Mathematical Formula For Picking Realistic Hair and Eye Colors

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Motoki:
Quote from: Moryrie on 2010 July 05, 22:44:29

Mod, or no mod, why would someone want this? Because skintones are not involved, and even if one did manage to implement skintones as well... It would not result in 'accurate looking' results, because even using the formulas, the game would still manage to generate the Obese, Platinum Blond, Yellow Eyed, Black people that I always seem to find in my game if it is left to generate townies on it's own. It seems impossible, but I swear 80% of the black people the game spawns are blond.


This.

Plus, if his goal were to get this sort of formula used when the game spawns sims I could maybe understand, though it's misguided for the reasons above regarding the frequency of uncommon skin to hair/eye combinations. However, in the original post he mentions wanting it to be made into a randomize button in the CAS. Uh, is it really that hard to take a second to move the cursor on a color wheel to change a hair color you don't like?

cwurts:
If the skintone slider is right of center, then use random numbers between 0 and 0.5 instead of 0 and 1, for both the eyes and hair.  Is that good enough?

And randomly generated townies sucks for other reasons as well - they hardly ever use the more detailed sliders, and never the custom ones.  That's why you have to put more effort into tweaking them - enough effort to make using these formulas seem less tedious by comparison.

Moryrie:
But eye/skin/and hair color are the easiest things to tweak in those cases. And your formula does nothing about facial sculpting, which is what makes any sim look like any particular ethnicity at all. Giving a Korean person blond hair, blue contacts is not going to make them look German, even if they're super pale. If I dyed my hair black, and wore dark brown contacts, I'd still never pass for Japanese, without extreme plastic surgery.

Same goes for sims. If you want to make a sim look like something specific, You are going to have to do all the work yourself, in CAS, because a random button is not going to help, and even with the 'No Vanilla Pudding' feature of Awesomemod, the results are not what one wants, because the generic EA selection of noses/mouths/eyes/headshapes, sucks. Randomizing that sucks more than just picking them out yourself.

And I also rather doubt that your formula would have results in keeping with the statistics of reality. Default everyone to having olive skin, brown eyes, and black/dark brown hair, and you'll be closer to matching that.

Motoki:
Quote from: Moryrie on 2010 July 06, 03:09:58

even with the 'No Vanilla Pudding' feature of Awesomemod, the results are not what one wants, because the generic EA selection of noses/mouths/eyes/headshapes, sucks. Randomizing that sucks more than just picking them out yourself.


Also NoVanillaPudding seems to employ a Walmart algorithm giving a quite high percentage of obese sims.

So yeah, basically randomizing will always suck and giving odd or less than ideal results that require fine tuning or a lot ignoring.

J. M. Pescado:
Quote from: Motoki on 2010 July 06, 03:19:21

Also NoVanillaPudding seems to employ a Walmart algorithm giving a quite high percentage of obese sims.
The bodyshapes of sims have always been entirely random. The reason there is a high percentage of obese sims is because about anything over about 2/3 fatness looks rather obese. Since the range chosen is random, you're going to get a good third of your neighborhood as fatasses. Getting a neighborhood of anorexics is somewhat less likely because the line at which it becomes visible is more like 10%, AND it must be really combined with a lack of beefy arm slider to be apparent, so the actual percentage is closer to like 5% or less. Additionally, a baggy uniform, of which there are many, will hide it even more, while doing nothing to conceal the Landwhale syndrome.

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