Think Inside the Box – Part 3

Welcome to the final part of my Clearview series of homes for The Sims 4.  If you haven’t already, you should take a look at Part 1 and 2 to see how this all came about.  In this post, we’ll take a tour of my third home in the series, Clearview Luxury, designed for sims who love entertaining and demand the very best in amenities.  If you would prefer to watch a video tour rather than scroll through a wall of images, I completely understand, and the video is available here.  If you’re continuing on, here are images of my Clearview Luxury’s exterior.

Front Views:

As with the other two homes, this build features a modern design but is a bit more sedate in terms of its color scheme.  Unlike the other two, it offers not one, but two levels of glass walled skylight-y goodness!  You’ll see more of the structure and levels as we swing around.  Right side:

Back:

Left Side:

Here’s a closer look at the outdoor areas beneath the upper pool.  Play area:

Observatory:

Preparing to enter the home, let’s take a closer look at the entry:

I used a debug object for the shiny welcome mat, which goes with the glass flooring.  That flooring is actually the top of a table, enlarged and elevated via the use of bb.moveobjects and basement spaces, a trick I used many times throughout this build and my other two.  It makes for an entry unlike any other!

Heading inside, the first area, which is enclosed in one of four enlarged and elevated display cases from the Get To Work expansion, provides the main living and entertaining area in the home.

To your right, there is an expansive bar:

Unfortunately, this particular bar is decorative.  Your sims can sit, but they won’t be able to make drinks at it.  They won’t get any route failures; they’ll start to make the drink but simply won’t finish it.  I’m sorry about this, but it is one funky thing about placing interactive objects in/on objects elevated using basement spaces.  Most work, but bars are one type that do not.  There is a fully functional bar that you will see in the kitchen though.

To your left, you’ll find plenty of sophisticated seating with an oversized, animated modern fireplace.  I love building these fireplaces!

Here’s a closer look at the fireplace.  You really must see it in game though.

Further along, I’ve placed a glass dance floor with piano and lounge seating, as well as a pool view.

I love how the light glistens on the glass floor!  Sims route on it just fine and can indeed dance on it.

Making your way through the archways to the left, you will enter the kitchen:

In the second shot, you can see my attempt at a custom aquarium to the left.  I was designing this house prior to the release of the spa pack, and even after I knew it would include aquariums, I did not want to require it for this build.  If you have the pack, feel free to replace this with a real one.  Here’s a closer look at it:

More of the kitchen:

Here you can get a glimpse of the outdoor dining area, but before we head out, let me show you the small but full bathroom near the kitchen.

Now, we go out into our second enlarged display case, which functions as a glass walled outdoor entertainment area, complete with dining:

and dancing (on another glass floor):

There is also another large bar and a grill.  However, again, these are decorative.  Neither bars nor grills will function when placed within the display case.  However, there is a functional bar and stove/oven in the nearby kitchen.

Heading in the opposite direction, back through the living room, you will come to a small study:

A guest bedroom:

And a guest bathroom:

Moving on out from there, you will arrive in the third enlarged display case, which houses a pool and exercise equipment:

Tough to beat those wide open views, plus the sunshine streaming in through the skylight!  Let’s go upstairs to check out the master bedroom:

I had fun with the color scheme in here (I tend to like this dark but vivid blue) and again with creating another modern animated fireplace.  Here’s a closer look at it:

More fun than fancy here, but I thought it suited the room.  The master bedroom is open to the master bath:

I went for a much lighter, calmer blue color palette in here, except for the paintings placed by the Jacuzzi tub, which I thought helped tie the room back to the bedroom as well as providing a really cool space for a soak:

Had we taken the stairs up from the guest wing instead, we would have arrived in the children’s bedroom:

I tried to keep it relatively neutral in here, to suit girls and/or boys or perhaps a child and a teen.  There’s plenty of space in the room to reconfigure too.  Here are more shots:

The kids have their own bathroom as well:

Both bedrooms have exclusive access via walkways to the home’s second floor pool, which is housed inside the final display case:

Here’s a closer look:

The views from in here are pretty incredible!  Sims can swim just fine in the pool, but you have to zoom in a bit in order to route them into it.  You’ll know when you’re at the right point when you can see further into the water.

