Building a Sims 4 Story Set: Part 1
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Here we are: Part 1 of my first tutorial! 😬
In this section, I’m going to cover five ways you can approach building a set in Blender for your story. It’s mostly a peek at how I’ve made my sets with some practical tips and links to tutorials and tools. If you’re familiar with Blender and just want some ideas and inspiration on how to combine game assets with 3D modeling (from a literal baby like me, lol), then this section is for you.
METHOD ONE: ADAPT A FLOORPLAN
This method is particularly helpful if you’re building more than just a room. All you need to do is find an image of a floor plan you like, plop it down in Blender, and use it as a guide for your floors and walls.
If you’re a really good artist, you can draw a floor plan yourself. But if you’re me, then, uh, yeah, Google Image Search is your friend.
As you can see, the final result is a little different because I tweaked it to suit my story. Don’t be afraid to change things! A floor plan is great to get you started, but the final look is up to you.
Also, keep in mind that in Blender, you have to build EVERYTHING, so don’t drive yourself crazy constructing spaces that your characters will never use. You’re not building for reality, you’re building for story.
A good trick is to just hint at other rooms and spaces so that you can fill them in later if need be.
The main thing to keep in mind, though, is scaling. You don’t want to scale your floor plan for reality; you want to scale it to the Sims 4 game assets you’re going to use. The easiest way is to export an object from the game and use it to resize the reference image of your floor plan. I’ll be covering how to do that in the next part of this tutorial series.
METHOD TWO: USE AN IN-GAME BUILD AS A MODEL
This is the same basic principle as using a floor plan. I suggest taking at least one top-down screenshot in-game and then a few around the lot so you can see the details and decor.
You’ll still need to scale the screenshot to use as a reference, but the benefit is that you’ll already know how everything fits. If you’re not a great builder (hi, it’s me), this is an especially good method. It's how I made the River Styx Subway Station.
The lot was originally built by drugst0rec0wgirl on the Sims 4 Gallery. I made a few changes to suit my needs.
Keep in mind, though, that things in-game won’t always translate 1:1 in Blender.
for example, not all build-mode objects export nicely. Debug buildings sometimes look wonky as hell!
Lights don’t actually illuminate anything; you’ve got to create that effect manually (I'll go over this step-by-step later in the series).
Stairs are another big issue. When you export them from Sims 4 Studio, you get a single stair, which is great for scaling, but not much help if you want a grand staircase or the second floor of a house.
I won't lie, stairs are hard, but damn if they aren't cool once you figure them out. If anyone ever wants to torture themselves like I have, you can check out this tutorial by CG Essentials. He has another one for railings that is equally great. Just remember, you’ll need to make sure the rise of the stairs matches the height they use in-game, or else you’ll have a hard time with poses.
METHOD THREE: GET INSPIRATION FROM A REFERENCE IMAGE
This is the hardest to do from scratch and usually best once you’ve done a little more building. The reference image I used as inspiration for the City of the Dead in my story is by an artist named Thalia Bruckner. You should check out her ArtStation page; it’s weird, whimsical, and amazing!
Reference images are awesome for helping you understand scene composition.
What do I mean by that?
Well, when you’re trying to create an exterior scene like a bustling city or an enchanted forest or whatever, it's best to approach it in layers. Your goal is for it to look lively and full based on your camera view, not real life. That means more detail at the front, less detail at the back.
In my build, the “front” of the City of the Dead has actual street lamps and decor, but the back is just some bookshelves I sized up because they look like high-rises from far away, and a big-ass window for texture.
I used the reference image to get a feel for the size and shape of buildings I needed, and then I just worked section by section, using debug buildings from the game to fill in my city.
Blender has a bunch of popular city generators you can buy as add-ons. I’ve tried a few, but found them to be kind of clunky.
I’ve also tried generating my own city with geometry nodes, but it didn't give me flexibility I needed. That doesn’t mean these methods are bad, just that I personally haven't found them useful for what I'm working on.
There are some paid add-ons that I think are really great and that I use regularly for things like skies, fog, and special effects. I'll definitely do a separate post about them in the future.
METHOD FOUR: START WITH THE STRUCTURE
This is probably the method I used the most. Basically, you're lookin for some structural element that you find interesting or exciting, and then you base the rest of your build around it.
This is essentially what I did for the Isle of the Blessed. I was reading about the Netherworld in Greek Mythology (which I completely bastardize in my story 💀 ), and I really liked the idea of a peaceful island that the dead could float over to…or, in Alice’s case, drop onto while screaming bloody murder.
I started with the idea of a floating island as my inspiration and used this tutorial to create it.
The top of the island was really bumpy, and trying to place sims on it for posing was a nightmare, so I used some mesh cubes to make platforms and gave them a nice stone wall so they looked like they belonged there.
I used a free add-on called Wall Factory. Here’s a tutorial, complete with a great tip about adding PBR textures.
You can get a ton of free PBR textures here on Polyhaven. I like to use them whenever I want something to really look like it has roughness or depth to it.
Another structural element I wanted was a statue. I was already learning to make deco sims from this fab little tutorial and these tips from @madebycoffee (literal queen, these tips were so great).
The Alice statue is just a deco sim, scaled up, with a marble texture instead of her skin (which makes her look butt-naked, lol, sorry to her for the disrespect).
The halo is just a curve converted to a mesh with an emission shader on it. I got the idea from the tail-end of this video (he talks about how to make the halo in the last part).
I created the glowing doors based on this YouTube short. Yes, I know it's about making credit cards glow for commercials, lol, but I swear it works.
For the Apparitional Baths/Tartarus. Water was the key structural element I wanted to work with, so I started by making a giant lake. The build is a combination of debug items from the game and platforms (same trick I used on the islands).
I’m not going to dive in (I’m sorry) to making water now, but I used this tutorial.
Truthfully, my water-making still needs work, lol. It's barely animated, and I don’t have the crashing waves I imagined or anything truly dramatic. I know that it's possible to do those things, but I’m just not there yet.
For the Fields of Mourning, I really wanted something that gave off "cottage-core meets macabre," so the grassy field itself was the inspiration. I’m not going to get into it now, but here’s the tutorial, and I’m happy to talk through how I made it work with game assets in another post if people are interested.
METHOD FIVE: USE A SIMS 4 DEBUG BUILDING AS A MODEL
Spoiler alert: This is the method we’re going to use for the rest of the tutorial. Basically, you just export one of the (working) debug buildings from the game.
Then you use it as a guide for your floors, walls, windows, and doors. The nice thing about this is that the exterior is done, and you’re really just designing the interior. Here’s a shot from further along in the tutorial where I’ve already started framing things out and placing furniture.
Besides the fact that these buildings are already scaled to match the game assets, you can also easily place them in other scenes to get your exterior shots. Like so:
And that’s it! Next time, I’ll break down how to extract objects from Sims 4 Studio that you can use for reference objects or decor, how to prepare and organize those objects in Blender, and finally, how to scale a floor plan.












