Llama BuilderBeta

Reference Manual

Eyes

Make custom eye colors and contact overlays for The Sims 4 with procedural iris detail or your own art, exported as a Create-a-Sim .package.

Eyes are CAS (Create-a-Sim) content, shipping either as contact lenses or as genetic eye colors. The eye is drawn procedurally from your settings, with no 3D modeling: you pick colors, sizes, and detail layers, and can map your own artwork onto the iris.

Workflow

  1. Pick the flavor: Contacts or Eye Color. This decides where the mod appears in-game, so pick it first.
  2. Design the iris: choose the iris color and size; shading, pupil, and catchlight are added automatically.
  3. Add iris art (optional): upload or generate an image and position it with the placement sliders.
  4. Fine-tune the detail layers: pupil, limbal ring, sclera, highlight, and iris texture.
  5. Set restrictions: which ages and genders can wear the eyes.
  6. Add swatches: each swatch is one complete eye design; they all ship in one .package.
  7. Fill in details: name and description. Catalog placement is handled by the Tags section.
  8. Download: click Download and install via the Install in Game guide.

Contacts vs. Eye Color

The Flavor toggle picks which of two CAS flavors your whole project targets:

  • Contacts appear under Makeup → Face Paint. They layer over whatever eye color the Sim already has. Outside your iris design, the Sim's own eye shows through. Randomized Sims never pick them.
  • Eye Color appears in the actual Eye Color picker. It replaces the eye completely (your swatch includes the white of the eye) and passes on genetically to children. Randomized Sims may pick it, just like the built-in colors.

Your swatch designs carry over unchanged when you switch flavors.

The iris

The iris color drives the procedurally drawn eye: a shaded iris in your color, with a darker limbal ring, pupil, and a glassy catchlight added automatically.

Iris size scales the iris disc from 60% to 160%. 100% matches the game's own eye colors; smaller reads beady, larger reads stylized or anime.

Iris art maps your image onto the iris disc, clipped to the circle, with the limbal ring and catchlight kept on top so it still reads as a glassy eye. Galaxy swirls, flowers, runes, cat pupils: anything with strong color and a roughly square composition works well. Art draws over the procedural iris, so partial transparency blends the two.

Once art is uploaded, the placement sliders position it:

  • Across / Up-Down: slide the art by up to a full iris radius in each direction.
  • Zoom: scales it from 0.5× to 3×. Zoom out to fit the whole image inside the iris (the iris color fills the gap), or in to crop a detail.

Detail layers

  • Pupil: drawn procedurally, so it stays crisp at any size. Pick the color, or + gradient for a second color feathered from center to edge. Size scales it relative to the iris: small reads alert or feline, large reads soft or anime. Draw on top of iris art keeps the pupil visible over opaque artwork; off (the default), your art covers the pupil zone, which suits art that brings its own.
  • Limbal ring: the dark border where the iris meets the white of the eye. Pick its color and width. A subtle dark ring reads youthful; a wide or colored one reads stylized.
  • Sclera: the white of the eye. Eye Color swatches replace the whole eye, so their sclera is always painted: pick the base color and the edge shading color. Contacts normally leave the Sim's own sclera visible. Enable Paint the sclera to cover the entire eye instead (blackout, blood-red, or patterned full-eye lenses). Sclera Art maps an image across the whole eye area, underneath the iris: veins, cracks, star fields.
  • Highlight: the glassy catchlight dot that makes an eye read wet. It draws on top of everything, including artwork. Disable it for flat or undead looks, or tint and enlarge it for a stylized sparkle.
  • Texture: three procedural realism layers modeled on real iris anatomy, drawn over your color or artwork. They are radial furrows (fibrous spokes radiating from the pupil, with a Count control), contraction furrows (faint concentric rings in the outer iris), and the collarette (the wavy zone hugging the pupil). Each layer has a strength slider, and identical settings always render identically, so swatches stay reproducible.

Restrictions

Restrictions control who can wear the eyes in Create-a-Sim. The body slot is fixed by the Flavor toggle and the species is always Human. Ages and genders are yours to narrow. Eye Color projects include children by default; Contacts default to Teen and up, matching how the game categorizes face paint.

Tips

  • Artwork is optional. The procedural iris alone is a complete, downloadable swatch.
  • Use the Both Eyes and Close-Up camera views to check the design at catalog distance and up close.
  • Catalog swatch colors are sampled from the finished iris, so they match the real eye.

Controls reference

Flavor

Contacts vs. Eye Color

Contacts layer over any eye color under Makeup; Eye Color replaces it and is genetic.

