default/replacement face templates

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Faizah:
I made a replacement Pollination Tech, some time ago though. I followed a tutorial like the one Gwill linked to. I've had several aliens born since with my new replacement, and it's awesome. One toddler shows promise towards becoming a future pollination technician. I've been thinking about having several Pollination replacements that I switch every generation or so, just to keep things from getting too 'inbred', though making pollination technicians from alien spawn seems more likely to have the opposite effect.

My current pollination tech's facial structure was taken from Starr Goth, offspring of Cassandra Goth and my previous pollination tech. When I lost that PT's replacement file, I made a new one from Starr.


What I'd love is a way to change the PT's hair colour to blond. The majority of my sims have black hair, brown and red competing equally for second - though most of the redheads are townies - but very few are blond. :P (Plus, I like the green/yellow combination.) Although, last I checked, the pollination technician didn't exactly have easily editable DNA like regular sims.

Zazazu:
Quote from: Faizah on 2007 October 23, 07:54:53

I made a replacement Pollination Tech, some time ago though. I followed a tutorial like the one Gwill linked to. I've had several aliens born since with my new replacement, and it's awesome. One toddler shows promise towards becoming a future pollination technician. I've been thinking about having several Pollination replacements that I switch every generation or so, just to keep things from getting too 'inbred', though making pollination technicians from alien spawn seems more likely to have the opposite effect.<truncated>
What I'd love is a way to change the PT's hair colour to blond. The majority of my sims have black hair, brown and red competing equally for second - though most of the redheads are townies - but very few are blond. :P (Plus, I like the green/yellow combination.) Although, last I checked, the pollination technician didn't exactly have easily editable DNA like regular sims.

Have you checked out the Multiple Poly Tech mod from MTS2? Theoretically, you could use the same methods you've alread employed to replace the four with those of your choosing. I used to like it because in an alien-heavy hood they could still breed. In Queen's Cove, the probe only seems to want Edmund Young.

One of the default Multiple Poly Techs has red hair, and she "fathered" the first alien overlord in Queen's Cove. Given that Edmund is black/red for hair, Tre has red hair, big blue eyes, and green skin.

Gwill:
If my memory doesn't fail me, the Pollination Technitian doesn't actually have a DNA file until he has spawned his first face hugger.
I know I edited my PT to have blond genes.  Black is way too dominant.

Liz:
This is great info on the PolTech, guys - thanks so much!!

Gwill, I took a look at the link you gave, and it looks like a fairly straightforward process. Which probably means it'll whup my ass, lol, but I think I'll be able to give it a shot. Thanks! By the way, your avatar? Too damned cute  :D

I'm still inching my way through the process, but it looks like it's gonna work. Whoot and celebration! Just transposed the info on 01heart's adult female, and she loaded like a charm. Whee! Now I just have to do that a couple hundred more times... (^_-)

Keeping my fingers crossed!

Doc Doofus:
You can find my own CAS face-replacement set here:

http://www.modthesims2.com/member/showthread.php?t=130190

The criticism above about replacement sets that are "too similar" might well apply to my set.  I tried pretty hard to pretty things up and sacrificed some uniqueness for the sake of beauty in the adult females.  Still, I haven't found any sets I prefer to my own.

One piece of advice: Try not to use a default SKIN replacement during the CAS creation face.  For my game, I use either my own (for personal use) modified versions of either Louis or Stefan skins, but either of them are so good that they can overpower the effect of facial structure mods and thus not allow you to see how well or poorly you are doing.  Use the EA default skins during the creation phase.

One more: Don't bother making low-density meshes.  There are still some people using low-def settings, but there are so few, and it is such a HUGE HUGE pain in the ass to do it, and the results still look crappy in low-def, I would just skip it.  It's kind of fun, once in a while, to switch to low-def and see what kind of low-def monkey monstrosities your breeding projects have created some generations later.

Also, one thing I should have done but didn't...  If, after you modify the females to your liking, you find their male counterpart is really goofy looking, don't transfer to the male GMDC.  You don't HAVE to.  You can, in fact, if you want to make the effort (I think it's worth it), fix the males' faces to your heart's content before you transfer the GMDC.  Many of my males turned out looking a little goofy after beautifying their female half.  I could have avoided that.

Another tip -- there is nothing to prevent you from using Milkshape for real special effects.  I've done that in my game.  If you go too far changing a face using Milkshape, you can get some strange side effects, but it seems to work just fine on ears and chins and brows.  The edited effects were fully inheritable.  Try to keep things symmetrical, if you do this.  Some of my Milkshape edited Sims had trouble with their eye animations, so be careful around eyes.

Try to keep your proportions ROUGHLY similar if you can.  This is where the tradeoff between too-similar, too-ugly has to be judged.  If you make the features too different, particularly in the size of head and placement of facial features, you will get really ugly kids. 

Instead of that, to add variety, what I suggest (and this is what I have since done for my own game, although it's not in my download) is try to give some of the faces one particular face feature that is different.  For instance, one with a remarkably narrow nose, or pointy nose, or pointy chin, or rounder face, or slanted brow, or narrower eyes.  It improves the gene pool potential without risking ghastly deformities.

Slightly OT: I mentioned this in another thread here, but if EA wants to improve their inheritance modeling in Sims 3, they would be well advised to fix the "dominant feature" part of the Sims DNA so that even when a feature is dominant (like a nose), it doesn't get misplaced vertically in a "dominant way," i.e., right on top of the nose or between the eyes.  That's the biggest single problem I have encountered with long-term inheritance issues after playing many generations.  One good-looking Sim can be faded into another good-looking Sim using Bodyshop very easily, and the results look great, but breeding them will produce monstrosities if one of them has a dominant facial feature that doesn't line up correctly.

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