That’s about it, so let’s take a look at the overhead layouts, starting with roofs on:

Roofs off second level:

Roofs off first level:

Master Bedroom and Bath:

Children’s Room and Bath:

Living/Entertainment:

Kitchen:

Small Bath:

Outdoor Dining/Entertainment:

Guest Wing:

Lower Pool/Workout Area:

The place is quite pretty at night too.  I think it’s worth showing you a few shots:

Clearview Luxury is a 3 bedroom, 4 bath two story home that costs $244,464 and is situated on a 40×30 lot (I used Cacti Casa in Oasis Springs).  It has been thoroughly play tested, and I found no issues with it other than those noted above (the two bars and grill that are not fully functional).  You should be aware that sims can route directly through the glass “walls” of the display cases.  This will probably only happen at the front of the home, since the other two ground level cases are surrounded by fountains which are not routable.

If you’re interested in taking a look at Clearview Luxury in game,  click here to download the build from the online Gallery.  Or, if you prefer, you can search for it in the game Gallery by its name, or by my hashtag, #bryscreations.  Please be sure to place the home in build mode, so that lighting colors and intensities are preserved.

Think Inside the Box – Part 2

Welcome to Part 2 of my Clearview series of homes for The Sims 4.  If you haven’t already, you should take a look at Part 1 to see how this all came about.  In this post, we’ll take a tour of my second home in the series, Clearview Midrange, designed for sims who’ve managed to accumulate enough money in the game to expand a bit and enjoy some amenities, but who aren’t quite ready for mansion level living.  If you would prefer to watch a video tour rather than scroll through a wall of images, I completely understand, and the video is available here.  If you’re continuing on, here are images of my Clearview Midrange’s exterior.

Front Views:

This home is about color and play; your sims should have a blast raising a family here.  Like my Clearview Starter, the design is again modern, and I used basement spaces not only to elevate the enlarged display cases that make up four sections of the home, but also to elevate many other objects, such as the unique center planter display at the entry and the “dots” surrounding various landscaping elements:

Right Side:

I couldn’t resist tossing a couple of the new mirrored windows in there; love how they reflect the desert surroundings.

Back:

Left Side:

The unique little circular fountains on either side were elevated using basement spaces.

A closer look at the structure and roofing:

Let’s head inside and continue our tour in the kitchen:

The turquoise “rug” you see is actually an enlarged object (table, I believe) elevated from the basement.  Sims route right over it with no problems.  One thing I want to highlight is the custom backsplash I created over the stove area via photographs:

The stove had to be recessed into this little outlet slightly away from the display case in order to be functional.  Unfortunately, stoves and grills placed “inside” display cases will not work.  Still, I needed something in this recess anyway.  From the kitchen, we can turn and head for the living room:

Here I was excited to try my hand at another modern animated fireplace.  I really enjoy building them and then watching them “crackle” in live mode.

The “rug” in the living room is again actually objects elevated from the basement.  I loved how it enabled me to set up the four black corners.  Heading for the back half of the home, you can see that I set up a unique configuration of book cases as well as a nifty photo of some custom content wall art (credits noted at end):

Now, those book shelves aren’t actually functional, but there is another fully functional shelf in the master bedroom, so I kept these as-is for décor.  You can see that I had more fun with “dots” on the bridge between sections.

Once across, you can turn right to enter the master bedroom:

I liked the idea of placing the head of the bed in the recessed alcove for privacy vs. using window coverings, which doubtless would have looked odd with this configuration anyway.  More “rugs” in here, and I used basement spaces for the nightstand configuration as well.

Returning to the hallway, you can cross left to the children’s room:

More “rugs,” a photo of CC, and really, the views are what speak loudest in any section of this home.  Each bedroom has a large glass skylight above it also, which isn’t really shown in the pictures.  Returning to the adjoining area, finally, you’ll enter the bathroom:

I was going for a bit of a spa vibe in here (was starting to get excited for the future spa pack).  No actual spa objects, as I hadn’t yet purchased the pack, and I was committed to doing these builds without it.

So that’s it for the interior.  Let me show you the overhead layouts for the property.  Roofs up:

Roofs down:

Living:

Dining:

Master Bedroom:

Kids Bedroom:

Bathroom:

Clearview Midrange is a 2 bedroom, 1 bath single story home that costs $60,966 and is situated on a 30×20 lot (I used Dusty Turf in Oasis Springs).  It has been thoroughly play tested, and with the exception of the bookshelves in the living room, I found no issues with it (your sim can use the bookshelf in the master bedroom instead).  I do want to note that sims can route through the glass “walls” of the home.  This is because the display containers are elevated from the basement and don’t actually exist on the sims level.  There is no issue with playability, but it might look a bit odd to you.  If it really bothers you, you can block the walls with fountains or other objects that aren’t routable.

