Hello, I’m SEOULSOUL and I create customized contents for Sims 4
You can call me Seoso for short and in today's video
I'm going to show you how you can apply and change the color of the blender version outfits
when rendering them on a Sim and of course, the same method can be applied to other creators' outfits
in a similar manner, so it would be good to refer to this video
I’m using blender 3.6.1 version, and you can just use what you have
since there’s no big difference between them
But the keyboard shortcut I use may be different, so please keep that in mind
I’m not going to tell you the basic operation of rendering
Instead, I will explain in detail the functions needed for today's work
so no need to worry. You need to know
how to do basic rendering to proceed with this work
For those of you who are new to this might have to be acquainted with another rendering tutorials first
First of all, I’m going to change the blender to English version
I'm going to explain it in English since I’m using English version now
It would be good to change your settings and follow along
Let’s go to the second menu at the top, click Edit
and you'll see Preferences. Once you click on that it'll open a window
On your top left corner, you'll see something called Interface and when you click on that
there’s Language at the bottom. My settings are in Korean too
To change the interface to English, uncheck the two boxes at the bottom of the Affect
and you can use them like me. The interface is in English,
and the explanation that follows comes out in the language I set up
Now if we check some other settings,
Click on System, and here at Undo Steps,
We're going to set the number of times
we can undo it with Control Z and l recommend increasing it to 100
Once you've done that, use the menu bar to to proceed with
Save Preferences
If you check Auto-Save Preferences, you don’t have to
save manually every time; I recommend using this option
If you’re done setting up to this point,
You have to prepare the Sim that you will be using. As you can see
I’m using the blender version of the hairs, accessories, clothes, and shoes
so it has nothing on. If you’re only going to use the blender version outfit,
you can extract the Ripper with you hair, accessory and shoes on
One thing to note is
when extracting the ripper, you must extract the texture in a completely nude state
without underwear. For those who use a Mod where underwear does not show in-game will extract it well
in a nude state, but for others, underwear always appears so in that case,
when you extract the ripper, extract the DAE file
and then click the Makeup button in save texture at the bottom to extract the texture
then it will come out nude without underwear so you can use that
when connecting the node. I put on the white underwear
just for the video. Now I’m going to bring out the blender version of clothes
Go to file-> Append and choose the blender file of the blender version clothes you want
Append an object that comes out
You can see that the outfit doesn’t fit well, so we’re going to use the slider,
to adjust it to fit the sim
When adjusting, we're going to select the outfit and go to Edit Mode
To change into Edit Mode, you can click Object Mode into Edit Mode
Or you can click Object and push Tab on keyboard
This is how the shortcut works in the 3.6 version
If you push Control Tab on keyboard, you will instantly see Quick Menu
Then you can change it into Edit Mode
In Edit Mode, we call this thing that consists the inside of the Object, Mesh
Let's select the entire Mesh. To do that, you can click A on keyboard
You select the entire part
In the Tools menu on the left side, this arrow is a Tool for Move
You click this button, and you will see blue, green, and red arrows
and we call this, Gizmo
using Gizmo you can move in the desired direction
You can either move it this way or you can also use shortcuts
If you click the Tools menu, you can find what shortcut is for this Tool
For Move, you push G on keyboard
You push G and align it to the desired position
But sometimes using shortcut will move the axis to a wrong direction
So I mostly use Gizmo for Move
So let's move this part into the position we want
If you try to adjust it to arms, Mesh gets a little longer or covers the face
To fix this, you can reduce the size of the puffer jacket
In Tools menu, you click Scale to reduce the size
If you click Scale, you can also see Gizmo
You can make the adjustment with Gizmo
There's also a shortcut for this
You put your mouse on Tools menu, and you'll find out that the shortcut is S
You can make the adjustment like this
Just like shortcut G, shortcut S, when using shortcuts
we will see here at the bottom of the screen
there are axis like X,Y,Z, and other arrows
The X,Y,Z here represents the
directions of the axis
