Outside the Box:
A Peek Inside My Brain
Cool. Let’s pretty up the edges and scope ole Sleeg out sans the guide outline and think about the next shape to do.
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…
‘Edit mesh’ the verts, scaling and moving a little and start to give him some girth…
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’.
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.
Now comes some edge dividing and turning and that kinda smack.
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.
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.
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.