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Chess Set:
Modeling a Pawn
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Works with:
CE
Requires:
Version 6+
 


 
This tutorial will take you through the steps of modeling a pawn chess piece using Sweep Nurbs and a weapon using Matrix Extrude.

 
Step 1: First, create the basic shape of your pawn. Hit F3 to get a side view then create a spline similar to the one shown using the B-Spline tool (Objects=>Create Spline=>B-Spline). This will be the main body of your pawn. Your spline should be approximately 245m tall and 135m wide.

 
Step 2: Next the base of the pawn will be added. Create a cylinder (Objects=>Primitives=>Cylinder) and double click on the cylinder icon in the object manager to change its settings. Set the radius to 10m, the Height to 10m, and check the box for Fillet with a Radius of 5m. Place it at the base of the spline you just created. To move the object make sure you have both the move tool (Tools=>Move) and the object tool (Tools=>Object) activated. Rename the Cylinder 'Base' by double clicking on its name in the object manager.

 
Step 3: Copy the spline by holding control and clicking and dragging it in the object manager. Rotate the copy by entering 180 into the "H" field in the coordinates manager. Copy the Base and position it at the base of the copied spline. Use your side views to position the base accurately. Group the splines into a null object by going to Objects=>Group Objects in the object manager. Your cursor will turn into a crosshair. Drag a box around the two splines to group them in a new null object. With the new null object selected go to Functions=>Connect, this will create a new spline object that has combined the two grouped splines. Rename this spline 'Outline' and delete the null object with the two original splines. Now you can select the two points at the top using the Live Selection tool (Selection=>Live Selection) and connect them by going to Structure=>Edit Spline=>Join Segment.

 
Step 4: Next create a circle spline (Objects=>Spline Primitives=>Circle) and double click on the circle icon in the object manager to change its settings. Use the settings shown here.

 
Step 5: Create a sweep nurbs object(Objects=>Nurbs=>Sweep Nurbs) and rename it PawnBody. Drag and drop Outline then Circle into PawnBody in this order. The order should look like this.

 
Step 6: Hit F4 to go to the front view and create a spline using the B-Spline tool (Objects=>Create Spline=>B-Spline) similar to the one shown. Rename the spline 'BodyP1'. Copy the base that you created in step 2 and place it at the bottom of this spline.

 
Step 7: Select the four top points and then go to your top view (F2). Move the points so they look similar to what is shown, this is going to be the right arm of your pawn.

 
Step 8: Copy the circle spline previously created in the PawnBody. Rename it CircleP1. Create another sweep nurbs object (Objects=>NURBS=>Sweep Nurbs) and name it RightSide. Drag and drop BodyP1 then CircleP1 into the RightSide.

 
Step 9: Next you are going to create the left arm. Create a spline (Objects=>Create Spline=>B-Spline)similar to the one shown, again in the front view (F4). Rename the spline 'BodyP2'. After the spline is made select the top two points. Copy the base from step 2 again and place it at the bottom of the spline.

 
Step 10: Now you will have to move the two points selected in Step 9. Go to the top view (F2) and move the points as shown.

 
Step 11: Repeat step 8 to create the sweep NURBS for the left arm. Name the Sweep NURBS 'LeftSide'.

 
Step 12: Next you are going to create a sphere (Objects=>Primitives=>Sphere) to fill in the gap in the head portion. Rename it 'PawnSphere' by double clicking on its name in the object manager. Double click on the sphere icon in the object manager and use the settings shown here.

 
Step 13: Position the sphere as shown using your side views.

 
Step 14: Now you are going to make a weapon for your pawn. Create a cylinder (Objects=>Primitives=>Cylinder) and double click on the cylinder icon in the object manager to change its settings. Use the settings shown here. Make it editable (Structure=>Make Editable). Rename it 'Weapon'.

 
Step 15: Hit F4 and use the live selection tool (Selection=>Live Selection) to select the polygons shown. Hold the Shift key to select multiple polygons.

 
Step 16: Hit F1 and rotate around so you are facing the opposite direction you were when selecting the other polygons, hold the shift key and select the third polygon so every other polygon at the top of the cylinder is selected.

 
Step 17: With these polygons selected go to Structure=>Edit Surface=>Matrix Extrude, input the following settings. Steps=8 Move Z=5m Scale XYZ=85% Rotation H = -10.

 
Step 18: Without deselecting the previous polygons go to (Structure=>Edit Surface=>Matrix Extrude) once more. Use the following settings. Steps=5 Move Z=5m Scale XYZ=80% Rotation H=-10.

 
Step 19: Now create a Hyper Nurbs object (Object=>NURBS=>HyperNURBS) and drag and drop the weapon into it. Rename the hyperNURBS object 'PawnWeapon'.

 
Step 20: Now you are going to position the weapon in the hands of the pawn. The position depends on the position of the splines on your model. Use your move tool and your rotation tool to position the weapon in the hands of the pawn. Line it up from the front view then switch to the top view and line it up there. Group all the objects together by hitting 'G' in the object manager and dragging the cursor over them. Rename the new group 'Pawn'.

 
Step 21: Create a new material in the material manager (File=>New Material). Rename it by double clicking on the name under material preview. It will be named 'New' by default. Input 'BodyMaterial' into the rename dialog.

 
Step 22: Double click on the new material to open the material dialog box. You will see the different channels listed in the material dialog with checkboxes for each one. Checking a box activates the corresponding channel for that material. For this material you will need to check the boxes for Color, Reflection, Environment, and Specular. You can switch between the different channel settings by clicking on the channel text. Click on Color and set the brightness slider to 100% for a pure white color.

 
Step 23: Click on Reflection to go to the reflection settings. You will use an image for this channel. Click on the triangle to the right of the Image field to access a number of built in shaders and images for you to use. Use the gradient shader (Shader=>Gradient) for the reflection channel. The default gradient colors are red and blue, but you need them to be black and white. Click the Edit button below the image field to change the gradient colors. Click the Color 1 button and choose white from the color palette then click OK. Then click the Color 2 button and select black from the color palette. Click OK.

 
Step 24: Now go to the Environment settings. The environment channel gives the material somewhat of a fake reflection. It takes a given image and invisibly 'wraps' it around an object so that object will reflect it. You want to use another image for this channel so go to the triangle menu again and this time use the Water shader. Input 50% for the Strength under the Mix settings.

 
Step 25: Finally go to the Specular settings. Set the mode to 'Metal', with the width at 50% and the height at 100%. Close the material dialog.

 
Step 26: Create a new material in the material manager (File=>New Material). Rename it 'Water'. In the color channel use the sliders to select a light green color. The settings used here are R=70% G=95% B=80% Br=100%.

 
Step 27: Check the box for Diffusion and in the diffusion channel settings, use the Water shader for the image. The diffusion channel allows you to lighten or darken certain areas of the material based on an image.

 
Step 28: Check the box for Transparency and set the transparency brightness to 20%.

 
Step 29: Check the box for Environment and in the environment settings also use the Water shader for the image.

 
Step 30: Use the Water shader once more in the Bump channel. Be sure to check the activation box for the bump channel. The specular settings can be left as default.

 
Step 31: Click on the water material in the material manager and drag and drop it onto the sphere in the object manager. A dialog box will appear when the material is dropped onto the object. Change the projection to spherical and click OK. Now drag and drop the BodyMaterial texture onto the Pawn. When the dialog comes up leave the settings as default and click OK.


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