If you’re interested in taking a look at Clearview Midrange in game,  click here to download the build from the online Gallery.  Or, if you prefer, you can search for it in the game Gallery by its name, or by my hashtag, #bryscreations.  Please be sure to place the home in build mode, so that lighting colors and intensities are preserved.

Credits: I had my sim take photos of wall art created by Pinkzombiecupcake from her Red modern paintings set found here.  She also took photos of Blue Nature by Neferu found here.  Note that there is no custom content in the build itself.

Think Inside the Box… Part 1

Sometimes in order to think outside of the box, you have to think inside of it first…  Sounds like some bizarre quote from a philosophy class, doesn’t it?  No, it’s just me trying to figure out how to do the impossible in The Sims 4 again!

For a long time, I’ve daydreamed about having seamless glass windows, glass skylights, and glass floors in TS4.  It’s been nearly a year since the game was released, and they’re still not in there.  I decided I was done waiting; basement spaces to the rescue!

I began experimenting with ideas to accomplish my goals with only a relatively simple starter house in mind, as a proof of concept, but as development went on, I began to envision creating a series of homes to cover all aspects, from starter to mid-range to luxury.

It’s taken me a while, but I’m excited to finally present my Clearview series of homes!  These homes utilize enlarged display cases from the Get To Work expansion that have been placed using bb.moveobjects and basement spaces.  They are not only unique in terms of the exquisite, unblockable views they provide but are also fully playable (except for minor exceptions that will be noted), so even though I consider these builds experimental, they aren’t just for show.

Let’s take the tour!  In this first part of a 3 post series, I will start with…the starter!  If you would prefer to watch a video tour rather than scroll through a wall of images, I completely understand, and the video is available here.  If you’re continuing on, here are images of my Clearview Starter’s exterior.

Front Views:

I was going for bright, cheerful colors that carry on from exterior to interior, as well as a modern shape.

Right Side:

Back:

The back is pretty sparse due to the budget, but there is plenty of room back there and in the hallway for a study, workbench, etc. as your sims grow their funds.

Left Side:

I used 3 super enlarged display cases from the Get To Work expansion as the glass “boxes” in the home.  I think of them as being similar to shipping containers.  Here is a closer look at the roofing; I did not want to leave the cases completely open, but you can see that there is still a good deal of space for the skylights:

Taking a look at the interior, we don’t actually have to go *in* to see a lot of it, due to the large expanses of seamless glass.  Let’s peer through at the living room first:

Moving inside for a closer look:

I added my sim’s unique photos to several spaces in this build.  They’re a cheap way to add interest to an otherwise fairly bare bones area (since I’m on a starter budget).

Notice the view of the skylight from inside:

Let’s move on to the kitchen.  Here’s the view from outside:

And I just love the view from within the informal dining area:

I had to move the stove and some counters out of the display case as unlike most other interactive objects, stoves will not work if they are in contact with the case.  I think it worked out okay though to have a little half enclosed room connected to the open space.

If you head down the open hallway, you’ll arrive at the bedroom:

Nothing too amazing in here, as it is a starter, but you can’t beat the view!

Across the way, you’ll find the full bath:

And at the very end of the hallway, an area to lounge and again take in the views:

Here are some images of the property and room layouts.  Roofs up:

Roofs down:

Living/Kitchen:

Bedroom:

Bathroom:

Clearview Starter is a 1 bedroom, 1 bath single story home that costs $18,436 and is situated on a 20×15 lot (I used Raffia Quinta in Oasis Springs).  It has been thoroughly play tested, and the only thing to be aware of is that sims will sometimes route through the glass “walls.”  This is because the display cases are actually placed in the basement and don’t really exist at the sim’s level.  If it bothers you, once you have the funds, you could build a fountain around the glass or place other non-routable objects to block the sims.  Another thing to keep in mind is that while you can click on objects to have the sim use them, such as clicking on the couch and having your sim sit, you can’t just click on the “floor” inside the case to have your sims route there.

If you’re interested in taking a look at Clearview Starter in game,  click here to download the build from the online Gallery.  Or, if you prefer, you can search for it in the game Gallery by its name, or by my hashtag, #bryscreations.  Please be sure to place the home in build mode, so that lighting colors and intensities are preserved.

