Whether simming a celebrity, a friend/family member, yourself, or someone you just dreamed up, getting a sim to look exactly like who they're supposed to resemble can be quite a challenge. It can take a lot of time and a lot of practice - but the basic concepts explained here apply to all sims, and should help you get started on becoming a talented sim-creator.
Body Shop - This comes with the game and can be found under the Start Menu entry for the most recent expansion you have installed. You already have this.
A graphics editing program - Photoshop, Paint Shop Pro, just about any program except MS Paint can be used.
High resolution, good-quality, detailed photos of the person you're wanting to sim. You will need at LEAST one direct front picture and one profile, and a 3/4 view is also helpful. The subject cannot be smiling, open-mouthed, or making any other sort of expression, wearing glasses, with hair in their face, in heavy shadow, sun, coloured lighting, or otherwise obscured. Ideally, you want mug shots. The better your pictures, the better the result. Your result will only be as good as the pics you use, so make sure you've got GREAT ones! For celebrities, try Googling "(celeb name) pictures" or "(celeb name) gallery" for fansite galleries... Google Image search is generally not as useful for finding high-quality pics.
For this tutorial, I will be demonstrating with Photoshop CS2. Any other program should work roughly the same.
I'll be simming Dr. Gaius Baltar (James Callis) from the AMAZING new Battlestar Galactica series (since I was planning on doing so anyway). For him, I found some fantastic pics at Dark Thoughts. Here are the pics I'm going to be using, and these are GREAT examples of good pics to use. Your pics should be similar - big, clear, un-tinted, un-shadowed, etc... Despite these being huge, they're actually not ideal due to the rather bluish, dusk-like lighting hitting him from the left. Because the right side is mostly even and not as brightly lit, they should still be okay though. I also have several profiles that you'll see in the screenshots later on. But these are my main pics.
Moderate/Hard (Depending on who you're making) - You must know all basic Windows functions, and know how to operate your graphics program. You must also already know how to operate Body Shop to make projects. I'll be telling you WHAT to do but not so much HOW to do it - it's expected by the time you do this tutorial, you should already be experienced in Body Shop and your graphics editing program enough that you can follow my instructions... I will explain how to use a graphics program to do a facial texture, but not how to use the graphics program itself. It also helps a LOT if you have some level of artistic skill... an eye for colour and tone. Owning a graphics tablet to hand paint and smooth certain areas can also be helpful, but not required.
Long Project - For good results, expect to spend multiple hours. Anywhere from 3 to several dozen, depending on who you're simming, how difficult they are to do, your existing skill level, and the effect you're going for. For my project, the facial texturing took over a dozen, and the whole sim (recolours of clothing and eyes, and a new hair mesh) took roughly 2 weeks.
All the time beginning simmers ask, "What is the secret to creating realistic sims that look like who they're supposed to be?" And to be quite honest, there is no secret! There are exactly two things that ALL sims have in common. When they're done right, they look like who they're supposed to be. These are:
1. Facial geometry. The sim's facial features should be the right shapes, sizes, and proportions. This is done in Body Shop by adjusting the sliders.
2. Facial texturing. The sim's skin, eyebrows, etc., should be accurate, and they can have any additional features added, like moles, freckles, scars, wrinkles, discoloration, eyelids, stubble, etc.
And that's ALL there is to it! This is not to say that working on these two elements can't be extremely time consuming and require a lot of effort (and skill) but those are the basic concepts used on every accurate sim.
For this part, there's really only so much that one can show you how to do - for the most part it really is just a matter of playing with the sliders. But I'll try to give you some good tips to get you started.
Go ahead and start up Body Shop from its start menu shortcut. Make sure you're using the shortcut under the most recent expansion pack you have (or the base game if you have no EPs).
Once you get in, click Build Sims, Build or Clone Sims. And then click the big green plus sign (+) to Build a Sim.
1. It'll give you a random sim of a random gender. First, hit F3 to go into free camera mode. Click and drag to rotate around. Right-click and drag to zoom in and out. Right-click AND left-click and drag at the same time to move. Position the camera so the sim's head is centered in the side of the view.
Pull the window over to the side and position your source pics so you can see them and the whole set of controls in Body Shop at once.