To put it simply, Z is the upside, X is the lateral side, and Y is the back
When you use the shortcut, you can use the axis button to move into a certain direction
For example, if you want to Scale it only to the side
You push S and X on keyboard, and you'll see the red line on the screen
You can only adjust it in lateral direction
Let's use this function
and adjust it bit more freely
So for me, I mostly use the shortcut for Scale
Using Gizmo is a bit uncomfortable for Scale adjustment
You guys can choose whichever you prefer
There's a bit of skin sticking out but I'll show you guys how to fix that later so I'll leave it for now
Move and Scale tools are for adjusting the outfit to the character's body
If you finish using Move and Scale for this work
You can move onto the next step. But let teach you one more thing before moving on
In between Move and Scale
There is this tool, called Rotate
You can rotate the outfit
When you adjust the outfit, you don't necessarily need the Rotate tool but you may use it
when you want to rotate other Objects. As we have gotten down the fit for the jacket down
I will now explain how to fix the exposed skin I mention earlier
Likewise, please select the Object,
and this time we will select the Sculpt Mode
So, please select the Sculpt Mode
Similarly, you can press Control Tab to find it here and proceed with it
Sculpt Mode allows you to modify the Mesh
using the brushes that appear on the side
and when fitting a Sim's clothing, Grab and Elastic Deform found in the lower yellow section
is being used extensively. When using a brush,
press the corresponding brush, and you can adjust the size of the brush
with the Radius value above. For shortcuts, as you can see,
there is a keyboard I'm using below, you can adjust it with the [ KEY ] keys
The Strength value on the side,
the size of the inner circle inside the bigger circle gets smaller or larger
So it controls the intensity of the brush; typically, the default value is set to 0.5
Now, let me explain how to use Grab by holding the clothes down
and by pulling it, you can easily make the clothes protrude
like this
Like this
comfortably
To hide the exposed skin, we used the Grab,
and to lengthen a shortened sleeve, you use the Elastic Deform
located below
The difference between the two is that with Elastic Deform, as you see, it moves the arm,
and the torso moves along. Grab only moves within the brush range I have set, so,
when you need an overall adjustment,
you pull with Elastic Deform like this, and when we look at the back
it didn't affect the back so much, so adjust the back slightly as well
You can adjust while zooming in and out of the screen
With just with Grab and Elastic Deform,
you can make sufficient adjustments. Let me show you
something simple
When there's a bit of skin exposure
apart from Grab, if you look slightly above here, there is a blue brush called Inflate,
which you can press and hold on the affected area,
or click, click, click like this,
The mesh itself naturally tends to be a bit exposed so
so you can also use it like this
It's mainly used to pull on clothes, to make them pop out
and to hide the skin so it's not visible,
So there is a method like this where you puff the clothes like this
If you can see, if the clothes are nicely shaped,
you can enter Sculpt Mode for the body,
and use Grab to tuck in the exposed skin like this
And to remove this, you commonly use something called Smooth in red,
by smoothing it out like this, the Mesh becomes smoother
and the range decreases, so the skin
moves inward. Similarly, Inflate
can be used, as Inflate is a function that makes things protrude like this
So if you press Control and proceed, you can make it flatter
All brushes can be used with the opposite function if you press Control
So, like this, you can use Sculpt Mode
to your advantage
Now that it has been applied to fit the body,
I will try applying it so that when the Sim moves, the clothes move with it
Please select the clothing Object here
and go to the Modifiers Tab and if you click
on the Object part of the Modifier named Armature, you will see a familiar rig
Now, you need to enter the rig name into your Sim
For those of you who have many rig names, be careful, if you have several
it will come up with numbers like .001, .002, then you must select the correct rig name
For those who doesn't have this window at all
you can go to Add Modifier and directly add an Armature
and select the rig. Once you set up the rig like this
you can immediately apply the pose, like this
like this, it's easy, isn't it?
We have looked at how to adjust and fit the basic clothing up to here
Let me tell you one more thing, for blender version clothing or
even if it's not blender version clothing, when you do rendering and apply a pose
like this, there is a chance your clothes may crease
.