Go Micro!

I took a little break from my current 3 build themed WIP to dive into the latest Build ‘n Share challenge called “Think Tiny.”  The challenge required that we create a tiny home with an interior footprint of no more than 50 squares and a budget of 30k for a couple somewhat divided in tastes (he prefers modern, and she likes cottages).  I’m not much for starters and have never tried my hand at a tiny home, so I thought it might be a fun, quick exercise.

The result is Tiny Blues, my take on a modern cottage.  I didn’t create a video this time, but the challenge requires a slideshow, and I decided to try using Kizeo, which is relatively new online software for setting up slideshows.  Feel free to take a look here, or if you’d rather, continue scrolling down for more pictures and information.

Here are additional shots of the exterior:

Front:

Entry:

Right Side:

Back:

Outdoor Dining:

This was a requirement of the challenge, but I’m glad as it makes for a super cute space.

Left Side:

Entering the home, you’ll naturally find yourself with the living room in front of you:

I’ve got a real thing for creating modern animated fireplaces these days, and using basement spaces has really helped me to get them looking precisely as I’d like:

Heading back out of the living room:

To the galley kitchen:

One thing I did here is to set up a custom backsplash made of small, sims created photos:

From the kitchen, you can access the bedroom:

Here, I envisioned the wife getting her way with a slightly more traditional and girly space.

Same thing with the bathroom:

Here are images of the property layout.  Roof up:

Main level (roof down):

Living Room:

Kitchen:

Bedroom:

Bathroom:

Tiny Blues is a 1 bedroom, 1 bath single story home that costs $29,987 and is situated on a 20×15 lot (I used Rindle Rose in Willow Creek).  It has been thoroughly play tested, and I found no issues with it.  If you’re interested in taking a look at it in game,  click here to download the build from the online Gallery.  Or, if you prefer, you can search for it in the game Gallery by its name, or by my hashtag, #bryscreations.  Please be sure to place the home in build mode, so that lighting colors and intensities are preserved.  Thanks for visiting!

Introducing Basement Spaces – And 2 New Builds

When EA released basements as a free update for The Sims 4, I wasn’t terribly excited.  I don’t really care for them much as living spaces, and while I appreciated having additional levels to work with, I could have lived without them.  However, I got to wondering if they could be useful for other purposes.

I began to explore the possibilities with my previous build, Chokkaku, but I felt like I had just scratched the surface, so to speak.  Rather than moving on to my next planned WIP, I decided to try one or two smaller builds and experiment with basements more thoroughly in the process.  I’m so glad I did!

It turns out that in combination with the bb.moveobjects cheat(affectionately still known among old TS3 builders as MOO), what I call basement spaces are incredibly useful for otherwise impossible object positioning.  I’ll get into the hows and whys, but first, let me escort you through my two new builds that demonstrate what can be done.

First up is a small but stylish modern I call Funky 1.

It’s one bedroom, one bathroom, one level…hence the 1.  I built it in Newcrest, on the 20×15 Oak Alcove lot, and it costs $78,742.  I created a video walkthrough of the lot, so if you’d rather see it in action instead of viewing static images, click here.

You might notice several objects you haven’t seen before; these are not custom content but rather height adjusted and, in some cases, enlarged objects that were positioned using basement spaces.

The plant above usually sits much higher on the ground, with a much larger base.  The structure aligned with the left side of the house is actually part of an enlarged desk coupled with an enlarged table on the bottom.

And these fun little stepping stones are actually the tops of bar stools!  None of these objects cause route failures either.  Sims can happily walk right across the stepping stones.

Here are additional shots of the home’s exterior:

The planter you see above is a combination of an enlarged couch and chairs.  You’ll see another similar planter along the left side of the home:

For this build, I opted for an outside kitchen/dining experience that takes advantage of the Newcrest views.  You can see that the expansive patio is set up for entertaining, with a grill and small bar also available.

Moving on to the interior, I was shooting for modern, stylish, and of course, funky.  Take a look:

The living area:

Room to work for a crafter and/or artist with a bit of a techie theme too:

The bathroom is small but has impact, I hope:

I am very pleased with how the bedroom turned out.  It was an odd-shaped space, but I had fun with fitting the furniture to its angles and setting up mirrors to give a cool double effect for the painting and bookshelves.  I also was able to make something of a ceiling design with shelves.

