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It…depends? Like, most female villains are set up to be the subversion of what we see as “the proper woman”, who is then beat by someone more conforming to what society sees as “good”. That’s changing in recent works, though. Simply putting a woman as a villain isn’t inherently anti-feminist, it’s the factors around it that determine it. Anyone else have input? This really isn’t a coherent answer.
(this is probably why female villains have such a large fanbase…)
can you imagine what desert hoods would look like if deco tree abusers got a hold of them
it’d be like
and then all the eremologists cried
(no ill will intended because I am also starting to abuse trees)
(seriously though don’t tell these guys about Flagstaff AZ)
…um..is it bad that I think that looks way cool…and want to do that to my Strangetown…
oh deaR GOD WHAT HAVE I DONE
Hi! I come bearing CC.
The first was a request done by jomeosims, and is Bunhead’s flare pants shoeswapped with Pixicat’s/Gwenke’s Oxfords. It’s for AF, has a fat morph, and has twelve recolors. The recolors are basically just the six original colors of pants twice with different variations of the shoes. The first variation is a black/white oxfords that was originally requested, and the second uses a tan leopardy spotted oxfords that I thought looked good with the pants that I added on my own device. The bone assignments on the bottom of the pants are attached to the foot (technically incorrect), but that makes them clip with the shoes much less than the fixed version I did does. If anyone wants the fixed version (with the bottom of the pants attatched to the leg bones), just request it and I’ll throw it at you.
The second is a Maxis Match retexture of Newsea’s Birdy. There was one already on the internet using an early Remi texture, but it wasn’t to my taste. This version uses Poppet’s textures and colors, and is for PF-AF. No EF because the mesh itself doesn’t actually link to EF, and thus the “EF” of the mesh is just a base game hair. So, I binned it to avoid it showing up in the Elder section. I figured it would save file space, that way.
That’s a default from here! It’s a Peggy mesh, so I’m not too keen on the actual name. Older Peggy meshes don’t have proper names.
NEW EXCLUSIVE TS4 RENDER!
Juliette Capp and Romeo Monty make an appearance in the newest render, revealed by SimGuru Brian on his twitter. Fans speculate if the sim in the foreground is Patrizio Monty or Antonio Monty, but the hints towards a Veronaville-reminiscent area are pretty clear!
Via TheSims.com The Landgraabs are back, still living it up as the richest family and staking their claim in Oasis Springs.
all around me are familiar faces
worn out places
worn out faces
I was testing out a mesh (not shown) and felt like making another Cristen picture. I should actually do one where they’re doing science things, but that’ll take a lot more planning and stuff. Eventually.
How I Edit Pics
Yeah, there’s a secret this week about sim picture editing, and one of my pics was included. If you’re reading this, I totally don’t mind you asking me if they’re edited or not! It’s not something I get offended by. c: Heck, it’s a lot of fun for me.
Some pictures are really dark or have bad lighting, so the amount of editing I do depends on that. FRAPS messes with Gamma levels, too, so pictures turn out darker than usual. Sometimes I also make more artsy “I want to screw around in photoshop” type pictures, which means more editing. However, I usually keep things pretty simple when it comes to gameplay pictures. I’ll use this picture of Tessa Ramirez, since it’s already favorable in lighting, but still could use work.
I use Photoshop CS6 because it has a lot of neat features, yet is not as complicated and precise as Paint.net and Gimp. Yes, it’s pirated. I’m not spitting out $600 for software, tyvm. There are free versions of earlier Photoshop editions online (without pirating), and previously mentioned Paint.net and Gimp are also free.
Step 1: I crop and resize the photo from a 1152x850 to a 600x450, a generally optimal photo size. This is pretty much required, or I’ll be posting huge photos with all the distracting gameplay icons in it. These are PNGs as well, which means a lot more data to deal with.
Step 2: I usually mess with the lighting through the curves. If I feel some pictures are too much of one color or another, I click on one of the drop down menus in the box and mess with those curves. So, a really blue picture can be made into a more yellowish one, so it looks more neutral in hue. In this case, I just made the picture a bit brighter and contrasted. I don’t always have to do this, but I usually do.
Step 3+4: If I’m in the mood, I sometimes add borders to the almost-finished picture. There’s an easier method using the selection and stroke tools that make a border, but I’m bad at making perfect rectangles. Instead, I just make lines across the top and copy/paste them around the edges. Photoshop CS6 has snapping edges enabled on default, which makes it easier. Then I just flatten the border layers and mess with transparency.
And…that’s about it for gameplay pictures. It’s a pretty light process, and takes me usually about a minute or two, even less time if the picture is fine the way it is (except for size).