2. Switch the sim to the correct gender, choose the best skin, hair, eyes, and eyebrows out of what you currently have, and put them in a bald hairstyle (yes, bald - you don't want any hair in the way while you're trying to see the facial features). Choose one of the default face templates that looks kinda close. I'm using SimCribbling's skin - partially because I like it a lot and use it for almost everything, and partially because it's got a really open recolour policy, so I can do this to it and nobody's gonna get mad - which is IMPORTANT if you're doing this for anything but personal use.
3. And now, well... Honestly, there isn't anything to getting a sim's geometry "correct" except playing with the different presets and the fine tuning sliders. Keep playing with the different sliders in different combinations, turning the sim into profile to check the accuracy of the front view and side view. I usually try to get the front view pretty close, and then turn to work on the side view, and then keep switching back and forth. You can use the rotate buttons on the bottom to make sure your sim stays in full light so you can see what you're doing. It may take a while depending on how unusual the person's face is.
A few tips that I've found helpful... (My apologies for my silly names of the sliders - they don't have tooltips in Body Shop) Feel free to post your own tips here, too!:
For an upturned nose that's flat on top for females (like Sarah Michelle Gellar's), first upturn the nose, then, max out the whole-nose-width. Readjust the nostrils back to a normal size, and then use the upper-nose-width slider to make the upper nose more narrow.
You cannot adjust face width (grr) but you can make a face appear a little wider by adjusting the upper-head-pinchyness toward the right, then using the whole-face-fatness slider, make the face wider. Counteract the pudgy effect of that slider if necessary by using the middle-face-fatness slider.
Get to the end of the slider and still need some more adjustment one way or the other? Click the premade parts button, and choose any premade face part (for something you haven't changed yet, or can easily redo). Go back to the fine adjustments and you'll find that slider has gone back to the middle. Repeat as necessary.
4. Compare Over Your Source Photos: When you've got something that's looking pretty close, position the sim the same as your straight on pic, and hit Print Screen (Prnt Scr) on your keyboard, usually above Insert. This will copy your current screen to your clipboard. Switch over to Photoshop and CTRL-N to make a new document. CTRL-V to paste into it, then copy just the face and paste into your document with your front view source image. Adjust the layer opacity to around 50% so you can see the photo beneath and then size the picture of your sim to fit over the photo - make sure you keep your aspect ratio the same when resizing (change length and width by the same amount). You may have to rotate it a little bit, too. You want the pupils of the eyes to line up, and the line of the mouth to line up.
Make the layer viewable/invisible and adjust its opacity, and flip back and forth to check what's different. You can do this with the profile, too, and then readjust your sim's face as necessary. Repeat again if you make more adjustments till the sim matches up as closely as possible.
5. When you're satisfied with your result and can't get it any closer, click the checkmark at the bottom to approve the sim.
Now, if you've ended up with a really easy person to sim, and lucked out on having a skintone that worked for them, congratulations! You may not need to do the next part of this tutorial. But in many cases, if you want a really spooky accurate result, you'll need to do some work with texturing.
1. Get Your Skintone to Work On: Still in Body Shop, click Create Parts, Start New Project, Create Genetics. Select the skintone you used on your sim and click Export Selected Textures (folder icon) to make a new project from it. Give the project a name (I'm calling mine "GaiusSkin") and click the checkmark. Wait for it to export all the textures (it'll take a sec, skintones are big).
2. Now you'll be viewing your project. Switch to the right age/gender if necessary, and then go ahead and start up your graphics editing program if you haven't already.
3. Open up your full-face graphic in your graphics editing program. You also will want to open the facial texture for the age group you're working on. Open your My Documents/EA Games/The Sims 2/Projects/MyProjectName folder (where MyProjectName is what you named your project) and take a look inside. You'll see a whole bunch of .bmp files. They're named based on gender, age, and what part they're for. For Gaius, I'm going to open amface~face~stdMatBaseTextureName.bmp since I'm doing an adult male and I want the face. E for Elder, T for Teen, C for Child, B for baby, P for Toddler. Young adults use the same face as adults.
4. I've gone ahead and upped the saturation a little on my source image, so the tone matches a bit more with the skin texture. The original was a bit washed out.
Because the left side of his face is highlighted a bit from that side, I'm mainly going to work with the right side. If you have a more even-toned photo that's the same on both sides, you can select the whole thing, but as long as the face is pretty symmetrical, working on just one side like I am works fine too.
