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BASIC HAIR MESHING IN TSR

WORKSHOP

This tutorial will teach you the basics of creating hair meshes in TSR Workshop. It wont be an
in-depth tutorial about modelling in your 3d application or drawing nice textures in your graphics
editor. There are plenty of nice tutorials about those topics on the internet. Ill just share a few
tips and tricks about meshing and texturing. This tutorial will cover things like how to make a set
of textures/LODs and what those things mean. So note that you must be familiar with your 3d
application and graphics editor and practice a lot to create good looking hair. So lets get started!

What You Will Need


TSR Workshop (http://www.thesimsresource.com/workshop)
You will need TSR Workshop for importing/exporting your meshes and textures and exporting
your final work as a .sim3package or .package. This tool doesnt make meshes, you need a 3d
application for that.
A graphics editor capable of supporting DDS (Ill be using Photoshop CS3)
Youll need a graphics editor to draw your hair textures and save the textues in .dds format. This
is the only format The Sims 3 recognizes. You cant just save your textures in .bmp or .jpg.
Milkshape 1.8.5 or later
Youll need Milkshape mainly for bone assignments and because Workshop has Milkshape
plugins to export import .wso files. This format can hold bone assignment information. But for
modelling I strongly recommend to use a more professional 3d application like 3ds Max, Maya
and Cinema 4d. It doesnt mean you cant mesh in Milkshape. But Milkshape has very limited
tools to help you get your work done faster, so youd probably spend weeks in Milkshape to
create a smooth and beautiful hair mesh. Trust me, its a lot of work!
CrazyBump (http://www.crazybump.com/) (optional)
This program is amazing . You can make your bump maps, specular and normal maps within
seconds with this tool. Try it!

Step 1
So, first things first. Install TSR Workshop then go to C:\Program Files\The Sims Resource\TSR
Workshop\Extras\Milkshape Plugins and grab the two files named msTSRWorkshopExport.dll
and msTSRWorkshopImport.dll. Now go to C:\Program Files\MilkShape 3D 1.8.5 and paste
them there. Now your milkshape has TSR Workshop plugins!

Step 2

Now fire up TSR Workshop. Hit Create New Project > Hair > Age > Sex > Clothing Category
and pick a hair from there.
Pick a hair that suits your new custom mesh best. If youre planning to make a long hair pick a
long one from the list so you can study how their vertices are assigned to bones and copy them.
You can also pick a hair that has accessories like hair clips or hats if your new mesh has
accessories too. This will make things easier later.

Step 3

Name your Project, find a unique name for the unique indentifier (for example
creatorname_hair_01) find a name for the title and write a description. Since Im too lazy to fill
all those spaces I just paste Ulker_hair_00x to all of the spaces. It doesnt matter what you write
really. Just make sure the unique identifier is somewhat unique!

Step 4
Lets just save our project in .wrk format and close Workshop. Well mesh hair now! Open your
favorite 3d application and import one of the example bodies. Ill be using 3ds Max 2010 and
importing the adult female body in this tutorial. But you can do the same things Ill be doing in
another 3d application too. Now group the face, scalp and the body together and freeze them so
you dont move their verts by accident.

Step 5
Now start to consider how youre going to mesh the hair. Will you make a hair that is tied up or
will it fall over the face and the shoulders? You can use primitive shapes as a starting point. Then
youll achieve a nice look by moving its vertices. Ill use plane as a starting point.

Then Ill make a sphere and modify it to fit the shape of the head and add smal planes to here
and there to achieve a natural look.

Ill make her bangs from a plane and smooth the entire mesh using the Turbo smooth modifier
in 3ds Max. Your 3d application should have a similar tool but as far as I know Milkshape
doesnt have such a tool. Thats why I told you its hard to make hair meshes in Milkshape.
Youll have to deal with thousands of vertices and edges in order to make a smooth looking hair.
Its also important that your hair mesh is not very high poly. Most peoples machines will slow
down while using your say 10.000 ploy hair. Try to balance between beautiful-smooth and
better performance- faster game play.

Step 6
Now you need to make the UV maps so you can draw pretty hair textures on it. Its not strictly
neccessary that every piece of hair has its own unique place in the UV space. You can put some
similar pieces on top of each other to save some space for the other pieces.

Its important that you make the UVs so every piece of hair has the same resolution when
applied a texture. You can apply a checker material to see if they match each other

Step 7

When youre done with meshing and UV mapping, start to make your LODs. LODs are a meshs
level of details. Theres LOD0 which is the most detailed one and that has the most poly count.
Then theres LOD1, LOD2 and LOD3. LOD3 has the lowest poly count and shouldnt be
detailed at all because it will only show in sims family trees, thumbnails and such.
So I suggest that you make your LOD0 originally in your 3d application then use a poly count
optimizer to reduce the poly count. Theres the ProOptimizer in 3ds Max 2010 and Optimizer

in the earlier versions. If youre a Milkshape user then theres DirectX Mesh Tools that reduce
the poly count.
If you have no idea on how many polys your mesh can have look at EA meshes. Youll notice
the LOD0s are not higher than 5000 and the LOD3s not higher than 250. You dont have to
make your hair that lowpoly though, I think a 7000 poly hair is still OK.

