Poke Table

I’m into the Poker, and I’ve built a couple of 4x8 texas holdem tables (#1, #2 ), so it just seemed logical to try and model my ultimate table.

I’ve been working on this the past few days.

Here are some of the progress pics.


I decided to try a couple of renders with the rail scaled down a bit, and the diffuser gone:


I have some weird tiling issue with the texture of my playing surface. I just can’t seem to get rid of those lines.

http://www.neurojack.com/users/chris/blender/pt/poker_table6.jpg (1024x768 vesion)

I think I’m pretty much done with the modelling, with the exception of a few tweaks here and there. Now I just need to build a setting to put it in and work on lighting it so it looks a bit more natural.

Any thoughts or suggestions would be greatly appreciated.

Those lines are called tiling problems. Can you post that texture as a picture here?

Here is my tile image:


And if you go here:


You can see that it tiles just fine in 2D.


Well, I was able to get some feedback elsewhere, and it seems people were not fond of the materials I used.

That being the case, I decided to get rid of all the materials for now and just focus on modeling my scene. I also decided to fine-tune my table. For starters, I made everything flatter, if that makes sense. When I did this, I realized that the holes I cut in for the cup holders were not deep enough. Namely, the needed to extend through the top piece of the table, and continue through the base. I’ve cut my holes in the base and I’m working on cutting through the top part. Also, I’m dissatisfied with how the rail has turned out (I want it to be completely smooth), and I’m thinking about just redoing that completely.

In the meantime, I have started to work on my scene. Today I came up with a chair model that seems to work pretty well.



That’s a bit complicated and a bit large to duplicate nine times, so I think I’ll use that for the dealer’s chair, and model a simpler chair for the players.

Just for fun, I created a model in makehuman and stuck it in there. That was also valuable for illustrating to me how “off” some of my proportions were. As a result, I have made the table legs shorter, and scaled them down a bit.


Yeah, I know the lighting is off, and the shadows are a bit crazy … but it took me 30 minutes to render that, so … I probably won’t tweak that until last.

As you might noticed, I’m having a hell of a time getting the table base to be perfectly rounded. Perhaps I need more vertices?

I wouldn’t use ray-tracing if I were you, anyway, not unless you have some glass you need rendered, and even then you could just turn off the ray-tracing for a lot of the other materials. Judicious usage of buffer spots should solve a lot without increasing render times the way Blender’s current ray implementation does.