- Modeling a Pawn
- Modeling a Bishop
- Modeling a Rook
- Modeling a Knight
In this lesson, you will model a pawn for a set of chessmen. In
a wooden chess set of standard design, pawns are turned on a lathe. You will use
3ds Max to do something similar: draw the pawn's outline, and then use a Lathe
modifier to fill out its geometry. The Lathe modifier revolves the outline
around a central point to create a shape, not unlike the way wood is turned on a
machine lathe.
Features and techniques covered in this lesson:
Set up the viewport background:
Start the pawn's outline:
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On the Creation Method rollout, set both Initial Type and Drag Type to Corner. This ensures all line segments will be linear.
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In the Front viewport, click a point near the top center. Press and hold the Shift key to constrain the line to the vertical axis and then click a second point at the base of the pawn.
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From this position, click a few points on the right contour of the reference image to create a rough profile, going up the side of the image. You do not need to be very precise at this time as you will be able to edit the profile later. To close the spline and end the command, click on the first point.
Edit the pawn's outline:
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With the Fillet command active, place the cursor on one of the selected vertices and then click and drag to round off the two corners, as shown below.
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Select the vertex above the rounded corner you just created. If necessary, move it to a better position, based on the reference image.
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With the vertex selected, right-click in the viewport and from the quad menu that appears, choose Smooth.
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Using the quad menu, convert the two selected vertices to Smooth vertices, as you did earlier. Move them to fine-tune their positions.
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Pan up to the top part of the profile. Select the two vertices to the right of the knob and make them Smooth vertices. Again, use the Select And Move tool to fine-tune their positions.
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Use Select And Move to adjust the positions of the vertices and their handles to get the proper curvatures around the base of the knob.
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Lathe the outline:
In the Introduction to Materials and Mapping tutorials, you'll
provide the chess pieces with more-convincing color and texture and create a
shiny, reflective wood-grain chessboard.
- Modeling a Bishop
In this lesson you will model a bishop for the chess set. For
the most part, the bishop is modeled the same way as the pawn, based on a
profile shape and a lathe modifier. The difference is the gap that shows on the
bishop’s head. You will use a Boolean object to achieve that result.
Create and position the box:
Create the slice with a Boolean operation:
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When you perform a Boolean operation, the first object selected (in this case the bishop) is recognized as Operand A and the second object selected (in this case the box) as Operand B. You can then choose the type of operation to perform, whether it’s union, intersection, or subtraction, and, in the latter case, which operand to subtract from which.
- Modeling a Rook
In this lesson, you will model a rook for the chess set. You'll
build the rook the same way as in the previous lessons, where you created a pawn
and a bishop, except for the top part with the battlement. If you were making a
wooden chess set, you wouldn't be able to use a lathe for this part of the
piece, and so it is with the 3D model: Although the basic structure of the rook
is a lathed spline, like the pawn and the bishop, its top requires a different
modeling technique.
Set up the lesson:
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This file contains the basic shape of the rook. If you prefer to build the rook from scratch, delete the yellow profile and recreate it as you did in the previous lessons with the pawn and the bishop. Make sure, however, that you do not take into account the battlement at the top of the rook, as you will create those later using polygon extrusions.
Create the battlement:
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Skip the next two polys and then select the four after those. Repeat the procedure around the circumference until the selection resembles the following illustration:
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On the Edit Polygons rollout, click the Settings button next to Extrude. On the dialog that appears, set the Extrusion Height value to 4.5 to match the height of the battlement in the reference image in the Front viewport (change the value if necessary). When you are finished, click OK to save the extrusion and exit the dialog.
- Modeling a Knight
In this lesson, you will create a knight for a chess set using
custom splines and the Surface modifier. The Surface modifier makes a 3D surface
from an arrangement of intersecting splines.
Modeling a knight presents a special set of challenges: its
unique contours demand that it be sculpted carefully. The Surface modifier is
ideal for this type of modeling.
Draw the knight outline:
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On the Creation panel > Creation Method rollout, set both Initial Type and Drag Type to Smooth. This will help set the base profile, given the curved nature of the chess piece.
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Click to create a contour for the knight. Do not take into account the horse’s mane or the base for now. Keep in mind that this kind of modeling does not require a lot of detail, so try to keep the number of vertices to a minimum. You will adjust them later.
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Use the Select And Move tool to adjust the vertex handles so that the profile fits the reference image better.
