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 |
In chess the castles used to be elephants.....
|
I love making chess pieces, they're one of my favorite practice models.
|
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 |
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 |
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. |
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.
|
Quote:
Thanks for the advice, I;ll post some progress in a few days I hope, Benny |
|
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 |
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: |
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? |
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 |
Thanks a lot! I'll post some progress soon...
|
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. |
All times are GMT. The time now is 02:56 AM. |
Powered by vBulletin® Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Simply Maya 2018