpha layer of the Multiplier and your channel should look like this:/p
p style=text-align:center;a href=http://images.thesimsresource.com/1335/1335707.jpg rel=lightboximg src=http://images.thesimsresource.com/scaled/1335/w-306h-270-1335707.jpg border=0 width=306 height=270/a/ph2Step 17/h2
pNow save to  DXT5 ARGB   8 bpp | interpolated alpha. Your Multiplier is now done.br /br /Take a break, Walk around and clear your head, the hard parts are now done. We have one more thing left to do. The Specular.br /br /We’re going to go back to our “Model” mesh and clear off all the editing we have done thus far. So Edit/Step backwards until you get back to where our “Model” looks like this:br //p
p style=text-align:center;a href=http://images.thesimsresource.com/1335/1335760.jpg rel=lightboximg src=http://images.thesimsresource.com/scaled/1335/w-306h-270-1335760.jpg border=0 width=306 height=270/a/ph2Step 18/h2
pNow we want to copy this to our Specular file and then place our UV map on top with a 35% visibility so we can see below. Cut out Place a white layer under your UV map and cut out your planter part like this again using the pen tool:/p
p style=text-align:center;a href=http://images.thesimsresource.com/1335/1335708.jpg rel=lightboximg src=http://images.thesimsresource.com/scaled/1335/w-306h-270-1335708.jpg border=0 width=306 height=270/a/ph2Step 19/h2
pNow save to  DXT5 ARGB   8 bpp | interpolated alpha. Your Multiplier is now done.br /br /br /Take a break, Walk around and clear your head, the hard parts are now done. We have one more thing left to do. The Specular.br /br /We’re going to go back to our “Model” mesh and clear off all the editing we have done thus far. So Edit/Step backwards until you get back to where our “Model” looks like this:br //p
p style=text-align:center;a href=http://images.thesimsresource.com/1335/1335709.jpg rel=lightboximg src=http://images.thesimsresource.com/scaled/1335/w-306h-270-1335709.jpg border=0 width=306 height=270/a/ph2Step 20/h2
pAdd a totally black alpha layer and then save as a DXT5 ARGB   8 bpp | interpolated alpha. Now we are ready for import back into Workshop.br /br /So in turn import each file into Workshop, Overlay, Multiplier, and Specular. Your plant should look something like this:br //p
p style=text-align:center;a href=http://images.thesimsresource.com/scaled/1335/w-770h-650-1335710.jpg rel=lightboximg src=http://images.thesimsresource.com/scaled/1335/w-320h-270-1335710.jpg border=0 width=320 height=270/a/pp/p</content>			<summary>This tutorial will not teach you to mesh, only the how to of the dds files for creating a plantThis Tutorial assumes that you already know how to export, mesh, UV Map and re-import into TSR Workshop. It also assumes that your have a working knowledge of terms for Adobe CS2 or higher. We will be working with Â“Sculpture Vase ContemporaryÂ”.Programs we will be using
TSR WorkshopAdobe CS2 or higherDDS Plugins for AdobeBlackGardenÂ’s Tutorial will also be very useful if you donÂ’t know about AdobeÂ’s pen tool:Extracting Sims and Objects from ScreenshotsStep 1
You should have already meshed your plant and have your UV map handy. Make sure your map is the size of the dds files from workshop for this tutorial. The size of the dds we will be using is 256 X 256. Then import your meshes to WS. Delete all Variation Files by choosing them and in turn hitting the red X until you only have one file.
Step 2
These are our dds files we will be working with. We will not be exporting the mask for this tutorial, we wonÂ’t need it. In turn export Overlay, Multiplier, and Specular naming them and placing them in a file you can find easily.Open Adobe CS2 or higher. Drag, in turn, your Overlay, Multiplier, and Specular into Adobe
Step 3
Now you will make a blank 256 X 256 file to work with. Not necessary but an easier way to make your files. Make it black.IÂ’m going to take my UV map and place it on the blank file Like so:
Step 4
Now we will position our plant and other non recolorable images on the map.
Step 5
Now delete the UV map, flatten image and you should have this:
Step 6
Now we have our working Â“ModelÂ” for the rest of our dds files.Now weÂ’ll work on our Overlay FirstCopy this Â“ModelÂ” to your overlay file. Ctrl A, ctrl C this file and then ctrl V to the overlay. Your overlay now has its base. Ah, but your overlay needs a new alpha file. So back to your Â“ModelÂ”.  Duplicate the main layer of the model file. Using your wand tool you will select all black parts on the duplicate layer and right click select inverse. Using your pencil at the highest setting and making sure your main color swatch is white click on your selected image. You should have something that looks like this:
Step 7
Now we want to ctrl A and ctrl C to copy this layer to our Overlay Alpha. So lets do that now, ctrl V to paste and you should have an alpha layer for your overlay that looks like this:
Step 8
Flatten layer and save as a  DXT5  ARGB   8 bpp | interpolated alpha. Overlay is now done.ONWARD! Now would be the time to grab a cup of coffee or a SodaÂ…..So IÂ’ll wait for a minute.Ok minute over. Now we will work on the Multiplier.The first thing we want to do is go back to our Â“ModelÂ”. Make sure you deleted the Alpha File we made for our overlay. You should now be back to this for your Â“ModelÂ”:
Step 9
Now we want to make a multiplier file. So again duplicate your Â“ModelÂ” layer. Now go to Image/Adjustments/Desaturate. Now your Â“ModelÂ” should have a layer that looks like this:
Step 10
As before you will copy this layer and paste it over the multiplier file. Now we get into the tricky partsÂ…Â…Yes what makes you think it canÂ’t get any more complicated? Hmmmm?Take your UV map and place it on top of both the Multiplier layer then reduce visibility to 35%. You should have something that looks like this:
Step 11
Now see how we still have the pot to do? Well we are going to hand draw around the pot with a grey layer. So make a 256 X 256 Grey layer to work with and save it. Now place that saved layer over this multiplier and reduce visibility to 45% so you can see the UV map underneath. Rastersize the layer in case you didnÂ’t know you had to do that. Right Click on the layer, Rastersize. You should now have this:
Step 12
Now we will cut around the pot using our pen tool. If you donÂ’t know how to do this I suggest you read BlackGardenÂ’s Tutorial first found here:Extracting Sims and Objects from ScreenshotsNow we will delete the extra layer and the UV map, then flatten so that we are left with this:
Step 13
Now we Could get into all the technical stuffs about shading in your multiplier because the pot part does need some shading, but that is not the purpose of this tutorial. So we wonÂ’t :0). So Onward, now we need an alpha layer for the multiplier. Yes on plants the Multiplier has an alpha layer.  So now we will go back to our Â“ModelÂ”. Select the black parts with your wand tool and then select inverse so that your parts are selected. Going to your pencil tool again we want to make white the parts to the plant. Ending up with something that looks like this again:
Step 14
Now place our UV map over top of this file. Reduce visibility to 35% so you can see underneath the UV map. Now comes the most important part or making our leaf totally invisible around the leaf in game. You are going to trace your UV map around the entire leaf surface of the mesh part with your pen tool (Again referring to BlackGardens Tutorial). Like this:
Step 15
Notice how I drew a little bit larger than my mesh map. Now we will layer via cut just that section. Delete the UV map and place a white background layer underneath the cut out. Flatten and it should look like this:
Step 16
Now you will copy and paste this to the alpha layer of the Multiplier and your channel should look like this:
Step 17
Now save to  DXT5 ARGB   8 bpp | interpolated alpha. Your Multiplier is now done.Take a break, Walk around and clear your head, the hard parts are now done. We have one more thing left to do. The Specular.WeÂ’re going to go back to our Â“ModelÂ” mesh and clear off all the editing we have done thus far. So Edit/Step backwards until you get back to where our Â“ModelÂ” looks like this:
Step 18
Now we want to copy this to our Specular file and then place our UV map on top with a 35% visibility so we can see below. Cut out Place a white layer under your UV map and cut out your planter part like this again using the pen tool:
Step 19
Now save to  DXT5 ARGB   8 bpp | interpolated alpha. Your Multiplier is now done.Take a break, Walk around and clear your head, the hard parts are now done. We have one more thing left to do. The Specular.WeÂ’re going to go back to our Â“ModelÂ” mesh and clear off all the editing we have done thus far. So Edit/Step backwards until you get back to where our Â“ModelÂ” looks like this:
Step 20
Add a totally black alpha layer and then save as a DXT5 ARGB   8 bpp | interpolated alpha. Now we are ready for import back into Workshop.So in turn import each file into Workshop, Overlay, Multiplier, and Specular. Your plant should look something like this:
</summary>
			</entry>
			<entry>
			<title>Sims 3 Custom Paintings with EA Meshes</title>
			<link rel="alternate" type="text/html" href="http://www.thesimsresource.com/tutorials/view-post/post/14179/"/>			<id>http://www.thesimsresource.com/tutorialsview-post/post/14179/</id>			<updated>2009-10-26T17:20:00Z</updated>			<content type="html">h2Sims 3 Custom Paintings with EA Meshes/h2
a href=http://images.thesimsresource.com/1332/1332793.jpg rel=lightboximg src=http://images.thesimsresource.com/scaled/1332/w-380h-269-1332793.jpg border=0 width=380 height=269 border=0 style=float:right;margin:0 0 1.5em 1.5em;/a
pI will show you how easy it is to make your very own custom painting by your favorite artist using one of the very lovely frames that already exists in your game.br //p
p style=clear:both;height:0;line-height:1px;font-size:1px;nbsp;/ph2What You will Need:/h2
a href=http://images.thesimsresource.com/1332/1332789.jpg rel=lightboximg src=http://images.thesimsresource.com/scaled/1332/w-278h-270-1332789.jpg border=0 width=278 height=270 border=0 style=float:right;margin:0 0 1.5em 1.5em;/a
p•	TSR Workshop  (8.7 or latest release)br /br /•	Graphics editing program (I will be using Photoshop CS3 (a good working knowledge is a plus) or the program of your choice. br /br /•	DDS plug-ins for Photoshop, current version (installed)br /        (http://developer.nvidia.com/object/photoshop_dds_plugins.htm). Gimp and Paint Shop Pro also have plug-ins available on the internet.br /br /•	Good quality image of your choice or you can use mine. Just right click and save it. But, I do ask that you only use it for tutorial purposes as I’ve already uploaded it for publication on TSR.br /br /I’ll be using one of my favorites, The Waterlily Pond with the Japanese Bridge, 1899 by Claude Monet.br //p
p style=clear:both;height:0;line-height:1px;font-size:1px;nbsp;/ph2Section 1 - Creating a New Project/h2
pWe’ll start by opening Workshop (WS) and clicking on bCreate New Project/b/p
p style=text-align:center;a href=http://images.thesimsresource.com/1332/1332017.jpg rel=lightboximg src=http://images.thesimsresource.com/scaled/1332/w-344h-270-1332017.jpg border=0 width=344 height=270/a/p
pIn the bCreate a new project/b screen select bObject/b and then click bNext/b/p
p style=text-align:center;a href=http://images.thesimsresource.com/1332/1332018.jpg rel=lightboximg src=http://images.thesimsresource.com/scaled/1332/w-344h-270-1332018.jpg border=0 width=344 height=270/a/p
pYou will now find yourself on the bObject Clone/b screen. In the bObject By Category/b section on the left, select bDcor/Wall Art/b. You will see workshop display all the paintings in the game. Remember the only paintings available to clone are the ones with a frame. I’ve selected the bPainting still life/b for my painting. Click bNext/b and you’re on your way./p
p style=text-align:center;a href=http://images.thesimsresource.com/1332/1332019.jpg rel=lightboximg src=http://images.thesimsresource.com/scaled/1332/w-344h-270-1332019.jpg border=0 width=344 height=270/a/p
pAt this point the bProject details/b screen will pop up. Here you will type in your bProject Name, Title and Description/b. When you are finished with all of your information go ahead and click bNext/b/p
p style=text-align:center;a href=http://images.thesimsresource.com/1332/1332020.jpg rel=lightboximg src=http://images.thesimsresource.com/scaled/1332/w-345h-270-1332020.jpg border=0 width=345 height=270/a/p
pYour project has now been created and we are ready to customize it. As you can see from the screenshot, your project is opened on the bProject/b tab. It’s a good idea to familiarize yourself with all the sections. It’s in this tab where you can change your project name and description if you find any mistakes and in game categories./p
p style=text-align:center;a href=http://images.thesimsresource.com/1332/1332021.jpg rel=lightboximg src=http://images.thesimsresource.com/scaled/1332/w-345h-270-1332021.jpg border=0 width=345 height=270/a/p
pWhen you’re finished with the bProject/b tab go ahead and click on the bTextures/b tab. You will see a dropdown box called bVariation/b. If you click on it you will see exactly that, how many frame variations (colors) this particular mesh has. There are 3 for the bPainting Still Life/b. Make sure the first one is selected and move on to the next section. /p
p style=text-align:center;a href=http://images.thesimsresource.com/1332/1332022.jpg rel=lightboximg src=http://images.thesimsresource.com/scaled/1332/w-345h-270-1332022.jpg border=0 width=345 height=270/a/p</content>			<summary>Sims 3 Custom Paintings with EA Meshes

I will show you how easy it is to make your very own custom painting by your favorite artist using one of the very lovely frames that already exists in your game.
nbsp;What You will Need:

Â•	TSR Workshop  (8.7 or latest release)Â•	Graphics editing program (I will be using Photoshop CS3 (a good working knowledge is a plus) or the program of your choice. Â•	DDS plug-ins for Photoshop, current version (installed)        (http://developer.nvidia.com/object/photoshop_dds_plugins.htm). Gimp and Paint Shop Pro also have plug-ins available on the internet.Â•	Good quality image of your choice or you can use mine. Just right click and save it. But, I do ask that you only use it for tutorial purposes as IÂ’ve already uploaded it for publication on TSR.IÂ’ll be using one of my favorites, The Waterlily Pond with the Japanese Bridge, 1899 by Claude Monet.
nbsp;Section 1 - Creating a New Project
WeÂ’ll start by opening Workshop (WS) and clicking on Create New Project

In the Create a new project screen select Object and then click Next

You will now find yourself on the Object Clone screen. In the Object By Category section on the left, select Dcor/Wall Art. You will see workshop display all the paintings in the game. Remember the only paintings available to clone are the ones with a frame. IÂ’ve selected the Painting still life for my painting. Click Next and youÂ’re on your way.

At this point the Project details screen will pop up. Here you will type in your Project Name, Title and Description. When you are finished with all of your information go ahead and click Next

Your project has now been created and we are ready to customize it. As you can see from the screenshot, your project is opened on the Project tab. ItÂ’s a good idea to familiarize yourself with all the sections. ItÂ’s in this tab where you can change your project name and description if you find any mistakes and in game categories.

When youÂ’re finished with the Project tab go ahead and click on the Textures tab. You will see a dropdown box called Variation. If you click on it you will see exactly that, how many frame variations (colors) this particular mesh has. There are 3 for the Painting Still Life. Make sure the first one is selected and move on to the next section. 
</summary>
			</entry>
			<entry>
			<title>Sims 3 Pattern Making Tutorial</title>
			<link rel="alternate" type="text/html" href="http://www.thesimsresource.com/tutorials/view-post/post/13501/"/>			<id>http://www.thesimsresource.com/tutorialsview-post/post/13501/</id>			<updated>2009-10-23T16:15:00Z</updated>			<content type="html">h2About this tutorial…/h2
pThere are several tutorials discussing how to make patterns for the Create-A-Style tool in Sims 3 that are helping many people make great patterns. However, I started out as a total beginner, and was still fumbling with issues such as ‘why channels?’ and ‘how do I add an alpha?’br /when other people were seemingly outputting a pattern a minute!!!br /br /If you too are floundering and feel like you know nothing, hopefully this tutorial will help you. After you’ve succeeded with this one, you’ll be able to move on to more advanced stuff. This tutorial is meant for people who still have no idea what they’re doing and need to know WHY they're doing this or that.  So it DOES go on a bit.  But that's me!/ph2Your pattern/h2
a href=http://images.thesimsresource.com/1302/1302356.jpg rel=lightboximg src=http://images.thesimsresource.com/scaled/1302/w-371h-270-1302356.jpg border=0 width=371 height=270 border=0 style=float:right;margin:0 0 1.5em 1.5em;/a
pI’m not going to make a pattern from scratch (because that would assume you can paint stuff)! Instead, and because I can't paint stuff either, I’m going to convert an existing texture using a basic bselect/b tool to split a brick pattern across three channels (and an alpha) to make the English Victorian brick pattern shown on the right. You can use any pattern (including my brick pattern).br /br /Whatever you use, ensure you start with a pattern that has easy sections to cut out and divide, and is sized 256 pixels wide by 256 pixels high./p
p style=clear:both;height:0;line-height:1px;font-size:1px;nbsp;/p</content>			<summary>About this tutorialÂ…
There are several tutorials discussing how to make patterns for the Create-A-Style tool in Sims 3 that are helping many people make great patterns. However, I started out as a total beginner, and was still fumbling with issues such as Â‘why channels?Â’ and Â‘how do I add an alpha?Â’when other people were seemingly outputting a pattern a minute!!!If you too are floundering and feel like you know nothing, hopefully this tutorial will help you. After youÂ’ve succeeded with this one, youÂ’ll be able to move on to more advanced stuff. This tutorial is meant for people who still have no idea what theyÂ’re doing and need to know WHY they're doing this or that.  So it DOES go on a bit.  But that's me!Your pattern

IÂ’m not going to make a pattern from scratch (because that would assume you can paint stuff)! Instead, and because I can't paint stuff either, IÂ’m going to convert an existing texture using a basic select tool to split a brick pattern across three channels (and an alpha) to make the English Victorian brick pattern shown on the right. You can use any pattern (including my brick pattern).Whatever you use, ensure you start with a pattern that has easy sections to cut out and divide, and is sized 256 pixels wide by 256 pixels high.
nbsp;</summary>
			</entry>
			<entry>
			<title>Eye shadow: Basics: Beginner+</title>
			<link rel="alternate" type="text/html" href="http://www.thesimsresource.com/tutorials/view-post/post/13055/"/>			<id>http://www.thesimsresource.com/tutorialsview-post/post/13055/</id>			<updated>2009-08-28T13:22:44Z</updated>			<content type="html">pnbsp;/p
pHello!br /br /This tut will teach you how to create your own eye shadow in the strongemsimplest/em/strong way that I know of. We will be editing a Maxis eye shadow (I said it was simple!) and then importing it into the game. I know it's not special, and we're not fiddling around with colors and masks, but it's the core... the basics for the beginners!/p
pYou will need:/pulliTSR Workshop (up-to-date, remember!)/liliPhotoShop (I use 7.0)br //liliThe .DDS plugin/liliSims 3 (of course!)/li/ul
pWe'll start by opening TSR Workshop, and clicking Create a new Project./p
p style=text-align: center;img src=http://images.thesimsresource.netdna-cdn.com/1285/1285959.png border=0 alt=Step one width=443 height=314 style=border: 0; vertical-align: middle; //p
pnbsp;/p
pThen this box should come up:/p
p style=text-align: center;img src=http://images.thesimsresource.netdna-cdn.com/1285/1285960.png border=0 alt=Step 2 width=550 height=330 style=border: 0; //p
p style=text-align: left;We want to select Makeup/Facial overlay./p
p style=text-align: left;Once it's selected, click next. This tree should come up (it may take a moment to load the info):/p
p style=text-align: center;img src=http://images.thesimsresource.netdna-cdn.com/1285/1285961.png border=0 alt=Step 3 width=550 height=341 //p
p style=text-align: left;When the tree pops up, click Young Adult, then Female, then Everyday. We want to select afMakeupEyeshadowSweet. This is because we will be creating an eye shadow tail (you'll see what I mean later). Now click next./p
p style=text-align: left;This box comes up:/p
p style=text-align: center;img src=http://images.thesimsresource.netdna-cdn.com/1285/1285962.png border=0 alt=Step 4 width=550 height=341 //p
p style=text-align: left;The box I've highlighted is the most important part of them all. Each item you make needs a Unique Identifier. So just add the first letter of your name or any word you like - as long as it's unique (make sure it doesn't have same identifier as another item basically)./p
p style=text-align: left;Fill out your Project Name, Title and Description in any way you like... it's totally up to you./p
p style=text-align: left;Click Next when you're done. When the Finished box comes up, click Ok./p
p style=text-align: left;Now your 3D Object preview comes up. On the navigation panel to your right, click the Texture tab. Like so:/p
p style=text-align: center;img src=http://images.thesimsresource.netdna-cdn.com/1285/1285963.png border=0 alt=Step 6 width=352 height=516 //p
p style=text-align: left;Then we want to export the Face Overlay into a .dds file. We do this by
hovering over the Face Overlay bar and then clicking the small ... box that
comes up. Then this box comes up:/p
p style=text-align: center;img src=http://images.thesimsresource.netdna-cdn.com/1285/1285966.png border=0 alt=Step 7 width=550 height=526 //p
p style=text-align: left;nbsp;/p
p style=text-align: left;Can you see the similarity between these white smudges and the in-game eye shadow? It's hard to think of at first, but you get the idea. We then need to click Export. I'd recommend creating a new folder and saving it as makeup_face_overlay or something like that. Then just click Save./p
</content>			<summary>nbsp;
Hello!This tut will teach you how to create your own eye shadow in the simplest way that I know of. We will be editing a Maxis eye shadow (I said it was simple!) and then importing it into the game. I know it's not special, and we're not fiddling around with colors and masks, but it's the core... the basics for the beginners!
You will need:TSR Workshop (up-to-date, remember!)PhotoShop (I use 7.0)The .DDS pluginSims 3 (of course!)
We'll start by opening TSR Workshop, and clicking Create a new Project.

