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-   -   Chess! (https://simplymaya.com/forum/showthread.php?t=31034)

BennyK 05-10-2008 05:25 AM

Chess!
 
A project I've been working on for the last month so far...
I'm going to create a glass chess like one I've got (though it has a LOT less details... Maybe I'll post a pic when I quit being lazy :p )

http://img404.imageshack.us/img404/5671/tempsf5.th.pnghttp://img404.imageshack.us/images/thpix.gif

Wireframe - All:
http://img55.imageshack.us/img55/3822/temp2ay5.th.pnghttp://img55.imageshack.us/images/thpix.gif

Wireframe - Knight
http://img216.imageshack.us/img216/2092/temp3pk4.th.pnghttp://img216.imageshack.us/images/thpix.gif


Wireframe - Other
http://img100.imageshack.us/img100/749/temp4mt0.th.pnghttp://img100.imageshack.us/images/thpix.gif

C&C please,
Benny

elephantinc 05-10-2008 05:45 AM

In chess the castles used to be elephants.....

Ajmooch 05-10-2008 08:55 AM

I love making chess pieces, they're one of my favorite practice models.

gster123 06-10-2008 05:03 AM

There pretty high poly.

Are they the smoothed version or the base mesh?

Also with the knight I would try to get rid of the point at the tip of the snout, try to round it off using sqaure quads, that way you wont have pinching there

BennyK 06-10-2008 07:08 AM

They are smoothed (besides the rook. I had major problems with that one so I revolved it to it's current level of detail and worked on from there) , though for the knight I had to make some finishing touches after smoothing, and I don't have the unsmoothed versions (besides the knight).
Can you post a pic about the advice for the knight? I don't know how to make those quads besides deleting some edges but that doesn't help much.
Benny

gster123 06-10-2008 07:40 AM

1 Attachment(s)
Heres the bet way to describe it,

It looks like you started with a sphere and have kept the points at the top and/or the bottom, hence the point (on the left) on the right is a smoothed cube, try to get the nose of your model like that as then you have a nice surface flow, as the mesh is really dense it's hard to say where you should make the changes, but if you unsmooth and look a the model you should get an idea.

Gen 06-10-2008 12:11 PM

I like these, I think they're really cute. And gster is right, they are a bit dense, next time, copy the low res versions and chuck em' away in a layer or export them, thats usually my "just incase sh*t happens" move.

BennyK 06-10-2008 12:44 PM

Quote:

Originally posted by GecT
thats usually my "just incase sh*t happens" move.
Hehe, LOL,
Thanks for the advice, I;ll post some progress in a few days I hope,
Benny

BennyK 07-10-2008 05:03 AM

Little update:
http://img408.imageshack.us/img408/2922/tempug1.th.jpghttp://img408.imageshack.us/images/thpix.gif
Benny

BennyK 08-10-2008 05:46 AM

Some updates:

Mapped the UVs for practice, made the board and fixed lots of my geometry... I also created low poly versions for future use.

2 questions:
What could be the problem with the figures (besides the pawns)?
http://img517.imageshack.us/img517/27/tempwc6.th.pnghttp://img517.imageshack.us/images/thpix.gif
They have the same material as the pawns...
EDIT: if anyone encounters this the normals are probably reversed.


How do I set up a material(what do I need to connect) from 2 shaders and a checker, so that every color of the checker will use a different shader? that is, where the checker is black output from first(black/white) shader will be used and vice versa...

Thanks,
Benny

BennyK 09-10-2008 02:41 AM

1 Attachment(s)
OK, first problem solved with no obvious reason... I'm still having problems with the second one - I tried it with a layered shader but problem is both materials have their own transparency value so I have no idea how to set it up...

Here's a render I did with lots of refraction and reflection blurring in 6 min.

Does someone know a better way to get a translucent mat effect? translucency doesn't appear to make a difference for some reason :(
Thanks,
Benny

PS: I'm having some problems with imageshack so I'll just attach this one:

BennyK 09-10-2008 05:03 AM

1 Attachment(s)
Since I didn't get any help with that I decided to break it up into sixty four pieces and assign the material for each one. Played some more with the material attributes and here's what I've came up with:
C&C please
Benny
PS: Does somebody know how to export an image as it is in the render view (no transparency) without exporting to .jpg?

Gen 09-10-2008 06:56 AM

You can use the fast skin shader (I like the skin shader ^^) or you can use a ramp shader, tweak the incandescence and ambient to fake it. Also I think you can just uncheck alpha in the render settings, under the camera section for your transparency issue.

http://i300.photobucket.com/albums/n...skin__ramp.jpg

BennyK 09-10-2008 07:22 AM

Thanks a lot! I'll post some progress soon...

BennyK 09-10-2008 07:56 AM

http://img403.imageshack.us/img403/6602/tempzf6.th.jpghttp://img403.imageshack.us/images/thpix.gif
:attn: imageshack is working again

I decided to go wit my super blurred refractions glass - I probably don't know how to set up the misss fast skin and ramp shader but this just looks better :)

added a HDRI as well. Next step will be a wooden/marble surface and some more lighting

Here's the reference:
http://i241.photobucket.com/albums/f...n41/chess1.jpg
I found it in Google but it's the exact same set as mine :)
saves me the trouble of photographing it and getting the photo on the PC.
Benny

Edit: I'm rendering a new version with lower specularity and other minor changes now so it should look better.


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