Basic Photoskinning for TS2, a tutorial by Frosted Flake.
So you want to learn how to turn your favorite photo into an
outfit for your Simmies, eh?
Skinning really isn't as scary as you think it is, and I'm here to tell you
how it's done.
For this Tutorial, you will need:
*An image editing program that allows you to use layers.
I'm using Paint Shop Pro. There are many capable programs out there, such as
Adobe Photoshop or The Gimp.
As long as your program lets you use layers, it can be used to skin. Since this
is a tutorial on skinning, and not
one that explains how to use your image editing program, I won't be going into
explicit detail on the workings of
such a program. It's up to you to be familiar with your programs, since I don't
know everything about every
program there is. Basically, most programs have the same features, only with
different names and commands,
play around with your program to become comfortable with these features.
*The Sims 2 Body Shop. This program comes with your copy of The Sims 2.
*An image of some sort of clothing. I'm using this one:

When choosing your image, make sure that it's large enough to
show a good amount of detail. Thanks to the
advancements available in The Sims 2, skins are able to show a great amount
of detail as opposed to the
lacking graphics of The Sims 1.
First thing's first: Open up your image program along with BodyShop.
Since the inner-workings of BodyShop are pretty intimidating, I'll give you
step-by-step instructions through
the process. Once you open up BS, click on the button at the top that says "Create
Parts":

Next, choose the box that says "Start New Project":

Followed by the box that says "Create Clothing":

Once in the clothing bin, we're going to choose "Everyday Wear".
It's the first option. After clicking on that,
more options will appear beneath it; we're going to choose "Tops":

Here's where we choose our base for our skin. Flip through
tops in the clothing bin to find a suitable base for your skin.
We're going to choose one that has a similiar shape to the top in our image
so that we won't have to edit the Alpha
much. More on that later. I've always thought it best to start out with a Maxis
creation as your base. Maxis doesn't
mind if you toy with their creations, but other skinners usually do... So to
be safe, work off of a Maxis skin. Once you've
got your top selected (outlined in bright green), click on the button at the
bottom to the left. This will export all of the
files needed to customize your skin.

Next, you will be asked to name your file. It's good to name your file something
that will make the skin easy to
recognize by name. If you were to name it something like "Top124342," unless
you're a robot, it will be hard
for you to remember what your skin looks like if you only have the name to work
with. This skin, I've decided
to call "GreyPearlTank":

Then just click on the Checkmark, and your skin will be exported.
Since this may be your first time playing with
BodyShop, you may not know where your skin has been exported to. No worries,
I'll tell you! You can find all of
your necessary files in: "C:/My Documents>EA Games>The Sims 2>Projects>GreyPearlTank
(or whatever name
you gave to your skin.)
Now to your image program. Follow the path I just set out for you to open up
your skin files. For this specific skin,
there will be three images for you to edit. I'll break down which is which.
It is important that you do not edit the
names of these files, their color depth, or their file type. All you will be
editing will be the way they look. Your full
color image, which will be pre-named top~stdMatBaseTextureName.bmp is the image
that will be our main concern.
It's called a Texture. This image is where all of the magic happens... This
image is the one that directly determines
how your skin will look.

The next image, which will be completely black and white and
named top~stdMatBaseTextureName_alpha.bmp
is your Alpha file. This image determines the shape of your skin. Think of this
as an outline of the Texture file.
Whatever is within the white areas of the Alpha will be shown on your skin,
Whatever is in the black area will be invisible
in the game and BodyShop.

The last image is your Bump Map. It's in shades of grey and
named top~stdMatNormalMapTextureName.bmp
Now, Bump maps are rather tricky. Some computers do not have the video card
capabilities to show them, and others do.
Since mine doesn't, I can't exactly show you how they work.I'll leave that up
to another teacher :D Basically, they show
contours and bumps in the skin. Whatever is a darker grey on the bump map will
be shown as "deeper" and whatever is
lighter grey will be "higher."

Okay, now that we've got the basics down, let's get to the fun parts!
Alpha and Texture Editing
Make sure you have your original image open...

...along with your Alpha...

