Sims 3 create a world auto paint




















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Already a Member? Hi, Logout Tools. Create a World. Design entire worlds for your Sims, from choosing terrain patterns and roads to placing lots, vegetation and neighbourhood accents like water towers and lighthouses. Start with a blank canvas, or modify the terrains that formed the basis of Sunset Valley or Riverview. For advanced designers, bring your creativity to life by creating and importing designs from Photoshop and other graphics programs. Share your worlds through The Sims 3 Exchange.

Create a World Walkthrough. Compatible with The Sims3-version: 1. The Sims. My Account. Register a Game. Redeem a Code. Purchase SimPoints. Email Preferences. Stay in the Loop. VIP Newsletter. Newsfeed RSS. The Store. However, Sims fans know that the franchise has constantly been evolving from the confined walls of your Sims' house in the first game to the facets of their lives thanks to the numerous expansions of The Sims 2 and eventually the community and the world in the Sims 3.

But what if you've shepherded multiple generations through the Sunset Valley or Riverview communities of the game, fulfilling the life goals of countless Sims? Wouldn't you like to have new territories to explore, new stories to create and new communities to experience?

Fortunately, Electronic Arts will allow players to sculpt the experience of their Sims with the release of the Create a World Tool -- Beta. I recently had a chance to check out the robust editor to see what players can expect when the program is released.

This is the exact same editor that the designers of The Sims 3 used to produce the game, and it will allow players to build and create any kind of world they want from scratch. Alternatively, players can take the pre-existing communities of Sunset Valley and Riverview and manipulate the terrain, lots and other items to make their own unique stamp on these maps.

Of course, this is only the tip of the iceberg, as advanced designers will have the options to include their own created textures from external programs and tweak every individual pixel, resulting in truly unique worlds.

Best of all, avid Sims players won't need a programming or scripting background to make new maps; instead, if you've built a house in the Sims or you used SimCity 4 to create maps for The Sims 2 , you've got the basics down for building a new community, allowing players to jump in and start making a new adventure for their Sims and for other players to enjoy.

Layer masks are a tool that very few CAWers seem to use. However, when used correctly they can be helpful in blending larger areas together.

Be aware though, that trying to use masks on smaller areas of terrain is generally rather difficult. There is only so much detail you can add without having the world right in front of you. Before we begin, two quick things to remember. To edit a layer mask, you need an image editing program. Basically, a layer mask is a black and white image, similar to a height map, that shows where that layer of paint is, how it is blended and how heavy or thick it is painted on.

To export a layer mask you need to right click on whichever paint you intend to edit and select Export Layer Mask. You will then be prompted to save the file to your computer.

Once this is done, simply open the file in your image editing program. PNG files so you are set. Terrain painting is a skill that very few people have the drive and talent to master. This is why I have compiled a section of information on various techniques and styles that a couple of creators, as well as myself, use while terrain painting. I use a technique that is similar to armiel's as it tends to rely on very defined sculpting prior to the painting phase to get the gullies and rises in my cliffs and hills.

Basically, darker paints are used for gullies and shading and lighter paints are for rises and parts where light hits the most. I use these settings because I find them easier to work with and having to click more to get the blend looking good is better than it being too prominent.

To set up to paint using my technique you have your base grass layer, then your rock paints, then your dirt and sand layers, then your other grass layers. Please note though that this way can get extremely complicated, especially when you want to add another color, as it might not blend with the others as well. So, to overcome this issue, you need to choose all of your paints before you start painting , and then experiment with their blending.

You can find me here. First thing I do when I start a new world is select my paints and place them in order. In most worlds I do my own recolours of EAs paints simply because I don't like their shades. Usually my first layer is the base grass, the darkest one of my choices. After that I place my sand, then rocky paints, dirts, and finally grasses, lightest as last. I have a quirky sort of painting style. I like to apply a base coat of shadows and highlights before blending the mid-tones on top.

For mountains and cliffs I start with the darkest paint, brush , and paint all the shadow parts. Then I add more detail with a lighter or different looking rock and the same brush settings. Then, depending on the look I'm going for, I use either sand or a very light rock to paint the highlights. At this point the paint usually looks horrible. Then I start the actual paint work. I lower my brush setting to and use the darkest paint again to go over the shadowy parts, blending against the other paints.

Then the lighter rock, painting over the whole thing, holding mouse down. I only click on points that I feel need more refined detail. Then, depending on results, I blend more of those same paints in until I like the result.

In some cases I also use dirt paint to create different shades to the rocks. I do the grass and beaches pretty much the same way; blotches here and there and then just blending until the result is good. Then I add dirt under any vegetation. Before I do anything, I sort a palette for the world based on reference images.



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