nbsp;
Then this box should come up:

We want to select Makeup/Facial overlay.
Once it's selected, click next. This tree should come up (it may take a moment to load the info):

When the tree pops up, click Young Adult, then Female, then Everyday. We want to select afMakeupEyeshadowSweet. This is because we will be creating an eye shadow tail (you'll see what I mean later). Now click next.
This box comes up:

The box I've highlighted is the most important part of them all. Each item you make needs a Unique Identifier. So just add the first letter of your name or any word you like - as long as it's unique (make sure it doesn't have same identifier as another item basically).
Fill out your Project Name, Title and Description in any way you like... it's totally up to you.
Click Next when you're done. When the Finished box comes up, click Ok.
Now your 3D Object preview comes up. On the navigation panel to your right, click the Texture tab. Like so:

Then we want to export the Face Overlay into a .dds file. We do this by
hovering over the Face Overlay bar and then clicking the small ... box that
comes up. Then this box comes up:

nbsp;
Can you see the similarity between these white smudges and the in-game eye shadow? It's hard to think of at first, but you get the idea. We then need to click Export. I'd recommend creating a new folder and saving it as makeup_face_overlay or something like that. Then just click Save.
</summary>
			</entry>
			<entry>
			<title>Adding Logos to Clothing - A Beginners Tutorial</title>
			<link rel="alternate" type="text/html" href="http://www.thesimsresource.com/tutorials/view-post/post/12615/"/>			<id>http://www.thesimsresource.com/tutorialsview-post/post/12615/</id>			<updated>2009-08-06T00:00:00Z</updated>			<content type="html">h2Adding Logos to Clothing - A Beginners Tutorial/h2
pThis tutorial is a beginner's guide to changing the logos and graphics on Sims 3 clothing using the TSR Workshop and Adobe Photoshop with the DDS plugin.  I will only be explaining the steps I use to accomplish this task. If you wish to learn more about the TSR Workshop as it pertains to clothing, I would highly recommend that you read through Sinastra's In Depth Clothing Re-Texturing Tutorial for the TSR Workshop as she goes into much more detail about all the different tabs and what they mean. I will be describing only the exact steps I use in this process, but this is a good start for the beginner to learn to create some simple custom clothing./p
p style=text-align:center;a rel=lightbox href=http://images.thesimsresource.com/scaled/1264/w-950h-570-1264728.jpgimg src=http://images.thesimsresource.com/scaled/1264/w-650h-390-1264728.jpg border=0 width=650 height=390 //a/p
h2Begin at the beginning/h2
pOur first step is, of course, to open the TSR Workshop. You will start by clicking Create New Project. This will bring up a new window, we will  click on clothing and then click next./p
p style=text-align:center;a rel=lightbox href=http://images.thesimsresource.com/scaled/1264/w-950h-594-1264729.jpgimg src=http://images.thesimsresource.com/scaled/1264/w-650h-406-1264729.jpg border=0 width=650 height=406 //a/p
h2Choosing clothing item to clone./h2
pThe next window to appear will show us a tree view on the left with the different ages, sex and categories of clothing to choose from. For this tutorial, I will be using the girls tee with a rainbow graphic on it.  As the stencils are already enabled on it, it is a good place for the beginner to start.  So first click on child, then female and then everyday and scroll down until you find this shirt, if you wish to follow this tutorial exactly./p
p style=text-align:center;a rel=lightbox href=http://images.thesimsresource.com/scaled/1264/w-950h-594-1264730.jpgimg src=http://images.thesimsresource.com/scaled/1264/w-650h-406-1264730.jpg border=0 width=650 height=406 //a/p
h2Your Project Details/h2
pIn this step you will create your project name, the title for your item, a description and most importantly a unique identifier. You MUST change the unique identifier so the new item you create does not override the original item!! Do not use the default!! It's a good idea to try and make the name unique as the Sims 3 launcher will not install an item if it has the same name as something already installed. I like to add my name or initials to the project name and identifier. Once you have filled in all the information, click next in the bottom right corner. A new window will pop up called Finished. Just click OK in the bottom right corner./p
p style=text-align:center;a rel=lightbox href=http://images.thesimsresource.com/scaled/1264/w-950h-594-1264731.jpgimg src=http://images.thesimsresource.com/scaled/1264/w-650h-406-1264731.jpg border=0 width=650 height=406 //a/p
h2Preparing to Export/h2
pThe next window to open up shows the clothing item we chose for our project and all the information pertaining to it. For this tutorial, I will not be making any changes to the shirt other than the graphic on the front and the colors of the shirt. So, first select the Texture tab at the top, then highlight the Stencil A. Highlighting this will make the small box with three dots appear to the right. Click on this box./p
p style=text-align:center;a rel=lightbox href=http://images.thesimsresource.com/scaled/1264/w-950h-594-1264732.jpgimg src=http://images.thesimsresource.com/scaled/1264/w-650h-406-1264732.jpg border=0 width=650 height=406 //a/p
h2Exporting the Image/h2
pA new window will pop up with the original image. We are now ready to export this image and make it our own. Click on the Export button.      **The Import button located directly below the export button is what you will click to import your texture back into the workshop**/p
p style=text-align:center;a rel=lightbox href=http://images.thesimsresource.com/scaled/1264/w-950h-594-1264733.jpgimg src=http://images.thesimsresource.com/scaled/1264/w-650h-406-1264733.jpg border=0 width=650 height=406 //a/p
h2Saving the Image/h2
pNow save the image somewhere it is easy to find. I like to save directly to my desktop, but you can save it wherever it is easiest for you. Don't bother changing the name, just click save. We are now ready to edit the image in Adobe Photoshop. I just leave the TSR Workshop running while I edit the image./p
p style=text-align:center;a rel=lightbox href=http://images.thesimsresource.com/scaled/1264/w-950h-594-1264734.jpgimg src=http://images.thesimsresource.com/scaled/1264/w-650h-406-1264734.jpg border=0 width=650 height=406 //a/p
</content>			<summary>Adding Logos to Clothing - A Beginners Tutorial
This tutorial is a beginner's guide to changing the logos and graphics on Sims 3 clothing using the TSR Workshop and Adobe Photoshop with the DDS plugin.  I will only be explaining the steps I use to accomplish this task. If you wish to learn more about the TSR Workshop as it pertains to clothing, I would highly recommend that you read through Sinastra's In Depth Clothing Re-Texturing Tutorial for the TSR Workshop as she goes into much more detail about all the different tabs and what they mean. I will be describing only the exact steps I use in this process, but this is a good start for the beginner to learn to create some simple custom clothing.

Begin at the beginning
Our first step is, of course, to open the TSR Workshop. You will start by clicking Create New Project. This will bring up a new window, we will  click on clothing and then click next.

Choosing clothing item to clone.
The next window to appear will show us a tree view on the left with the different ages, sex and categories of clothing to choose from. For this tutorial, I will be using the girls tee with a rainbow graphic on it.  As the stencils are already enabled on it, it is a good place for the beginner to start.  So first click on child, then female and then everyday and scroll down until you find this shirt, if you wish to follow this tutorial exactly.

Your Project Details
In this step you will create your project name, the title for your item, a description and most importantly a unique identifier. You MUST change the unique identifier so the new item you create does not override the original item!! Do not use the default!! It's a good idea to try and make the name unique as the Sims 3 launcher will not install an item if it has the same name as something already installed. I like to add my name or initials to the project name and identifier. Once you have filled in all the information, click next in the bottom right corner. A new window will pop up called Finished. Just click OK in the bottom right corner.

Preparing to Export
The next window to open up shows the clothing item we chose for our project and all the information pertaining to it. For this tutorial, I will not be making any changes to the shirt other than the graphic on the front and the colors of the shirt. So, first select the Texture tab at the top, then highlight the Stencil A. Highlighting this will make the small box with three dots appear to the right. Click on this box.

Exporting the Image
A new window will pop up with the original image. We are now ready to export this image and make it our own. Click on the Export button.      **The Import button located directly below the export button is what you will click to import your texture back into the workshop**

Saving the Image
Now save the image somewhere it is easy to find. I like to save directly to my desktop, but you can save it wherever it is easiest for you. Don't bother changing the name, just click save. We are now ready to edit the image in Adobe Photoshop. I just leave the TSR Workshop running while I edit the image.

</summary>
			</entry>
			<entry>
			<title>In Depth Clothing Re-Texturing Tutorial for the TSR Workshop</title>
			<link rel="alternate" type="text/html" href="http://www.thesimsresource.com/tutorials/view-post/post/12348/"/>			<id>http://www.thesimsresource.com/tutorialsview-post/post/12348/</id>			<updated>2009-07-21T01:00:00Z</updated>			<content type="html">pIf you'd prefer a PDF version of this tutorial, you can download it from a title=here href=http://www.mediafire.com/?o2nrue2wnnqhere/a./p
h2In Depth Clothing Re-Texturing Tutorial for the TSR Workshop/h2
pWelcome to my in depth clothing re-texturing tutorial for the TSR Workshop. Before we begin, I would like to stress that this tutorial does not cover meshing. This tutorial is for using existing game meshes (from the base game, no expansion or store-bought items) to create something new./p
pThe steps in this tutorial were done with Adobe Photoshop CS3. Even if you do not use that particular program, please read this tutorial as it still may help./p
pThis tutorial is suggested for beginners, and will walk you through step by step in the creation process. Please bear in mind that re-texturing is rather new to me as well so this tutorial will not be perfect. However, I hope it still helps you with the beginning stages of learning how to create new items for The Sims 3./p
pIf you have any questions or need help with the workshop, please strongdo not comment on this tutorial/strong, but post in our TSR br /Workshop forums. There are many people there who will take the time to help you./p
pstrongThe DDS plugin is required in order to open/save the DDS files mentioned in this tutorial. You can get this plugin a href=http://developer.nvidia.com/object/photoshop_dds_plugins.htmlhere/a/strong/p
h2strongPart 1: Source Images/strong/h2
pThe first step in the creation process is finding your source images.nbsp; Some artists prefer to draw their own clothing ideas, but the majority get their ideas from real clothing. If you plan to re-draw the entire design in photoshop, an image, even a small one, is all you need in order to do so. However, if you plan to literally ldquo;copyrdquo; the design as well as the texture, you will need higher quality images./p
pThere is no easy way to find these images. All I can suggest is to check the websites of your favorite clothing retailers. Most retailers only show a medium-sized image of the front of a piece of clothing. But sometimes you will get lucky and find a retailer who has high quality images ofnbsp; not only the front, but the back (and sometimes the sides) as well./p
pWhat makes a good source image? If you plan to copy the image, size and quality is important. If you donrsquo;t know how to re-draw the item, stay away from source images with patterns. Your design has to look good both with and without patterns in-game.nbsp; So a basic fabric is best./p
pimg src=http://img31.imageshack.us/img31/4061/idtutorial001.jpg border=0 //p
pbr /The image on the left is a good example of a basic fabric design. The image on the right, is obviously an example of a not-so-basic design that you should avoid (unless you plan to do a LOT of re-drawing)./p
h2strongPart 2: TSR Workshop's Interface/strong/h2
pThe second step in creating your clothing is to open the TSR Workshop./p
pimg src=http://img30.imageshack.us/img30/3517/idtutorial002.jpg border=0 //p
pThe three menu items listed on the left are pretty self-explainatory. The first item ldquo;Create New Projectrdquo; is what you will choose if you wish to create a new item. This includes clothing, accessories, makeup and hair. The second ldquo;Open Projectrdquo; allows you to open any saved project, and the Third ldquo;Recent Projectsrdquo; isnrsquo;t selectable at all -- however, all your most recent saved projects will be listed below allowing you to click and open them easily./p
pNow it's time to create our project. So click on Create New Project and proceed below./p
pimg src=http://img11.imageshack.us/img11/3620/idtutorial003.jpg border=0 //p
pIn ldquo;Create New Projectrdquo;nbsp; you are given 4 different project types in which to choose from:/p
ul
liClothing/li
liMakeup/Facial Overlay/li
liHair/li
liAccessory/li
/ul
pFor this tutorial, we will be choosing Clothing./p
pUpon choosing clothing, Workshop will then load all the base-game clothing meshes. A selectable tree will appear, allowing you to choose a mesh./p
pimg src=http://img32.imageshack.us/img32/4043/idtutorial004.jpg border=0 //p
pClicking on any of the plus signs (+) next to the Sim type will give you more options. For this project, we will be choosing Adult gt; Female gt; Everyday/p
pimg src=http://img103.imageshack.us/img103/470/idtutorial005.jpg border=0 //p
pnbsp;/p
pFrom here, we will be choosing a mesh best suited for our source image./p
h2strongPart 3: Choosing A Mesh/strong/h2
pI have chosen the following source images to begin with:/p
pimg src=http://img24.imageshack.us/img24/2536/idtutorial006.jpg border=0 //p
pNow I have to look through the meshes and find one best suited for this design. The most important part when choosing a mesh is:/p
pstrongWhat part of the mesh is extruded?/strong/p
pOr should I say...nbsp;/p
pstrongWhich part of the mesh is not flush against the skin?/strong/p
pWhen re-texturing an item, this is the only area (or areas) you have to really pay attention to when choosing your mesh./p
pFor example, with the clothing we have chosen -- do we want the bottom of the shirt to be flush against the body? Do we want it out away from the body some, like shown in the picture? Do we want the skin between the shirt and the stomach to show, or do we want it to overlap the pants? Ask yourself these questions when choosing a mesh./p
pI have decided that just like the original image, I want the shirt to overhang the pants slightly. Therefore, I have chosen the following mesh:/p
pimg src=http://img6.imageshack.us/img6/9122/idtutorial007.jpg border=0 //p
pThe mesh could have been a turtleneck and it wouldnrsquo;t have mattered (unless you plan to re-use the original images and just edit), just as long as the extruded area were were the shirt overlays the pants. ANY area flush against the skin in ANY mesh can be changed. You can take away sleeves, add a v-neck, add straps, whatever you want to - as long as you strongpay attention to the extruded areas/strong./p
h2strongPart 4: The Project Interface/strong/h2
pOn the next screen you are greeted with some options. Yay! You can either put these in now, or add them later before you save your design./p
pimg src=http://img16.imageshack.us/img16/6025/idtutorial008.jpg border=0 //p
pIf you know what your design will be and what it will be called, I suggest putting these in now so you donrsquo;t forget./p
ul
listrongProject Name/strongbr /This is what you want your project to be known as (on your computer). When saving your workshop file, the workshop will automatically fill in this name as your project when saving.br /nbsp; /li
listrongTitle/strongbr /The title you want people to see when loading your finshed project into the game.br /nbsp;/li
listrongUnique Identifier/strongbr /This is very important. All other slots can be filled out incorrectly, but not this one. EVERY project you make MUST have a different unique identifier. Hence the ldquo;uniquerdquo; part of it. If you were to have two items in your game with the same identifier, only one would load. Never use the default.br /nbsp;/li
listrongDescription/strongbr /Self Explainatory. Describe the item as good as you can here./li
/ul
pOn the next screen after putting in your details (or skipping it), your mesh will load. In the case of the mesh I have chosen, this is what I see:/p
pimg src=http://img14.imageshack.us/img14/7421/idtutorial009.jpg border=0 //p
pstrongA /strong- This area is where you can change the view of your mesh. Using Pan you can move your mesh up, down, left or right. With Zoom, you can use your mouse buttons or scroll wheel to zoom in and out, and with rotate you can click and drag with your mouse buttons to rotate, all the whilenbsp; being able to zoom with your scroll wheel./p
pstrongB/strong - There are three tabs here that each have different screens with different options. The project tab allows you to set the title, description and unique identifier of your item as well as choosing the Sims that can wear it, its categories, and extra options. Texture allows you to choose the images used in your design, and Mesh allows the importing and exporting of meshes./p
h2The Project Tab:/h2
pstrongC/strong - Here you will see the main part of the project tab. In this first area you can enter the title and description of your item if you skipped it (or if you want to change it). You can also choose which Sims can wear the item./p
pstrongD /strong- Clicking the plus icons (+) will give you even more options./p
pimg src=http://img9.imageshack.us/img9/6269/idtutorial010.jpg border=0 //p
pWhen re-texturing clothing, do not change any of the options for ldquo;Typerdquo;./p
pimg src=http://img9.imageshack.us/img9/6433/idtutorial011.jpg border=0 //p
pClothing type should be pretty self-explainatory. Usually, there is no need to change this option./p
pimg src=http://img23.imageshack.us/img23/8923/idtutorial012.jpg border=0 //p
pCategories should also be fairly self explainatory. Checking these boxes will tell the game which categories your item needs to be in. Choosing more than one will put the item in multiple categories. For this shirt, I will be unchecking Formalwear and Sleepwear./p
pimg src=http://img23.imageshack.us/img23/8445/idtutorial013.jpg border=0 //p
pIn Extras, you can change your Unique Identifier (file name) as well as specify your own custom launcher thumbnail. Just create a 64x64 image with a preview of the image with your name and/or logo and you can select it through this option./p
h2The Texture Tab:/h2
pOn the next tab, the Texture tab, is where you will spend most of your time when re-texturing meshes. It may look overwhelming, but once you figure out which each item does, working with them will be a breeze. Not all items on this list will be explained - as the Workshop is new to me as well, there are a few areas I am unfamiliar with. However, it should not effect your ability to re-texture clothing. These other areas will be added in time when I learn their significance./p
ul
listrongOverlay/strong - You wonrsquo;t always use this. Only use the overlay when you want to have an unchangable area of your design. For example, the buttons on a pair of jeans.br /nbsp;br /strongImportant Note: /strongIn some cases, the mesh you are using will come with an overlay. If you want to remove it, simply create a transparent 4x4 .dds and put it in itrsquo;s place.br /nbsp;/li
listrongMask/strong - This is used to define which parts of your design are recolorable. Just like in patterns, each part of the recolorable br /design is red, green, and blue. There is no 4th color alpha layer option here.br /nbsp;/li
listrongMultiplier/strong - This is your base texture. It will include the shape of the clothing, the texture, including wrinkles, stitches, or anything else you want to add to your design. Be sure to add an alpha layer to define the areas you want your design to appear.br /nbsp;/li
listrongClothing Specular/strong - This definies how reflective your texture will be. You will simply copy your multiplier in your graphicsbr /nbsp;program (with a new file name) and adjust the brightness/contrast of the image. The brighter the more reflective, the darker the less reflective.br /nbsp;/li
listrongPattern A, B amp; C/strong - This is where you choose how many recolorable areas are in your design by enabling Patterns A - C. Pattern A is the red channel, B is the green channel, and C is the blue channel. You can set colors as well as patterns to use here as well.br /nbsp;/li
li
pstrongStencil A, B, C, D, E amp; F /strong- These stencils can be used for logos or other designs you wish to place on your clothing that you do not wish to be recolorable./p
/li
/ul
h2The Mesh Tab:/h2
pAs explained before, the third tab listed is the mesh tab. However, we will not be doing any meshing inbr /this tutorial./p
h2strongPart 5: Exporting Project Files/strong/h2
pOn the texture tab, when beginning a new project, you begin by exporting your project files (if you plan to use them as a base or reference). We will be exporting the following files:/p
ul
liMask/li
liMultiplier/li
liSkin Specular/li
/ul
pWe will be using the skin for reference./p
pTo export the images, click the name of the item you want to export. With it selected, you will see a small button to itrsquo;s right with ldquo; ... rdquo;/p
pClick the dots, and the following window should appear:/p
pimg src=http://img41.imageshack.us/img41/7206/idtutorial014.jpg border=0 //p
pDepending on what you are exporting, the image wonrsquo;t always be the same. Click the lsquo;Exportrsquo; button, and save it to your hard-drive in easy to find location. Make sure to save it appropriately, so you know which file is which. For example, as this is the mask file, I would save it as: emtank_mask.dds/em/p
pDo the same for the other images I said to export, Mask, Multiplier amp; Skin Specular:/p
ul
litank_mask.dds/li
litank_multiplier.dds/li
liskin.dds (we wonrsquo;t be importing the skin back in)/li
/ul
pstrongContinue to page 2 for the next part of the tutorial.../strong/p
</content>			<summary>If you'd prefer a PDF version of this tutorial, you can download it from here.
In Depth Clothing Re-Texturing Tutorial for the TSR Workshop
Welcome to my in depth clothing re-texturing tutorial for the TSR Workshop. Before we begin, I would like to stress that this tutorial does not cover meshing. This tutorial is for using existing game meshes (from the base game, no expansion or store-bought items) to create something new.
The steps in this tutorial were done with Adobe Photoshop CS3. Even if you do not use that particular program, please read this tutorial as it still may help.
This tutorial is suggested for beginners, and will walk you through step by step in the creation process. Please bear in mind that re-texturing is rather new to me as well so this tutorial will not be perfect. However, I hope it still helps you with the beginning stages of learning how to create new items for The Sims 3.
If you have any questions or need help with the workshop, please do not comment on this tutorial, but post in our TSR Workshop forums. There are many people there who will take the time to help you.
The DDS plugin is required in order to open/save the DDS files mentioned in this tutorial. You can get this plugin here
Part 1: Source Images
The first step in the creation process is finding your source images.nbsp; Some artists prefer to draw their own clothing ideas, but the majority get their ideas from real clothing. If you plan to re-draw the entire design in photoshop, an image, even a small one, is all you need in order to do so. However, if you plan to literally ldquo;copyrdquo; the design as well as the texture, you will need higher quality images.
There is no easy way to find these images. All I can suggest is to check the websites of your favorite clothing retailers. Most retailers only show a medium-sized image of the front of a piece of clothing. But sometimes you will get lucky and find a retailer who has high quality images ofnbsp; not only the front, but the back (and sometimes the sides) as well.
What makes a good source image? If you plan to copy the image, size and quality is important. If you donrsquo;t know how to re-draw the item, stay away from source images with patterns. Your design has to look good both with and without patterns in-game.nbsp; So a basic fabric is best.

