Sorry for the wait, busy week, needed to reply to other posts.
I'm going to assume that you are more or less familiar with blender or making cc for ts4. If no, you need to watch at least some type of introductory tutorial to learn the basic.
Start by making a texture:
- Google "eyelashes transparent" or "false lashes" and find an image with the transparent background (or draw them yourself if you can);
- Using
this pic as a guide, put the texture in the Bicep_l and Bicep_R areas ( this is not where the maxis eyelashes are unwrapped, but you cannot put yours there, the transparency will not work). I haven't seen a single item that uses the bicep area, so this is the most reasonable choice;
- Once done, save the image as png.
There are many ways in which eyelashes can be modeled but, as i mentioned before, there is a catch. If the "roots" of the eyelashes are too close to the eyeball, they will not morph properly like in the linked pic above.
The best way of avoiding it is to just copy a part of the head. This will also spare you from rigging them and transferring uv_1.
- in s4s main menu click on CAS, select the first hat for the frame of your choice, click Next, name it something;
- switch to the Mesh tab, click on Export;
- open the exported blend, RMB-click on s4studio_mesh_1 and choose Delete;
- switch to orthographic (NUM5) front (NUM1) view;
- You can either select the area of the head, duplicate it and separate it, or you can duplicate the head and delete unwanted areas. I'll go with the second option, but it makes no difference. Expand the rig, make head_2 selectable, select it, in 3d view press Shift D, then Esc to duplicate. Double-click on head_2.001 to rename it to Eyelashes, give them cut 0000;
- select Eyelashes, in 3d view press Alt P, choose Clear parent, switch to Edit mode (TAB);
- you want the root to be sort of where the eyelashes are drawn on the skin. If you want them to be on the lower lid, you'd need to create the faces first. For the sake of demonstration, I'll show how. First, holding Shift, select faces like in the pic, then Select - Invert, then Delete - Faces. Select everything with A, Face - Tris to quads;
- pick the Knife tool and create an edge loop where it makes sense for the eyelashes to grow out from, then select and delete the unwanted faces. You should also trim the bottom so that the uvs in uv_1 and weights are closer to those of the roots;
- these two steps are optional but i guess they are worth mentioning. If you were to look at the list of uv maps, you'd see 3 of them when normally there are only two. Only heads have the third one, uv_2, so you can select and delete it with - button. This step is optional because s4s will not import it anyway. The second optional step are uvs in uv_1. This map is responsible fir morphing. You need the tips of the lashes to morph just like the root, so you can snap the uvs of the outer edge loop to the inner ones. This step is optional because the uvs are already very close to each other, so there should be no significant difference;
- I'd recommend to do uv_0 now while the mesh has less vertices than the final version, less of them for you to move. So select an edge where the top eyelashes end and the bottom start, then Edge - Mark seam. Then select uv_0, select all uvs with A, click on Open, choose the image you made, then UV - Unwrap. Align the uvs with the texture;
- Alt click on the outer edge loop, switch to the side view with NUM3 NUM9 and move it forward with G Y. Switch to the front view with NUM1, press Alt S to expand.
- press Ctrl R and insert an edge loop in the middle. Then S Z and move both sides closer to each other. Vertex - Smooth vertices;
- Edge - Bevel edges, add one or two;
- If you want to separate the top eyelashes from the bottom, select the edge between them and Mesh - Split - Faces by edges, then move one vertex away from another;
- basically you can move and smooth any vertex you want for the exception of the "root" ones;
- download this
addon ( enter 0 and click on Purchase, open the achieve, choose 280, put the .py file on your desktop, in Blender go to Edit - Preference, switch to Addons, choose Install, choose this .py file, enable it ), remove unused vertex groups from eyelashes. If you won't, they game may crash;
- in Edit mode select the roots like this. Switch to Vertex paint, click on the color, switch to Hex, then enter 007f00, Paint - Set vertex color. Then enable Face paint, change the color to 007F3F, paint the selection. Disable Face paint, Paint - Smooth vertex colors
- save the blend. Clone earrings ( i didn't tell you to clone earring in the first place because they have less lods, so the head you get is low poly), check how it moves and morphs (including Details mode) in-game, whether it clip into eyelids from different presets;
- close ts4, fix the shape if needed, check again;
- once happy, in Object mode add Solidify, set thickness to 0,0001, uncheck Fill, apply;
- Shift D to duplicate, then Esc. Object - Mirror - X global to flip;
- select eyelashes.001 and change every _R_ to _L_;
- switch to Edit mode, select uv_1, change pivot to 2d cursor, UV - Mirror - X axis;
- in 3d view select all, Mesh - Normals - Flip;
- in this order: select eyelashes.001, then eyelashes, Ctrl J to join;
- import in the earrings package instead of all lods, change the shader to simglass (Tools - Modding - Glass shader (CAS) for all of them, import your textures, change the category to, say, eyebrow earring or something, check in-game