Here is an overhead of the property to show you the layout:

And here is a look at the basement space that I utilized for this build:

Funky 1 has been thoroughly play tested, and I found no issues with it.  If you’re interested in taking a look at it in game,  click here to download the build from the online Gallery.  Or, if you prefer, you can search for it in the game Gallery by its name, or by my hashtag, #bryscreations.  Please be sure to place the home in build mode, so that lighting colors and intensities are preserved.

While I was pleased with the results for Funky 1, I felt like I wanted to take basement spaces further, to really go all out and maybe a little crazy for my second build.  I was greatly inspired by the works of Salvador Dali, and I thought it would be fun to build a combined pet and toy store that sims could run as a retail venue.  Thus, the idea for Dali’s Exotic Toys & Pets was born!

I built it in Oasis Springs, on the 20×15 Nookstone lot, and it costs $139,623.  I created a video walkthrough of the lot, so if you’d rather see it in action instead of viewing static images, click here.

Okay, bear with me here, I know that the picture above is a lot to take in!  It started with the candle décor that I used in Funky 1 (it’s on the fireplace mantle).  To me, it had the look of something in a Salvador Dali painting:

And I thought it would be fun to enlarge it to create two doorways:

The toy store would be on one side, and the pet store would be on the other.  Since I used basement spacing, sims can route right through the archways, which is fun to watch.

The dead trees with branches reaching toward the sky are definitely taken straight from Dali:

I also wanted the roof to look like it was melting in places, which is another theme of his:

I again had fun creating custom stepping stones:

Let’s take a look at the rest of the exterior.  The right side:

The left side:

The back:

I wanted to set up a rather…unique children’s play area, so there are a couple of special touches here.  An admittedly creepy sandbox with disembodied heads found among debug objects (I have no idea what they’re for!):

And probably my most Dali-esque creation, a skull with an eerie plant growing out of its sockets:

It was inspired by this painting:

It’s a must-see at night, when the plant and orbs glow:

Those are the main points of interest for the exterior.  Moving on to the interior, let’s start in the exotic pet shop.  It features sims created art throughout.  The entry:

Various “pets” for sale:

A small half bathroom:

And as the stores are connected, we can easily head over to the toy store.  The entry:

That llama might be the creepiest toy in the whole place!  Again, you’ll see sims created art throughout.  I like this particular sequence:

A chemistry area where the kids can get hands on:

A dollhouse the kids can play with…well, they could, until some unidentified customer broke it during play testing.  I was going to fix it, but I actually thought it looked as if the ghost gnome broke it, and it fits the spirit of the place.

And more toys for sale, as well as a secret door out to the back (the pet store also has one):

A small half bathroom (hope those kids like creepy llamas!):

Want to run this retail lot as a home business?  No problem!  Just head down to the basement for your inviting home away from home, featuring open kitchen/dining/living, two bedrooms, and one full bath:

You would never guess the upstairs was so wild with the modern, soothing  style downstairs.  Well, there are hints, but we’ll get to that.  For the living room, I really wanted to do another modern, animated fireplace:

Here are a couple of shots of the kitchen.  I thought that the painting not only reminded me of Dali’s work but would also make a nice, bright spot of color:

Dining Room:

I envisioned the first bedroom as the resting place of the pet store owner; somewhat austere and tech/science themed.

I tried my hand at an aquarium using a couple of the new XXX objects from Get To Work.  What I love about them is that the bubbles animate.  I placed some fish in there too, but unfortunately, they don’t animate.  If EA ever gives us a fog emitter object for The Sims 4, I will fix that problem!

This is the shared bathroom:

And last but not least, the second bedroom.  I envisioned the toy store owner retiring to this space to rest and work on his latest toys and sculptures.  You could say that I imagined him to be a bit eccentric.

And that wraps up the interior.  Let me show you some overhead views.  The property:

Close-up view of stores:

The basement:

And here’s a look at how I set up the basement spaces.  In this case, I used both basement levels.  You’ll want to do this when you have objects that you have greatly enlarged, as if you place them within the first basement level, it’s likely that they will project out of the ground level higher than you’d like.

First Basement Level:

Second Basement Level:

If you’d like to take a look at Dali’s Exotic Toys & Pets in game,  click here to download the build from the online Gallery.  Or, if you prefer, you can search for it in the game Gallery by its name, or by my hashtag, #bryscreations.  Be sure to place it in build mode, in order to retain lighting colors and intensities.

