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volume 1, issue 14

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 (part 2)

 

 

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.

eems like you guys dig this tutorial approach. Cool! Maybe I can convince some friends and fellow modeler/animators to do the same sometime and we can see the differences in technique. I don't really like the multi-part aspect of this beast so I'm going to try and convince His loonyness to post the remainder of this beast in one big chunk. If not…well I guess you'll get the last third next week. [Editor's note: he convinced me...what can I say? It's hard saying no to Paul Steed...he's quite intimidating when he needs to be.]

I'd like to give Neil Marshal credit for pointing out that edit\invert selected works on sub-objects. So my bass-ackwards way to invert faces just got right-sided-up! Also the numbering got a little whacked in my diary entries because I tried to merge entries where I could and had to expound a little more on others. So if there's a gap in the numbering, don't worry about it. I had to keep them so I could reference the right screenshot image.

And again, don't hesitate to ask me for help or a few pointers. I enjoy helping you tykes out and sometimes I learn a thing or two as well!

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So last time we saw Sleeg-o (last issue) we had just welded his torso together. Now we need to cap the ends of the mesh since they're gaping holes.

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Speaking of holes, a nice modifier to take care of a situation like this is a modifier called 'cap holes'.

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So after adding 'cap holes to the stack, faces magically appear at the open ends of Sleeg's torso. I turn the edges in front to conform to my idea of what it should look like and voila. This a quick way to close off open spaces that aren't too complex.

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To give the torso that shell-like appearance we need to select the capped faces at the neck and type in a value of -5 over in the face\extrude\amount box.

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Now do the same for the back capped end but after the extrusion scale the selected faces by 60%. This way the faces won't intersect with the body. We didn't worry about the neck because the body gets noticeably bigger where the extruded faces end up.

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Time to do some abs. I hide everything but the abdomen and hip lines. Then I build another cylinder with 7 sides and 3 segments this time (I can always optimize later if necessary). I use the attributes of the cylinder to effectively scale it again instead of applying a non-uniform scale to it and move the cylinder into position.

 

(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.