In such cases, you can just do rendering as it is but if you want it to look a bit cleaner
you can straighten out the clothing like this. Similarly,
enter Sculpt Mode and use the Smooth brush that you used earlier
to make it smooth. As you can see, applying Smooth
causes the Meshes here and there to separate
This can sometimes happen
because the Meshes are not attached to each other but are separated individually
For rendering, you can work with these Meshes attached
To attach the Mesh, you will do a process called Merge
Press this Object to enter Edit Mode, press A to select all Mesh
and at the top, there is a menu called Mesh->Merge. Here
if you press By Distance, they will attach
The vertex(By distance?) option is based on the distance
and it attaches my vertexes. A vertex is called a point
All points within the distance of 0.001 right now
will be attached, so you can use this By Distance
The shortcut key is M. You can use it directly by pressing M
Other options are not used when working on this clothing so
you just need to remember By Distance. Then, with Merge
after attaching the clothing, if you enter Sculpt Mode, it won't separate like this
In this state,
you can draw out or tap like this to finish
As you can see, using Smooth, the Mesh gets trimmed down a bit so
the desired Mesh shape doesn't come out. Then, as used earlier
you adjust using Grab and Elastic Deform
Usually, Grab is used a lot, and when using Grab
you can see a yellow point in the middle that follows along. This point is where Snap
is applied. So this Mesh point, the vertex part of the Mesh
the Snap is applied here so all meshes are
anchored to the vertex to allow control
This is how that is done. However, you should
finalize the pose before starting this process because
if the pose changes, that changes you made
will only be rendered as was during Sculpt Mode
You can't really see it in puffer jackets
if you look here, it used to be thicker but
because we used Smooth here, it's a bit flatter
So when you're making the adjustments,
finalize the pose and when you're absolutely satisfied
This one was a slightly easier object
but this time, I'll try it on a more complicated clothing
When there are multiple objects, press Shift to Select All and then click Append
Likewise, when adjusting the clothes, select the outfit and
go to Edit Mode and click A for Select All
Then use the Move Tool to align
I like to align the outfit to the shoulder area. If you match it with the hands,
it could roll up like this or looks a bit off
so match it to the shoulders. The puffer jacket from before was thick so
you couldn't see a lot of skin but you can see more for this one
Now Select All and move it bit by bit to the back
Use Scale to stretch it a bit towards the back
The keyboard shortcut for Scale is S. Since I'm going to widen in the back,
I'm going to use the axis, so press S than Y and stretch
-
As you can see it still sticks out quite a bit
When it's difficult to adjust in these situations there is another way
That is deleting the body that is covered by the clothes like this
You can see a little bit of the flesh in the back so
I'm going to just delete and then edit the skirt
To delete this body part, select the body
and go to Edit Mode
Now we're going to edit the body but since it's all black,
you can't really see it. You can turn off the outfit but since we're cutting based around the clothes,
if you look over here change Viewport Shading to Solid Mode
and you will see that the outfit turns gray. Still, the covered part
won't be very visible. Next to Viewport Shading,
there are two boxes. Activate this to change to X-Ray Mode
The shortcut is Alt Z. Now turn on X-Ray Mode and
select only the covered areas
click delete and then select Vertex
Think of it as deleting the selected Vertex or points
As you can see, it's deleted now. If you look over here,
the flesh looks a little empty but you won't see it from the photo angle
so I'm going to proceed as is. You can also delete the
arm area. As we did before, click Edit Mode to turn on X-Ray Mode
and select the desired area to delete
After deleting is completed, change Shading to Material Preview
You can see that the deleted areas are looking much nice and clean
And let's adjust this area on the skirt I mentioned before, the exposed skin
You can adjust and modify it simply like this
but if I delete the body, the body shape we wanted will be gone
So we need to adjust this outfit shape instead
I'll again to go sculpt mode and use Grab; one thing is though
When I try and reduce this area on the torso, it should be
A symmetrical change, so up here we see that butterfly, a mirrored image
So press 'X' and you can simultaneously work on both sides on this X axis
Now turn the axis off, and select Y axis; see that dot at the back?
