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Old 05-10-2008, 05:25 AM   #1
BennyK
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Default 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 )



Wireframe - All:


Wireframe - Knight



Wireframe - Other


C&C please,
Benny
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Old 05-10-2008, 05:45 AM   #2
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In chess the castles used to be elephants.....
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Old 05-10-2008, 08:55 AM   #3
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I love making chess pieces, they're one of my favorite practice models.
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Old 06-10-2008, 05:03 AM   #4
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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
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Old 06-10-2008, 07:08 AM   #5
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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.
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Old 06-10-2008, 07:40 AM   #6
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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.
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Old 06-10-2008, 12:11 PM   #7
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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.
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Old 06-10-2008, 12:44 PM   #8
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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
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Old 07-10-2008, 05:03 AM   #9
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Little update:

Benny
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Old 08-10-2008, 05:46 AM   #10
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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)?

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
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Last edited by BennyK : 14-10-2008 at 03:16 AM.
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Old 09-10-2008, 02:41 AM   #11
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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:
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Old 09-10-2008, 05:03 AM   #12
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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?
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Last edited by BennyK : 09-10-2008 at 05:07 AM.
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Old 09-10-2008, 06:56 AM   #13
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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.

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Old 09-10-2008, 07:22 AM   #14
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Thanks a lot! I'll post some progress soon...
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Old 09-10-2008, 07:56 AM   #15
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: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:

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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