Start by using the polygon select tool to select the forehead up to the edges of the eyebrows and around the hairline. Because he's got those little creases in his forehead, I'm selecting those, too.
Copy that selected bit from your source image and paste over to your face texture on a new layer. Resize it till it fits in the same area of forehead on the skin texture - if it overlaps the brows or is a little larger, that's okay, you just want it in about the same place.
Reduce the layer opacity to around 65% to get the texture from the source pic to overlay the face texture. The colour may not match exactly right now - that's okay, we'll fix that shortly. Using the eraser tool with a big, fuzzy brush on a low opacity, go around all the edges and erase the obvious lines. Be careful in any areas with interesting details (like between the eyebrows on Gaius here) - you want to make sure to retain those.
5. Now select another piece. I've selected the bridge of the nose this time... And some more of the forehead wrinklies just to make sure they show up nicely, and a little around the nose. Note how I made sure NOT to select the shiny part on the left side of his nose where the light's hitting him. I want the lighting to be uniform. I'm also not doing the whole nose at once - I'll leave the nostrils and such for another piece, as they need to be positioned exactly or your sim's nose will look weird.
Again, paste onto a new layer in your face document, resize to fit the area, reduce the opacity to around 65%, and then use a big soft eraser brush to blend the edges. You may have to erase a little more from any areas that overlap - you still want to be able to see the existing skintone underneath a little.
6. And now, select the end of the nose. Again, making sure not to get any of the highlight on the side. Copy, paste into the texture document, resize, lower opacity, and blend. Make sure you get the nostril holes and the edges of the nostrils lined up or your nose will look odd on the sim. On the bottom of the nose, I've made my opacity a little higher, just to make the nose look a little more like his.
7. And really, you just continue with the rest of the face just like that, selecting small pieces of the face texture, copying them, reducing their opacity, resizing them and moving them into place, and then erasing the edges. For areas that need more detail, where the person you're creating has wrinkles, moles, freckles, or other interesting features, try a bit higher opacity. The smaller the pieces you use, the easier it will be to fit them correctly into place, so don't try to rush - take your time and use nice, small pieces.
Something you need to keep in mind as you do this: The proportions of the person's face you're trying to sim do not matter whatsoever at this point. The texture will be stretching to fit the face, so all of your features must be in exactly the right place. If your person has a wide nose, don't make the nose of your texture any wider than it is on the existing texture. Everything should line up, especially in the nose and eye area. The crease of the eyelid is very tricky, so use VERY small parts, doing the eyelid and above the eye separately. Also, the area across the cheek and from the outer corner of the eye toward the ear stretches horizontally - so any detailing you add in that area will stretch also. Try to minimize the details you put in that area unless they're essential for the person to be accurate - if you must, shrink the width of any texturing you put in this area by about 50% to compensate for the stretching.
Don't worry about any details that only appear on one side of the face, like particular scars or moles - smooth those areas out using the Healing Brush or Clone Stamp to get a nice smooth background. We'll add those details in last.
8. You may run into certain areas where you don't have enough of the source image to fit the area you need to cover. One area this is likely to happen, especially on men, is the area above the eyelid, under the eyebrow.
9. For that, you can use the Clone Stamp tool with Aligned unchecked (so it samples from the same spot with each new click). Fill in the area around it with the same texture by using the Clone Stamp tool with a big fuzzy brush.
10. If you don't have the perfect custom eyebrows for your sim, then you can go ahead and add their brows to the texture, too. You don't want them too thick - remember, there's a brow thickness slider in the game, and you don't want them to stretch into the wrong place.
11. With the addition of the brows, Gaius's face is looking just about where I want him, I think. Go ahead and save your file. I'm saving mine as GaiusFace-LayerSeparated.psd. That ensures that we still have all the bits pulled apart in case we want to change something on one of them. Then, once it's saved, combine all the texturing layers together into one - do NOT include your background layer, just the texturing you've added from the photo.
My new texturing still doesn't blend quite right with the background... So I've gone around the sharp edges a little bit more with a light eraser brush, and to get the colour to blend, I'll apply a Photo Filter to warm it up quite a bit.
12. Now duplicate that layer, flip it horizontally, and line it up on the other side of the face.
13. If the person has any additional features that are only on one side of the face (like moles or scars) you can add those in now on a new layer. Copy from your source image the same way as before. Make sure you match the colour on those layers, too, by using the Photo Filter at the same settings level as before. For small, dark moles, it may be easier to just draw those yourself, laying down a dot of very dark brown using a small, fuzzy brush on a high opacity setting (around 80%).