The image on the left is a good example of a basic fabric design. The image on the right, is obviously an example of a not-so-basic design that you should avoid (unless you plan to do a LOT of re-drawing).
Part 2: TSR Workshop's Interface
The second step in creating your clothing is to open the TSR Workshop.

The three menu items listed on the left are pretty self-explainatory. The first item ldquo;Create New Projectrdquo; is what you will choose if you wish to create a new item. This includes clothing, accessories, makeup and hair. The second ldquo;Open Projectrdquo; allows you to open any saved project, and the Third ldquo;Recent Projectsrdquo; isnrsquo;t selectable at all -- however, all your most recent saved projects will be listed below allowing you to click and open them easily.
Now it's time to create our project. So click on Create New Project and proceed below.

In ldquo;Create New Projectrdquo;nbsp; you are given 4 different project types in which to choose from:

Clothing
Makeup/Facial Overlay
Hair
Accessory

For this tutorial, we will be choosing Clothing.
Upon choosing clothing, Workshop will then load all the base-game clothing meshes. A selectable tree will appear, allowing you to choose a mesh.

Clicking on any of the plus signs (+) next to the Sim type will give you more options. For this project, we will be choosing Adult gt; Female gt; Everyday

nbsp;
From here, we will be choosing a mesh best suited for our source image.
Part 3: Choosing A Mesh
I have chosen the following source images to begin with:

Now I have to look through the meshes and find one best suited for this design. The most important part when choosing a mesh is:
What part of the mesh is extruded?
Or should I say...nbsp;
Which part of the mesh is not flush against the skin?
When re-texturing an item, this is the only area (or areas) you have to really pay attention to when choosing your mesh.
For example, with the clothing we have chosen -- do we want the bottom of the shirt to be flush against the body? Do we want it out away from the body some, like shown in the picture? Do we want the skin between the shirt and the stomach to show, or do we want it to overlap the pants? Ask yourself these questions when choosing a mesh.
I have decided that just like the original image, I want the shirt to overhang the pants slightly. Therefore, I have chosen the following mesh:

The mesh could have been a turtleneck and it wouldnrsquo;t have mattered (unless you plan to re-use the original images and just edit), just as long as the extruded area were were the shirt overlays the pants. ANY area flush against the skin in ANY mesh can be changed. You can take away sleeves, add a v-neck, add straps, whatever you want to - as long as you pay attention to the extruded areas.
Part 4: The Project Interface
On the next screen you are greeted with some options. Yay! You can either put these in now, or add them later before you save your design.

If you know what your design will be and what it will be called, I suggest putting these in now so you donrsquo;t forget.

Project NameThis is what you want your project to be known as (on your computer). When saving your workshop file, the workshop will automatically fill in this name as your project when saving.nbsp; 
TitleThe title you want people to see when loading your finshed project into the game.nbsp;
Unique IdentifierThis is very important. All other slots can be filled out incorrectly, but not this one. EVERY project you make MUST have a different unique identifier. Hence the ldquo;uniquerdquo; part of it. If you were to have two items in your game with the same identifier, only one would load. Never use the default.nbsp;
DescriptionSelf Explainatory. Describe the item as good as you can here.

On the next screen after putting in your details (or skipping it), your mesh will load. In the case of the mesh I have chosen, this is what I see:

A - This area is where you can change the view of your mesh. Using Pan you can move your mesh up, down, left or right. With Zoom, you can use your mouse buttons or scroll wheel to zoom in and out, and with rotate you can click and drag with your mouse buttons to rotate, all the whilenbsp; being able to zoom with your scroll wheel.
B - There are three tabs here that each have different screens with different options. The project tab allows you to set the title, description and unique identifier of your item as well as choosing the Sims that can wear it, its categories, and extra options. Texture allows you to choose the images used in your design, and Mesh allows the importing and exporting of meshes.
The Project Tab:
C - Here you will see the main part of the project tab. In this first area you can enter the title and description of your item if you skipped it (or if you want to change it). You can also choose which Sims can wear the item.
D - Clicking the plus icons (+) will give you even more options.

When re-texturing clothing, do not change any of the options for ldquo;Typerdquo;.

Clothing type should be pretty self-explainatory. Usually, there is no need to change this option.

Categories should also be fairly self explainatory. Checking these boxes will tell the game which categories your item needs to be in. Choosing more than one will put the item in multiple categories. For this shirt, I will be unchecking Formalwear and Sleepwear.

In Extras, you can change your Unique Identifier (file name) as well as specify your own custom launcher thumbnail. Just create a 64x64 image with a preview of the image with your name and/or logo and you can select it through this option.
The Texture Tab:
On the next tab, the Texture tab, is where you will spend most of your time when re-texturing meshes. It may look overwhelming, but once you figure out which each item does, working with them will be a breeze. Not all items on this list will be explained - as the Workshop is new to me as well, there are a few areas I am unfamiliar with. However, it should not effect your ability to re-texture clothing. These other areas will be added in time when I learn their significance.

Overlay - You wonrsquo;t always use this. Only use the overlay when you want to have an unchangable area of your design. For example, the buttons on a pair of jeans.nbsp;Important Note: In some cases, the mesh you are using will come with an overlay. If you want to remove it, simply create a transparent 4x4 .dds and put it in itrsquo;s place.nbsp;
Mask - This is used to define which parts of your design are recolorable. Just like in patterns, each part of the recolorable design is red, green, and blue. There is no 4th color alpha layer option here.nbsp;
Multiplier - This is your base texture. It will include the shape of the clothing, the texture, including wrinkles, stitches, or anything else you want to add to your design. Be sure to add an alpha layer to define the areas you want your design to appear.nbsp;
Clothing Specular - This definies how reflective your texture will be. You will simply copy your multiplier in your graphicsnbsp;program (with a new file name) and adjust the brightness/contrast of the image. The brighter the more reflective, the darker the less reflective.nbsp;
Pattern A, B amp; C - This is where you choose how many recolorable areas are in your design by enabling Patterns A - C. Pattern A is the red channel, B is the green channel, and C is the blue channel. You can set colors as well as patterns to use here as well.nbsp;

Stencil A, B, C, D, E amp; F - These stencils can be used for logos or other designs you wish to place on your clothing that you do not wish to be recolorable.


The Mesh Tab:
As explained before, the third tab listed is the mesh tab. However, we will not be doing any meshing inthis tutorial.
Part 5: Exporting Project Files
On the texture tab, when beginning a new project, you begin by exporting your project files (if you plan to use them as a base or reference). We will be exporting the following files:

Mask
Multiplier
Skin Specular

We will be using the skin for reference.
To export the images, click the name of the item you want to export. With it selected, you will see a small button to itrsquo;s right with ldquo; ... rdquo;
Click the dots, and the following window should appear:

Depending on what you are exporting, the image wonrsquo;t always be the same. Click the lsquo;Exportrsquo; button, and save it to your hard-drive in easy to find location. Make sure to save it appropriately, so you know which file is which. For example, as this is the mask file, I would save it as: tank_mask.dds
Do the same for the other images I said to export, Mask, Multiplier amp; Skin Specular:

tank_mask.dds
tank_multiplier.dds
skin.dds (we wonrsquo;t be importing the skin back in)

