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volume 1, issue 9

Today in loonygames:

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Thinking Outside the Box:
Exercise

By Paul "Villam" Steed


Time to start optimizing again. Let's start with the dome on top the body. We already deleted the faces underneath so we don't have to worry about that. Since the character won't be seen up too close in a non-attacking manner we can shave the top down a little and merge the very highest point. We can also use the high curve angle in the front to merge those faces (for the most part the monster will attack head on, so a profile can be less detailed than a frontal silhouette). Merging these vertices results in…

Ta Daaa. Now let's look at it from the top and pretty it up a bit. Turn the top edge in the middle and the curve angle in the back is pretty high so we'll split the diff and merge those vertices. Let's tweak the shape a little by scaling the outlining vertices. Ah, I see some vertices here and here that can be merged…Hmmm. What do you think?

Cool. We went from 75 to 62 faces. Not bad, not bad.

On to the main body (which has 126 faces). Let's begin by simplifying the bottom area and front and back 'mouth area'. The bottom will be obscured quite a bit by the tentacles, and the front and back areas will have objects coming out of them. So let's start merging vertices at the edge of these areas.

(Continued on the 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.