Step 8
If you have successfully made your mesh, and its level of details (LOD) nows time to assign
bones. Import your mesh to Milkshape or open your .ms3d file if you have created it in
Milkshape and import an original EA mesh that you exported from Workshop in .wso format.
Export the original EA meshes from Workshop.

You can import a .wso from File/Import/TSRW object. We only need to do that so we can see
how theyre assigned to verts and to bring a set of bones to Milkshape.
Hit draw vertices with bone colors under the joints tab. The EA mesh should have funny colors
now.

Select some of these vertices and go to Sim2Unimesh bone tool under the Vertex menu. If you
dont have the tool grab it from mts.
Now look at the little pop-up windows.

The vertices that are around the very bottom of the hair are assigned mostly to spine0, 1 and 2.
But the vertices around the scalp are assigned to b__HeadNew__. Theres a soft transition
between rows of vertices so that the hair will animate smoothly.
Now that youve studied how EA meshes are assigned to vertices start assigning your mesh to
bones. You can use Milkshape Unimesh Bone Tool to assign a vertice to more than one bone (
Like 50% Spine1 40% Spine0 and %10 Spine2) or assign vertices only to one bone (Like %100
head). You can do the latter under the joints tab. So you dont have to download the unimesh
bone tool really.
When every vertice is assigned to an appropriate bone export it as a .wso file.
Do the same thing for all 4 LODs.

Step 9

Now fire up Photoshop or some other graphics editing program and start drawing. Its a plus if
you have a graphics tablet but its not a must. Again, its very time consuming to explain how I
make the textures. I suggest you read sim_man123s tutorials to have an idea of how he creates
his textures. Theyre very detailed and well explained:
http://www.thesimsresource.com/tutorials/view/category//id/2652/Hair%20Texture%20Tutorial
http://www.thesimsresource.com/tutorials/view/category/sims2hair/id/2686/Wavy%20Hair%20Texture%20Tutorial

Step 10
So if you have successfully made your texture turn it to black and white. It must be black and
white! Take a look at the original EA textures and see how they made it. Youll notice that the
diffuse texture is a very light gray while the specular maps are way darker.
Look at one of my hairs diffuse texture:

I know it isnt as light as EAs own, thats because I wanted the shadows and highlights look
more dramatic and realistic and not cartoonish. See how I added the alpha to the alpha channel.
The alphas black defines invisible while white defines where the hair will show.

Ok now make your specular texture. You can use Crazy Bump to make a specular texture from
your original diffuse texture. This way you can simultaneously see the effects and foresee how
reflective your hair will be in game, wow! But if you dont want to install it just see how EA
made it and copy them. Thats how my specular looks:

Nows time to make the control map. This is the texture that makes parts of your hair separately
recolorable in game. Paste your highlights to the green channel, roots to the red and tips to the
blue.

I suggest you dont make the normal and bump maps but use EAs own neutral bump and
normals because its less risky and because a hair isnt very bumpy normally. Ill show you how
to use EAs own neutral bumps and normals later in this tutorial.

Step 11

Now you have all the necessary files that make up a hair mesh. A diffuse map, a specular map
and a control map. You also have your LODs. Great! Open Workshop and open your .wrk file
you saved before. If you didnt then make one.
Youll see 3 tabs called Project, Texture and Mesh in the right hand menu. Go to the mesh tab
and import your LOD0 to the place where the original LOD0 is, and the LOD1, 2, 3 to the place
where the originals are.
Now go to the Texture tab and import your new textures.

Go to the mesh tab again and hit the 3 dots next to Material. Import your new textures to the
appropriate places.
Dont import the same texture more than once but use the browse function to direct it to the
existing texture. This will keep the file size small.
Dont change the thing called HaloRamp.
For the Normal map, write key:00B2D882:00000000:75AECFABC8FE9704 and hit find. This
little gren texture is the neutral normal map.
You need to do this for all LODs. Again, use the browse function to use the existing textures and
do not import them again and again.

Step 13
Lastly go the mesh tab again and hit the 3 dots next to mesh. Change all the TagValues to
FFFFFFFF. Do the same for all 4 LODs. This step is essential. If you skip this step your hair will
be plain black in game.

Step 14

Save your .wrk file once again just incase you need to make some changes later. And export your
work in .sims3package format. Load your hair in the game launcher and test it in game
thoroughly.
Here is how my hair looks in game!

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