Work with the dot like this
And you see how it's working simultaneously with the back with the dot
The z-axis is for the up-and-below area, but since it's rare for the top and bottom to be the same
X-axis function is mainly used; so now we can
adjust the body as we want to
And we're all set with the outfit now; now we're going to move to the scarf
Since the scarf is set to the Sim's neck, if I reduce the size of the neck
it'll be too big so I'll select the whole thing and try to narrow it down from both sides
Also, adjust the position
And looking at from this side, it still looks a little too big
So you can not adjust it at the axis you want to work on
And this is the result
And the size of the rose has been reduced too
So let me tell you how to only enlarge the rose; to select the rose
You could do it this way, by pressing L
Or you could do it at the UV editor; but because
There's a lot of mesh area, let me tell you a different method
We're going to select the scarf using L and to select everything except the scarf
press Control I and you now only select the mesh
You can resize the rose this way as well
And now it's up to you to adjust the details
Next up are the shoes; it's very hard if there is no socks
Let me show you how to do it without the socks
First, the position for the socks and the shoes
They're very off right now; so let's reposition them first
Same thing; turn the X-Ray mode, and move them altogether
Let's turn off the socks and start with the feet; at Sculpt mode
because this is a symmetry; so turn the X on
And at the side, because it's a heel, the feet should be angled more
But if only this part of the feet moves up, the shape is ruined
So let's use Elastic Deforem to
Move everything up a bit; but to keep the toes in that position
You can adjust it a bit like this
And now we can adjust the shape to the shoes
Now that we done that to the feet, you know how naturally this area is a bit more dented
So creating that natural looking heel like this
And then for the toes
It'll be nice to keep that natural curve on the instep; so I will use Grab, because
Elastic Deform could affect the heels
In order to make this look as real as possible
Let's adjust them little by little like this
But the feet are a bit thick, so they stick out a lot
so to reduce this and create a slimmer look,
I'm going to use the Smooth tool
It works well
Please save it occasionally. As the size of this blender file is a bit large
it may suddenly turn off
.
You can directly adjust the feet like this
and trim the abnormal areas
I think the feet are a bit wide
You have to check it from the sides
We started them simultaneously, but they are a little different (Because of the shoe position!)
Then, if you turn off X and adjust one side
since it's a 3D program
You have to check all directions
Looks pretty similar, so just like this you need to manually adjust the feet
Earlier there were socks
So when we have socks we don't need the body in that area
so just like before, using X-Ray Mode
delete the body, then if you have socks like this
it's a little bit easier but you have to adjust the position a little
.
Now, you can adjust it in the Sculpt mode
I adjusted it simply like this, and like before
When we apply each rig of Armature
we're done
Now our Sim
is moving
So now I've explained how to apply all the outfits
And continuing from this I'm going to change all the colors
of my outfits this month
Now I'm going to show you guys how to change
the colors for the blender outfits. The window you're looking at right now
if you bring the mouse to the corner like this, a cross shape appears
If you drag it out and divide it, the screen will be divided into two
Please change one side of the screen with Shader Editor
Then, you can see it like this. Press N to turn it off and on for the menu next to you
It's all same for blender outfits
If you click Material Tab in the bottom
you will see all the Materials, each with different values
You get to use this Material one by one
Usually, you don't have to change them, but you have to change the material of this
one colored puffer jacket yourself; So I'm gonna show you how
and it would be nice if you paid attention. First I'm gonna let you know
how to change the color. This puffer is divided into
holograms and basic colors. To change the color,
you have to connect one node's color part to Base color
To make a new connection, drag this color and bring it to the base color
Every node has same the same methods
You must connect the color node to this Base Color
To change the colors, press this pencil shaped icon
You can change the colors by pressing this button on the bottom
Change it like this and
Choose the color code that you prefer. Hsv is commonly
used, so pick a color from the Color Picker and
change the color to HUE and control the chroma through the saturation button
Value is the brightness, you can decide how light or dark it should be, and this Value
can also be controlled by the bar next to it and next to it
there is a space to enter the color code; so you can search the color code
online and input it here directly to get the exact color, so you can use it like this
You have learned how to change the colors which was very easy
Now I will explain the these two, the Bright color and
Dark color. I’ve put the logo in the texture
So it’s impossible to change the color of the logo separately
Thus I’ve put the black logo in Bright color and the white logo in Dark color
If you prefer dark clothes with the white logo
then you have to change it to the Dark Color