..... and your Texture:

What I start off doing, is copying my Alpha onto my Texture
to let myself know what area I'm working with. I do this
by selecting the entire Alpha, copying it and pasting it as a new layer on top
of my Texture. I then use my selector tool
(preferably one like a "magic wand" that can select everything that is of the
same color) and select the white areas.
Then I erase the white areas, leaving the black areas alone. Depending on your
image program, this step may be a little
different (along with the rest of the proceedures involved with texture editing)
But for the most part, each program has the
same capabilities, only different names and such. It's up to you to figure these
all out, as I am not familiar with every
single image program out there. So anyway, we have our texture, outlined by
our alpha.
It should look a little like this:

Next, I work on the original clothing image. Use your selector
tool to make it so you just have the part of the image that
you want to use for your skin. Since your image won't necesarily be the exact
size you need it to be to skin from, you're
going to need to resize your image. To find the size I would like it to be,
I usually measure the area inside the white part of
the Alpha/Texture.
I take the width across what looks like it will be the chest of the skin (you
can usually tell by the shading
of the original Maxis texture) and the height of top of the neckline to the
bottom of the Alpha. I then resize my clothing image
using these values (how to do this depends on your program) For this skin, I
measured it to be 170 pixels by 290 pixels
(width and height, respectively.)
Now, back to our Texture image. Create a new Layer on top of the texture, but
below the
Alpha (it should basically be sandwiched between the two) Take your clothing
image and paste it onto this new middle
layer. Position the clothing image so that it is roughly in the Texture area
(surrounded by black) It should look something like
this:

As you can see, there are some parts of our top that isn't visible.
Not to worry, we can fix this! Move up one layer to your
Alpha layer. Use an eraser to erase the black area that covers your clothing
image. Copy your Alpha layer. Save your texture.
Now go back to your original Alpha file. Erase the entire image so that
the Alpha is completely white. Now paste what you copied
from your texture (The edited alpha layer) Save your Alpha. BodyShop time! Click
on the little curved arrow at the bottom of your
BS screen.

This will refresh your skin using your newly edited texture
and alpha.
Now this looks a little rough, doesn't it? Well, at least you
have the idea now, Right? Good. Now go back to your image editing
program, and look at your Alpha file. Play around with it so that only the shape
you want is white. You can keep saving it and
refreshing your skin in BS so you can check your progress. I always find it
easier to make one half of my alpha the way I want it,
and then pasting a mirrored copy onto the other half (how to do this depends
on your program). I use the same technique to
edit the other side of the Alpha (the part that would be for the back of the
skin) so that the two sides line up.
Alright... Once you're happy with your Alpha...

...go back to BS and take a look.
(tutimg15.gif) Hmmm, we have a bunch of black showing. Let's fix it! Go back
into your image program, and copy your
Alpha file again. Go over to your Texture file, erase the layer that used to
be your Alpha. Paste the new Alpha as another
layer. Save... Take a look. Now, I'm gonna leave you on your own for a little
bit... Because this part is where your own
artistic capabilities and talents come into play.
You have your Alpha perfect, you have your Layers set up... Now, go to your
middle layer on the Texture image, remember
that one? The one with your clothing image. Use your talents to take your clothing
image and edit it so that the entire
visible area (surrounded by black) is filled with your clothing image. To do
this, play around with copying parts of the image,
pasting, pushing (depending on your image editing program) smudging, warping,
lightening, darkening, sharpening, softening, etc.
Just like you did while you were editing your Alpha, save periodically and check
it out in BodyShop.
Okay, Now! Let's compare! This is What I ended up with after playing around
with the texture...

I think that looks pretty good, Don't you? Let's put this baby
to bed, then!
Since we aren't dealing with Bump Maps, open yours up, and fill the entire image
with the same shade of gray. Save it. This
prevents your skin from being made funny by the original Bump Map. Until you
are comfortable editing Bump maps, and
depending on whether or not your computer can even show them, I would just leave
them blank.
In BodyShop, where it says "Enter Tool Tip Here" write something! I usually
"sign" my skin. Once you've done that, click
on the "Import" Button, it's the one on the bottom left that has an arrow and
a folder. This re-packages your skin and sends
it back into your game, ready for use! Here's what my final product looks like,
all prettified with a Sim and everything!

You can find the top I've made for this tutorial here at Sim Chic, obviously.
If you want to share your skins, use the .package file in your "C:/My Documents/EA
Games/TheSims2/Saved Sims
folder." That's it! Skinning is a very involved process, but once you get
the hang of it, it really is a lot of fun! Just so you know,
what I've explained in this tutorial is not the only way to skin, it is merely
the way I skin. There are an endless amount of ways
you can hone and perfect your skinning abilities. The only way for you to excell
in skinning is to be patient, read a bunch of tutorials,
and most of all EXPERIMENT! You won't get anywhere if you don't try to test
your wings. Good Luck!