i think how HAL is framed in 2001 vs 2010 is really interesting, but i struggle to put it into words so im just gonna brain dump.
in 2001, HAL is mostly framed dead ahead, making him stare directly at us. the camera often makes him take up the entire screen. he is menacing, he is the one in control.
in 2010, the camera is often looking down at him, sometimes making it look like hes looking up at us. he looks like a sad puppy to me. hes sort of helpless. he doesnt know whats going on, hes not the one in control anymore
and i know this is probably because its different directors having different directions but still
shrug. im curious to see if anyone else has ever noticed this or if im just crazy. and if anyone can type something more coherent i would love to hear👂
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life update i guess i broke my arm and completely destroyed like three bones and since then the only thing ive been able to play is an browser text rpg because its the only thing i can find that needs one hand
Man Im sorry for snapping at you , uts just that I only got 8 hours of sleep last night and I only had like, two pandcakes with strawberrys and whipped cream and like three premium sausags for breakfast
I know Jellypaws, casualsims, leosims and sonyasims use AI for their previews/cc or wtv but I know there’s more people I just don’t know who. Does anyone have a list?
Okay, so I gathered some who either use AI for their previews/meshes. Also please note that this is just a list that I was making for myself so I could avoid these creators. I did not intend for this to be seen as a call out post, bc that was not my intention. If it were a callout post then I would @ these people. This list is only to inform you guys on who to avoid/be wary of!!
Jellypaws - AI previews and meshes
Casualsims - AI previews. Meshes idk
Sonyasims - AI previews. Meshes idk
Pixelvibes - AI previews and meshes
ddarkstonee - AI previews and meshes
Dustyrat - They used to use it for their previews, but no longer do. Mesh no ai usage there ❌
pastelpaws/xxxtigger/pasteltigger - uses AI for previews last I checked
ironvolt545 - I am going to assume their meshes use AI or they use AI to “help” them “create”
sims3melancholic - has used AI for those “highly realistic” skins they have recently made. They cut/used pieces from the ai image to make the skin with it ‼️
Cowbuild - AI previews and meshes
Leosims - AI previews. Meshes are directly from gumroad/other 3D model sites.
AggressiveKitty/Cluttercat (same person) - They use AI for their Meshes along with the artwork/picture cc they make.
Rubyred/casa dutti (same person) - AI previews. Mesh idk
Sims4life - AI previews. Mesh idk. They could be using AI to generate pictures for their paintings/artwork cc or downloading AI images off Pinterest!!
Daonworks - AI previews unknown. Meshes are AI
Syboulette - They used to use AI textures in the past but they no longer use it !!
Swimwearsprada - AI previews idk. Meshes are AI. You can read more HERE
Scodee Yodee - AI previews idk. Meshes are AI (older stuff is fine, only their newer stuff uses it)
dumbburgergirl - uses Al for that bubble font in their previews. Could also be using AI for some of the furniture they make
Roxxysim - AI previews. Meshes idk
creamlattedream - AI previews no usage there ❌ Uses AI generated textures for meshes
Skinfolk - Just look at their patreon. It’s quite obvious they use AI….LMAO I would also like to say that LifeLike-Simz and Skinfolk are most definitely the same person !!
Plumbelle - suspicious “new creator” using the words “NOT AI” they have since deleted the post and changed it to where it does not say the words “NOT AI”This person is suspected to be Pixelvibes
s-club - AI previews (on newer cc) Mesh idk.
robertaplobo - still unsure if they use AI for their previews, but just to be safe I’ll put them on here!
jomsims - has used AI photos as swatches. Mesh idk.
mychqqq - AI previews (on newer cc). Mesh idk
abbypiggg - They use AI for their cc paintings/artwork
fatalrosecfeations - this person doesn’t seem to be active, but they have said HERE that they have used AI textures/images for their cc
Harrie - They have admitted to using AI for their artworks/painting cc. Meshes idk.
Snotra.92 - AI previews and Meshes
Schnuddl.CC - AI previews. Mesh idk
mhm if I have anything wrong or needs to be corrected please do let me know!!! I don’t want to be spreading misinformation 😭🙏
Edit: Forgot to mention that if anyone has more names let me know so that I can put them here!! Edit: Can you let me know if it’s previews or meshes or both that use AI? Please and thank you !! Edit: If you have any evidence/link to a post where the creator has admitted to using AI please link it in the comments or send me a DM, thank you!!!