But since this puffer jacket is set as a bright color, click on Bright color
and then click on this button on the bottom to choose
the Material you want; by choosing Dark Color it will change in to this material
This is one way to change it and when you want to reset everything
You can just switch it back to the Bright color, but if this doesn’t change the Material
You have to click the Edit Mode button
Separate one of the browser into two and change it to UV Editor
You can see the UV and click on the synchronization button
Deselect everything
And now we're going choose the Dark Color for this puffer jacket
If you look over here
The zipper is selected as metal for the material
so you have to select everything except the zipper
Choose the Object you prefer like before
If you click on Control I, every mesh except the zipper will be selected
Now these parts will be changed to Dark Color
So click Dark Color and then Assign to change it completely
There are two methods to change it from Bright Color to Dark Color, like so
You can choose any method you prefer, anything that you’re comfortable with
Same with the Dark Color, you may also change the colors for the white area
It's inevitable for the logo to change colors
So this is how you can use this
This is a blender file called One Color
from the NUPTSE and this is a Two-Tone color file
This part isn’t difficult, press this Color Part Material like you did before
Change it like before and the two buttons on
the bottom doesn’t need to be touched, the NUPTSE is finished
Let’s take a look at the bag now
If you clilck on the bag, the Material is separated
into Leather, Metal, and Glass so you can be sure
Let’s take a look on the Leather part. If you click on it,
It is organized into two parts of Black Texture and Custom Texture
If you want it in black, you may choose from these two options:
Crocodile or Basic. I changed mine into Basic
and I don't see any difference. In that case, you need to connect the Normal Map
to Basic. Now you can see the texture has changed
Just check and connect the Normal Map like this
Now for those who want to change the colors
change the Custom into Custom Color node and connect
and now you can match the Color to the Base Color
then you can use this Color Picker like this
If you want to do Basic Custom,
You have to connect the Basic Custom here and use it like this. You can connect the Basic like this
Let's look at the Metal now. Metal is a single node
You can connect Silver and Gold. And likewise, for Custom, use a separate
Color Ramp, which is used to connect Color here. I've set it in rose gold
but you can change it to any color you want
You can use it by changing the Metal. For the Glass, as it's this sphere
there's nothing in particular to fix so you don't have to touch it
The bag's finished. Now let's take a look at the second set's top
If you press the top, it's divided into Corset, Shirt, and Metal
And the Corset has one node, so just
change the color of that one node node color, and if there are multiple pencils
you can match them by slightly varying the tone like this
You can use it like this. The shirt also has one node
So for dark ones, you can brighten them up like this to use them
You don't have to touch the metal here. Now look at the skirt, it's so simple
You can also change the color of this one node
For socks and heels, just change the color of this one node for socks
If you want to use it transparently,
you can adjust the Alpha value here
Next is the heels. Just the same I've divided the Metals
Inside the heels, there are two color node, a White Base
and Black Base. If you change this color
to a white base, white would be the main color and if you change the color,
you can start with a brighter tone. If you connect it with Black Base,
black will be the basic color and you can add another color to make it into a different tone
Like this, You can connect the colors you want
and change them
When you see the Tie muffler(scarf), you just have to
raise the color of one node and change it
Next is the dress. This dress is divided into a strap
and a dress. If you look at the Shader Editor now,
I wrote down the explanation in English
And it explains that when you use this flower custom part,
you must connect this Color Ramp
I'm going to connect the flower custom and colors to here
You can see that I put in the color that I want
If you don't like this flower pattern, you can connect Basic to this
There are some flower patterns left, because we didn't modify the normal map
If you connect Normal Map, now you can make your own color with Basic pattern
If you look at the top, I already made the white and black ones as a basic
So, upon selecting flower, you need to switch it to Normal Map with the flower
for the flower patterns to be more defined and for other textures
to be much more defined
And now you can also change the strap; there is only this node for the straps
so you just need to directly modify Base Color like this
Now, we've also looked at how to change the colors of all the outfits
And since the upcoming outfits will be similar, I will not make separate videos
So besides this video, I'm going to come back with videos on
how to do rendering or how how to create realistic hair
using hair particles will be one of my future videos
And I will eventually upload videos on how to make outfits, hair, and accessories
so if you have any questions it would be nice if you leave them in the comment section
or connect me via my social media
Thank you so much for watching