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How Hair & Heads Work
C prefix (Cranium). Unlike body skins, heads do not include a body type code. The format is: C[meshnum][gender][age][skintone]_[name].bmp. Example: C001FAlgt_Ponytail.bmp = mesh 001, female adult, light skin.Texture vs Mesh – Two Separate Things
Understanding this distinction is essential before you start
Every head in Sims 1 is made of two separate things that work together. If you are new to modding, this is the most important concept to understand before you open any tools.
C001FAlgt_PonytailRed.bmpxskin-C001FA_ponytail-HEAD-HEAD.sknCMX:
C001FA_ponytail.cmxFilename Format
No spaces – the filename tells the game everything it needs to know
Head skin filenames follow a strict format. Every segment runs together with no spaces between them. Unlike body skins, heads do not include a body type code (like Fat, Fit, or Skn) – the head mesh is the same regardless of body shape.
| Segment | Values | What it means |
|---|---|---|
| Prefix | C | Cranium – marks this as a head skin (as opposed to B for body skins). |
| Mesh number | 001, 002, 357, etc. | A 3-digit number that identifies which head mesh shape this texture goes with. Maxis used numbers like 001–005; custom creators pick their own. |
| Gender | F / M | Female or male. |
| Age | A / C | Adult or child. |
| Skin tone | lgt / med / drk | Light, medium, or dark. Only in BMP filenames – CMX and SKN files omit skin tone. |
| _Name | Any text | An underscore followed by a unique identifier you choose. |
A complete set needs three BMP files (one per skin tone) plus one CMX and one SKN:
| File | Purpose |
|---|---|
C001FAlgt_MyHair.bmp | Head texture – light skin tone |
C001FAmed_MyHair.bmp | Head texture – medium skin tone |
C001FAdrk_MyHair.bmp | Head texture – dark skin tone |
C001FA_MyHair.cmx | Mesh config – no skin tone in filename |
xskin-C001FA_MyHair-HEAD-HEAD.skn | 3D mesh – no skin tone in filename |
For a full breakdown of every segment in these filenames, see the File Reference page.
Skn or Fit in a head filename from an old tutorial, that tutorial has it wrong.Understanding the Head BMP
What each part of the 128×128 image maps to on the 3D head
When you open a head BMP in an image editor, it looks like a strange, flat image – a face surrounded by what looks like distorted skin and hair. This is called a UV layout. Imagine cutting a globe along the seams and flattening it into a flat map – the continents look stretched and distorted, but they are all there. The game takes this flat image and stretches it back onto the 3D head shape when it renders your Sim.
GameData\Skins\ in your game folder, find any file starting with C (e.g. C001FAlgt_ponytail.bmp), and open it in an image editor. It will look tiny – it is only 128×128 pixels. Zoom in to see the detail.Not every pixel in the 128×128 image is used by the 3D mesh. The head mesh only reads from the areas it needs – some regions of the BMP are effectively dead space that never appear in game. This is why you may see unused corners or edges when looking at a head texture. If you add accessories or extra hair textures to a custom head mesh, creators sometimes place those textures in the unused areas of the same BMP file.
Two Routes to Custom Heads
Choose the approach that matches what you want to make
There are two fundamentally different ways to create custom head CC, depending on whether you want to change how a head looks (its colour and face details) or how it is shaped (its hairstyle geometry). Both are covered in their own dedicated guide pages.
Common Mistakes
| Problem | Cause | Fix |
|---|---|---|
| White blank head in game | BMP not saved as Indexed 256-colour. Skins with more than 256 colours show up white in CAS. | In GIMP: Flatten Image, then Image → Mode → Indexed (255 colours), then File → Export As .bmp |
| Head not appearing in CAS | Files are in a subfolder, or the CMX/SKN companion files are missing, or the CMX internal name does not match its filename | Place all three files directly in GameData\Skins\ root. Open the CMX in Notepad and check line 5 matches the filename exactly. |
| Upside-down or scrambled hair | Started from a blank canvas instead of an existing head file, so the UV layout was wrong | Always start from an existing C-prefix file or a TSC export – never a blank canvas |
| Skin tone mismatch | The lgt/med/drk suffix does not match the actual skin colour in the BMP, or the neck does not match the body | Colour-pick the skin tone from a matching Maxis file. Check the neck area matches. |
| Wrong hairstyle shape | The CMX is pointing to a different mesh than expected | Re-export through TSC using the correct head mesh |
| Saved as BMP but still white | Used GIMP’s “Save” instead of “Export As”, or saved as RGB BMP without converting to Indexed first | Always use File → Export As, and always convert to Indexed mode before exporting |
| Colours look banded or blocky | The 256-colour palette does not have enough shades for smooth gradients | Use Floyd-Steinberg dithering when converting to Indexed mode. Avoid subtle gradients. |