Continue to page 2 for the next part of the tutorial...
</summary>
			</entry>
			<entry>
			<title>Extracting Sims and Objects from Screenshots - Intermediate</title>
			<link rel="alternate" type="text/html" href="http://www.thesimsresource.com/tutorials/view-post/post/11976/"/>			<id>http://www.thesimsresource.com/tutorialsview-post/post/11976/</id>			<updated>2009-06-28T00:00:00Z</updated>			<content type="html">pPreviously, I've shown you a simplified technique for extracting a Sim from a screenshot for preview pictures or stories. However, a simple technique doesn't always provide the best results./p
pIn this tutorial I'll show you how to use Photoshop's pen tool to extract a Sim, or an object, from a screenshot taken with the Sims 3 in-game camera. This tutorial is aimed at intermediate Photoshop users who maybe just aren't quite sure what the pen tool does, or how or why they should use it./p
h2Needed tools:/h2ulliPhotoshop (any version, however Elements versions may not have the pen tool, which is required for this tutorial)/li/ul
pBut first, why do we want to use the pen tool? Why not just put your Sim or object against a plain background?br /It's a good question, it's really quick and easy to put a Sim or an object against a plain background and then use the magic wand selector in Photoshop to remove the background. However, this technique can result in a jagged edge, rather than a smooth edge, which won't look as good on previews. The pen tool allows us to create a smooth path to select our Sim or object with.br /Also, for pictures of Sims, the best lighting in the Sims 3 game is in Create-A-Sim. Pictures taken in Create-A-Sim will show off your Sim and clothes in the best possible light, but of course we can't have a plain background in Create-A-Sim, so the easiest way to remove the background is using the pen tool./p
h2The Method:/h2ulliOpen up your Sims 3 game, and take any screenshots you like using the in game camera. Here's the screenshot I'll be using for this tutorial (fig 1):br /br //li
p style=text-align: center;img src=http://images.thesimsresource.netdna-cdn.com/scaled/1279/w-550h-413-1279944.jpg border=0 alt=A screenshot of a Sim, which I'll use for this tutorial. width=422 height=316 /nbsp;nbsp;nbsp; strongFig 1/strong/p/ululliDecide which part(s) of the picture you want for your screenshot. I only want the Sim, nothing else./li/ul ulliOpen your screenshot in PhotoShop and choose the pen tool. img src=http://images.thesimsresource.netdna-cdn.com/1279/1279957.jpg border=0 alt=Pen tool icon width=26 height=23 / /li/ul ulliDecide where you're going to start from. I'm going to stop at the top right side of the picture, and work round clockwise./li/ululliNow, identify two corners to your Sim, or object. By corner I mean somewhere where the edge changes sharply, rather than in a smooth curve. Click once on each of these first two corners, and anchor points will appear on them, as shown in the picture below (fig 2).br /br //li
p style=text-align: center;img src=http://images.thesimsresource.netdna-cdn.com/1279/1279956.jpg border=0 alt=Click on two sharper corners to begin using the pen tool. width=164 height=190 /nbsp;nbsp;nbsp; strongFig 2br /br //strong/p/ul ulliOf course, the edge of the Sim betwen these two points is not straight, so we need to adjust our line to make it match. You can add a curved anchor point anywhere on your path just by clicking. So here, I'll add an anchor point halfway between the first two points, like in this picture (fig 3):br /br //li
p style=text-align: center;img src=http://images.thesimsresource.netdna-cdn.com/1279/1279955.jpg border=0 alt=Add a second point between the first two points by clicking on the line. width=164 height=188 /nbsp;nbsp;nbsp; strongFig 3br /br //strong/p/ululliThe points are still a straight line, but now we just hold the CTRL key, and click and drag the new point into position. The line will automatically curve in between the three points (fig 4).br /br //li
p style=text-align: center;img src=http://images.thesimsresource.netdna-cdn.com/1279/1279954.jpg border=0 alt=Hold CTRL and click and drag the new point so that it lies on the curve of the edge of the Sim or object. width=164 height=189 /nbsp;nbsp;nbsp; strongFig 4br /nbsp;br //strong/p/ululliYou may need to add many anchor points to make your path match the curve of your Sim or object. If you add an anchor point then decide you don't need it, click it again to remove it (fig 5).br /br //li
p style=text-align: center;img src=http://images.thesimsresource.netdna-cdn.com/1279/1279953.jpg border=0 alt=Sometimes you will need to add many points to make the curves match. width=224 height=328 /nbsp;nbsp;nbsp; strongFig 5br /br //strong/p/ululliSometimes, you might add an anchor point which makes your path stick out a long way from the edge of the Sim or object you're trying to cut out. This isn't a problem - as you can see below it's easily fixed just by adding more points, holding CTRL and dragging them into place (fig 6).br /br /br /img src=http://images.thesimsresource.netdna-cdn.com/1279/1279952.jpg border=0 alt=Sometimes adding an anchor point will make the line deviate a long way from where you want it to be. width=275 height=222 / nbsp; img src=http://images.thesimsresource.netdna-cdn.com/1279/1279951.jpg border=0 alt=Fix it by adding more anchor points along the way. width=275 height=222 /nbsp;nbsp;nbsp; strongFig 6br /br //strong/li/ululliContinue in the same way - identify the next corner, click it, then add anchor points between that and the previous corner, and drag them into place until they match the curve. When you get back round to where you started, click on your first point again to complete your path (fig 7). If you need to adjust your path after you've closed it, hold CTRL and click on it - this will 'reactivate' your path so you can continue to add more points.br /br //li
p style=text-align: center;img src=http://images.thesimsresource.netdna-cdn.com/1279/1279945.jpg border=0 alt=Complete your path by clicking on the first anchor point again. width=360 height=295 /nbsp;nbsp;nbsp; strongFig 7br /br //strong/p/ululliNow you have the outline of your Sim or object, but what if they have some extra gaps that we need to cut out? This sim has a gap under her arm, and some between her fingers (fig 8).br /br //li
p style=text-align: center;img src=http://images.thesimsresource.netdna-cdn.com/1279/1279950.jpg border=0 alt=This Sim has a gap under her arm which we also need to cut out. width=292 height=232 /nbsp;nbsp;nbsp; strongFig 8br /br //strong/p/ululliSimply click on the first two corners of one of the gaps, and create a path for the gap in the same way as you did the main outline (fig 9).br /br //li
p style=text-align: center;img src=http://images.thesimsresource.netdna-cdn.com/1279/1279949.jpg border=0 alt=Create a path in each of the gaps the same way that you did for the main outline. width=253 height=265 /nbsp;nbsp;nbsp; strongFig 9br /br //strong/p/ululliHere is my finished set of paths. I've added a path in the gap under her arm, and more around the fingers (fig 10).br /br //li
p style=text-align: center;img src=http://images.thesimsresource.netdna-cdn.com/1279/1279948.jpg border=0 alt=I've added more paths under the arm and between the fingers. width=228 height=432 /nbsp;nbsp;nbsp; strongFig 10br /br //strong/p/ululliNow, open the paths panel. This is usually on a tab near the layers panel, but if it's not you can also select it from the Window menu.br //li/ululliClick this button (shown by the arrow in fig 11) to turn your paths into a selection.br /br /
div style=text-align: center;img src=http://images.thesimsresource.netdna-cdn.com/1279/1279946.jpg border=0 alt=Click this button to turn your path into a selection width=169 height=218 /nbsp;nbsp;nbsp; strongFig 11/strongbr //divbr /(Note: if this doesn't select everything you wanted it to, hold CTRL and SHIFT, and click on each of your paths in turn to select them all, then press the button again.)br //li/ululliCopy and paste your Sim onto your preview picture. Check the edges to make sure you're happy with how it turned out. If they're not, go back, and CTRL + click on a path to 'reactivate' it for futher editing, and make any changes you consider necessary. This is my finished cutout (fig 12) (keep reading for more tips!):br /
p style=text-align: center;img src=http://images.thesimsresource.netdna-cdn.com/1279/1279943.png border=0 alt=The finished cutout of a Sim width=278 height=586 /nbsp;nbsp;nbsp; strongFig 12/strong/pYou can also see my finished cutout in her preview picture by a href=/artists/BlackGarden/downloads/details/category/sims3-materials-fabrics/title/Thick%20Vertical%20Striped%20Knit/id/887900/ title=View my cutout in her finished preview picture.clicking here/a./li/ul
h2Additional Tips:/h2
pstrongTIP:/strong When you add an anchor point you'll notice a straight line with two dots on the end appearing. The line is a tangent to the curve, and these dots are called handles. You can move the handles to change the angle of the curve at this point. The best way to find out how this works is simply to do it! Create a straight line, add an anchor point in the middle, and see what happens when you adjust the angle and length of the handles./p
pstrongTIP:/strong A unique preview that stands out will really show off your work at its best. For ideas, look through the downloads area of TSR, and study those screenshots which catch your eye. A good example of an excellent preview style is a href=/artists/Murano title=View Murano's minisite to see some excellent preview images.Murano/a. Notice how he maintains a consistent style, which means his work is instantly recognisable, but at the same time shows off his work in an interesting and eyecatching way./p</content>			<summary>Previously, I've shown you a simplified technique for extracting a Sim from a screenshot for preview pictures or stories. However, a simple technique doesn't always provide the best results.
In this tutorial I'll show you how to use Photoshop's pen tool to extract a Sim, or an object, from a screenshot taken with the Sims 3 in-game camera. This tutorial is aimed at intermediate Photoshop users who maybe just aren't quite sure what the pen tool does, or how or why they should use it.
Needed tools:Photoshop (any version, however Elements versions may not have the pen tool, which is required for this tutorial)
But first, why do we want to use the pen tool? Why not just put your Sim or object against a plain background?It's a good question, it's really quick and easy to put a Sim or an object against a plain background and then use the magic wand selector in Photoshop to remove the background. However, this technique can result in a jagged edge, rather than a smooth edge, which won't look as good on previews. The pen tool allows us to create a smooth path to select our Sim or object with.Also, for pictures of Sims, the best lighting in the Sims 3 game is in Create-A-Sim. Pictures taken in Create-A-Sim will show off your Sim and clothes in the best possible light, but of course we can't have a plain background in Create-A-Sim, so the easiest way to remove the background is using the pen tool.
The Method:Open up your Sims 3 game, and take any screenshots you like using the in game camera. Here's the screenshot I'll be using for this tutorial (fig 1):
nbsp;nbsp;nbsp; Fig 1Decide which part(s) of the picture you want for your screenshot. I only want the Sim, nothing else. Open your screenshot in PhotoShop and choose the pen tool.   Decide where you're going to start from. I'm going to stop at the top right side of the picture, and work round clockwise.Now, identify two corners to your Sim, or object. By corner I mean somewhere where the edge changes sharply, rather than in a smooth curve. Click once on each of these first two corners, and anchor points will appear on them, as shown in the picture below (fig 2).
nbsp;nbsp;nbsp; Fig 2 Of course, the edge of the Sim betwen these two points is not straight, so we need to adjust our line to make it match. You can add a curved anchor point anywhere on your path just by clicking. So here, I'll add an anchor point halfway between the first two points, like in this picture (fig 3):
nbsp;nbsp;nbsp; Fig 3The points are still a straight line, but now we just hold the CTRL key, and click and drag the new point into position. The line will automatically curve in between the three points (fig 4).
nbsp;nbsp;nbsp; Fig 4nbsp;You may need to add many anchor points to make your path match the curve of your Sim or object. If you add an anchor point then decide you don't need it, click it again to remove it (fig 5).
nbsp;nbsp;nbsp; Fig 5Sometimes, you might add an anchor point which makes your path stick out a long way from the edge of the Sim or object you're trying to cut out. This isn't a problem - as you can see below it's easily fixed just by adding more points, holding CTRL and dragging them into place (fig 6). nbsp; nbsp;nbsp;nbsp; Fig 6Continue in the same way - identify the next corner, click it, then add anchor points between that and the previous corner, and drag them into place until they match the curve. When you get back round to where you started, click on your first point again to complete your path (fig 7). If you need to adjust your path after you've closed it, hold CTRL and click on it - this will 'reactivate' your path so you can continue to add more points.
nbsp;nbsp;nbsp; Fig 7Now you have the outline of your Sim or object, but what if they have some extra gaps that we need to cut out? This sim has a gap under her arm, and some between her fingers (fig 8).
nbsp;nbsp;nbsp; Fig 8Simply click on the first two corners of one of the gaps, and create a path for the gap in the same way as you did the main outline (fig 9).
nbsp;nbsp;nbsp; Fig 9Here is my finished set of paths. I've added a path in the gap under her arm, and more around the fingers (fig 10).
nbsp;nbsp;nbsp; Fig 10Now, open the paths panel. This is usually on a tab near the layers panel, but if it's not you can also select it from the Window menu.Click this button (shown by the arrow in fig 11) to turn your paths into a selection.
nbsp;nbsp;nbsp; Fig 11(Note: if this doesn't select everything you wanted it to, hold CTRL and SHIFT, and click on each of your paths in turn to select them all, then press the button again.)Copy and paste your Sim onto your preview picture. Check the edges to make sure you're happy with how it turned out. If they're not, go back, and CTRL + click on a path to 'reactivate' it for futher editing, and make any changes you consider necessary. This is my finished cutout (fig 12) (keep reading for more tips!):
nbsp;nbsp;nbsp; Fig 12You can also see my finished cutout in her preview picture by clicking here.
Additional Tips:
TIP: When you add an anchor point you'll notice a straight line with two dots on the end appearing. The line is a tangent to the curve, and these dots are called handles. You can move the handles to change the angle of the curve at this point. The best way to find out how this works is simply to do it! Create a straight line, add an anchor point in the middle, and see what happens when you adjust the angle and length of the handles.
TIP: A unique preview that stands out will really show off your work at its best. For ideas, look through the downloads area of TSR, and study those screenshots which catch your eye. A good example of an excellent preview style is Murano. Notice how he maintains a consistent style, which means his work is instantly recognisable, but at the same time shows off his work in an interesting and eyecatching way.</summary>
			</entry>
			<entry>
			<title>4 Layer Tutorial for Paint Shop Pro</title>
			<link rel="alternate" type="text/html" href="http://www.thesimsresource.com/tutorials/view-post/post/11956/"/>			<id>http://www.thesimsresource.com/tutorialsview-post/post/11956/</id>			<updated>2009-06-26T01:00:00Z</updated>			<content type="html">h24 Layer Tutorial for Paint Shop Pro/h2
h3About This Tutorial/h3
pThis tutorial has been created by Joshua Flobi Hatfield of a href=http://www.flobi.com/flobi.com/a for the wonderful folks at a href=/thesimsresource.com/a./p
pThe purpose of this tutorial is to take an image with 4 layers and create a viable The Sims 3 pattern having each layer representing each of the 4 recolorable colors by their opacity. This is designed to be an in-depth tutorial giving precise step-by-step instructions./p
pFor this tutorial, I am using my a href=http://blog.flobi.com/files/ts3/tutorial/wavy-grid-illusion.pspimagewavy-grid-illusion/a pattern which I have posted on thesimsresoruce.com. I have taken my blue channel and changed the color in the original to black so that you can see that this will work no matter what color the original layers are as the tutorial is based on the opacity and not the color or brightness. strongNote: Using this tutorial, each layer represents a single color in the final package based on the opacity of the layer. The actual color/hue/brightness/etc. of the layer is irrelevant, only the opacity is used./strong/p
h3Prerequisites/h3
pYou will need the same things to follow this tutorial as you needed following a href=/members/pegasussimsPegasussims's/a a href=/workshop/articles/view-post/post/11780/How%20to%20Make%20Patterns%20Using%20PSPwonderful tutorial/a; nothing more, nothing less. Before starting, you should visit that tutorial and take the time to install the DDS plugin from Nvidia which will be required near the end of this tutorial./p
h3Extracting the Layers into Luminance Maps/h3
p align=centerimg src=http://blog.flobi.com/files/ts3/tutorial/screenshot.1.png border=0 //p
pemThe first thing we need to do is to extract the layers each into their own image file so that we can convert them to a luminance map./em Begin by creating 4 images that are 256x256 with a black background./p
ol
liOpen a new image: strongClick File-gt;New.../strong or the new image button on your toolbar, or type strongCTRL-N/strong./li
liUse all the settings in the image above and, click strongOK/strong to create the new image (The strongColor/strong is black, strong#000000/strong)./li
liRepeat (steps 1-2) three times so each layer will have its own image./li
/ol
pAdditionally, make sure you have also opened your original image with 4 layers. Again, for this example, I am using wavy-grid-illusion.pspimage./p
p align=centerimg src=http://blog.flobi.com/files/ts3/tutorial/screenshot.2.png border=0 //p
pIn the image above, I have selected the whole image, but the selected layer extends past the canvas, so you do not see the selection border./p
ol
liAfter opening and focusing the source image, strongCTRL-A/strong to select the whole image./li
liIf the selected layer extends past the canvas, use strongSelections-gt;Clip to Canvas/strong to shrink your selection to only the canvas size or the layers will not line up correctly./li
liSelect the bottom layer and copy it using strongCTRL-C/strong. emDo not use CTRL-SHIFT-C as that will copy a merged version of the entire image./em/li
liSelect one of your new images and paste it in there using strongCTRL-V/strong./li
liRepeat this for each layer (steps 6-7), copy/pasting each layer into a seperate image./li
/ol
pYou can see the results below in Image3 and Image 4. Image 3 appears totally black because the content of that layer are black and the background is also black, you can see later that this layer will become visible to you. (Image1 and Image2 in the image below are results after steps 9-11.)/p
p align=centerimg src=http://blog.flobi.com/files/ts3/tutorial/screenshot.3.png border=0 //p
pAfter copying each layer to its own image, we need to make the color of that layer white (in the image above, this has been done already for 2 of the images). I investigated a number of ways to do this and the one here seems to be the easiest./p
ol
liFocus the first new image (make sure the pasted layer is still the active layer)./li
liClick strongAdjust-gt;Brightness and Contrast-gt;Brightness/Contrast.../strong (shown above)/li
liSet the strongBrightness/strong to strong255/strong and the strongContrast/strong to strong100/strong (shown below) and click OK./li
liRepeat (steps 9-11) for the other 3 new images./li
/ol
pIn the images above and below, you can see that this has been done for two and note the difference in the third where the previously black layer has been converted to white./p
p align=centerimg src=http://blog.flobi.com/files/ts3/tutorial/screenshot.4.png border=0 //p
pWhen finished, all layers should appear in black and white as shown below./p
p align=centerimg src=http://blog.flobi.com/files/ts3/tutorial/screenshot.5.png border=0 //p
ol
liIn turn, select each of the 4 new images, then strongLayers-gt;Merge-gt;Merge All (Flatten)/strong (shown above)./li
/ol
p align=centerimg src=http://blog.flobi.com/files/ts3/tutorial/screenshot.6.png border=0 //p
ol
liIn turn, select each of the 4 new images, then strongImage-gt;Greyscale/strong (shown above)./li
/ol
pNow, all of our layers have been converted to luminance maps. For 3 of them, we can combine using the Combine from RGB function. The fourth we will force into the Alpha channel of the image./p
h3Putting the Luminance Maps Together/h3
pThe lowest three layers of the image are going to be put into the red, green and blue channels of our final image. Red is the bottom most color, green on top of that and blue over green./p
p align=centerimg src=http://blog.flobi.com/files/ts3/tutorial/screenshot.7.png border=0 //p
ol
liClick strongImage-gt;Combine Channel-gt;Combine from RGB.../strong (shown above)./li
/ol
p align=centerimg src=http://blog.flobi.com/files/ts3/tutorial/screenshot.8.png border=0 //p
ol
liSelect the luminance image of the embottom-most layer/em for the strong Red channel source/strong./li
liSelect the luminance image of the emsecond from the bottom layer/em for the strongGreen channel source/strong./li
liSelect the emthird from the bottom/em as the strongBlue channel source/strong and click OK./li
/ol
pIn the example above, you an see that mine are Red =gt; Image1, Green =gt; Image2 and Blue =gt; Image 3. This very likely may not be the numbers as they appear in yours, so pay attention that you map your lowest layer to red, next up to green and above that to blue. The top layer will be mapped to the alpha channel later./p
p align=centerimg src=http://blog.flobi.com/files/ts3/tutorial/screenshot.9.png border=0 //p
pAbove you can see results do not look like the original image. This is okay. Additionally, you can see that the top-most layer is not represented visually at all. It won't be visible in this image, but rest assured, we'll get it in there. We're not trying to get it to look good in PSP (you should have done that before starting), we're trying to get it into a format that the DDS exporter will understand./p
p align=centerimg src=http://blog.flobi.com/files/ts3/tutorial/screenshot.10.png border=0 //p
pNow, for the final layer, we are going to create a map and assign that map to the alpha channel of the final image./p
ol
liSelect the luminance image of the top layer./li
liClick strongLayers-gt;New Mask Layer-gt;From Image.../strong (shown above)/li
/ol
p align=centerimg src=http://blog.flobi.com/files/ts3/tutorial/screenshot.11.png border=0 //p
ol
liCheck strongSource luminance/strong and uncheck strongInvert mask data/strong (as shown above) and click OK./li
/ol
p align=centerimg src=http://blog.flobi.com/files/ts3/tutorial/screenshot.12.png border=0 //p
pA new mask layer should appear and be selected. With that mask selected.../p
ol
liClick strongLayers-gt;Load/Save Mask-gt;Save Mask To Alpha Channel.../strong (show above)/li
/ol
p align=centerimg src=http://blog.flobi.com/files/ts3/tutorial/screenshot.13.png border=0 //p
pI found this perticular step a little tricky when I was coming up with it, so pay attention./p
ol
liFrom the popdown, strongAdd to document/strong (shown above), select the final image (which was created by Combine from RGB earlier)./li
liEnter Alpha in the strongName/strong./li
liClick strongSave/strong./li
/ol
pBecause this is not visually represented on the screen, you can check the image information (a href=http://blog.flobi.com/files/ts3/tutorial/screenshot.14.pngImage-gt;Image Information.../a after focusing that image) to see that there is now an a href=http://blog.flobi.com/files/ts3/tutorial/screenshot.15.pngalpha channel/a./p
p align=centerimg src=http://blog.flobi.com/files/ts3/tutorial/screenshot.16.png border=0 //p
pThe only thing left is to save the file into DDS format. If you haven't already, install the DDS plugin. You can find directions at the top of a href=/members/pegasussimsPegasussims's/a a href=/workshop/articles/view-post/post/11780/How%20to%20Make%20Patterns%20Using%20PSPwonderful tutorial/a.nbsp;/p
ol
liFocus the final image and click strongFile-gt;Save/strong, click the save icon in the toolbar or type strongCTRL-S/strong to save./li
liSelect strongDDS * (*.dds)/strong from the strongSave as type/strong menu (shown above)./li
liGive it a strongFile name/strong (with a .dds extension) and click strongSave/strong./li
/ol
p align=centerimg src=http://blog.flobi.com/files/ts3/tutorial/screenshot.17.png border=0 //p
pThe options in this menu above are the default options. I do not know of any reason to change these options and am not familiar enough with any of them to give further input on them. I would ignore them if I were you./p
ol
liClick strongSave/strong (shown above)./li
/ol
h3Open the The Sims Workshop/h3
pa href=/workshop/articles/view-post/post/11713/Sims%203%20Workshop%20Patterns%20Plugin%20ManualOpen the DDS file in The Sims Workshop/a. (I see no need to replicate the manual instructions on importing DDS files into TSW as they are already clear there.) Below, you can see this pattern with colors assigned./p
p align=centerimg src=http://blog.flobi.com/files/ts3/tutorial/screenshot.23.png border=0 //p
pFor those curious in the effectiveness of the layering ability provided by this tutorial, I recommend you check out these images: a href=http://blog.flobi.com/files/ts3/tutorial/screenshot.19.pngbottom layer/a, a href=http://blog.flobi.com/files/ts3/tutorial/screenshot.20.pngbottom 2 layers/a, a href=http://blog.flobi.com/files/ts3/tutorial/screenshot.21.pngbottom 3 layers/a, a href=http://blog.flobi.com/files/ts3/tutorial/screenshot.22.pngall 4 layers/a (I used yellow for the alpha layer)./p
h3Additional Considerations/h3
ul
liFor a three-layer only file, the luminance image for the 4th layer is not needed, nor are any of the steps involving it./li
liFor a two-layer or single layer file, three luminance images are still needed, however, leave the unused ones black. You will still need to apply greyscale to the unused ones and possibly flatten./li
liIf any pixel in the original image is not fully opaque, the strongBackground fill/strong color (in TSW as shown above) will show through. This can be used as a 5th color. This 5th color, however, cannot be changed in CAS in the game. If you are clever, you can use that to your advantage to insert texture in a reliably determinable color./li
liDo not apply transparency directly to the merged RGB image (i.e. in a way that is visible on the screen), this will disrupt the RBG values in the DDS export and probably leave strongBackground fill/strong color borders around the transparency. Only apply transparency through the Save Mask To Alpha Channel... functionality./li
/ul
h3Credits/h3
pI would like to thank the following people/groups without whom this tutorial would not be possible./p
ul
lia href=/members/pegasussimsPegasussims/a, whose a href=/workshop/articles/view-post/post/11780/How%20to%20Make%20Patterns%20Using%20PSPwonderful tutorial/a taught me so much in the process of getting here./li
liAll the people who worked on The Sims 3 Workshop. This is a wonderful tool and I am so excited to be able to use it to create and share with the community./li
liThe whole thesimsresource.com community who kept me entertained, occupied and informed in the terrible delay waiting for TS3 to come out./li
liNVidia, I'm sure, who let us use the DDS plug-in for free./li
/ul</content>			<summary>4 Layer Tutorial for Paint Shop Pro
About This Tutorial
This tutorial has been created by Joshua Flobi Hatfield of flobi.com for the wonderful folks at thesimsresource.com.
The purpose of this tutorial is to take an image with 4 layers and create a viable The Sims 3 pattern having each layer representing each of the 4 recolorable colors by their opacity. This is designed to be an in-depth tutorial giving precise step-by-step instructions.
For this tutorial, I am using my wavy-grid-illusion pattern which I have posted on thesimsresoruce.com. I have taken my blue channel and changed the color in the original to black so that you can see that this will work no matter what color the original layers are as the tutorial is based on the opacity and not the color or brightness. Note: Using this tutorial, each layer represents a single color in the final package based on the opacity of the layer. The actual color/hue/brightness/etc. of the layer is irrelevant, only the opacity is used.
Prerequisites
You will need the same things to follow this tutorial as you needed following Pegasussims's wonderful tutorial; nothing more, nothing less. Before starting, you should visit that tutorial and take the time to install the DDS plugin from Nvidia which will be required near the end of this tutorial.
Extracting the Layers into Luminance Maps

The first thing we need to do is to extract the layers each into their own image file so that we can convert them to a luminance map. Begin by creating 4 images that are 256x256 with a black background.

Open a new image: Click File-gt;New... or the new image button on your toolbar, or type CTRL-N.
Use all the settings in the image above and, click OK to create the new image (The Color is black, #000000).
Repeat (steps 1-2) three times so each layer will have its own image.

Additionally, make sure you have also opened your original image with 4 layers. Again, for this example, I am using wavy-grid-illusion.pspimage.

In the image above, I have selected the whole image, but the selected layer extends past the canvas, so you do not see the selection border.

After opening and focusing the source image, CTRL-A to select the whole image.
If the selected layer extends past the canvas, use Selections-gt;Clip to Canvas to shrink your selection to only the canvas size or the layers will not line up correctly.
Select the bottom layer and copy it using CTRL-C. Do not use CTRL-SHIFT-C as that will copy a merged version of the entire image.
Select one of your new images and paste it in there using CTRL-V.
Repeat this for each layer (steps 6-7), copy/pasting each layer into a seperate image.

