How to create Clay/Maxis Hair native ScratchSept 23, 2017 17:10:14 GMT -5orangemittens, jwofles, and 15 much more prefer this
Hello! This tutorial is walk to show you exactly how to make clay hair because that the Sims 4 from scratch. If you have any questions, feel free to short article them!What you will certainly needSims 4 Studio (I"m utilizing Harmony)Blender 2.70Any 2D picture editorBasic expertise of meshing in BlenderStep 1.

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Open blender 2.70, and export the sims 4 studio version rig. For hair, girlfriend only need the head and also top, relying on how long you want the hair to be.
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Step 2.
Create a plane object. You have the right to do this by going come the left menu. Advertise T ~ above your key-board will traction it out. Under create, click on plane. It will then generate a aircraft into the 3D viewer.
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In edit mode, resize the airplane to be smaller by pressing S on your keyboard and also place the on one of two people the left or appropriate side that the z axis. It"s not an essential to have actually it on one side, but it is if you"re walk to winter the object, i beg your pardon I"m going come do.
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make certain under mirror object, you have selected her model.Step 3.
In edit mode, I"m going come make some bangs. Resize your plane by pushing S and then x , z , and also y. Do it a little rectangle on top of the head. I"m walk to make my geometrical bangs on the best side for this reason it can then mirror onto the left. On your numpad, press 3 to walk to the best side view. Alternatively, you might go to check out > right.
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here you can see that the airplane isn"t exactly "hugging" the head. To correct this, very first click this small box
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this renders it so you can see through 3D objects in modify mode to watch their faces and vertices.Select the two vertices and move them downwards.
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Then face the model, and continue making her mesh hug the head.
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Step 4.
After that, pick your whole plane in edit mode and push E on her keyboard. This will certainly extrude your mesh out.
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Put the new selection wherever you like. The greater you make it, the more thick the hair will certainly look. As soon as you"ve decided, select the next of the block and extrude the out together well. This will make a hair strand. Because that every curve girlfriend want, extrude the hair much more so it won"t go through the model"s head.
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Size under your an option as that gets much longer to display thinning hair.
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Once you"ve extruded the enough, go ago into thing mode. Conserve your project. This is for just in situation your Blender crashes. Go into modifiers and include subdivision surface.
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this will certainly make your mesh very smooth. Yet be cautious to not range the view too high or it will crash your Blender.Step 5.
On her numpad, press 1 to watch the front. In modify mode, select every one of your mesh and also unwrap it by task from view. You have the right to do this through going come mesh > uv unwrap > task from view.
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In the uv editor, rotate components of the uv to do it straight. Then pick the edges of the uv and also press W on your keyboard. After pressing align auto, it"ll make it straight. Do the exact same on the other side of your uv. Resize that to do it fit the square. Then pick the totality uv and also press W again. Then eliminate doubles uv. If friend want, you can add a hair structure in blender.
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Step 6.
Now copy and paste the mesh in object mode. ~ above your new mesh, go into object mode, and also resize it to take it up a the majority of room top top the head.
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keep resizing and extruding until it consists the whole head.
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Once you"re prepared to pull the backs together, use the winter modifier and also select each two vertices, push alt + m on her keyboard, and also merge them together.
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after that, I readjusted the bangs a tiny bit and also joined the two meshes together.And now we"re done v the early stage hair mesh!Step 7.
Now we require to add vertex and weight paints. We"ll an initial do vertex paint. Go into cycles render and also vertex repaint mode. If you were making a hair that had to carry out with the scalp, or is hugging the head, paint it a blue color. Noþeles else must be green. Save it.
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And now, it"s time for the weight transfer. But before we carry out that, go into object data. Under uv maps, rename her uv map uv_0 and include one called uv_1. Examine out this tutorialby untraditionalnerd if you want to learn how to do uv_1 for hair.Append a recommendation mesh. Pick your hair mesh and then the ref. Go into the weight paint mode and tick auto normalize and also then carry weights. Make certain the an approach is nearest vertex.
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Then check to check out if every little thing is appropriately weighted under crest groups. You have the right to delete the weights friend don"t need. (You only require b_Head_ , b_R_Mid0 , b_Spine2_ , b_CAS_L_Breast , andb_CAS_R_Breast, uneven it"s a really lengthy hair.)Step 8.
Now time for the cap chops! Copy and paste your hair mesh two times. I"m going come rename my meshes s4studio_mesh_# to be much more organized. Also, now is the moment to include cut number to your meshes. Make certain this is in bespeak or it"ll make a mess in game. The main hair mesh demands the cut number of 0002. The second hair mesh, the chop that goes straight throughout the hair, has actually a cut variety of 0000. And finally, the critical hair mesh, the one the is chopped in ~ an angle, has actually the cut variety of 0001. Append 2 hats that stand for two various hair chops. This will certainly be the reference for what hair you must hide. I"m going to append newsboy(the chop the goes directly across) and bowler(the chop the is at an angle). Go to the mesh you desire to chop and also hide every others. In modify mode, dimension the peak down. This works because we haven"t applied our subdivision surface ar modifier yet.
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Check to do sure everything is in the right place. As soon as it is, walk to the next mesh and also do the cap chop together well.
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You deserve to now apply the subdivision modifiers.In vertex paint mode, you need to go into every hat chop and make what"s close to the scalp a blue color.
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Then do every other LOD. I imply to decimate the hair through 50%Step 9.
Now it"s time to pop this right into Sims 4 Studio! In s4s, create a CAS 3D mesh
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Next, select any kind of hair, as lengthy as it has actually a geometry that three. Conserve it together a package and also import your blend file.
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Now we must go deal with the uv. In blender, open up the uv map and open your uv template. I"m making use of this one.

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Put all of the hair meshes in the same place on your uv template and also save. Currently you could either roasted the structure or just use your design template to recognize where the uv is. I"m walk to perform the latter due to the fact that I"m lazy
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And climate delete the theme layer, save, and also pop that into s4s too.
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Now simply make every the other maps blank or actually create the map. I"m walk to leaving them blank for the sake of the tutorial. Also, don"t forget to include the appropriate categories.Put that in game and see if there"s anything else you must do. If not, congratulations! You"ve produced hair.