14. When you're ready, first save your new document as a .psd - do not save over your layer separated version. Save As and give it a new name. I'm going to call mine GaiusFace-CombinedLayers.psd.
Then, save your image over the original .bmp file you opened in the YourProjectName folder. Photoshop will try to save as a copy - make sure you take out the " copy" part of the filename to save over the original. It'll confirm that you want to overwrite it.
Then switch over to Body Shop and reload the textures (the little circle arrow next to the box to enter text) to view your edited texture. Now, you're viewing on the default Body Shop mannequin rather than the face of the person you're trying to sim, so it's not going to look perfectly like them, but you can check here to make sure all the features are placed correctly - check especially the edges of the lips, the nostrils, edges of the nose, eyelids, and eyebrows. If anything is not placed correctly, go back to your layer separated version (step 11) and fix it.
My texture's looking good, so I'm going to go ahead and Import to Game to have the game package my textures up into a working skintone. Make sure you enter some text for the tooltip.
15. Still in Body Shop, go to Build Sims, Build or Clone Sims. Select the sim you'd made previously and clone them. Go into the skintones and select the first one in the list, which should be the one you just created. Then take a close look at your sim. They should look a lot more like themselves now. You may need to make some changes to their face now that you have a texture on them - or you may need to go back and continue to work on your texture... As I've had to do with my Gaius...
In my case, I think the result looks too photoskinned - there are highlights in the wrong places, and some of the details, like the lines down from his nose haven't translated correctly. Overall, the colouring is too different, so he looks a bit blotchy, and the end of the nose is dark, so it doesn't look the right shape. I've also had to change a lot of facial geometry.
I'm going back to my layer separated document and going to work on the texture some more. I'm not showing a step-by-step of everything I did, as it was a lot of really small things and tweaks here and there, and what I did is not going to be exactly what you will need to do, as these tweaks are going to vary widely depending on your source pics, how you put them on the texture, and the look you're going for. With Gaius's face, I've smoothed out a lot of the texturing, shrunk the eyebrows, evened out the skintone, tweaked the bags under his eyes, adjusted the texture on the nose and lips here and there, and added lines around his mouth. I've also done sideburns painted onto the skin.
Most of my edits were done with a fuzzy, low opacity brush, with the colour sampled from the surrounding texture. In some areas, I used Clone Stamp. In almost all cases, I used my graphics tablet to paint my changes - it can be done with a mouse on a lower opacity and with several steps, but it's a lot more fun to do with a tablet. I also recoloured some eyes I'd made for him, recoloured clothing, added hair to his skin, and made him a whole new hair mesh. All in all, making Gaius probably took me a good 2 weeks from start to finish, working on him at least an hour (and generally several) every day.
Not everyone will be able to do everything here - or get as good a result. I've been a graphic artist for years now, I'm a perfectionist, and getting a sim of Gaius that satisfied me took me two weeks... but anyone can get a decent result with lots of time, effort, and persistence. I don't want to sound discouraging, but I do want everyone to realize, especially if you've chosen someone with a very interesting face (like Gaius), it's going to take a LOT of work and it's NOT going to be easy. But I wouldn't be doing this if I didn't enjoy it, too.
If you're interested, all kinds of photos of my finished Gaius (from many angles) can be found on his upload thread.
The Pre-FAQ :P
What if I don't want to put the face texture directly on the skintone?
Skintone files are BIG files, and making a whole new one for each new sim when all you want is facial texturing is a bit wasteful of resources. If you're doing body texturing, like tattoos, body hair, etc., you'll have to do it as a skintone, but if you're just doing some additions to the face, you can use this handy-dandy trick to make an instant alpha in Photoshop (I don't know if other programs will do this - try the help file) to do it on a full-face makeup or whatever other facial overlay... When you've got everything together, layer separated, laying on top of your base texture properly, save your texture as the main texture in the facial overlay. Then duplicate ALL your texturing layers (everything but the background), merge those layers, and lock the transparency. Fill that layer white. Make a new layer, and put it right behind your newly-white texture layer. Fill that new layer black. Now save what you have as the alpha - your white should be over the black in exactly the right proportion for an alpha of your texture. Neat, huh?