You can see the results below in Image3 and Image 4. Image 3 appears totally black because the content of that layer are black and the background is also black, you can see later that this layer will become visible to you. (Image1 and Image2 in the image below are results after steps 9-11.)

After copying each layer to its own image, we need to make the color of that layer white (in the image above, this has been done already for 2 of the images). I investigated a number of ways to do this and the one here seems to be the easiest.

Focus the first new image (make sure the pasted layer is still the active layer).
Click Adjust-gt;Brightness and Contrast-gt;Brightness/Contrast... (shown above)
Set the Brightness to 255 and the Contrast to 100 (shown below) and click OK.
Repeat (steps 9-11) for the other 3 new images.

In the images above and below, you can see that this has been done for two and note the difference in the third where the previously black layer has been converted to white.

When finished, all layers should appear in black and white as shown below.


In turn, select each of the 4 new images, then Layers-gt;Merge-gt;Merge All (Flatten) (shown above).



In turn, select each of the 4 new images, then Image-gt;Greyscale (shown above).

Now, all of our layers have been converted to luminance maps. For 3 of them, we can combine using the Combine from RGB function. The fourth we will force into the Alpha channel of the image.
Putting the Luminance Maps Together
The lowest three layers of the image are going to be put into the red, green and blue channels of our final image. Red is the bottom most color, green on top of that and blue over green.


Click Image-gt;Combine Channel-gt;Combine from RGB... (shown above).



Select the luminance image of the bottom-most layer for the  Red channel source.
Select the luminance image of the second from the bottom layer for the Green channel source.
Select the third from the bottom as the Blue channel source and click OK.

In the example above, you an see that mine are Red =gt; Image1, Green =gt; Image2 and Blue =gt; Image 3. This very likely may not be the numbers as they appear in yours, so pay attention that you map your lowest layer to red, next up to green and above that to blue. The top layer will be mapped to the alpha channel later.

Above you can see results do not look like the original image. This is okay. Additionally, you can see that the top-most layer is not represented visually at all. It won't be visible in this image, but rest assured, we'll get it in there. We're not trying to get it to look good in PSP (you should have done that before starting), we're trying to get it into a format that the DDS exporter will understand.

Now, for the final layer, we are going to create a map and assign that map to the alpha channel of the final image.

Select the luminance image of the top layer.
Click Layers-gt;New Mask Layer-gt;From Image... (shown above)



Check Source luminance and uncheck Invert mask data (as shown above) and click OK.


A new mask layer should appear and be selected. With that mask selected...

Click Layers-gt;Load/Save Mask-gt;Save Mask To Alpha Channel... (show above)


I found this perticular step a little tricky when I was coming up with it, so pay attention.

From the popdown, Add to document (shown above), select the final image (which was created by Combine from RGB earlier).
Enter Alpha in the Name.
Click Save.

Because this is not visually represented on the screen, you can check the image information (Image-gt;Image Information... after focusing that image) to see that there is now an alpha channel.

The only thing left is to save the file into DDS format. If you haven't already, install the DDS plugin. You can find directions at the top of Pegasussims's wonderful tutorial.nbsp;

Focus the final image and click File-gt;Save, click the save icon in the toolbar or type CTRL-S to save.
Select DDS * (*.dds) from the Save as type menu (shown above).
Give it a File name (with a .dds extension) and click Save.


The options in this menu above are the default options. I do not know of any reason to change these options and am not familiar enough with any of them to give further input on them. I would ignore them if I were you.

Click Save (shown above).

Open the The Sims Workshop
Open the DDS file in The Sims Workshop. (I see no need to replicate the manual instructions on importing DDS files into TSW as they are already clear there.) Below, you can see this pattern with colors assigned.

For those curious in the effectiveness of the layering ability provided by this tutorial, I recommend you check out these images: bottom layer, bottom 2 layers, bottom 3 layers, all 4 layers (I used yellow for the alpha layer).
Additional Considerations

For a three-layer only file, the luminance image for the 4th layer is not needed, nor are any of the steps involving it.
For a two-layer or single layer file, three luminance images are still needed, however, leave the unused ones black. You will still need to apply greyscale to the unused ones and possibly flatten.
If any pixel in the original image is not fully opaque, the Background fill color (in TSW as shown above) will show through. This can be used as a 5th color. This 5th color, however, cannot be changed in CAS in the game. If you are clever, you can use that to your advantage to insert texture in a reliably determinable color.
Do not apply transparency directly to the merged RGB image (i.e. in a way that is visible on the screen), this will disrupt the RBG values in the DDS export and probably leave Background fill color borders around the transparency. Only apply transparency through the Save Mask To Alpha Channel... functionality.

Credits
I would like to thank the following people/groups without whom this tutorial would not be possible.

Pegasussims, whose wonderful tutorial taught me so much in the process of getting here.
All the people who worked on The Sims 3 Workshop. This is a wonderful tool and I am so excited to be able to use it to create and share with the community.
The whole thesimsresource.com community who kept me entertained, occupied and informed in the terrible delay waiting for TS3 to come out.
NVidia, I'm sure, who let us use the DDS plug-in for free.
</summary>
			</entry>
			<entry>
			<title>Gimp Sims 3 Pattern Tutorial</title>
			<link rel="alternate" type="text/html" href="http://www.thesimsresource.com/tutorials/view-post/post/11925/"/>			<id>http://www.thesimsresource.com/tutorialsview-post/post/11925/</id>			<updated>2009-06-24T01:00:00Z</updated>			<content type="html">pstrongNeeded for this tutorial: /strong/p
ul
liThe Gimp (freeware) - a href=http://www.gimp.org/ target=_blankhttp://www.gimp.org//a. Yoursquo;ll need version 2.6 or higher./li
liDDS-plug-in for Gimp - a href=http://nifelheim.dyndns.org/~cocidius/dds/ target=_blankhttp://nifelheim.dyndns.org/~cocidius/dds//a (use the win32 binaries link under downloads, and place the extracted dds.exe file in the Gimp plug-in folder, usually located at strongC:\Program Files\GIMP-2.0\lib\gimp\2.0\plug-ins/strong)./li
/ul
pFor this tutorial it is assumed that you already have some basic knowledge about how to work with the Gimp./p
h2Patterns in Sims 3/h2
pPatterns in The Sims 3 make use of the 4 channels red, green, blue and alpha. The channels themselves are grayscales, and work as a mask. A pattern can use 1, 2, 3 or 4 channels./p
pThere are basically two ways to create the channels: the direct method (working directly in each of the channels) and the indirect method (working on a base image and use the RGB channels of that image as the channels for your pattern./p
pPatterns with only one color (light and dark versions of one color) can be made very well with the (easier) indirect method. Patterns with 4 color channels must be made with the direct method. Patterns with 2 or 3 channels can be made with both, but it depends on the type of pattern which method will give the best result./p
pIn this tutorial we will start with the more simple indirect method, and move on to working in the channels themselves later on./p
h2Creating Channels ndash; Indirect method ndash; One color/h2
pFirst will be explained how to use the indirect method for patterns with 1 color./p
ul
liOpen Gimp and create a new 256x256 image./li
liCreate your pattern. Since itrsquo;s a 1 color pattern, it will need to have lighter and darker shades of grey. Make sure the pattern is seamless. As an example is here a built-in pattern of Gimp used (fig 1)./li
/ul
pa href=http://images.thesimsresource.netdna-cdn.com/scaled/w-721h-650-1214199.jpg rel=lightbox[item]img src=http://images.thesimsresource.netdna-cdn.com/scaled/w-502h-354-1214199.jpg border=0 width=502 height=354 //anbsp;nbsp; strongFig 1/strong/p
pnbsp;/p
pEverything in the pattern that is white, will fully take the color that is used for the pattern. The more darker grey it is, the less it will take the color that you choose for the pattern./p
ul style=clear: both;
liChoose a pure red as foreground color (255,0,0)./li
liSelect strongBucket Fill ndash; Mode: Multiply/strong./li
liFill your pattern with pure red (fig 2)./li
/ul
pa href=http://images.thesimsresource.netdna-cdn.com/scaled/w-721h-650-1214229.jpg rel=lightbox[item]img src=http://images.thesimsresource.netdna-cdn.com/scaled/w-628h-420-1214229.jpg border=0 width=628 height=420 //anbsp;nbsp; strongFig 2/strong/p
pnbsp;/p
ul style=clear: both;
liSave your file as strongDDS: Compression None - Format RGBA8 - Generate mipmaps/strong (fig 3)./li
liYou can now start Sims3Workshop, import your DDS file there, and choose the color that you want to use for this pattern./li
/ul
pa href=http://images.thesimsresource.netdna-cdn.com/scaled/w-721h-650-1214202.jpg rel=lightbox[item]img src=http://images.thesimsresource.netdna-cdn.com/scaled/w-259h-225-1214202.jpg border=0 width=259 height=225 //anbsp;nbsp; strongFig 3/strong/p
h2Creating Channels ndash; Indirect method ndash; Two or Three colors/h2
pWhen using 2 or 3 channels, yoursquo;ll need to work with layers. Make sure you have the window for layers open in Gimp (strongWindows gt; Dockable Dialogs gt; Layers/strong)./p
ul
liAdd 1 or 2 layers, depending on the number of colors you want to use for your pattern./li
liCreate each part of the pattern on a different layer./li
/ul
pHere you see the base of a pattern that will have 3 color options (fig 4)./p
pimg src=http://images.thesimsresource.netdna-cdn.com/scaled/w-590h-400-1214203.jpg border=0 width=590 height=400 /nbsp;nbsp; strongFig 4/strong/p
pnbsp;/p
ul
liColor the layers red, green and blue (when using 2 channels use red and green). Always use red for the background and green and blue for the layers above that (fig 5)./li
/ul
pimg src=http://images.thesimsresource.netdna-cdn.com/scaled/w-590h-400-1214204.jpg border=0 width=590 height=400 /nbsp;nbsp; strongFig 5/strong/p
pnbsp;/p
ul
liMerge the layers down to make it a one layer image (strongLayer gt; Merge down/strong)/li
liSave your file as strongDDS: Compression None - Format RGBA8 - Generate mipmaps/strong./li
/ul
h2Working directly in the channels/h2
pAs long as yoursquo;re using solid colors in you pattern, a 2 or 3 channel pattern can be made with the indirect layer method without too much problems. But when your pattern has parts that are not solid, the red, green and blue channel can get mixed up, resulting in parts of the pattern that will take for instance a bit of both the colors in the green and blue channel . In that case itrsquo;s best to work directly in the channels. In the Gimp you will need to decompose the color channels into layers to be able to do that./p
ul
liCreate a new 256x256 image./li
liIf you want to use 4 channels, yoursquo;ll need to add an alpha channel. To do that, choose strongLayer gt; Transparency gt; Add Alpha Channel/strong (fig 6). If you want to use less than 4 channels, you can skip this./li
/ul
pimg src=http://images.thesimsresource.netdna-cdn.com/1214/1214239.jpg border=0 width=443 height=283 /nbsp;nbsp; strongFig 6/strong/p
pnbsp;/p
ul
liDecompose the color channels into layers. (strongColors gt; Components gt; Decompose/strong) (fig 7)./li
/ul
pa href=http://images.thesimsresource.netdna-cdn.com/scaled/w-721h-650-1214240.jpg rel=lightbox[item]img src=http://images.thesimsresource.netdna-cdn.com/scaled/w-443h-366-1214240.jpg border=0 width=443 height=366 //anbsp;nbsp; strongFig 7/strong/p
pnbsp;/p
ul
liChoose RGB if your pattern will have less than 4 channels, and RGBA if you want to use 4./li
liCheck the ldquo;Decompose to layersrdquo; box (fig 8)./li
/ul
pa href=http://images.thesimsresource.netdna-cdn.com/scaled/w-721h-650-1214207.jpg rel=lightbox[item]img src=http://images.thesimsresource.netdna-cdn.com/scaled/w-333h-240-1214207.jpg border=0 width=333 height=240 //anbsp;nbsp; strongFig 8/strong/p
pnbsp;/p
pYou now get a new image with 3 or 4 layers, called red, blue, green, and alpha. You can only work in grayscale in these layers./p
pCreate the different parts of your pattern in each of the layers, and keep in mind that white parts will fully take the color, black will be fully transparent (it will let the channel below it show itrsquo;s color and for the lowest channel(red) it will show the background), and grey will partly show the color. Donrsquo;t use transparent parts when working in the decomposed channels, only black, white and grey (fig 9)./p
pa href=http://images.thesimsresource.netdna-cdn.com/scaled/w-721h-650-1214243.jpg rel=lightbox[item]img src=http://images.thesimsresource.netdna-cdn.com/scaled/w-487h-665-1214243.jpg border=0 width=487 height=665 //anbsp;nbsp; strongFig 9/strong/p
pnbsp;/p
pSince you canrsquo;t work with transparency in the decomposed channels, it is easier to create the base of your pattern in a different image, with each part in a different layer, and copy those parts into the decomposed channels. That way you can use transparency while designing your pattern. Make the decomposed channels completely black before you copy your pattern on it, and invert the black/white of your pattern if needed (strongColors gt; Invert/strong). Here is an example of a 4 channel pattern, with the original design in a different image, and each part of it copied into the decomposed channels./p
pWhen yoursquo;re ready with creating each part of your pattern, yoursquo;ll need to compose the channels again, to make the decomposed channels work again as red, blue, green and alpha channels./p
ul
liIn the menu choose strongColors gt; Components gt; Compose/strong (fig 10)./li
/ul
pimg src=http://images.thesimsresource.netdna-cdn.com/1214/1214246.jpg border=0 width=426 height=407 /nbsp;nbsp; strongFig 10/strong/p
pnbsp;/p
ul
liChoose Color model RGB if it has 3 channels, and RGBA with 4 channels. Donrsquo;t change the other settings (fig 11)./li
/ul
pimg src=http://images.thesimsresource.netdna-cdn.com/scaled/w-399h-244-1214210.jpg border=0 width=399 height=244 /nbsp;nbsp; strongFig 11/strong/p
pnbsp;/p
pAt this point the result you get can look very strange, especially when you have used the alpha channel. The color channels will also not look like you just made them when they were decomposed. Donrsquo;t worry, the end result will be ok./p
pThis is for instance how the composed image of the earlier example and itrsquo;s red, green, blue and alpha channels looks like (fig 12)./p
pimg src=http://images.thesimsresource.netdna-cdn.com/1214/1214247.jpg border=0 width=477 height=492 /nbsp;nbsp; strongFig 12/strong/p
pnbsp;/p
ul
liSave the compose image as dds file (you need to have the dds-plugin for this)./li
liUse Format RGBA8./li
liSelect Generate mipmaps (fig 13)./li
/ul
pimg src=http://images.thesimsresource.netdna-cdn.com/scaled/w-269h-237-1214211.jpg border=0 width=269 height=237 /nbsp;nbsp; strongFig 13/strong/p
pnbsp;/p
pYou can now import the dds file in The Sims 3 Workshop (fig 14)./p
pimg src=http://images.thesimsresource.netdna-cdn.com/scaled/w-590h-429-1214212.jpg border=0 width=590 height=429 /nbsp;nbsp; strongFig 14/strong/p
pnbsp;/p
pThe RGB mask Image can first look strange in The Sims 3 Workshop, but as soon as you have assigned colors to each of the channels, it will look like the pattern you designed (fig 15)./p
pimg src=http://images.thesimsresource.netdna-cdn.com/scaled/w-590h-429-1214213.jpg border=0 width=590 height=429 /nbsp;nbsp; strongFig 15/strong/p
h2Additional Gimp tips/h2
pFor making seamless patterns, itrsquo;s often helpful to turn the grid on, and make the grid fitting the 256x256 size./p
ul
liChoose strongEdit gt; Preferences gt; Default Grid/strong./li
liChange Spacing Width and Height to 8 pixels. (The grid will only change for new images! Existing images will keep the grid they had)./li
liChoose strongView gt; Show Grid and/or View gt; Snap to Grid/strong./li
/ul
pTest the seamlessness of your image by Tiling it./p
ul
listrongFilters gt; Map gt; Tile/strong ( 1024 is a good size to test for seamlessness)./li
/ul
pYou can change the layer and channel preview-size , to give you a better view on how they look./p
ul
liClick on the little triangle in the upper right corner of the layer/channel window./li
liChoose strongPreview Size gt; Enormous/strong./li
/ul
pWhen you want to turn a colored image to a grayscale, you can tweak the way it is done./p
ul
listrongColors gt; Desaturate/strong. You can choose between Lightness, Luminosity or Average. The best result will for patterns often be the one that gives you the most contrast./li
liIf the grayscale doesnrsquo;t give enough contrast, you can tweak it further by using strongColors gt; Brightness-Contrast/strong./li
liIf thatrsquo;s still not giving the wanted result, you can also use strongColors gt; Curves/strong. Grab the curve and move it to get the result you want to have./li
/ul</content>			<summary>Needed for this tutorial: 

The Gimp (freeware) - http://www.gimp.org/. Yoursquo;ll need version 2.6 or higher.
DDS-plug-in for Gimp - http://nifelheim.dyndns.org/~cocidius/dds/ (use the win32 binaries link under downloads, and place the extracted dds.exe file in the Gimp plug-in folder, usually located at C:\Program Files\GIMP-2.0\lib\gimp\2.0\plug-ins).

For this tutorial it is assumed that you already have some basic knowledge about how to work with the Gimp.
Patterns in Sims 3
Patterns in The Sims 3 make use of the 4 channels red, green, blue and alpha. The channels themselves are grayscales, and work as a mask. A pattern can use 1, 2, 3 or 4 channels.
There are basically two ways to create the channels: the direct method (working directly in each of the channels) and the indirect method (working on a base image and use the RGB channels of that image as the channels for your pattern.
Patterns with only one color (light and dark versions of one color) can be made very well with the (easier) indirect method. Patterns with 4 color channels must be made with the direct method. Patterns with 2 or 3 channels can be made with both, but it depends on the type of pattern which method will give the best result.
In this tutorial we will start with the more simple indirect method, and move on to working in the channels themselves later on.
Creating Channels ndash; Indirect method ndash; One color
First will be explained how to use the indirect method for patterns with 1 color.

Open Gimp and create a new 256x256 image.
Create your pattern. Since itrsquo;s a 1 color pattern, it will need to have lighter and darker shades of grey. Make sure the pattern is seamless. As an example is here a built-in pattern of Gimp used (fig 1).

nbsp;nbsp; Fig 1
nbsp;
Everything in the pattern that is white, will fully take the color that is used for the pattern. The more darker grey it is, the less it will take the color that you choose for the pattern.

Choose a pure red as foreground color (255,0,0).
Select Bucket Fill ndash; Mode: Multiply.
Fill your pattern with pure red (fig 2).

nbsp;nbsp; Fig 2
nbsp;

Save your file as DDS: Compression None - Format RGBA8 - Generate mipmaps (fig 3).
You can now start Sims3Workshop, import your DDS file there, and choose the color that you want to use for this pattern.

nbsp;nbsp; Fig 3
Creating Channels ndash; Indirect method ndash; Two or Three colors
When using 2 or 3 channels, yoursquo;ll need to work with layers. Make sure you have the window for layers open in Gimp (Windows gt; Dockable Dialogs gt; Layers).

Add 1 or 2 layers, depending on the number of colors you want to use for your pattern.
Create each part of the pattern on a different layer.

Here you see the base of a pattern that will have 3 color options (fig 4).
nbsp;nbsp; Fig 4
nbsp;

Color the layers red, green and blue (when using 2 channels use red and green). Always use red for the background and green and blue for the layers above that (fig 5).

nbsp;nbsp; Fig 5
nbsp;

Merge the layers down to make it a one layer image (Layer gt; Merge down)
Save your file as DDS: Compression None - Format RGBA8 - Generate mipmaps.