Eyes ship in one of two Create-a-Sim flavors, and this toggle picks which one your whole project targets:

  • Contacts appear under Makeup → Face Paint. They layer over whatever eye color the Sim already has. Outside your iris design, the Sim's own eye shows through. Randomized Sims never pick them.
  • Eye Color appears in the actual Eye Color picker. It replaces the eye completely (your swatch includes the white of the eye) and passes on genetically to children. Randomized Sims may pick it, just like the built-in colors.

Your swatch designs carry over unchanged when you switch flavors.

Iris

Iris Color

The base color of the iris. Shading, pupil, and catchlight are added automatically.

The iris color drives the procedurally drawn eye: a shaded iris in your color, with a darker limbal ring, pupil, and a glassy catchlight added automatically.

If you upload iris art, it draws over this procedural iris, and transparent areas of your art let the base color show through.

Iris Size

Scales the iris on the eyeball. 100% matches the game's natural proportions.

Size scales the whole iris disc on the eyeball. 100% matches the proportions of the game's own eye colors; smaller reads beady, larger reads stylized or anime-like.

Iris Art

Upload or generate art to map onto the iris, the creative heart of an eye mod.

Iris art is mapped onto the iris disc, clipped to the circle, with the limbal ring and catchlight kept on top so the result still reads as a glassy eye.

Galaxy swirls, flowers, runes, cat pupils: anything with strong color and a roughly square composition works well. Art always draws over the procedural iris, so partial transparency blends the two.

Art Placement

Slide and zoom your art on the iris. Outside its edges the iris color shows.

Position your uploaded art on the iris disc:

  • Across / Up-Down slide the art by up to a full iris radius in each direction.
  • Zoom scales it from half cover-size to 3×. Zoom out to frame the whole image inside the iris (the iris color fills the space around it), or zoom in to crop into a detail.

Limbal Ring

The dark ring around the iris edge. Pick its color and width.

The limbal ring is the dark border where the iris meets the white of the eye. A subtle dark ring reads youthful and bright; a wide or colored one reads stylized, so try deep blue or violet rings on fantasy eyes.

Highlight

The glassy catchlight dot. Toggle it, tint it, or resize it.

The catchlight is the bright dot that makes an eye read wet and glassy. It draws on top of everything, including artwork. Disable it for flat or undead looks, or tint and enlarge it for a stylized sparkle.

Pupil

Pupil

Pupil color, optional gradient, size, and whether it draws over your art.

The pupil is drawn procedurally, so it stays crisp at any size:

  • Color sets the pupil; + gradient adds a second color feathered from center to edge.
  • Size scales it relative to the iris: small reads alert or feline paired with a bright iris; large reads soft or anime.
  • Draw on top of iris art keeps the pupil visible over opaque artwork. Off (the default), your art covers the pupil zone. Use that when the art brings its own pupil.

Sclera

Sclera

The white of the eye: color, shading, and optional artwork.

The sclera is the white of the eye.

  • Eye Color swatches replace the whole eye, so their sclera is always painted: pick the base color and the edge shading color.
  • Contacts normally leave the Sim's own sclera visible. Enable Paint the sclera to cover the entire eye instead: blackout, blood-red, or patterned full-eye lenses.
  • Sclera Art maps an image across the whole eye area, underneath the iris: veins, cracks, star fields.

Texture

Iris Texture

Procedural realism layers: radial furrows, contraction furrows, collarette.

Three procedural detail layers modeled on real iris anatomy, drawn over your color or artwork:

  • Radial furrows: fibrous spokes radiating from the pupil. Count sets how fine they are.
  • Contraction furrows: faint concentric rings in the outer iris.
  • Collarette: the wavy, slightly raised zone hugging the pupil.

Identical settings always render identically, so swatches stay reproducible. Strength sliders blend each layer from barely-there to pronounced.

Preview

Preview Frame

Preview your eyes on the feminine or masculine head. It changes the model only, never the mod.

Sims come in two body frames with differently shaped heads. The eye sockets themselves measure the same on both, so your design sits identically either way, but the face around it reads differently. This toggle switches which frame's head the preview seats the pair in.

It is a preview aid only. The exported package is unchanged either way, and swatch thumbnails always bake on the feminine head so a saved tile never depends on what you were looking at.

The toggle is always available, even if your Restrictions currently allow only one frame in-game, so you can still check how the design reads on the other head. The seated head comes from your own game files, so the first click asks you to link them if you have not yet.

Restrictions

Restrictions

Which ages and genders can wear these eyes in Create-a-Sim.

Restrictions control who can wear the eyes in Create-a-Sim.

The body slot is fixed by the Flavor toggle (contacts vs. eye color) and the species is always Human. Ages and genders are yours to narrow. Eye Color projects include children by default; Contacts default to Teen and up, matching how the game categorizes face paint.