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9th December 2010 at 10:18 

Creating an Italian Chess Set in Autodesk 3dsmax Part II

6,130 views | Posted by admin in Autodesk 3DsMax, Modeling
3 comments

Progression, John uses his years of experience as a VFX supervisor,demonstrate the technical aspects of the Camera Sequencer

This is the second part of the chess tutorial with 3dsmax :)   Here you see I use 3dsmax for modeling process but you can use Maya or any other 3d program if you want.  Now let’s continue our modeling  work :)

Step 36: Select these edges. It must be selected symmetrical.

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Step 37: Then click to Connect. Segments  2, Pinch -29. Here:

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Step 38: Select those middle polygons. Click to Bevel. Outline Amount will be -0,568. Then click to Apply. This time Outline Amount will be 0 but Height will be -1,129.

in industry magazines, websites and bools. Alex is president of the Los Angeles Maya Users Group and sits on the Advisory Boards

Step 39: Okay, added some edges. Adjusted them. Chamfer such and such. The result will be like this. See in the screenshot:

Progression, John uses his years of experience as a VFX supervisor to not only demonstrate the technical aspects of the Camera Sequencer

Step 40: Now the Bishop. Copied the half polygons of the Rook, and worked on a bit. Here, I’m giving you two screenshots. One with the Edge Face, One with the Wireframe:

 DVD from VFX Supervisor John Clark, where he presents the Camera Sequencer toolset in Autodesk Maya 2011

Step 41: Keep an eye on this paragraph. I’m clicking to Bevel now. And in the first phase of the Bevel the adjustments will be: Height 1,123 and the Outline Amount 11,047. In the second phase, adjustments will be: Height 4,587 and the Outline Amount is 0. And then select the central edges. Connect. Slide -65.  OK, now Select the Central Polygons. And then Extrude it a bit. Here:

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Step 42: OK, the result is looking better now. I worked on it very much, and I’m giving you the screenshot, so you can do the same.Try and try. Don’t worry, you can do it.  You’ll gonna add some edges and you’ll work on it. And Bevel the polygons. And adjust the vertices a bit. Then, use the Chamfer tool for the corners. That’s so. Here; this is how it’ll gonna look like:

Camera Sequencer provides artists a non-linear workflow to shot, edit, and assemble complete shots directly in Maya. In Maya’s Camera Sequence

Step 43: Draw a Box like this. The Parameters: Length 44,48. Width 4,28. Height 71. And push it like this:

a toolset like this is so important in today’s animation, pre-visualization, and layout pipelines

Step 44: Go to Boolean. Operation: Substraction (B-A). Then click to “Pick Operand B”. And then click onto your bishop. Click to Yes. The result is:

Alex is the founder and director of The Gnomon Workshop and of the Gnomon School of Visual Effects in Hollywood

Step 45: Now, the Queen. Copy the half polygons of the Bishop. And work on a little bit, it must be like this. See, in the screenshot:

Camera Sequencer provides artists a non-linear workflow to shot, edit, and assemble complete shots directly in Maya. In Maya’s Camera Sequencer

Step 46: And, I worked on it a bit.  Added edges, adjusted the vertices. And use the Bevel tool like I did when giving shape to that stuff. Then Chamfer that edge which I’m showing you with the orange color.

in industry magazines, websites and bools. Alex is president of the Los Angeles Maya Users Group and

Step 47: Select that orange colored edge and wind down it.

 in Irvine, CA. Most recently she worked on the cinematic trailer for Wrath of the Lich King, an expansion pack for the best-selling online game World of Warcraf

Step 48: Some more bevels and the other things:

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Step 49: Select these edges and Loop them. And then Connect it, Segments will gonna be 1.

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Step 50: And select those all central polygons. Then click to Bevel. Here the adjustments for Bevel: Height 2,291. Outline Amount -1,213.

in industry magazines, websites and bools. Alex is president of the Los Angeles Maya Users Group and sits on the Advisory Boards

Step 51: Then put a Mesh Smooth on it. Done here:

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Step 52: Now, the King. Our last chess piece. Copy the Queen. Delete the head part. And work on it a bit. It must be like this:

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Step 53: And work with Bevel Tool on the central polygons. And Chamfer the edge which I’m showing you with orange color. Here:

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Step 54: And straighten those edges with the Scale tool. Red and Orange colored edges.

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Step 55: Work with the Bevel Tool. It must be like this:

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Step 56: And at last, my model is finished. I’m giving you the screenshot. And you’ll do the same things. Just add edges and adjust the vertices. Don’t worry. If you think you can do it, you’ll be able to do it, quite easy. Some screenshots from different angles:

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Done here. Modeling part of this tutorial has finished:

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This entry was posted on Thursday, December 9th, 2010 at 10:18 and is filed under Autodesk 3DsMax, Modeling. You can follow any responses to this entry through the RSS 2.0 feed. You can leave a response, or trackback from your own site.

« Creating an Italian Chess Set in Autodesk 3dsmax Part I Creating an Italian Chess Set in Autodesk 3dsmax Part III »

3 responses to “Creating an Italian Chess Set in Autodesk 3dsmax Part II”

  1. en ligne says:
    09 December 2010 at 16:07

    Thanks for that awesome posting. It saved MUCH time :-)

    Reply
  2. Neha says:
    17 March 2011 at 22:46

    Hey there, You have done a great job. I will definitely digg it and personally recommend to my friends. I’m confident they will be benefited from this website.

    Reply
  3. Clarice says:
    05 July 2012 at 19:29

    wow. this blog is truly a gold mine. i will actually try these tips and let you know how they work out!

    Reply

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