Working directly in the channels
As long as yoursquo;re using solid colors in you pattern, a 2 or 3 channel pattern can be made with the indirect layer method without too much problems. But when your pattern has parts that are not solid, the red, green and blue channel can get mixed up, resulting in parts of the pattern that will take for instance a bit of both the colors in the green and blue channel . In that case itrsquo;s best to work directly in the channels. In the Gimp you will need to decompose the color channels into layers to be able to do that.

Create a new 256x256 image.
If you want to use 4 channels, yoursquo;ll need to add an alpha channel. To do that, choose Layer gt; Transparency gt; Add Alpha Channel (fig 6). If you want to use less than 4 channels, you can skip this.

nbsp;nbsp; Fig 6
nbsp;

Decompose the color channels into layers. (Colors gt; Components gt; Decompose) (fig 7).

nbsp;nbsp; Fig 7
nbsp;

Choose RGB if your pattern will have less than 4 channels, and RGBA if you want to use 4.
Check the ldquo;Decompose to layersrdquo; box (fig 8).

nbsp;nbsp; Fig 8
nbsp;
You now get a new image with 3 or 4 layers, called red, blue, green, and alpha. You can only work in grayscale in these layers.
Create the different parts of your pattern in each of the layers, and keep in mind that white parts will fully take the color, black will be fully transparent (it will let the channel below it show itrsquo;s color and for the lowest channel(red) it will show the background), and grey will partly show the color. Donrsquo;t use transparent parts when working in the decomposed channels, only black, white and grey (fig 9).
nbsp;nbsp; Fig 9
nbsp;
Since you canrsquo;t work with transparency in the decomposed channels, it is easier to create the base of your pattern in a different image, with each part in a different layer, and copy those parts into the decomposed channels. That way you can use transparency while designing your pattern. Make the decomposed channels completely black before you copy your pattern on it, and invert the black/white of your pattern if needed (Colors gt; Invert). Here is an example of a 4 channel pattern, with the original design in a different image, and each part of it copied into the decomposed channels.
When yoursquo;re ready with creating each part of your pattern, yoursquo;ll need to compose the channels again, to make the decomposed channels work again as red, blue, green and alpha channels.

In the menu choose Colors gt; Components gt; Compose (fig 10).

nbsp;nbsp; Fig 10
nbsp;

Choose Color model RGB if it has 3 channels, and RGBA with 4 channels. Donrsquo;t change the other settings (fig 11).

nbsp;nbsp; Fig 11
nbsp;
At this point the result you get can look very strange, especially when you have used the alpha channel. The color channels will also not look like you just made them when they were decomposed. Donrsquo;t worry, the end result will be ok.
This is for instance how the composed image of the earlier example and itrsquo;s red, green, blue and alpha channels looks like (fig 12).
nbsp;nbsp; Fig 12
nbsp;

Save the compose image as dds file (you need to have the dds-plugin for this).
Use Format RGBA8.
Select Generate mipmaps (fig 13).

nbsp;nbsp; Fig 13
nbsp;
You can now import the dds file in The Sims 3 Workshop (fig 14).
nbsp;nbsp; Fig 14
nbsp;
The RGB mask Image can first look strange in The Sims 3 Workshop, but as soon as you have assigned colors to each of the channels, it will look like the pattern you designed (fig 15).
nbsp;nbsp; Fig 15
Additional Gimp tips
For making seamless patterns, itrsquo;s often helpful to turn the grid on, and make the grid fitting the 256x256 size.

Choose Edit gt; Preferences gt; Default Grid.
Change Spacing Width and Height to 8 pixels. (The grid will only change for new images! Existing images will keep the grid they had).
Choose View gt; Show Grid and/or View gt; Snap to Grid.

Test the seamlessness of your image by Tiling it.

Filters gt; Map gt; Tile ( 1024 is a good size to test for seamlessness).

You can change the layer and channel preview-size , to give you a better view on how they look.

Click on the little triangle in the upper right corner of the layer/channel window.
Choose Preview Size gt; Enormous.

When you want to turn a colored image to a grayscale, you can tweak the way it is done.

Colors gt; Desaturate. You can choose between Lightness, Luminosity or Average. The best result will for patterns often be the one that gives you the most contrast.
If the grayscale doesnrsquo;t give enough contrast, you can tweak it further by using Colors gt; Brightness-Contrast.
If thatrsquo;s still not giving the wanted result, you can also use Colors gt; Curves. Grab the curve and move it to get the result you want to have.
</summary>
			</entry>
			<entry>
			<title>Custom Pattern Tutorial for Photoshop (No Masking Required)</title>
			<link rel="alternate" type="text/html" href="http://www.thesimsresource.com/tutorials/view-post/post/11799/"/>			<id>http://www.thesimsresource.com/tutorialsview-post/post/11799/</id>			<updated>2009-06-17T01:00:00Z</updated>			<content type="html">pWelcome to my Custom Pattern tutorial (Aka Custom Patterns for Dummies). This tutorial will explain how I do my custom patterns with Adobe Photoshop for The Sims 3. I am in no way saying that my way is the best. You may find that is not for you, and that is perfectly okay! I am only posting this tutorial in the hopes that it will help others who are struggling to learn how to create custom content for the game./p
pI emdo not/em use alpha masks, therefore I stick to a maximum of three colors. With alpha masks you have more control over your colors (which I would prefer if it didn't confuse the heck out of me. So, if you know how to use 'em, use em!), but I like this method just fine./p
pnbsp;/p
pspan style=font-size: large;Before we get started.../span/p
pTo use this tutorial, you need the following programs / plugins:/p
p1. Adobe Photoshop (I use CS2 in this tutorial)./p
p2. a href=/workshopTSR's TS3 Workshop/a/p
p3. a href=http://www.vicanek.de/plugins/colorreplacer.htmMV's Color Replacer Plugin/a (for PS)/p
pnbsp;/p
pspan style=font-size: large;Lets Begin.../span/p
pIn this tutorial, I will be using the following image as an example. I recommend using this image while reading this tutorial so you can work step by step along side me./p
pAs you can see, my starting image is not 256x256. 400x400 or above is my preferred starting size (and you'll see why), but 256x256 will do as well./p
pimg src=http://img197.imageshack.us/img197/4479/fortutorial1.png border=0 //p
pnbsp;/p
pspan style=font-size: medium;1/span/p
pWhen you have the pattern you want to use as custom content, open it in Photoshop. strongAlways double check your pattern to make sure it is seamless and will properly tile in the game./strong/p
pnbsp;/p
pspan style=font-size: medium;2/span/p
pDo the following to your image:/p
pstrongImage gt; Adjustments gt; Desaturate/strong/p
pstrongImage gt; Adjustments gt; Invert/strong (This can be skipped if you prefer, but 99% of the time I invert)./p
pnbsp;/p
pspan style=font-size: medium;3/span/p
pWith the above image, our goal is to have THREE colorable palettes as there are three colors, so:/p
pAdjust the brightness and contrast of your image until more than one shade is distinguishable (Image gt; Adjustments gt; Brightness/Contrast)./p
pimg src=http://img23.imageshack.us/img23/1678/fortutorial2.png border=0 //p
pnbsp;/p
pspan style=font-size: medium;4/span/p
pstrongIMPORTANT! Remember the following order for recoloring:/strong/p
pstrongAlways/strong add color in the following strongorder/strong: Red - Green - Blue/p
pRed is the base, which should always go on the 'background' of the image. The base color for this image would be the lighter of the greys./p
pGreen is the next lowest color, followed by blue, the highest./p
pnbsp;/p
pspan style=font-size: medium;5/span/p
pIn this step we will be using the color replacer plugin. If it is properly installed, you get to the plugin by going to strongFilters gt; MV's Plugins gt; Color Replacer/strong/p
pA box should pop up./p
pYour cursor should be an eyedropper. Select the first color you want to replace, which is the lighter of the greys. On the lower of the color boxes, click it and select a red color./p
pimg src=http://img35.imageshack.us/img35/1532/fortutorial3.jpg border=0 //p
pnbsp;/p
pTolerance is VERY important. Make sure to use that slider to get the effect you want. If it is not high enough, your color may not all be selected. But don't OVER slide it, as at full strength it will cover the entire image./p
pUse the slider until your red is only covering the areas you want it to./p
pHit strongOK/strong before using the plugin again to do your next color./p
pstrongNote: /strongIf it refuses to stick to one area, your Brightness/Contrast was not good enough and your shades are too close together./p
pRepeat this step for the next two colors./p
pGreen will be the petals, blue the center of the flower./p
pimg src=http://img13.imageshack.us/img13/1535/fortutorial4.jpg border=0 //p
pnbsp;/p
pNot exactly the prettiest picture in the world, but it is for a purpose! This is why I start with 400x400 or above. The color, especially around the circle of the flower is a little rough, but because my image is larger than 256, I can resize it and it emshould /emsmoothen everything out./p
pnbsp;/p
pspan style=font-size: medium;6/span/p
pResize your image to 256x256/p
pimg src=http://img34.imageshack.us/img34/7650/fortutorial5.jpg border=0 //p
pnbsp;/p
pNot perfect, but should be good enough to move to the next step. (You can spend some time touching up the rough spots if you'd like -- normally I would, though most of the time my results are not rough like this. But of course it happens with my tutorial image, eh?)./p
pSave your image as a PNG and open it with TSR's Workshop tool/p
pimg src=http://img31.imageshack.us/img31/96/fortutorial6.jpg border=0 //p
pnbsp;/p
pThis is what you should see after opening your image./p
pSelect Red, Green, and Blue. Click each box to choose the colors you want to appear on the initial pattern./p
pnbsp;/p
pspan style=font-size: medium;7/span/p
pClick 'Show as tiled' when you are finished, and double check to make sure the image tiles correctly./p
pimg src=http://img44.imageshack.us/img44/2669/fortutorial7.jpg border=0 //p
pnbsp;/p
pSweet! If everything is to your liking, Add a title and a description, and be sure to put the item in the right categories. By default it starts up with strongAbstract gt; Cloth/strong. Occasionally I'll forget to change this :(/p
pOnce everything is set, click the 'Upload to TSR' button./p
pnbsp;/p
pspan style=font-size: medium;8/span/p
pThis step is very important. It can be tedious to do for every pattern, but you should not skip it. TEST your patterns. (I have had patterns not install in the launcher or patterns that installed fine for me but did not work for people on TSR, so check them!)nbsp;/p
pGo to your TSR submissions page: a href=http://submissions.thesimsresource.com/submissions/http://submissions.thesimsresource.com/submissions//a/p
pCheck 'Get It From my File Storage' and find the .Sims3Pack you just uploaded. Once complete (when it takes you to the edit page), go to the Uploads tab and click the magnifying glass next to your submission./p
pimg src=http://img23.imageshack.us/img23/8946/fortutorial9.jpg border=0 //p
pnbsp;/p
pOn the next page, click the Icon to download the .Sims3Pack file and open it with your launcher./p
pimg src=http://img35.imageshack.us/img35/5582/fortutorial10.jpg border=0 //p
pDid it work?/p
pimg src=http://img44.imageshack.us/img44/1109/fortutorial11.jpg border=0 //p
pnbsp;/p
pspan style=font-size: medium;9/span/p
pTest it in game. It is always important to test everything before submitting to TSR as you cannot edit submissions once they are approved. This is also a great time to take screenshots for preview images!/p
pimg src=http://img35.imageshack.us/img35/5059/fortutorial12.jpg border=0 //p
pnbsp;/p
pBright, but very pretty! Success!/p
pnbsp;/p
pspan style=font-size: medium;10/spannbsp;/p
pMake sure to edit your page details -- put in an appropriate Title, Description, and be sure to note how many recolorable palettes are in the pattern -- and of course, create a preview image, as it will make your submissions look that much better./p
pHope this tutorial helped!/p</content>			<summary>Welcome to my Custom Pattern tutorial (Aka Custom Patterns for Dummies). This tutorial will explain how I do my custom patterns with Adobe Photoshop for The Sims 3. I am in no way saying that my way is the best. You may find that is not for you, and that is perfectly okay! I am only posting this tutorial in the hopes that it will help others who are struggling to learn how to create custom content for the game.
I do not use alpha masks, therefore I stick to a maximum of three colors. With alpha masks you have more control over your colors (which I would prefer if it didn't confuse the heck out of me. So, if you know how to use 'em, use em!), but I like this method just fine.
nbsp;
Before we get started...
To use this tutorial, you need the following programs / plugins:
1. Adobe Photoshop (I use CS2 in this tutorial).
2. TSR's TS3 Workshop
3. MV's Color Replacer Plugin (for PS)
nbsp;
Lets Begin...
In this tutorial, I will be using the following image as an example. I recommend using this image while reading this tutorial so you can work step by step along side me.
As you can see, my starting image is not 256x256. 400x400 or above is my preferred starting size (and you'll see why), but 256x256 will do as well.

nbsp;
1
When you have the pattern you want to use as custom content, open it in Photoshop. Always double check your pattern to make sure it is seamless and will properly tile in the game.
nbsp;
2
Do the following to your image:
Image gt; Adjustments gt; Desaturate
Image gt; Adjustments gt; Invert (This can be skipped if you prefer, but 99% of the time I invert).
nbsp;
3
With the above image, our goal is to have THREE colorable palettes as there are three colors, so:
Adjust the brightness and contrast of your image until more than one shade is distinguishable (Image gt; Adjustments gt; Brightness/Contrast).

nbsp;
4
IMPORTANT! Remember the following order for recoloring:
Always add color in the following order: Red - Green - Blue
Red is the base, which should always go on the 'background' of the image. The base color for this image would be the lighter of the greys.
Green is the next lowest color, followed by blue, the highest.
nbsp;
5
In this step we will be using the color replacer plugin. If it is properly installed, you get to the plugin by going to Filters gt; MV's Plugins gt; Color Replacer
A box should pop up.
Your cursor should be an eyedropper. Select the first color you want to replace, which is the lighter of the greys. On the lower of the color boxes, click it and select a red color.

nbsp;
Tolerance is VERY important. Make sure to use that slider to get the effect you want. If it is not high enough, your color may not all be selected. But don't OVER slide it, as at full strength it will cover the entire image.
Use the slider until your red is only covering the areas you want it to.
Hit OK before using the plugin again to do your next color.
Note: If it refuses to stick to one area, your Brightness/Contrast was not good enough and your shades are too close together.
Repeat this step for the next two colors.
Green will be the petals, blue the center of the flower.

nbsp;
Not exactly the prettiest picture in the world, but it is for a purpose! This is why I start with 400x400 or above. The color, especially around the circle of the flower is a little rough, but because my image is larger than 256, I can resize it and it should smoothen everything out.
nbsp;
6
Resize your image to 256x256

nbsp;
Not perfect, but should be good enough to move to the next step. (You can spend some time touching up the rough spots if you'd like -- normally I would, though most of the time my results are not rough like this. But of course it happens with my tutorial image, eh?).
Save your image as a PNG and open it with TSR's Workshop tool

nbsp;
This is what you should see after opening your image.
Select Red, Green, and Blue. Click each box to choose the colors you want to appear on the initial pattern.
nbsp;
7
Click 'Show as tiled' when you are finished, and double check to make sure the image tiles correctly.

nbsp;
Sweet! If everything is to your liking, Add a title and a description, and be sure to put the item in the right categories. By default it starts up with Abstract gt; Cloth. Occasionally I'll forget to change this :(
Once everything is set, click the 'Upload to TSR' button.
nbsp;
8
This step is very important. It can be tedious to do for every pattern, but you should not skip it. TEST your patterns. (I have had patterns not install in the launcher or patterns that installed fine for me but did not work for people on TSR, so check them!)nbsp;
Go to your TSR submissions page: http://submissions.thesimsresource.com/submissions/
Check 'Get It From my File Storage' and find the .Sims3Pack you just uploaded. Once complete (when it takes you to the edit page), go to the Uploads tab and click the magnifying glass next to your submission.

nbsp;
On the next page, click the Icon to download the .Sims3Pack file and open it with your launcher.

Did it work?

nbsp;
9
Test it in game. It is always important to test everything before submitting to TSR as you cannot edit submissions once they are approved. This is also a great time to take screenshots for preview images!

