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volume 1, issue 13

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:
A Peek Inside My Brain

By Paul "Villam" Steed

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Cool. Let’s pretty up the edges and scope ole Sleeg out sans the guide outline and think about the next shape to do.

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What the hell. Let’s do the torso next and just extrude that bitch of a guide line. Add a few segments for shaping and voila…

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‘Edit mesh’ the verts, scaling and moving a little and start to give him some girth…

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Now it’s time to optimize a little and see what we can do about making Sleeg look less like Bowzer from ‘Super Mario 64’.

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For clarity’s sake let’s hide everything but the torso and go a step further and select and hide all the faces but the front neck faces. The way I isolate a bunch of faces like these is a little bassackwards. I actually select the faces I want to keep visible since there’s only about 15 of them or so and a couple hundred of the other ones. I hide them using the ‘hide’ button under the face sub-object. Then I select all the other faces and simply hit ‘unhide’ all revealing the now unselected faces I just hid. This is to overcome a lack of ‘select invert’ in the face sub-object menu. Then I push some verts around to recess the neck giving it a shell appearance.

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Now comes some edge dividing and turning and that kinda smack.

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After I get it somewhat like I want I go ahead and delete the left half of the object. I do this since it behooves you to work on one side of a symmetrical object and then copy/mirror it to the other side and attach and join them.

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Let’s hide the half shell and unhide the other objects and see what’s next. Spike action on the back looks ripe. Let’s do it.

 

 

(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.