

**If you place your hair map outside this area it will take the texture of whatever you have mapped it onto. **If you place your texture outside of this area it will show up on some other part of the Sim. You must place any new hair texture you want to use over the spot where EA has theirs placed and your hair map must fall in the limits of that space as well.

This is the composite image that is used in the game to provide the texture for hair, skin, face, accesslories, and etc. Note that it is situated on a much larger. **If you don't edit these hat chop meshes the original EA one will show if a hat is put on the Sim's head.Ĥ. **If you accidentally replace a hat chop mesh and do not edit the main mesh your hair mesh will seem to not show up in the game unless you put a hat on the One is the main mesh and the other two are the hat chop meshes. In Blender you will find 3 meshes per hair.package. EA uses these meshes to help keep poly count down and to keep hair from sticking out through the Sim's hat. Each EA hair style has "hat chop" meshes that are displayed on the Sim if the Sim has a hat on. **Lowering your poly count on these two lower LODs is a good way of helping keep the poly count on your hair.package down.ģ. It only shows up when you're zoomed so far from the Sim that this detail is impossible to see. This is ok though because the player will never see this mesh up close. Note the obvious flaw that has resulted from a significant reduction in poly count on this mesh. Here you can see a close up of the LOD 3 of this EA mesh. LOD 2 and LOD 3 are seen when the Sim is viewed from so far away that only the most obvious details of the mesh will be seen. The viewer is still close enough to the Sim to see any obvious errors in the mesh. EA usually reduces their poly count for this mesh but not by a whole lot. LOD 1 is seen when the viewer is a short distance away from the Sim. **If this is the only LOD you replace your new mesh will switch to the EA original mesh when you zoom out from a close up view in the game. LOD 0 should be a high quality mesh able to stand up to close scrutiny. At very close view LOD 0 is seen on the Sim. These meshes are displayed on the Sim according to how close the viewer is viewing the Sim from. This is the EA hair I will use as the example for this mini-tutorial.Ģ. Most of these components need to be modified during the process of creating your own new hair mesh.ġ.

This mini-tutorial will show you all the components of an EA hair.