I thoroughly play tested Dali’s, and there were no issues.  However, a couple of graphical glitches can happen when you place it: 1) one of the stepping stones may display some edges that the other two don’t; you may want to position it, but it’s very minor, 2) the small spice décor I set up by the frog tanks doesn’t seem to want to transfer (some debug objects simply won’t), 3) the dollhouse will be repaired when you place it.  If you prefer it broken (I do), simply have your sim go kick it down (or wait for a customer to do it).

So how can you use basement spaces in order to enhance your builds?  I go over the technique in detail in my video here, but if you’re unable to watch it, I’ll try to walk you through the steps via text below.  I think it will be easier to grasp if you watch the technique in action though.

  1. Type CTRL+SHIFT+C to bring up the console and type bb.moveobjects on in order to be able to freely place objects.
  2. Decide what type of effect you are trying to achieve.  For instance, in my video, I use a glass top table as flooring, place an enlarged goblin head poking up through the ground, and set up fence post lights.
  3. If you are going to enlarge your object, I recommend doing so above ground, so that you can get a general idea of the amount of space it will take up and how tall it will be (SHIFT+] to enlarge, SHIFT+[ to shrink from an enlarged state).
  4. Optionally create a basement wall or wall(s) to act as a guideline for object positioning.  This isn’t necessary, but it’s very helpful to shorten the time it takes to get the object exactly where you want it.  If you are concerned about the cost of walls, I recommend drawing your guide wall one tile away from where you will place your object, so that you can later delete the wall without losing the object (objects placed by/near walls often get deleted with the wall).
  5. Drop down to your basement level and press G to turn grid lines on if they are not already on.  Grid lines must be on.
  6. Using the guideline wall you built (or not), place your object where you think it should go.  Note that if you enlarged an object a great deal, you may want to consider dropping to the lowest basement level for placement.
  7. If you need to height adjust it upward (necessary in most cases), press CTRL+9 repeatedly to raise the object by a small amount for each press(CTRL+0 lowers it back down).  This part is largely trial and error, although you can use the top of the basement guideline wall as an indicator for where your object will break ground above.
  8. Bump up to ground level to see where your object broke through and if it is at the height you wanted.  If not, bump back down and change positioning/height as necessary.  Note that height will be reset to the bottom in most cases when you pick up the object.  This is a bit of a bummer.  I typically cope with a tricky adjustment by counting the number of times I’ve bumped up the object’s height.  If I find I’ve raised it too high, then next time, I won’t bump it up as many times, or vice versa if I need it higher.  By keeping track of my count, I can get pretty exact with my placement.

So those are the basics of utilizing basement spacing.  If you want to embed objects in the ground or elevate objects outside without having them drop back to the ground, this technique is invaluable.  I hope you enjoyed learning about it and taking a look at Funky 1 and Dali’s.  I can’t wait to see what other builders come up with using the technique!  If you have any questions, feel free to leave a comment, and I’ll get back to you as soon as I can.  Thanks for reading!

Credits: I created a painting by reference of a piece of art by Selerono that I used in Dali’s.  It’s from her SLRN Vintage Skeletal Paintings found here.  Note that there is no custom content in the build itself.

 

 

 

Chokkaku (Right Angle)

Another longtime WIP finally complete!  I was originally inspired by this image of the Loft Niseko:

I loved the height and the angles; in fact, the WIP’s working title became Angle of Approach.  I struggled for a long time with the roofing; I wanted to do something special, but the inspiration just wasn’t coming.  It wasn’t until I started working on the landscaping and decided to go for an Asian style, that I decided to try integrating lighting with the roofing, and that was the edge I needed.  I also enjoyed experimenting with using basements to do something new with the landscaping – recessed gardens and a zen pool.

Here are some additional shots of the exterior:

Front:

Back:

Left Side:

Left Side Garden Nook:

Right Side:

Closer look at Shrine:

Bar and Outdoor Dining:

Lounge:

Trying to style an interior with Asian elements is a bit challenging in The Sims 4, as we don’t have many objects in the style, and there haven’t been any stuff packs released for the theme yet.  However, there are a good many custom content items available if you aren’t determined to stay CC free.  I am, but there was a technique I used in The Sims 3 where I installed CC, took photos of it, and then removed it from my game.  I then used the pictures in my builds while still keeping them CC free.  This is a bit trickier in TS4, but happily, it can still be done and is one of the main strategies I used for this build.

