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volume 1, issue 13

Today in loonygames:

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Thinking Outside the Box:
A Peek Inside My Brain

By Paul "Villam" Steed

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For this portion of the program I’ve decided to simply extrude the spike guidelines and see what it gets us.

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Whoah, Nellie. Old Mr’ Extrude modifier has the previous settings I used on the torso hard coded into his brain so let’s knock down the height and make the four segments into one. I find it always better to adjust an extrusion this way by tweaking it’s values as opposed to NU scaling it or deleting excess faces due to too high a segment setting.

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Next up a little optimization as I delete the faces that will intersect the top of the torso and scale in the top verts. After I scale and scale the verts some more along the x axis I hit the ‘selected’ button under the ‘weld’ part of the vertex sub-object menu. This welds any verts close enough to another one, saving you a one-on-one ministration, menstruation, mistletoe-ation, Croation?

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Let’s do a little review. Unhiding the rest of the guidelines and shapes I decide I just don’t like the torso half. At more than 107 faces it’s digging into a fourth of my total face count. It just doesn’t do anything for me so guess what? You’re outta dere, Baybee! A Big, Fat Duh-leet to you Kaiser Sossay! Feels goood. Never be afraid to kill or maim your creation. It is yours to do with as you please. You are after all a modeling GOD.

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That whole, starting-with-a-cylinder-primitive approach seemed to work out cool and fast for the head so let’s go ahead and do just that.

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Using scale and move I edit the verts to fit my torso guidelines running out of segments unfortunately torwards the tail end. I don’t worry about the neck area and chest spikes for now since I just want to get the rough mass of the thing in first.

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I rotate around to get a better look at the back of the torso, select the end faces of the tweaked cylinder and hit the extrude button under the face sub-object menu and draw the end faces out, effectively adding another segment to the cylinder. I do it this way instead of going back down the stack since I applied an ‘edit mesh’ modifier in the way of moving and scaling the vertices earlier.

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So now we have another row of verts to tweak into place conforming to the guide outline who has a serious case of EI (extrusion inadequacy).

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Hide the back faces of the torso and we’re left with shaping up the front of the carapace.



(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.