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              <p><font color="#0000FF"><b><font face="Arial, Helvetica, sans-serif" color="#0000CC">volume 
                1, issue 4</font></b></font></p>
              <p><font color="#0000FF"><b><font face="Arial, Helvetica, sans-serif" color="#0000CC"> 
                </font></b></font></p>
              <p>  <p><font face="Courier New, Courier, mono"><b><font color="#339900" face="Arial, Helvetica, sans-serif">Today 
                in loonygames:</font></b></font></p>

<P><font color="#000000" face="Arial, Helvetica, sans-serif" size="-1">New!!</font><font face="Arial, Helvetica, sans-serif" size="2"> The Archives have been cleaned up, fead links fixed, and printable versions restored! Also, don't miss the new comments <a href="../../../index.html">on the front page</a>!</font></p>
              
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        <p align="LEFT"><font face="Arial, Helvetica, sans-serif" color="#0022A8"><b><a target="" href="../../corner/index.html"><font size="-1">Thinking 
          Outside the Box</font></a><font size="-1">:</font></b></font><font face="Arial, Helvetica, sans-serif" size="+3" color="#0022A8"><br>
          Dangerous Curves Ahead</font></p>
        <p align="LEFT">&nbsp;</p>
        <p align="LEFT">&nbsp;</p>
        <p align="RIGHT"><font color="#804000"><b><font face="Arial, Helvetica, sans-serif">By 
          Paul &quot;<a target="_self" href="mailto:paul@loonygames.com">Villam</a>&quot; 
          Steed</font></b></font></p>
        <p align="right"> 
        
          <br>
        </p>
        <p align="LEFT"><font face="Arial, Helvetica, sans-serif">Her hips are 
          separate and present the most challenge during animation since I want 
          her to appear as if she's wearing a skintight body suit. Again, the 
          offset tool in <b>Photoshop</b> is <i>the</i> single most important 
          tool when ensuring a texture will tile. Learn it. Live it. Be that filter.</font></p>
        <p align="LEFT"><font face="Arial, Helvetica, sans-serif">The legs are 
          a bit tricky...</font></p>
        <p align="CENTER"><font face="Arial, Helvetica, sans-serif"><img src="images/totb0405a.jpg" width="87" height="150">...<img src="images/totb0405b.jpg" width="64" height="128"></font></p>
        <p align="LEFT"><font face="Arial, Helvetica, sans-serif">...but after 
          using some scaling and turning transforms, I was able to fit the textures 
          to the 128 x 64 texture page I have for the leg. </font></p>
        <p align="LEFT"><font face="Arial, Helvetica, sans-serif">For one arm 
          I wanted to make it a bare, 'Rail Gun' tattoo-ed arm ala <i>Barb Wire</i>...</font></p>
        <p align="CENTER"><img src="images/totb0406.jpg" width="64" height="128"></p>
        <p align="LEFT"><font face="Arial, Helvetica, sans-serif">I'm going to 
          go ahead and use the leg texture for the other arm to be different and 

          illustrate an important mindset in today's limited texture space world 
          of low-poly character creation: re-usability. Thas' right, Grasshopper, 
          re-use as many textures on as many objects as you can. It allows you 
          the ability to apply higher rez textures than ordinary and done right, 
          doesn't become overly noticed.</font></p>
        <p align="CENTER"><img src="images/totb0407.jpg" width="64" height="64"></p>
        <p align="LEFT"><font face="Arial, Helvetica, sans-serif">I can tile any 
          texture I want across U or V so I made a generic shoulder pad texture 
          that tiles and can be used on other objects due to its nondescript nature.</font></p>
        <p align="LEFT"><font face="Arial, Helvetica, sans-serif">Now comes the 
          fun part of the texturing process: UV manipulation. I have no fucking 
          clue what U or V stands for but V is close enough for me to consider 
          it 'vertical'. I equate U to horizontal by default association. U means 
          sideways, V means up and down. I assign cylindrical mapping to the objects 
          because this type of map wraps around an object. This is in contrast 
          to <i>planar </i>mapping used in <b>Quake</b> and <b>Q2</b>. </font></p>
        <p align="LEFT"><font face="Arial, Helvetica, sans-serif">Check out our 
          lovely model wearing her respective cylindrical maps (BOOMin', I tell 
          ya):</font></p>
        <p align="CENTER"><font face="Arial, Helvetica, sans-serif"><img src="images/totb0408.jpg" width="240" height="300"></font></p>
        <p align="CENTER"><font face="Arial, Helvetica, sans-serif"><img src="images/totb0409.jpg" width="298" height="300"></font></p>
        <p align="CENTER"><font face="Arial, Helvetica, sans-serif"><img src="images/totb0410.jpg" width="240" height="300"> 
          </font></p>
        <p align="RIGHT"><font face="Arial, Helvetica, sans-serif">(<a href="index3.php" target="">Continued 
          on next page</a>)</font></p>
        <p align="RIGHT">&nbsp;</p>
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      <p><i><font face="Arial, Helvetica, sans-serif" size="-2"> </font></i><i><font face="Arial, Helvetica, sans-serif" size="-2"><b>Credits:</b> 
        Thinking Outside the Box logo illustrated and is &copy; 1998 Dan Zalkus. 
        Thinking Outside the Box is &copy; 1998 Paul Steed. All other content 
        is &copy; 1998 <a target="_self" href="http://www.loonyboi.com">loonyboi 
        productions</a>. Unauthorized reproduction is strictly prohibited, so 
        don't even try it. We've got really big guns, and we're ripped, baby.</font></i></p>
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