Create the inner spline cage:
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You will start adding detail where the head intersects the neck. On the Modify panel > Geometry rollout, turn on Connect and then click Refine.
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This dialog points out that there is already a vertex where you clicked. You still have the option to refine the spline, adding yet another vertex very close to the existing one, or you can simply use the existing vertex and connect it to others you will be inserting. Typically, use the Connect Only method when this warning appears.
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Right-click to finish the command. You now have an additional segment going from the front to the back of the neck.
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Delete unwanted vertices:
Fine-tune the spline cage:
The next step is to adjust the spline cage to
get a nice flow of segments. When you refined the spline cage, you introduced a
number of intersecting segments and subsequently a number of intersecting
vertices. It is very important that these vertices which share the same position
in space be moved together.
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In the Selection rollout, turn on Area Selection and leave the value at 0.1. This ensures that when you select a vertex by clicking it, all vertices that are within the distance specified in the threshold value get selected as well.
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Use the Select And Move tool to relocate vertices to get a nice flow of segments in the spline cage.
Give the spline cage volume:
So far, you've built everything in the Front
viewport. The collection of segments lies therefore in the same plane. In this
step, you will adjust the spline cage so that it starts shaping into a 3D
volume.
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Using the Select tool and the Ctrl key, select all the internal vertices plus the two center ones on the bottom segment.
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Keep adjusting the position of these inner vertices to give the volume a more interesting shape (narrower snout, thicker bottom neck, and so on). Feel free to experiment but do not move the other vertices around the perimeter; you'll need them to mirror the object later.
Adjust the tangents on the perimeter:
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Move the angled tangents so they are in a more vertical position. This will give the segments a stronger angle of attack as they meet the mirror line.
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Repeat this procedure on the two vertices near the mouth, and those running up the front of the neck.
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Repeat the procedure on the vertices running along the top of the head, but then use the Front viewport to make the tangents horizontal.
Test the Surface Modifier
You will eventually mirror this spline
arrangement to make the other side of the knight, but before doing so, you need
to check the current setup to see if the Surface modifier works on it.
The Surface modifier places a 3D surface over
each set of three- and four-sided polygons formed by the splines.
The polygons must be completely closed in
order for the Surface modifier to make the 3D surface. By trying out the Surface
modifier now, you can correct any “holes” in the surface before you mirror the
splines.
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From the Modifier List, choose Surface from the Object-Space Modifiers section. Depending on how you built your spline cage, the appearance of the knight in the Perspective viewport might look solid or hollow.
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Expand the Line entry in the modifier stack and then click Vertex. Turn on Show End Result so you can work on the spline cage and see the effect of the Surface modifier simultaneously.
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In the Front viewport, select the vertex on the neck where you see a dip in the muscle tones. Right-click and convert that vertex to Bezier Corner.
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In the Top viewport, adjust the handles into a sharp inverted V. This will help simulate the muscle tones on the neck. Keep an eye on the Perspective viewport for reference.
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Experiment with this vertex and others to mold a better-looking neck. You can use this technique on other parts like the snout or the head as well.
Refine the mane line:
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Using Connect/Refine, start from the vertex at the very top of the head and work your way down to refine a mane line as shown in the following illustration.As you refine the segments, surface patches temporarily disappear from view but reappear once you finish the command. This is because you are introducing additional vertices and this creates patch areas that have more than four vertices. Once you are done refining the spline cage, however, the end result is made up of quads again and therefore displays correctly.
Extrude and adjust the mane:
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Bring the cursor close to the selected patches in the perspective view and then click and drag to extrude the patches. Keep an eye on the Front viewport for reference.
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Because of the direction of the extrusion, you need to adjust the vertex position to give the Symmetry modifier a little help.
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In the Front viewport, use region selection to select all vertices on the outer edge of the mane. Use the Ctrl key if necessary.
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In the Top viewport, move the selected vertices up until they intersect along the mirror line. Keep an eye on the other viewport to see if the Symmetry modifier worked nicely to weld the seams.
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Adjust the positions of the vertices and tangents in the Front viewport to follow the reference image and create a nicely flowing mane.
Create the base:
In these lessons, you created four chess pieces, learning
different tools and methods in each case. Creating a pawn taught you about
working with splines and the lathe modifier. Creating a bishop and a rook taught
you about editing geometry and using Boolean compound objects to add or subtract
components. Finally, you learned to model using a spline cage approach using the
Surface modifier with spline objects.
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