Fan Interview with Windkeeper

Monday, September 24, 2007 - 23:10

MaxoidMoonBelly from The Sims 2 talked with community member Windkeeper to give some insight into custom content creation!

See the Interview


Fan Interview - Windkeeper

MaxoidMoonBelly from The Sims 2 talked with community member Windkeeper to give some insight into custom content creation! Her homepage can be found here.

The Sims 2MaxoidMoonBelly: How did you first hear of the Sims, and what got you into playing the game at first?

Windkeeper: I was introduced to the game by my son, and though he quickly moved on to another game I got stuck with Sims trying to figure out how to take care of my virtual family and ultimately how to make them happy. Soon after I discovered custom downloads and that made the game so much more exciting!

MaxoidMoonBelly: What do you like about the sims game?

Windkeeper: Two things. First, is the ability to create your own custom content. And second, the game play itself, ability to create families, have kids, control their lives, etc. Happy

MaxoidMoonBelly: What is a memory you have of a fun or favorite moment in the game with your sims?

Windkeeper: I'm really fond of those small unexpected tricks that sims do. Just when you think you've seen it all, your sim does something funny on his own accord and you're rolling with laughter! I do enjoy watching sim children as well, they behave so much like real life kids lol! And the addition of sim pets made my sim life happiness complete!

MaxoidMoonBelly: What inspired you to start making your own objects?

The Sims 2Windkeeper: There was a lot of custom content offered on various sites. But not that many were of a good quality. As I am very much a perfectionist myself, I think that was my major motivation, try and create a good quality custom objects. And then there is this great feeling of satisfaction when you can share your creation with thousands of other players and see them use it in their own games, in screenshots and stories :).

MaxoidMoonBelly: What programs do you use? Had you any knowledge of them before you started modeling for the sims?

Windkeeper: I use Photoshop for texturing, Milkshape (http://www.swissquake.ch/chumbalum-soft/) for 3D modeling, SimPE (http://sims.ambertation.de/) as the actual tool to create custom package files. Recently I also got 3DS Max 8, trying to learn it, made a couple of models in it so far. I only had some knowledge of Photoshop when I started to create for the sims. My first introduction to 3D was Milkshape program. Though the program is very basic, it is well adapt for game modeling. We even have several plugins already written for Milkshape for specific use in creating models for the sims game.

The Sims 2MaxoidMoonBelly: Where did you go to learn how to do modeling, the community or ?

Windkeeper: Community tutorials and trying things for myself. When I was learning Milkshape, for example, I went through many Milkshape tutorials, not just the ones for the sims creation. I actually looked through 3D modeling tutorials of other 3D programs as well, all again on different community websites. I had to buy books for 3DS Max of course, that program is way too complicated to just try and feel my way around, reference is a must.

MaxoidMoonBelly: What would you say is the biggest challenge to making things for the game?

Windkeeper: The biggest challenge is that we are limited to the objects and sim actions and animations that come with the game. I couldn't for example create a live shark that would swim in the water. I could only make a fake immobile one, because there is nothing in the game that I could use for that purpose.

The Sims 2MaxoidMoonBelly: If there was a tool that was created to help object makers make content for the game, what would think it could be?

Windkeeper: We already have a tool - SimPE program :). It is very advanced and constantly updated. SimPE allows us to change things that you probably wouldn't us to change :). Like object properties, behavior attached to that object, moving parts of the object (or body/hair mesh), even some animation. I doubt that Maxis would agree to release a tool like that. But you could cover one aspect of object creation, what we call "recoloring" - creating a new texture for already existing objects. Just like BodyShop allows us to change clothes texture, this new tool could allow users to do the same with objects.

MaxoidMoonBelly: You mentioned you don't have a background in 3D or design, what motivated you to leap into the projects you have made? What was the hardest and easiest part of it all?

Windkeeper: I was always fascinated by 3D modeling and digital graphics, just never tried it until The Sims 2 came around. I have a background in computers (programmer, system admin), that helps me to figure out the technical side of modeling and the game package files. The actual design part is I guess is my hobby.

The Sims 2The hardest part for creators was to learn the modeling for the game without any kind of real reference. There were very little tutorials at first, not to mention that we had to extract all the necessary parts manually just to create a new package for the game. Now it is automatic for the most parts, thanks again to SimPE tool, and because the knowledge is shared in community, we have lots of tutorials and discussions, tips and tricks, etc. So at least packaging your new model is not that difficult anymore. The 3D modeling part is of course still individual. For me personally there were two major difficulties. First was to learn the 3D modeling. And the second was to make my creations so they would blend in with the game. A lot of creators go for realistic look, photographic textures. But the original game objects (sims and clothes) are not like that, they have this a bit of cartoonish feel. And that is how I try to make my own creations. I often end up drawing my own textures. They are not as good, but getting better :). I was learning by extracting and studying the game objects. The objects have highlights and shadows painted into their texture (skin or whatever you call it), so I tried to do the same. The original objects have ground shadows, I made sure to always add appropriate shadows to mine. The objects have smooth flat surfaces and sharp corners, I learned to smooth my models the same way. The easiest part? Perhaps understanding the concept of 3D world, 3D game was the easy one for me. Some people seem to have problem with it.

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