Chokkaku provides living, dining and kitchen spaces on the first floor.  Here is the entry:

Living Room:

Office Area:

Sitting Area with large, animated, modern fireplace:

Kitchen:

Dining:

Moving on to the second level, you’ll find a game area, study, bar, gym, and full bath:

The bedrooms and en suite bathrooms are located on the third floor.  Two bedrooms have been decorated with adults in mind:

Here is the bathroom they share:

Two bedrooms have been decorated with kids/teens in mind:

Here is the bathroom they share:

Here are overheads to show you the property layout:

Top Level (bedrooms and bathrooms):

Mid Level (games, study, bar, gym, bathroom):

Ground Level (living, office, kitchen, dining):

I also wanted to show you some close-ups of the unique artwork – some are images of custom content (creators noted below), and some I have created from scratch.

All art was created via painting by reference and is base game compatible; you do not need any packs to see the artwork.

And that’s it for Chokkaku; I hope you like it!  It was developed on a 30×20 lot (I used Dusty Turf in Oasis Springs) and costs $316,284.  Click here to download the build from the online Gallery.  Or, if you prefer, you can search for it in the game Gallery by its name, or by my hashtag, #bryscreations.

Note that in order to retain the lighting colors and intensities, you should add the home to your lot in build mode rather than via Manage Worlds.

If you experience any oddities during placement or play, I do apologize.  I tested this build to the best of my ability, both from a play testing perspective  and in placing it from my Library (several times!).  The only issue I found is the ongoing bug with rug stacking; rugs that overlap may not remain in the order that the creator placed them, ruining certain intended effects.  It is not a functional issue (and probably bugs me as the creator more than most downloaders).

Thanks for stopping by and checking out Chokkaku!

Custom Content Credits (remember, there is no actual custom content in the build – it’s CC free!):

Vivid Art Gallery

This one’s been in the making for quite some time.  I was inspired by the Barneveld Noord railway station designed by NL Architects:

Obviously, there’s no need for a train station in TS4, so I was originally going to create a residence out of it.  I had most of the structure in place when the announcement for Get To Work expansion came out, and I fell in love with the idea of creating an art gallery that could also function as a home business.  I wasn’t sure what to do once the gurus said we wouldn’t be able to run home businesses, but after the expansion was released, people figured out how to do it.  Since then, I’ve worked steadily to complete the build.

I expanded the space but designed it to preserve the structural and aesthetic essence of the original build’s solid blocks over glass by adding a 3rd level that is mostly glass, corresponding to the ground level.  For a lot of the décor, I focused on working with the crystals and other objects that can be found in the debug menu.  Now that most debug objects transfer to the Gallery, it’s an opportunity to really get creative and design some beautiful structures.

If you’d prefer to skip the avalanche of images below and head straight for a video tour, I’ve got one here.  So many of the features are animated, and the static images don’t really do them justice.  I also show some of the Get To Work retail gameplay in the video.

If you’re continuing on with the blog, here are some additional shots of the exterior:

And here is the entrance into the Gallery:

For the artwork, I wanted to make use of the new photography and paint by reference skills in Get To Work, and after experimenting, I decided that I would go with a sort of neon nights theme – lots of images of lights, crystals, and the animated objects in the game (like the Laser Light Show promo object) by night.

The gallery is confined to the ground floor.  Here are my pictures of the pictures!  These images of the interior were taken at night, so that you can really see the glow of the crystals and the vivid nature of the images.

As you can see, there is a good number and selection of photos and paintings to sell, and there is quite a range in prices too (photos are super cheap – too cheap in my opinion).  One annoying thing is that photo frames are not preserved when the lot is transferred to the Gallery, so unfortunately, your sim will need to re-frame them (I hope EA will fix that soon!).

Also on the ground floor is a public bathroom where I wanted to play a bit with shapes and colors.  I wanted to sort of cut off the two sinks as if in a mirror image.  It was fun how the new Get To Work mirror actually reversed its own colors in the main mirror too:

When they’re done checking out the exhibits (and using the bathroom), sims can exit the ground floor to find a relaxing outdoor area with a crystal themed water feature.  A static image doesn’t really do it justice; you’ve really got to see it in action.