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I asked my five year old cousin what he would do if there was a scary skeleton and he said "I would pour water on it and then kick it" and I've been losing my shit laughing crying about a wet skeleton for about fifteen minutes straight
Do you want a specific hairstyle in Paralives? Selection too limited for you? I'm gonna show you how to convert any Sims 4 hairstyle to Paralives in 7 easy(ish) steps!
This tutorial requires you to have some basic knowledge of Blender, modelling, and texturing, so this is by no means a beginner tutorial- if you want that, I'd recommend checking out Paralives' wiki.gg modding guide!
You will need need to download Blender 4.2.4, the Human Rig, and the UV Layout from this page here. To export models and textures from TS4, you will need Sims 4 Studio. This tutorial also requires access to a painting or photo editing tool with layers, I'm using Clip Studio Paint.
Step 1: Pick your hair
Not every hairstyle will be a good fit! Since Sims and Paras don't have the same head shape, any hairstyle that shows the hairline or head will require a lot more work to shape it and remake the textures. For your first try I'd recommend a medium-length style with no hairline showing. I'm using Sienna's hair from Horse Ranch, which only has a bit of hairline on the right side of the head, to demonstrate.
Once you've picked the style, open Sims 4 Studio. Select "Create CAS Standalone" and hit "CAS." Select the grey or greyish white variant of the hairstyle you like, and create a dummy package (you can delete this later).
Now, under the Texture tab, make sure "Diffuse" is selected and export the texture. Name it something or place it somewhere so that you'll remember it's the original. Go to the Meshes tab and export the mesh.
Step 2: Prep The Hair
Open up your original hair mesh in Blender. It'll come with a bunch of crap you don't need, plus three files labelled s4studio_mesh_1-3. That's your hair mesh and the two hat chops. Shift+select those three files and export as FBX. Make sure you tick to limit to Selected Objects. Now you can open up HumanRig and import your hair FBX. Sims are bigger than Paras, so you can grab all three of them and scale them down in layout mode, I chose 0.85 in this project. There will be a weird cap attached to the hair- move the whole object so that it roughly lines up with the head (it doesn't have to be perfect!), paying careful attention to matching the ear position. This cap will be your hairline later. Make sure all your hat chops are all still aligned.
Once all of this is in place, apply all transforms and reset your origin to the 3D cursor. Do this any time you need to adjust it in layout mode!
Step 3: Remodel VERY CAREFULLY
Make sure all three meshes are still selected, and switch to edit mode. Any changes we make to one mesh should also be made to the other two. When you need to move a vertex, switch to X-ray mode and drag to select all overlapping vertices. Enable proportional editing to move larger areas smoothly. Since paras don't have the same head shape as sims, the skull cap won't match up perfectly- we want to approximate a smooth transition by burying the edge vertices in the head, but keep the rest visible so that the hairline shows up correctly. Be careful not to rip any vertices or create any differences between the three meshes. If you make a mistake, don't be afraid to restart. You should also fix any other issues at this stage- sims have huge foreheads, so my para's head was sticking straight out the top of this mesh, I used proportional editing to carefully lift it up.
Step 4: Fix your hat chops!
Hat chops are the alternate version of the hair that is shown when the character wears a hat. In both Paralives and TS4, there are straight and angled hat chops. Identify and label which is which. Under the HatStandards folder, there are a number of reference models we can use to check our work. For each chop, carefully move the vertices with proportional editing so that they match up with, but don't exceed, the "hair limit." With the angled chop, turn on the "HatStandardAngled" model to test if your hair is visible through it- if so, bring it closer to the head.
Step 5: Oh, Textures...
Textures are maybe the most annoying part of this. Load in your base texture as the Base Colour for the material your hair is using. Looks nice, right? Probably not very Paralives-y. Paralives uses a much flatter and more cartoony rendering style than TS4. To fix this, we're going to edit the texture. Now, regardless of what happens, you're going to have to edit the UVs at some point- I'll be doing it at the end and showing you how, but if you find it easier, skip to that step and go back here when you're done.
Here's a sample hair texture from the game and the hex codes it uses. We'll want to adjust the brightness of our texture to roughly match, that way it won't show up too bright or dark in game.
I have a clever strategy for this in Clip Studio. I make a rainbow gradient map, and adjust the colours until they match each zone.
Now that we're in a good colour range, I'm going to separate any important hairline details onto their own layer, lock transparency of the main "block," and start messing with it until it's a good base to draw on. I posterized it with 11 colour levels and then did a gaussian blur for a decent base. Then I went in with a brush to exaggerate and smooth out the shapes. The Paralives team uses a very blendy gradient with some fingertip pulls to make it look paintery, then some more defined shadows. I go in with my dark pencil to sharpen up the shadows and then blend out the other colours.