But full-face makeups are over all the others, and you can only wear one...
Facial overlays are pretty complicated, but there is an order to the way they layer so you can make a sim more versatile with other makeups, AND you can make them multi-wearable, too, just like accessories. It's fairly technical, but if you're concerned with such things, there's info on that here.
Where can I find the right content for my sim?
Try MTS2's download section first - there's SO MUCH stuff in there, it's nuts. I find new stuff every time I look. Remember, the site has TWO search functions, and you may have to try several different search terms, and just browse around some, too. You can also try the Where Can I Find area at S2C (MTS2's social forums - requires separate registration) and see if someone can find something you need to get your sim just right from the rest of the community. Looking for something in a particular theme? Try this site. MTS2 has a requests area if you have specific pics of what you would like to see made... make sure you read the rest of the guidelines too. But... a lot of the time, it comes down to having to make it yourself, or compromise and use something that's not quite right. If you're really picky and doing something unusual, you're probably going to have to learn to make stuff yourself.
But this is hard, and I didn't get it!
Yeah, well, I did say you needed to be experienced with the programs and functions involved BEFORE trying it, didn't I?
Where do I get Photoshop? Can I use something else? Can I use (insert program name here)? Where can I get a free program to do this?
If you don't know the answer to that already, or how to find the answer yourself, you're not ready to do this tutorial. Run along, this isn't for you.
Questions about this tutorial and its techniques? Related tips and tricks? Please post here rather than PMing me. Thanks.
Keywords: how make a sim of a person celebrity simming tutorial source pics reference photos pictures
Thanks for this tutorial! I need a little help though, I followed it very easily but I have a problem, I am very handy with Photoshop but when it comes to Body Shop I am a newbie! So I am guessing my problem is a Body Shop one... anyway I have done everything it says but when I save it (made sure it wasn't as a copy) anyway nothing is different when I reload the face in Body Shop, The face isn't changing no matter what I seem to do...
I do save as a bmp not psd as thatís a Photoshop file, as I said I know Photoshop well... the strange thing is when I recolour clothes and save. reload them it works... just not the faces... oh well lol
Ah, I think I understand what you're trying to do - if you're saving it as a full-face makeup with brows built into your facial texturing, then you'll just want to have the full-face makeup... When you build the sim, they'll automatically come with brows, but you can go onto the brow chooser screen and click the first icon to remove the brows.
I think its hard also because certain facial features like around the nose and the temple areas its hard to really get it perfect for some peoples features. And this is a great tutorial by the way very easy to follow. But I tried to make a sim of my youngest son who is 6 and going to try for my oldest who is 11 because they want me to because they love the game. The only problem is my 6 year olds face is to round lol to get it right. And in the body shop I can't get his face round enough lol. Thanks for the tut it was a good one. :-ř
I am greatful for any help I recieve, and give it when I can. I hope to learn from those who teach, because I know nothing!!!!!!!
Thanks for the tut and great tips. I had always been trying to use to big of pieces when photoskining textures but will try again using small pieces. I just wish there was a way to overlay your reference image right on top of bodyshop face while shaping.
bsett, it IS possible to get your sim's geometry so that you can view your texture on it as you work... However, you can't do it using just Body Shop.
Here's how it's done, if you're interested. You'll need SimPE, Milkshape, and the Unimesh plugins ($25 for Milkshape) and perhaps a little bit of meshing knowledge. If you've never done body meshes before this might be kind of confusing, but I'll write it out anyway for your or anyone else's benefit who might want to do this. This is actually how I do my sims (see?):
1. Finish the sim in Body Shop how you want them. You can always go back and clone them to make changes later, but once you have roughly the geometry you need, save the sim.
2. Close Body Shop.
3. Open your My Documents/EA Games/The Sims 2/SavedSims folder. Sort the files within by Date Created. Find the newest file - it'll have a long alphanumeric string for a filename. Open that .package file in SimPE.
4. Select the Geometric Data Container (GMDC) resources in the file. It'll show you that there are two - age 3 and age3 LOD 15. Right-click on the one that just says age3 and extract it.
5. Open Milkshape and use the Unimesh plugins to import the GMDC you just extracted. Make sure you have Autosmooth unchecked or it'll make the lips look really weird when you import.
