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volume 1, issue 11

Today in loonygames:

New!! The Archives have been cleaned up, fead links fixed, and printable versions restored! Also, don't miss the new comments on the front page!

Livin' With The Sims: theAntiELVIS explores the wild and wacky world that is Will Wright's The Sims, asking the inevitable quesiton, "is The Sims the first step toward a virtual life where everyone is Swedish?"

Pixel Obscura: Josh Vasquez on Omikron: The Nomad Soul.

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Thinking Outside the Box:
Modelling Detris





By Paul "Villam" Steed

Anything I say comes from me and represents my personal opinions, views and subtle plans for influencing society. Read, ruminate over and remember at your own risk. If I teach you something and it helps, teach someone else.

  wanted to make something with all you Mesh-kateers out there but instead I wanted to ramble about the way I do things in 3dsMax and some salient observances.

When building a model I live by two general rules of thumb. The second of which is to try out new modeling approaches as often as you can (we'll cover the first one next week). Sometimes it's easy to miss an easier way to do something because we are comfortable in our modeling routine (sorta like 'hair-body-face' in the shower, or just realizing you paid absolutely no attention to your environment the past two miles because you zoned, letting the auto-pilot take over as your brain works on more important things travelling that same old route to work) For example when I model in 3dsMax the most often sub-object that I manipulate when tweaking a mesh is the vertex (the other two being a face and edge). Take the top line here in this mesh. Normally I'd just select the two vertices at the ends of the line, 'F7' into the z axis and drag the points down like so...

Click for fullsize image

click for fullsize image

BUT what's wrong with selecting the edge made up by the two vertices and dragging it down instead?

click for fullsize image

click for fullsize image

This method involves one less mouse click that over time can add up easily to several hundred less mouse clicks. Something to think about.

(Continued on next page)


Credits: Thinking Outside the Box logo illustrated and is © 1998 Dan Zalkus. Thinking Outside the Box is © 1998 Paul Steed. All other content is © 1998 loonyboi productions. Unauthorized reproduction is strictly prohibited, so don't even try it. We've got really big guns, and we're ripped, baby.