Layer Up! A Creator’s Guide to Base Layers in CAS
Sul Sul!
Base Layers are a new asset sub-category within the accessories catalog of Create a Sim, coming with the base game update on May 12. They are a texture-only asset that appears beneath a Sim’s top or outfit. Here’s a quick guide to how it works:
To create a custom content base layer you will need:
- A copy of an existing base layer asset for the 3D scene set up
- A diffuse texture with an appropriate alpha channel with as many colour variations as you wish.
- A specular map (_s)
- A shadow map (_sh)
Getting Started
Any Base Layer top you create will appear directly onto the Sim without any geometry, mimicking a ‘skin-tight’ look. This is to preserve the look of the main top or outfit choice, whilst introducing layering options for the exposed areas. For this reason, Base Layer textures sit exactly over the Sim UV where you want to see them. In the example, the turtleneck sits directly onto the top of the Sim, with an alpha channel that functions as normal: showing the garment (white) and hiding the Sim (black).
Create the texture as normal, either by editing your copied file or making a new one yourself. You only need 2D image editing software, no 3D editing required. Once you have created your files, you are ready for implementation.
Sort it out!
The Base Layer will always appear below the top or outfit choice because of the sort order. Base Layers have a sort order of "10550", and should be labeled "BaseLayer". Using the wrong sort order will lead to the textures appearing incorrectly.
Finishing touches
Add the prototype and instances just as you would for any other garment.
The Base Layers feature introduces exciting new layering possibilities to The Sims 4 Base Game. Whilst CC creators have found their own ways to achieve layering in the past, we look forward to seeing how they are able to innovate with this new feature. Good luck and have fun!