6. Create a new material and set it up with your facial texturing image.
7. Select the face group and apply the new material to it. Right-click on the 3D viewport and make sure it's set to "Textured" rather than wireframe, flat shaded, or smooth shaded.
8. Now you can look at your texturing on your actual sim's face. If you want to update the texturing, just save a new version of your texturing and re-select the texture image for your material. If you find Milkshape disappears entirely when you mouse-over the image to select it, type the filename rather than choosing it with the mouse (weird bug I get a lot).
I realize this may be a bit confusing if you're not a mesher, but if you're willing to pay the $25 for Milkshape, it helps a lot... and the $25 is worth it if you ever want to make Body Shop meshes... Also, you can use this same technique to preview skintones. The example bodies can be downloaded in the Body Shop Meshing Infocenter, and skintone textures are applied the same way as I describe above. MUCH better lighting than Body Shop, and it doesn't take a good 60 seconds each time you make a change to refresh the textures.
I have all these tools along with maya 7 and this is kind of how I do my clothing.In maya I can use the psd network feature that alows me to change my texture in photoshop and view the results on the mesh. What I was hoping was a way to use the reference images as an overlay while moving the bodyshop sliders. Sorta some way of making transparent windows so you could move the reference imgage window on top of bodyshop.
HystericalParoxysm, that is some tutorial. Oo WOW.
Although now I'm figuring it was a mistake peeking at your tutorial because it's tempting me to do it for my own Sims and y'know, I've not played (as in really played the game) for about a couple of months now because I've been busy fiddling with custom eye and hair colours...
HystericalParoxysm, thank you so much for the tutorial.
I have a question. After completing steps 1-5 in Body Shop (I clicked the checkmark to approve the sim), I wanted to go on with the texturing. You wrote:
"Select the skintone you used on your sim and click export ...."
But when I export the selected texture, I only export the original skintone I used on my sim, but not the changes I made on the face during steps 1-5 to adjust mouth, eyes etc.
So what can I do to get the skin with my changes on it to do the texturing? Otherwise I would have a different mouth, eyes, etc (the eyes and mouth of the original skin) I hope you understand, what I'm trying to say.
Thank you very much in advance,
Greetings from Germany, Tanja
When you start the sim in Body Shop, you're changing the 3d shape of the face. The skintone, eyes, or any other content you choose at that point doesn't really matter all that much, besides being fairly close so it's not too distracting as you're trying to sculpt the face shape (you wouldn't want to use a very light skintone if you were making a sim of a person with very dark skin, for example).
With the second part of the tutorial, the texturing... none of your changes to the actual shape of the face from the first part matter... Think of the texture you're using as a piece of fabric, and it's going to be stretched tight over whatever 3d shape the face is. Whether the person you're simming has a big nose or a small one, the texture you do in the second part will be the same dimensions for the nose, just with different texturing, highlighting, shadow, and colour in those areas - but the nostrils will still be in the same place, etc... So you're exporting the skintone you used in the first part as a guide to placing the features from your pictures, as well as proper colour and shading... note how I used a combination of Luminosity blend types, erasing, and Photo Filter to blend the texture and colour of my texturing for my project with the skintone I was using.
Once you get your texture set up correctly from your photo, with the same proportions as the original skintone, then you can use that texture to make a full-face makeup (or whatever other type of face texture you want to put it as - makeup or skintone, as I explain in the Pre-FAQ at the end. Then you can go back and make a copy of the sim you made in the first part, and put that new texture on their face. You'll still have the same 3d shape of the facial features, just with your lovely new texture stretched over them, and, depending on how you did the texture for the face, add other makeup, put on the right hair and outfit, etc...
Usually I end up with about 10 copies of any one sim in my list of premade sims, just in the process of perfecting them, and eventually I remember to go back in and delete all but the newest one.
I do hope this has been helpful and answered what you were confused about.
You could try using GIMP for this, but personally, I find Gimp is more useful as a photo editor - cropping, removing red eye, small colour changes, etc... It's a great little program for the price but investing even in a used copy of Photoshop is worth the money - you can find a copy of Photoshop 7 on eBay for around $40 most of the time, and the differences between it and CS2 are... relatively minimal. CS2 does have some features I love, like the Warp transform type, so you can stretch and pull a piece of texture into whatever area you need to cover, but the price difference may not be enough to justify the purchase of the newer version.