Modelling a chess set (II)

Hi again,

I am modelling a chess set as an exercise to learn proper modelling (previous post here). After having quite some issues with the simplest piece, the pawn, I’ve managed to [somehow] find my way through the rest of the pieces until this bad boy here came into play.

Any suggestions on how to model it? I am having a tough time thinking about how edges should flow in the head. I guess I should have a edge loop around the eyes and the mouth region looks much like a cube to me but I am feeling lost. A paintover of the above picture with edge flow will help me a lot.

Any other suggestions too, of course.

I have the physical pieces, may you want any other pictures of them.

Thanks in advance,

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The best piece of advice I can give is to ignore the details, and look only at the very basic shape of the piece, and get that right first:

It looks a lot less daunting like this, right? Keep that in mind, and focus on the forms. Keep shading flat, poly count low, forget subsurf for the time being, and just get that very basic silhouette right first.

From there, you can start to add geometry. The eyes – assuming you’re using subsurf – can simply be a square – same for the nostrils. As for the ridges that form the mane, I’d simply use a boolean if you need geometry. If you don’t, then use a normal map, which would be pretty simple to create.

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Is this acceptable? In case it is, how do I “add geometry” now? If it isn’t, why? How should I rebuild it?


Thanks a lot!

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Acceptable for what purpose? It looks good, and it’s probably a good starting point for higher-topology details, if that’s what you mean

For the purpose of learning to model a chess knight… I think I don’t get the question.

How do I add the detail, now?

may be using some knife project for the straight lines

happy bl

I think you can use the knife tool to shape it and use this object as a guide to model a neat topology

SFFSD.blend (281.2 KB)

This is good. As other posters said you can add detail to this box model by using

Knife tool (k)
Dissolve (ctrl+x)
Merge verticies (m)

So for example to add the crease line on the horse’s maw:

Starting with box model

I use knife tool (k) to add edges to the mesh where I want the line for the maw to be

Then use knife tool to add more edges so that faces remain quads

More for bottom

Then I can clean up topology by dissolving excess faces (ctrl x) or merging points (m).

Then more cleanup with more use of knife and dissolve. For the corner where the three planes of the maw intersect, I made it an “E-Pole” (five edges joining to a single point) because this will be shaded like a sharp corner.

Then you have geometry you can move around to get the carve detail on the maw

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Hey, sorry for the delayed response. Thanks a lot for the model. Thanks also @Circebeck for the tips. I am having a lot of trouble with this piece but it’s worth it, I guess I’ll learn something out of it!

I’ll post a render once finished!

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Hey there, i thought this is a good modelling practice too, so i made my own take of it. You can have a look at the attached .blend file, if you want to. The Model is subdividable. The topology is i think ok, but not perfect. I started out, like many suggested, with the basic shapes. I first tried to trace all important lines and then connect them to faces. I then used the knive to get the neccessary “edge flow” for the subdivision surface. I did not modlle the cut outs on the rear side of the model. I would suggest if you want to use this for 3d rendering to get that effect with texturing trough a normal map. If you want to 3d print, you have to of course create the cut outs to. You can use the 3d model however you like.

Chess Figure.blend (943.2 KB)

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Wow. I’m impressed by the resemblance to the actual piece (I have them here in my desktop). Thanks a lot for the model. I’ll study it.