Here are some overhead shots so that you can get a better feel for the ground level.  First, the entire property:

A closer look at the gallery:

Layout of the bathroom:

Moving upstairs, the 2nd level provides a photography studio, lounge, painting area, gym, 3 bedrooms, and 2 bathrooms.  Let’s start with the landing:

I was playing a lot with primary colors on this level as well as creating my own sculptural elements.  When sims arrive, they can head left to a room with a view that has been designated as a painter’s haven:

I deliberately chose the loud rugs with swirls of color you see here, as they reminded me of actual brush strokes.  There is also space in the room for guests to relax, have a drink, and enjoy the artist(s) at work:

Turning right from the stairs, there is a lounge for sims that are waiting for their shot in the photography studio.  It features a vanity and dresser so that they can get their primping and prepping done just outside the studio.

The two slatted doors lead to the photography studio itself.  All of the shots in here are of sims I have created, and most are in keeping with the neon nights theme.

Across from the studio are two bedrooms, the first themed for adults:

The second, themed for children/teens:

Down the hall is a full bathroom:

And a gym:

And last but not least, an extremely spacious master suite with attached full bathroom.  I really tried to make this space special in a lot of ways, especially with my own sculptures, styling effects, and a modern, animated fireplace (inspired by CrazyMattSims wonderful Amsterdam Modern room in which he used crystals to simulate the flames).  Here are some images of the space:

Static images of the fireplace don’t really do it justice, as it is actually animated.  Take a look at the video tour or check it out in game, and I think you’ll like it!

The room features an extra large walk-in closet as well as an attached master bath.  Since the bathroom is open to the bedroom, I kept some of its color by sticking with the turquoise, but switched to yellow as a complimentary color (I’ve got a little yellow running elsewhere through the level too, so it ties together).  Bonus points if you recognize something familiar in the shot above. :)  Here is a closer look at the bathroom:

And that’s it for the 2nd level.  Let’s take a look at the overall layout via the overhead shots:

Closer look at the studio and surrounding areas:

Closer look at the two neighboring bedrooms:

Closer look at the master bedroom and bath with a bit of the gym showing up (in the lower left):

Moving on up to the third and final level, you’ll find open plan living, lounging, kitchen, and dining as well as another full bathroom.  Here, I’ve brought it back to a cooler color palette and more of the neon theme.  First, let’s look at the landing:

The clock is a nod to the original Barneveld Noord’s clock.  You can glimpse a bit of the living room around the corner.

I had fun with height adjustments in this area in order to create a unique, stretched coffee table, and of course there is an assortment of crystals to embrace the overall theme.  You may not be able to tell by these shots, but the painting on the wall is a paint by reference my sim created of lighting art on a lot that I love, Manga Girl House by CobayanBBQ.

I always have to throw a little mirror play into my builds somewhere, and that was the case surrounding this fireplace.  Heading left from the living room, there is a fun, colorful reading nook:

And moving on from there, on either side of building, there are bars with seating at the windows for an awesome view:

Continue from the bars to the kitchen area, divided on both sides, with the sink and refrigerator on one side:

And the stove and trash can on the other.  You can see that a counter along the perpendicular wall bridges the two spaces:

Proceed beyond the kitchen to the large, open dining area.  I threw some orange in here as I felt it helped to differentiate the space a bit and add some new interest:

And finally on this level, is another full bathroom, done in a similar style to the ground floor bathroom, again sort of carving up the space and making a bold color statement:

Here are the overheads for this final level:

Closer look at the bathroom layout:

And because this is a night themed gallery, it wouldn’t do to leave you without shots of the exterior at night:

This concludes our tour; I hope you enjoyed it!  Vivid Art Gallery can be placed on a 40×30 lot (I built it on Municipal Muses in Willow Creek).  Now you might want to sit down, because it costs a whopping $509,871 simoleans to purchase!  It’s definitely not a starter business, but from my play testing, once you can afford it, it will earn you some good money.  In the meantime, you could always just place it in your world and do a little shopping for home décor.  Click here to download the build from the online Gallery.  Or, if you prefer, you can search for it in the game Gallery by its name, or by my hashtag, #bryscreations.

Note that in order to retain the lighting colors and intensities, you should add the home to your lot in build mode rather than via Manage Worlds.

If you experience any oddities during placement or play, I do apologize.  I tested this build to the best of my ability, both from a play testing perspective  and in placing it from my Library (several times!).

Thank you for your interest in my creations!