At this point, you can start saving your file and importing it to Blender. Check what it looks like and start making adjustments. If you find an issue, you can bring the model into Texture Paint mode, paint a dot on the offending piece, and see where the dot appeared on the map to quickly reference where the problem is.
The rest of the painting process is just art! Try replicating a texture from the game that's similar to your hairstyle.
Now that we're done with the fun part.... it's time for UV hell.
Step 6: Suffer
I've never met a single artist who enjoys doing UVs. Luckily, we don't have too much to do here.
Open up the UV editor and replace the background image with the Parafolks UV Layout we downloaded earlier. Now, switch to edit mode and grab all the vertices of your hair. Under the UV tab, select "Export UV Layout." Save the image using a name that indicates it's the original. Now grab that big box of vertices and move it to the right and down so that it lines up with the cyan box labelled "hair." Move the skullcap part up and align the ears. If your hair has extra textures hidden within the skull part of the head, you'll need to move these around to fit into the remaining space in the purple "head" zone. Once your UVs are finished, export them again, this time marking them as the new ones.
Okay, you survived that far. Now back to the image editing. Import both the original and new UVs to your texture file. Place the new UVs below your texture layer, the original UVs over it, and set the texture to a low opacity. With both the original UVs and texture selected, draw a selection box around your square of UVs, and move it to the bottom corner. Place it so that the UV lines match up exactly, pixel for pixel. Voila, now your texture matches the new UVs.
There's just the issue of the hairline (and, if you have them, any pieces hidden on the skull section). Sadly, there's no way around it, you're gonna have to do it manually. Grab each piece using the same method and the lasso tool, and line them up one by one. For hairlines that you had to manipulate, align as much as you can with the least stretched part of the uvs, and then cut, rotate, and stretch them into place. This is why I didn't paint the hairline during the last part. Now that it's in place, I paint it to match.
Step 7: Set up the mod!
Now that you're happy with your hair's model and textures, you can follow this official tutorial to skin it, create a mask, and set up the mod in-game. This Sienna haircut is not available on the workshop yet because uh.... well it's definitely not because I got lazy and didn't feel like skinning it today (the only thing worse than UVs is weight painting).
But now that you're done this tutorial, go forth! Be free! And steal assets from The Sims 4! Just remember to get permission before converting any other CC creators' work. And if you use this tutorial, please let me know! I need more hairstyles....
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a neophallus can get erect with an implant (this will either be a bendable rod or a device that inflates with saline at the press of a button, usually in the testicles)
both can feel sexual pleasure and experience orgasm
most neovaginas will be able to tolerate larger insertions with enough dilating/training
the nerves in neophalluses take a while to regrow but it is incredibly rare to experience no sexual nerve growth
both can look and feel "normal" if that's what you want, just take good care of your scars and look at your surgeons' results portfolio (and don't be afraid to be picky! its your genitals, you get to decide!)
in fact it's possible for many people to stealth and for their sexual partners to never know. even for phallo, some people with natal penises have erectile implants too, ED is common. neocaginas are often indistinguishable from natal vaginas
many surgeons are starting to offer preservation options for patients who want a more mixed look/don't want to lose what they have
you can also have nothing, if you want!! nullification is starting to become available alongside vaginoplasty and phalloplasty
you can have nothing and retain sexual function, even! it's called nerve-preserving nullification. similarly to other bottom surgeries, they use the most sensitive tissue (glans/clit) to create a subdermal pseudoclitoris
yes you can pee like normal. urethral reroute leaves a small hole at the perineum (taint)
all the advice about scars from OP applies here too!! take care of yourself well and it can heal well
(also, for people interested in the "mixed look" OP mentioned: the magic words are "penile-preserving vaginoplasty"/"phalloplasty without vaginectomy"!!)
just watched an interview with james ortiz (rocky’s puppeteer) where he’s like “they were torturing ryan gosling for this movie. it was killing him. he was developing isolation sickness in real life from being the only actor on set for 6 months. i needed to be there for him even when rocky wasn’t in frame to serve as his guiding light and the sole thread tethering him to the concept of love. i was kneeling at the altar” and what
and then in ryan goslings interviews he’s like “i was struggling in the depths of hell. until a beautiful puppeteer angel lifted me up out of the darkness and saved me so completely and understood the character so well we had to make him play the role for real”
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