nbsp;
Bright, but very pretty! Success!
nbsp;
10nbsp;
Make sure to edit your page details -- put in an appropriate Title, Description, and be sure to note how many recolorable palettes are in the pattern -- and of course, create a preview image, as it will make your submissions look that much better.
Hope this tutorial helped!</summary>
			</entry>
			<entry>
			<title>Sims 3 Workshop Patterns Plugin Manual (In Turkish / Trke)</title>
			<link rel="alternate" type="text/html" href="http://www.thesimsresource.com/tutorials/view-post/post/11818/"/>			<id>http://www.thesimsresource.com/tutorialsview-post/post/11818/</id>			<updated>2009-06-17T01:00:00Z</updated>			<content type="html">pTSRnbsp; Sims 3 Workshop Patterns Plugin'i sunar . Bu araccedil; sayesinde kanallarla tamamen yeni desenler yapabilir ya da bir Sim3Pack dosyas#305; olu#351;turup, yay#305;nlamak uuml;zere direk olarak TSR sitesine yuuml;kleyebilirsiniz.Bu rehber sizlere, bunun nas#305;l yap#305;laca#287;#305;n#305; gouml;sterecek/p
div
pnbsp;img src=http://images.thesimsresource.netdna-cdn.com/1191/1191247.jpg border=0 width=62 height=62 / Simgesine ccedil;ift t#305;klayarak Sims 3 Workshop'#305; accedil;#305;n. (#351;ekil 1)/p
pimg src=http://images.thesimsresource.netdna-cdn.com/1191/1191248.jpg border=0 width=671 height=485 /nbsp;nbsp; strong#350;ekil 1/strong/p
pnbsp;/p
pDDS dokunuzu aramak ve accedil;mak iccedil;in bu klasouml;r simgesine t#305;klay#305;n. (#351;ekil 2). a href=/workshop/articles/view-post/post/11712/How%20to%20create%20a%20RGBA%20Stencil%20MaskSims 3 Workshop #304;ccedil;in Doku Olu#351;turmay#305; Ouml;#287;renmek #304;ccedil;in T#305;klay#305;n./a/p
pimg src=http://images.thesimsresource.netdna-cdn.com/1191/1191249.jpg border=0 width=112 height=112 /nbsp; strong#350;ekil 2/strong/p
pnbsp;/p
pRGB Mask Image bouml;luuml;muuml;nde DDS dokunuzu gouml;rmelisiniz (#351;ekil 3)./p
pimg src=http://images.thesimsresource.netdna-cdn.com/1191/1191250.jpg border=0 width=138 height=144 /nbsp; strong#350;ekil 3/strong/p
pnbsp;/p
pGrafik program#305;n#305;z sayesinde dokuda kaccedil; kanal oldu#287;unu biliyorsunuz. Bu ouml;rnekte 3 tane bulunmakta. Bu nedenle Red (1), Green (2) and Blue (3) kanallar#305; seccedil;ili olmal#305;d#305;r. Alpha (4) ise olmamal#305;d#305;r. (#351;ekil 4)./p
pimg src=http://images.thesimsresource.netdna-cdn.com/1191/1191251.jpg border=0 width=393 height=289 /nbsp; strong#350;ekil 4/strong/p
pnbsp;/p
pBeyaz kareye t#305;klayarak ilk kanal#305;n#305;z iccedil;in bir renk seccedil;in veya 16'l#305;k renk kodunuzu uygun yere girin./p
pimg src=http://images.thesimsresource.netdna-cdn.com/1191/1191252.jpg border=0 width=192 height=127 /nbsp; strong#350;ekil 5/strong/p
pnbsp;/p
pSeccedil;ili di#287;er kanallar iccedil;in de ayn#305; ad#305;m#305; uygulay#305;n (#351;ekil 6)./p
pimg src=http://images.thesimsresource.netdna-cdn.com/1191/1191253.jpg border=0 width=389 height=287 /nbsp; strong#350;ekil 6/strong/p
pnbsp;/p
pE#287;err Red (1) kanal#305;n#305;z tamamen opak de#287;ilse farkl#305; bir arkaplan rengi seccedil;mek isteyebilirsiniz (#351;ekil 7). Bu ouml;rnek iccedil;in bu gerekli bir uygulama de#287;il./p
pimg src=http://images.thesimsresource.netdna-cdn.com/1191/1191254.jpg border=0 width=106 height=30 /nbsp; strong#350;ekil 7/strong/p
pnbsp;/p
pRenk de#287;i#351;ikliklerini ouml;nizleme penceresinde gouml;rebilirsiniz (#351;ekil 8)./p
pimg src=http://images.thesimsresource.netdna-cdn.com/1191/1191255.jpg border=0 width=266 height=266 /nbsp; strong#350;ekil 8/strong/p
pnbsp;/p
pnbsp;strongTitle/strong ve strongDescription/strong bouml;luuml;mlerini dolduruktan sonranbsp; strongCategory/strong ve strongSurface Type/strong bouml;luuml;mlerini uygun #351;ekilde doldurun (#351;ekil 9)./p
pimg src=http://images.thesimsresource.netdna-cdn.com/1191/1191256.jpg border=0 width=387 height=139 /nbsp; strong#350;ekil 9/strong/p
h2Yuuml;kleme Seccedil;ene#287;i 1/h2
pE#287;er dosyan#305;z#305; direk olarak, kolay bir #351;ekilde toplum ile payla#351;mak iccedil;in TSR'da bulunan strongFilestorage /strongbouml;luuml;muuml;nuuml;ze eklemek istersenizstrong Upload to TSR/strong butonuna t#305;klay#305;n (#351;ekil 10)./p
pimg src=http://images.thesimsresource.netdna-cdn.com/1191/1191257.jpg border=0 width=127 height=37 /nbsp; strong#350;ekil 10/strong/p
pnbsp;/p
pBu i#351;lemi ilk kez uygulad#305;#287;#305;n#305;zda strongCreatorDetails /strongpenceresinde,strongnbsp;/strong strongName/strong, strongWebsite URL/strong (TSR profil linkiniz) strongTSR Email/strong ve strongTSR Password/strong bouml;luuml;mlerini doldurman#305;z gerekecektir . E#287;er bu pencerenin bir daha gouml;ruuml;nmesini istemiyorsan#305;z lsquo;Do not ask next timersquo; seccedil;ene#287;ine t#305;klay#305;n (fig 11)./p
pimg src=http://images.thesimsresource.netdna-cdn.com/1191/1191258.jpg border=0 width=381 height=312 /nbsp; strong#350;ekil 11/strong/p
pnbsp;/p
pThe Sims Resource'a giri#351; yap#305;n venbsp; uuml;st ccedil;ubukta yer alan strongSims 3 Submissions/strong'a t#305;klay#305;n. strongFilestorage/strong sekmesinde deseninizi bulabilir ve site yay#305;nlanmas#305; iccedil;in gouml;nderebilirsiniz./p
pE#287;er strongSims3Pack /strongdosyas#305; olu#351;turmak istiyorsan#305;z, strongExport/strong'a t#305;klay#305;n (#351;ekil 12). E#287;er Seccedil;enek 1'i ouml;nceden kullanmad#305;ysan#305;z, strongCreatorDetails /strongpenceresindeki bilgileri yeniden doldurman#305;z gerekir ( bknz: Seccedil;enek 1)./p
pimg src=http://images.thesimsresource.netdna-cdn.com/1191/1191260.jpg border=0 width=77 height=37 /nbsp; strong#350;ekil 12/strong/p
pnbsp;/p
pDeseninizi masauuml;tuuml;ne (ya da istedi#287;iniz herhangi bir yere) kaydedin.strongSims3Pack/strong dosyas#305;na ccedil;ift t#305;klat#305;n ve deseniniz oyuna yuuml;klenecektir./p
/div</content>			<summary>TSRnbsp; Sims 3 Workshop Patterns Plugin'i sunar . Bu araccedil; sayesinde kanallarla tamamen yeni desenler yapabilir ya da bir Sim3Pack dosyas#305; olu#351;turup, yay#305;nlamak uuml;zere direk olarak TSR sitesine yuuml;kleyebilirsiniz.Bu rehber sizlere, bunun nas#305;l yap#305;laca#287;#305;n#305; gouml;sterecek

nbsp; Simgesine ccedil;ift t#305;klayarak Sims 3 Workshop'#305; accedil;#305;n. (#351;ekil 1)
nbsp;nbsp; #350;ekil 1
nbsp;
DDS dokunuzu aramak ve accedil;mak iccedil;in bu klasouml;r simgesine t#305;klay#305;n. (#351;ekil 2). Sims 3 Workshop #304;ccedil;in Doku Olu#351;turmay#305; Ouml;#287;renmek #304;ccedil;in T#305;klay#305;n.
nbsp; #350;ekil 2
nbsp;
RGB Mask Image bouml;luuml;muuml;nde DDS dokunuzu gouml;rmelisiniz (#351;ekil 3).
nbsp; #350;ekil 3
nbsp;
Grafik program#305;n#305;z sayesinde dokuda kaccedil; kanal oldu#287;unu biliyorsunuz. Bu ouml;rnekte 3 tane bulunmakta. Bu nedenle Red (1), Green (2) and Blue (3) kanallar#305; seccedil;ili olmal#305;d#305;r. Alpha (4) ise olmamal#305;d#305;r. (#351;ekil 4).
nbsp; #350;ekil 4
nbsp;
Beyaz kareye t#305;klayarak ilk kanal#305;n#305;z iccedil;in bir renk seccedil;in veya 16'l#305;k renk kodunuzu uygun yere girin.
nbsp; #350;ekil 5
nbsp;
Seccedil;ili di#287;er kanallar iccedil;in de ayn#305; ad#305;m#305; uygulay#305;n (#351;ekil 6).
nbsp; #350;ekil 6
nbsp;
E#287;err Red (1) kanal#305;n#305;z tamamen opak de#287;ilse farkl#305; bir arkaplan rengi seccedil;mek isteyebilirsiniz (#351;ekil 7). Bu ouml;rnek iccedil;in bu gerekli bir uygulama de#287;il.
nbsp; #350;ekil 7
nbsp;
Renk de#287;i#351;ikliklerini ouml;nizleme penceresinde gouml;rebilirsiniz (#351;ekil 8).
nbsp; #350;ekil 8
nbsp;
nbsp;Title ve Description bouml;luuml;mlerini dolduruktan sonranbsp; Category ve Surface Type bouml;luuml;mlerini uygun #351;ekilde doldurun (#351;ekil 9).
nbsp; #350;ekil 9
Yuuml;kleme Seccedil;ene#287;i 1
E#287;er dosyan#305;z#305; direk olarak, kolay bir #351;ekilde toplum ile payla#351;mak iccedil;in TSR'da bulunan Filestorage bouml;luuml;muuml;nuuml;ze eklemek isterseniz Upload to TSR butonuna t#305;klay#305;n (#351;ekil 10).
nbsp; #350;ekil 10
nbsp;
Bu i#351;lemi ilk kez uygulad#305;#287;#305;n#305;zda CreatorDetails penceresinde,nbsp; Name, Website URL (TSR profil linkiniz) TSR Email ve TSR Password bouml;luuml;mlerini doldurman#305;z gerekecektir . E#287;er bu pencerenin bir daha gouml;ruuml;nmesini istemiyorsan#305;z lsquo;Do not ask next timersquo; seccedil;ene#287;ine t#305;klay#305;n (fig 11).
nbsp; #350;ekil 11
nbsp;
The Sims Resource'a giri#351; yap#305;n venbsp; uuml;st ccedil;ubukta yer alan Sims 3 Submissions'a t#305;klay#305;n. Filestorage sekmesinde deseninizi bulabilir ve site yay#305;nlanmas#305; iccedil;in gouml;nderebilirsiniz.
E#287;er Sims3Pack dosyas#305; olu#351;turmak istiyorsan#305;z, Export'a t#305;klay#305;n (#351;ekil 12). E#287;er Seccedil;enek 1'i ouml;nceden kullanmad#305;ysan#305;z, CreatorDetails penceresindeki bilgileri yeniden doldurman#305;z gerekir ( bknz: Seccedil;enek 1).
nbsp; #350;ekil 12
nbsp;
Deseninizi masauuml;tuuml;ne (ya da istedi#287;iniz herhangi bir yere) kaydedin.Sims3Pack dosyas#305;na ccedil;ift t#305;klat#305;n ve deseniniz oyuna yuuml;klenecektir.
</summary>
			</entry>
			<entry>
			<title>TSR Workshop Pattern Tool Video Tutorial</title>
			<link rel="alternate" type="text/html" href="http://www.thesimsresource.com/tutorials/view-post/post/11806/"/>			<id>http://www.thesimsresource.com/tutorialsview-post/post/11806/</id>			<updated>2009-06-16T00:00:00Z</updated>			<content type="html">div style=margin: auto; width: 640px
object classid=clsid:d27cdb6e-ae6d-11cf-96b8-444553540000 width=640 height=505 codebase=http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0
param name=allowFullScreen value=true /param name=allowscriptaccess value=always /param name=src value=http://www.youtube.com/v/AR9-F5YbMiAamp;hl=enamp;fs=1amp;rel=0amp;color1=0xafd0ffamp;color2=0xecf5ff /embed type=application/x-shockwave-flash width=640 height=505 src=http://www.youtube.com/v/AR9-F5YbMiAamp;hl=enamp;fs=1amp;rel=0amp;color1=0xafd0ffamp;color2=0xecf5ff allowscriptaccess=always allowfullscreen=true/embed
/object/div
p!-- br--/p
h2Subtitles/h2
pThe video tutorial comes along with English and German subtitles. It also allows you to translate one of these into your own language using the Translation feature./p
h2Software usedbr //h2 ulliIllustrator CS3/liliPhotoshop CS3/lilia href=/programs/details/title/TSR%20Workshop%20Public%20Beta/id/112/ target=_blank title=Get TSR WorkshopTSR Workshop/abr //li/ul
h2Installing DDS Plugin/h2
pYou have to download the Photoshop DDS plug-ins here: a href=http://developer.nvidia.com/object/photoshop_dds_plugins.html target=_blank title=Get DDS Pluginhttp://developer.nvidia.com/object/photoshop_dds_plugins.html/a/p
pClick on Download Current Version to download the file and then install it./p
pIf your Photoshop is in English the installer might have chosen the
right destination in the Photoshop directory for the plug-ins. If itrsquo;s
not then you have to translate the folders name to know where to move
the plug-ins to. The correct folder should be strongC:\Program Files\Adobe\Adobe Photoshop CSX\plug-ins\file format/strong/p
h2Help/h2
pPlease use the a href=/programs/details/title/The%20Sims%203%20Workshop%20-%20BETA/category/sims3/id/111/ target=_blank title=Get help in the TSR ForumsTSR Forums/a for getting help regarding this tutorial./p</content>			<summary>




Subtitles
The video tutorial comes along with English and German subtitles. It also allows you to translate one of these into your own language using the Translation feature.
Software used Illustrator CS3Photoshop CS3TSR Workshop
Installing DDS Plugin
You have to download the Photoshop DDS plug-ins here: http://developer.nvidia.com/object/photoshop_dds_plugins.html
Click on Download Current Version to download the file and then install it.
If your Photoshop is in English the installer might have chosen the
right destination in the Photoshop directory for the plug-ins. If itrsquo;s
not then you have to translate the folders name to know where to move
the plug-ins to. The correct folder should be C:\Program Files\Adobe\Adobe Photoshop CSX\plug-ins\file format
Help
Please use the TSR Forums for getting help regarding this tutorial.</summary>
			</entry>
			<entry>
			<title>How to Make Patterns Using PSP</title>
			<link rel="alternate" type="text/html" href="http://www.thesimsresource.com/tutorials/view-post/post/11780/"/>			<id>http://www.thesimsresource.com/tutorialsview-post/post/11780/</id>			<updated>2009-06-15T01:00:00Z</updated>			<content type="html">h2strongHow to Make Patterns Using PSPnbsp;/strong/h2
pSpecial Thanks go to MsBarrows for her guidance, patience and know how./p
pWhat you will need to complete this tutorial:/p
ul
liPaint Shop Pro - In this tutorial I used PSP X2/li
liIf you are using Paint Shop Pro X2 you will need to download Nividia DDS V3.02 from a href=http://www.fpsbanana.com/tools/download/650www.fpsbanana.com/tools/download/650/a/li
liIf you are using Paint Shop Pro XII or earlier you will need to download the latest Nividia DDS from a href=http://developer.nvidia.com/object/photoshop_dds_plugins.htmlhttp://developer.nvidia.com/object/photoshop_dds_plugins.html/a/li
/ul
pYou will need to make a file called PlugIns under strongC:\Program Files\Corel\Corel Paint Shop Pro Photo X2\PlugIns/strong (You will be able to do the same with the older version of PSP, your address will just read a little different then mine.) You will need to place a copy of the DDS PlugIn in this PlugIns folder.nbsp; If your DDS was downloaded as an .exe file, it should install to this folder./p
pIf you are using PSP X2, you will need to enable your plugins if you haven't already.nbsp; You do this by going to strongFile - Preferences - File locations/strong./p
pimg src=http://images.thesimsresource.netdna-cdn.com/1197/1197948.jpg border=0 width=707 height=532 style=border: 2px solid black; margin: 2px; //p
pnbsp;/p
pUnder File types, strongclick/strong on strongPlug-ins/strong.nbsp; Under Plug-in File Folder, stronguncheck Limit load/strong plug-in to those with an strong.8B?/strong extension only.nbsp; If the location of your plug-in file isn't listed, click add and find the location.nbsp; Under the folder options make sure strongEnable/strong and strongUse Sub Folders/strong are strongchecked/strong./p
pimg src=http://images.thesimsresource.netdna-cdn.com/1197/1197959.jpg border=0 width=703 height=528 style=border: 2px solid black; margin: 2px; //p
pnbsp;/p
pAfter completing this tutorial you can continue with a href=http://www.thesimsresource.com/workshop/articles/view-post/post/11713/Sims%203%20Workshop%20Patterns%20Plugin%20Manual target=_blankMurano's Sims 3 Workshop Pattern Plug in Manual/a./p
h2This is Where We Start/h2
pImportant fact for you to remember when working with the color channels and the alpha channel:/p
ul
liBlack = invisible/li
liWhite = visible/li
liGray = Transparent./li
/ul
pOpen your pattern in PSP. Goto strong Image - Resize/strong. Under Pixel Dimensions make sure you are set to pixels./p
pimg src=http://images.thesimsresource.netdna-cdn.com/1197/1197815.jpg border=0 width=651 height=489 style=vertical-align: middle; border: 2px solid black; margin: 2px; //p
pnbsp;/p
pUnder the ldquo;Newrdquo; column type 256 for width./p
pimg src=http://images.thesimsresource.netdna-cdn.com/1197/1197819.jpg border=0 width=677 height=509 style=border: 2px solid black; margin: 2px; //p
pnbsp;/p
pIt should change both width amp; height, if not under the advanced setting you will need to strongun-check/strong the strongldquo;lock aspect ratiordquo;/strong./p
pClick OK. Now your image is 256 x 256, the size needed./p
pWhen I made my pattern, I made sure it would tile properly. I also made it with Red, Green, Blue and White. This was just to make it easier to make the color channels. Once it is completed and installed into your game, you will be able to turn it to any colors you want. You will want to make any alterations that you want to your image at this time to insure that it is tilable./p
h2To make the Red channel/h2
pClick on strongLayer - New Adjustment Layer - Channel Mixer/strong./p
pimg src=http://images.thesimsresource.netdna-cdn.com/1197/1197838.jpg border=0 width=716 height=539 style=border: 2px solid black; margin: 2px; //p
pnbsp;/p
pSince we are making the Red channel, strongslide/strong the strongRed/strong slider all the way to strong200/strong. strongSlide/strong the strongGreen/strong and strongBlue/strong to strong-200/strong./p
pnbsp;img src=http://images.thesimsresource.netdna-cdn.com/1197/1197839.jpg border=0 width=715 height=537 style=border: 2px solid black; margin: 2px; //p
pnbsp;/p
pnbsp;Before hitting strongldquo;OKrdquo;/strong click on the strongldquo;General Tabrdquo;/strong and strongtype/strong in the name field strongldquo;Redrdquo;/strong./p
pimg src=http://images.thesimsresource.netdna-cdn.com/1197/1197840.jpg border=0 width=713 height=536 style=border: 2px solid black; margin: 2px; //p
pnbsp;/p
pNow strongclick OK/strong./p
pstrongClick/strong on the strongldquo;eyerdquo;/strong (visibility toggle) of the strongRed channel layer/strong. You don't want to see this layer when making the other channels. You will do this after every channel layer you make./p
pnbsp;img src=http://images.thesimsresource.netdna-cdn.com/1197/1197849.jpg border=0 width=716 height=538 style=border: 2px solid black; margin: 2px; //p
pnbsp;/p
pRepeat this process two more times. Once for the Green channel and once for the blue./p
pstrongFor the Green channel the sliders are as follows:/strong/p
ul
liRed: -200/li
liGreen: 200/li
liBlue: -200/li
/ul
pstrongFor the Blue channel:/strong/p
ul
liRed: -200/li
liGreen: -200/li
liBlue: 200/li
/ul
pDon't forget to change the name on the General Tab. If you do forget it is not a big deal as you can change it on the layers palette./p
pimg src=http://images.thesimsresource.netdna-cdn.com/1197/1197860.jpg border=0 width=717 height=539 style=border: 2px solid black; margin: 2px; //p
pnbsp;/p
pNow that we have made the color channels it is time to make a mask. In the layers Palette make sure you have the background layer selected. Goto strong Layers - New Mask Layer - From Image/strong./p
pimg src=http://images.thesimsresource.netdna-cdn.com/1197/1197867.jpg border=0 width=716 height=538 style=border: 2px solid black; margin: 2px; //p
pnbsp;/p
pIn the add mask from Image window you will see your pattern name. Make sure strong ldquo;source Luminancerdquo;/strong is checked./p
pimg src=http://images.thesimsresource.netdna-cdn.com/1197/1197887.jpg border=0 width=716 height=538 style=border: 2px solid black; margin: 2px; //p
pnbsp;/p
pAt this point you will want to take a good look at your mask. Any areas that are gray will be partly transparent. For this image I used the Flood Fill tool with black to fill in the gray areas. As you fill them in they will become more transparent./p
pWith the mask layer highlighted in the layers palette, go to strongLayers - Load/Save Mask - Save Mask to Alpha Channel/strong./p
pimg src=http://images.thesimsresource.netdna-cdn.com/1197/1197895.jpg border=0 width=715 height=537 style=border: 2px solid black; margin: 2px; //p
pnbsp;/p
pstrongType Alpha/strong in the name field and hit strong Save/strong. You will not see anything happen after you hit save. At this time make the mask invisible in the Layers Palette./p
pIf you are using Paint Shop Pro X2, you will want to go to strongFile - Save as/strong. Under file type you want to select dds. I didn't change any of the settings on the pop up screen, I just hit save./p
pimg src=http://images.thesimsresource.netdna-cdn.com/1197/1197942.jpg border=0 width=711 height=534 style=border: 2px solid black; margin: 2px; //p
pAt this point please proceed with Murano's Tutorial a title=Sims 3 Workshop Patterns Plugin Manual href=/workshop/articles/view-post/post/11713/Sims%203%20Workshop%20Patterns%20Plugin%20Manual target=_blankSims 3 Workshop Patterns Plugin Manual/a/p
pIf you are using Paint Shop Pro XI or older you can proceed with Murano's tutorial a href=/workshop/articles/view-post/post/11712/How%20to%20create%20a%20RGBA%20Stencil%20MaskHow to create a RGBA Stencil Maskspan style=text-decoration: none; /span/aspan style=text-decoration: none;starting at the Save as dds point. Then continue on to the Sims 3 Workshop Patterns Plugin Manual./span/p</content>			<summary>How to Make Patterns Using PSPnbsp;
Special Thanks go to MsBarrows for her guidance, patience and know how.
What you will need to complete this tutorial:

Paint Shop Pro - In this tutorial I used PSP X2
If you are using Paint Shop Pro X2 you will need to download Nividia DDS V3.02 from www.fpsbanana.com/tools/download/650
If you are using Paint Shop Pro XII or earlier you will need to download the latest Nividia DDS from http://developer.nvidia.com/object/photoshop_dds_plugins.html

You will need to make a file called PlugIns under C:\Program Files\Corel\Corel Paint Shop Pro Photo X2\PlugIns (You will be able to do the same with the older version of PSP, your address will just read a little different then mine.) You will need to place a copy of the DDS PlugIn in this PlugIns folder.nbsp; If your DDS was downloaded as an .exe file, it should install to this folder.
If you are using PSP X2, you will need to enable your plugins if you haven't already.nbsp; You do this by going to File - Preferences - File locations.

nbsp;
Under File types, click on Plug-ins.nbsp; Under Plug-in File Folder, uncheck Limit load plug-in to those with an .8B? extension only.nbsp; If the location of your plug-in file isn't listed, click add and find the location.nbsp; Under the folder options make sure Enable and Use Sub Folders are checked.

nbsp;
After completing this tutorial you can continue with Murano's Sims 3 Workshop Pattern Plug in Manual.
This is Where We Start
Important fact for you to remember when working with the color channels and the alpha channel:

Black = invisible
White = visible
Gray = Transparent.

