This tutorial will show you how to model, texture and also how to render a Chess Set in 3dsmax.I’m gonna show you the tricks of modeling. We’ll create a Chess Set step by step
Here is the final render:
Step 1: Here is the reference picture for the Italian Chess Set. When you are modeling a chess piece, it is very fortunate that you have a reference picture from the front. Because it is gonna be very necessary. I took this image from www.chessexpress.com.
Step 2: In this step, I’m gonna show you how to set the reference picture. There are a few methods onto it. The method which I’m gonna use is very easy. We’ll load it on to a Plane. So we can trace over it. Firstly, let’s look to the dimensions of the reference picture. Select the reference picture from your Computer. And then look down. We can see the dimensions. Mine is 864*431. Here, see:
Step 3: Next, we are starting to work in 3dsmax. Draw a plane, and adjust the dimensions like this. And adjust the Lenght and Width to “1”.
Step 4: Ok, now select the picture from your folder. And drag it on to the plane. Now, the picture loaded on to the plane. It must be like this, see:
Step 5: Now, go to the Command Panel-Create-Shapes and click on to the line. And draw a shape like this. I gave you two screenshots. So you can easily work on it. Here :
Step 6: And now, this shape will gonna transformed into an object, with Lathe tool. From Modifier List, click to the Lathe. And the adjustments, for the Lathe. Check the “Weld Core”. Direct: Y, Align: Min.
Step 7: Now, convert it to Editable Poly and then select the bottom polygons and delete it. And you’ll see a little error in it. Select the vertice and delete it.
Step 8: Select the Border of the hole, and then click to the Cap. Here it is closed:
Step 9: Go to the Bottom View. And then, from the Edit Geometry click to the Cut tool. And then select one of the vertices and then select the other. Now all of the vertices will combine. I showed you two of them. Combine all of them. You can see it from the screenshot:
Step 10: Now, I added a few edges on to my Pawn. You’ll add them too on to your object. And then, here is the harmony of the edges. It nearly finished but I think it needs a little bit more work. Look at the screenshot and add the edges.
Step 11: Ok, let’s come to the point. Select the edge which I showed you in the screenshot. And then Loop it. Then Chamfer it. Amount will be; 0,19 cm. Here, step by step:
Step 12: Ok, I worked on a little bit. And the result is:
Step 13: Now we are starting to model the Rook. Copy the Pawn. We are copying it because the lower part of it is the same. And delete this part.
Step 14: Then delete half of the object, and don’t forget to adding a symmetry onto it. And then, arrange the vertices like this. Here, I gave you two screenshots:
Step 15: And I removed its Mesh Smooth. And I converted it to Editable Poly again. I’m gonna close that hole. You can see it from the screenshot:
Step 16: Click to the Border from Selection. Then select the border of the hole and then click “Cap”. Here:
Step 17: Go to the Top View with pressing to the “T” key from your keyboard. And then select the two which I’m showing you. And then click to the connect.
Step 18: Then connect all of the vertices with the Cut tool. Here:
Step 19: Ok, now select the central polygon. And then extrude it. Extrude Amount is 72.
Step 20: And then Scale it like this. I gave you two screenshots.
Step 21: Ok, I improved my object a little bit. Extrude, Bevel and Scale. That’s so. I’m giving you two screenshots. You’ll do the same by looking them. See:
Step 23: And then click to the Extrude. The Amount will be 11.
Step 24: Loop and Chamfer that edges to get the smoothness. I showed you them with the orange color. Chamfer Amount will be 0,1. Here, the result is:
Step 25: Select these edges and chamfer them too. Amount same; 0,1. Here:
Step 26: Look, there is a debug there!
Step 27: Click to the Target Weld tool. And then, look closely to those areas. There are four vertices there. Select tha and then select other. See, they connected. And then the other. It must be like this. Here, on the second screensho. Step by Step:
Step 28: Then do the same to he other side. And then, selet these two vertices and connect them. Not the last vertices. The first vertices. See:
Step 29: And at last do the same action to the all sides. Then I worked it on a little bit more. And the result is quite perfect:
Step 30: Now we are starting to model the Knight. I copied the half polygons of the Rook. And then I worked on the vertices a little bit. The result’ll gonna be like this:
Step 31: Click to the Border from the Selection. Then click to Cap. And then connect the vertices. At last select the center polygons.
Step 32: Click to Bevel. The amounts are: Height 0,64 / Outline Amount 0,639. Here
Step 33: Click to Apply. This time Amounts will be like this: Height will be 8,089 and the Outline Amount will be 3,987.
Step 34: I worked on the Knight a little bit with the Bevel, Chamfer and Relax tools. Bevel and Scale. And worked on the vertices a bit. You can do that too by looking to the screenshot. The result is:
Step 35: And from the Perspective View.
This is the end of “Creating an Italian Chess Set in Autodesk 3dsmax Part I” Now please go and see the second part of my tutorial