Open your pattern in PSP. Goto  Image - Resize. Under Pixel Dimensions make sure you are set to pixels.

nbsp;
Under the ldquo;Newrdquo; column type 256 for width.

nbsp;
It should change both width amp; height, if not under the advanced setting you will need to un-check the ldquo;lock aspect ratiordquo;.
Click OK. Now your image is 256 x 256, the size needed.
When I made my pattern, I made sure it would tile properly. I also made it with Red, Green, Blue and White. This was just to make it easier to make the color channels. Once it is completed and installed into your game, you will be able to turn it to any colors you want. You will want to make any alterations that you want to your image at this time to insure that it is tilable.
To make the Red channel
Click on Layer - New Adjustment Layer - Channel Mixer.

nbsp;
Since we are making the Red channel, slide the Red slider all the way to 200. Slide the Green and Blue to -200.
nbsp;
nbsp;
nbsp;Before hitting ldquo;OKrdquo; click on the ldquo;General Tabrdquo; and type in the name field ldquo;Redrdquo;.

nbsp;
Now click OK.
Click on the ldquo;eyerdquo; (visibility toggle) of the Red channel layer. You don't want to see this layer when making the other channels. You will do this after every channel layer you make.
nbsp;
nbsp;
Repeat this process two more times. Once for the Green channel and once for the blue.
For the Green channel the sliders are as follows:

Red: -200
Green: 200
Blue: -200

For the Blue channel:

Red: -200
Green: -200
Blue: 200

Don't forget to change the name on the General Tab. If you do forget it is not a big deal as you can change it on the layers palette.

nbsp;
Now that we have made the color channels it is time to make a mask. In the layers Palette make sure you have the background layer selected. Goto  Layers - New Mask Layer - From Image.

nbsp;
In the add mask from Image window you will see your pattern name. Make sure  ldquo;source Luminancerdquo; is checked.

nbsp;
At this point you will want to take a good look at your mask. Any areas that are gray will be partly transparent. For this image I used the Flood Fill tool with black to fill in the gray areas. As you fill them in they will become more transparent.
With the mask layer highlighted in the layers palette, go to Layers - Load/Save Mask - Save Mask to Alpha Channel.

nbsp;
Type Alpha in the name field and hit  Save. You will not see anything happen after you hit save. At this time make the mask invisible in the Layers Palette.
If you are using Paint Shop Pro X2, you will want to go to File - Save as. Under file type you want to select dds. I didn't change any of the settings on the pop up screen, I just hit save.

At this point please proceed with Murano's Tutorial Sims 3 Workshop Patterns Plugin Manual
If you are using Paint Shop Pro XI or older you can proceed with Murano's tutorial How to create a RGBA Stencil Mask starting at the Save as dds point. Then continue on to the Sims 3 Workshop Patterns Plugin Manual.</summary>
			</entry>
			<entry>
			<title>How to create a RGBA Stencil Mask</title>
			<link rel="alternate" type="text/html" href="http://www.thesimsresource.com/tutorials/view-post/post/11712/"/>			<id>http://www.thesimsresource.com/tutorialsview-post/post/11712/</id>			<updated>2009-06-10T00:00:00Z</updated>			<content type="html">h2Installing the DDS plug-in/h2
pYou have to download the Photoshop DDS plug-ins here: a href=http://developer.nvidia.com/object/photoshop_dds_plugins.html target=_blankhttp://developer.nvidia.com/object/photoshop_dds_plugins.html/a/p
pClick on Download Current Version to download the file and then install it./p
pIf your Photoshop is in English the installer might have chosen the right destination in the Photoshop directory for the plug-ins. If itrsquo;s not then you have to translate the folders name to know where to move the plug-ins to. The correct folder should be strongC:\Program Files\Adobe\Adobe Photoshop CSX\plug-ins\file format/strong/p
h2Concept/h2
pA pattern in The Sims 3 has four channels to hold mask information. These are Red, Green, Blue and Alpha (RGBA) where every channel can save a greyscale image. The following pattern (fig 1) is going to illustrate the concept of stencil masks, not the making of the pattern itself./p
pimg src=http://images.thesimsresource.netdna-cdn.com/1191/1191137.jpg border=0 width=256 height=256 /nbsp;nbsp;nbsp; strongFig 1/strong/p
pnbsp;/p
pLetrsquo;s break up this pattern in its colour layers (fig 2)./p
pimg src=http://images.thesimsresource.netdna-cdn.com/1191/1191138.jpg border=0 width=458 height=406 /nbsp;nbsp;nbsp; strongFig 2/strong/p
pnbsp;/p
pNow we sort these layers in channels and making them greyscale, so they work like alpha masks for the colours. White is fully opaque, black is invisible and greys are transparent (fig 3)./p
pimg src=http://images.thesimsresource.netdna-cdn.com/1191/1191147.jpg border=0 width=574 height=406 /nbsp;nbsp;nbsp; strongFig 3/strong/p
h2Create the RGBA Stencil Mask/h2
pOpen a new 256x256 pixel RGB/8 document (fig 4)./p
pimg src=http://images.thesimsresource.netdna-cdn.com/1191/1191140.jpg border=0 width=385 height=395 /nbsp; img src=http://images.thesimsresource.netdna-cdn.com/1191/1191141.jpg border=0 width=258 height=254 /nbsp;nbsp;nbsp; strongFig 4/strong/p
pnbsp;/p
pChange to the Channels tab and add an Alpha (fig 5), since there are four channels in this pattern. You donrsquo;t have to add the Alpha channel if you have only 3, 2 or 1 channel used for your pattern. Donrsquo;t delete any of the RGB channels. Photoshop wonrsquo;t like that./p
pimg src=http://images.thesimsresource.netdna-cdn.com/1191/1191142.jpg border=0 width=252 height=344 /nbsp;nbsp;nbsp; strongFig 5/strong/p
pnbsp;/p
pCopy/paste each of those masks in the correct channel (fig 6)./p
pimg src=http://images.thesimsresource.netdna-cdn.com/1191/1191143.jpg border=0 width=255 height=386 /nbsp;nbsp;nbsp; strongFig 6/strong/p
pnbsp;/p
pWith Alpha visible the image will look something like this (fig 7)./p
pa href=http://images.thesimsresource.netdna-cdn.com/scaled/w-721h-650-1191144.jpgimg src=http://images.thesimsresource.netdna-cdn.com/scaled/w-256h-256-1191144.jpg border=0 width=256 height=256 //anbsp; img src=http://images.thesimsresource.netdna-cdn.com/1191/1191145.jpg border=0 width=258 height=211 / nbsp;nbsp; strongFig 7/strong/p
pnbsp;/p
pIt looks odd but this doesnrsquo;t matter as long the masks in channels are correct./p
pGo to strongSave ashellip;/strong and choose the strongD3D/DDS/strong (*.DDS) file format with Alpha channel enabled. Hit strongSave/strong and the DDS plug-in dialog pops up. Choose the DDS internal format strong8.8.8.8 ARGB 32 bpp | unsigned/strong from the drop down list and click strongSave/strong (fig 8)./p
pimg src=http://images.thesimsresource.netdna-cdn.com/1191/1191146.jpg border=0 width=579 height=385 /nbsp;nbsp;nbsp; strongFig 8/strong/p
pstrongYoursquo;re done!/strong/p
pa href=/workshop/articles/view-post/post/11713/Sims%203%20Workshop%20Patterns%20Plugin%20ManualNow move on and import the DDs into the TSR Workshop Pattern Tool!/a/p
pstrongNote:/strong Almost all kind of meshes in the Sims 3 do have a Stencil Mask. This time they donrsquo;t hold colours but are the mask for patterns to compose the final mesh texture./p</content>			<summary>Installing the DDS plug-in
You have to download the Photoshop DDS plug-ins here: http://developer.nvidia.com/object/photoshop_dds_plugins.html
Click on Download Current Version to download the file and then install it.
If your Photoshop is in English the installer might have chosen the right destination in the Photoshop directory for the plug-ins. If itrsquo;s not then you have to translate the folders name to know where to move the plug-ins to. The correct folder should be C:\Program Files\Adobe\Adobe Photoshop CSX\plug-ins\file format
Concept
A pattern in The Sims 3 has four channels to hold mask information. These are Red, Green, Blue and Alpha (RGBA) where every channel can save a greyscale image. The following pattern (fig 1) is going to illustrate the concept of stencil masks, not the making of the pattern itself.
nbsp;nbsp;nbsp; Fig 1
nbsp;
Letrsquo;s break up this pattern in its colour layers (fig 2).
nbsp;nbsp;nbsp; Fig 2
nbsp;
Now we sort these layers in channels and making them greyscale, so they work like alpha masks for the colours. White is fully opaque, black is invisible and greys are transparent (fig 3).
nbsp;nbsp;nbsp; Fig 3
Create the RGBA Stencil Mask
Open a new 256x256 pixel RGB/8 document (fig 4).
nbsp; nbsp;nbsp;nbsp; Fig 4
nbsp;
Change to the Channels tab and add an Alpha (fig 5), since there are four channels in this pattern. You donrsquo;t have to add the Alpha channel if you have only 3, 2 or 1 channel used for your pattern. Donrsquo;t delete any of the RGB channels. Photoshop wonrsquo;t like that.
nbsp;nbsp;nbsp; Fig 5
nbsp;
Copy/paste each of those masks in the correct channel (fig 6).
nbsp;nbsp;nbsp; Fig 6
nbsp;
With Alpha visible the image will look something like this (fig 7).
nbsp;  nbsp;nbsp; Fig 7
nbsp;
It looks odd but this doesnrsquo;t matter as long the masks in channels are correct.
Go to Save ashellip; and choose the D3D/DDS (*.DDS) file format with Alpha channel enabled. Hit Save and the DDS plug-in dialog pops up. Choose the DDS internal format 8.8.8.8 ARGB 32 bpp | unsigned from the drop down list and click Save (fig 8).
nbsp;nbsp;nbsp; Fig 8
Yoursquo;re done!
Now move on and import the DDs into the TSR Workshop Pattern Tool!
Note: Almost all kind of meshes in the Sims 3 do have a Stencil Mask. This time they donrsquo;t hold colours but are the mask for patterns to compose the final mesh texture.</summary>
			</entry>
			<entry>
			<title>TSR Workshop Pattern Tool Manual</title>
			<link rel="alternate" type="text/html" href="http://www.thesimsresource.com/tutorials/view-post/post/11713/"/>			<id>http://www.thesimsresource.com/tutorialsview-post/post/11713/</id>			<updated>2009-06-10T00:00:00Z</updated>			<content type="html">pOpen TSR Workshop by double clicking the icon img src=http://images.thesimsresource.netdna-cdn.com/1191/1191247.jpg border=0 width=62 height=62 / on your desktop. Open the Pattern Tool (fig 1) under Tools in the top bar./p
pimg src=http://images.thesimsresource.netdna-cdn.com/1191/1191248.jpg border=0 width=671 height=485 /nbsp;nbsp; strongFig 1/strong/p
pnbsp;/p
pClick the folder icon to browse and open your DDS texture (fig 2). a href=/workshop/articles/view-post/post/11712/How%20to%20create%20a%20RGBA%20Stencil%20MaskLearn how to create a DDS texture for the Pattern Tool here/a./p
pYou can also import PNG and BMP files if the DDS file format is too advanced for you at this moment. Note that PNG and BMP can only save 3 channels./p
pimg src=http://images.thesimsresource.netdna-cdn.com/1191/1191249.jpg border=0 width=112 height=112 /nbsp; strongFig 2/strong/p
pnbsp;/p
pYou should see your DDS/PNG/BMP texture appear in RGB Mask Image (fig 3)./p
pimg src=http://images.thesimsresource.netdna-cdn.com/1191/1191250.jpg border=0 width=138 height=144 /nbsp; strongFig 3/strong/p
pnbsp;/p
pYou know from your graphic program how many channels there are. In this example there are 3 channels. Therefore the Red (1), Green (2) and Blue (3) need to be ticked. Alpha (4) not (fig 4)./p
pimg src=http://images.thesimsresource.netdna-cdn.com/1191/1191251.jpg border=0 width=393 height=289 /nbsp; strongFig 4/strong/p
pnbsp;/p
pChoose a colour for your first channel by clicking in the white square or by pasting a Hex-colour in the appropriate field./p
pimg src=http://images.thesimsresource.netdna-cdn.com/1191/1191252.jpg border=0 width=192 height=127 /nbsp; strongFig 5/strong/p
pnbsp;/p
pRepeat this for the other ticked channels (fig 6)./p
pimg src=http://images.thesimsresource.netdna-cdn.com/1191/1191253.jpg border=0 width=389 height=287 /nbsp; strongFig 6/strong/p
pnbsp;/p
pYou might want to choose a different Background fill if your Red (1) channel isnrsquo;t fully opaque (fig 7). Not required for this example./p
pimg src=http://images.thesimsresource.netdna-cdn.com/1191/1191254.jpg border=0 width=106 height=30 /nbsp; strongFig 7/strong/p
pnbsp;/p
pYou can see the results of your colour changes in the preview window (fig 8)./p
pimg src=http://images.thesimsresource.netdna-cdn.com/1191/1191255.jpg border=0 width=266 height=266 /nbsp; strongFig8/strong/p
pnbsp;/p
pFill in the strongTitle/strong and strongDescription/strong and choose the strongCategory/strong and the strongSurface Type/strong (fig 9)./p
pimg src=http://images.thesimsresource.netdna-cdn.com/1191/1191256.jpg border=0 width=387 height=139 /nbsp; strongFig 9/strong/p
h2Upload Option 1/h2
pIf you wish to upload your pattern directly into your strongFilestorage/strong at TSR for easy publishing to the community, click strongUpload to TSR/strong (fig 10)./p
pimg src=http://images.thesimsresource.netdna-cdn.com/1191/1191257.jpg border=0 width=127 height=37 /nbsp; strongFig 10/strong/p
pnbsp;/p
pThe first time you do this yoursquo;re asked to fill in your strongName/strong, strongWebsite URL/strong (TSR profile link), strongTSR Email/strong and strongTSR Password/strong in strongCreatorDetails/strong. Check lsquo;Do not ask next timersquo; if you donrsquo;t want to see this window again (fig 11)./p
pimg src=http://images.thesimsresource.netdna-cdn.com/1191/1191258.jpg border=0 width=381 height=312 /nbsp; strongFig 11/strong/p
pnbsp;/p
pLog in to The Sims Resource and click strongSims 3 Submissions/strong in the top bar. Under the strongFilestorage/strong tab you should find your pattern and can there submit it for publishing on the site./p
h2Upload Option 2/h2
pIf you want to create a strongSims3Pack/strong, click strongExport/strong (fig 12). If you didnrsquo;t use Option 1 before, you have to fill in your strongCreatorDetails/strong (See Option 1)./p
pimg src=http://images.thesimsresource.netdna-cdn.com/1191/1191260.jpg border=0 width=77 height=37 /nbsp; strongFig 12/strong/p
pnbsp;/p
pSave your pattern to the desktop (or any other place where you will easily find it again). Double click the strongSims3Pack/strong and your pattern is installed into the game./p</content>			<summary>Open TSR Workshop by double clicking the icon  on your desktop. Open the Pattern Tool (fig 1) under Tools in the top bar.
nbsp;nbsp; Fig 1
nbsp;
Click the folder icon to browse and open your DDS texture (fig 2). Learn how to create a DDS texture for the Pattern Tool here.
You can also import PNG and BMP files if the DDS file format is too advanced for you at this moment. Note that PNG and BMP can only save 3 channels.
nbsp; Fig 2
nbsp;
You should see your DDS/PNG/BMP texture appear in RGB Mask Image (fig 3).
nbsp; Fig 3
nbsp;
You know from your graphic program how many channels there are. In this example there are 3 channels. Therefore the Red (1), Green (2) and Blue (3) need to be ticked. Alpha (4) not (fig 4).
nbsp; Fig 4
nbsp;
Choose a colour for your first channel by clicking in the white square or by pasting a Hex-colour in the appropriate field.
nbsp; Fig 5
nbsp;
Repeat this for the other ticked channels (fig 6).
nbsp; Fig 6
nbsp;
You might want to choose a different Background fill if your Red (1) channel isnrsquo;t fully opaque (fig 7). Not required for this example.
nbsp; Fig 7
nbsp;
You can see the results of your colour changes in the preview window (fig 8).
nbsp; Fig8
nbsp;
Fill in the Title and Description and choose the Category and the Surface Type (fig 9).
nbsp; Fig 9
Upload Option 1
If you wish to upload your pattern directly into your Filestorage at TSR for easy publishing to the community, click Upload to TSR (fig 10).
nbsp; Fig 10
nbsp;
The first time you do this yoursquo;re asked to fill in your Name, Website URL (TSR profile link), TSR Email and TSR Password in CreatorDetails. Check lsquo;Do not ask next timersquo; if you donrsquo;t want to see this window again (fig 11).
nbsp; Fig 11
nbsp;
Log in to The Sims Resource and click Sims 3 Submissions in the top bar. Under the Filestorage tab you should find your pattern and can there submit it for publishing on the site.
Upload Option 2
If you want to create a Sims3Pack, click Export (fig 12). If you didnrsquo;t use Option 1 before, you have to fill in your CreatorDetails (See Option 1).
nbsp; Fig 12
nbsp;
Save your pattern to the desktop (or any other place where you will easily find it again). Double click the Sims3Pack and your pattern is installed into the game.</summary>
			</entry>
</feed>
