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


 
In this tutorial we are going to model and texture a Bishop chess piece using Sweep NURBS.

 
Step 1: We need the shape that the bishop is going to be. Go to the side view(F3) and create a spline similar to the one shown using the B-Spline tool (Objects=>Create Spline=>B-Spline). Add points by clicking in the editor window. Your final spline should be around 300m tall and 65m wide. Rename the spline 'SplineB1'.

 
Step 2: We need to make the pipe size and shape. Create a circle spline. (Objects=>Spline Primitive=>Circle) Double click on the circle icon in the object manager and input 5 for the radius and make sure the orientation is set to XY. Leave the rest as default. Click ok. Double click the text 'Circle' in the object manager to rename it 'CircleB1'.

 
Step 3: Create a sweep nurbs object (Object=>NURBS=>Sweep NURBS). Rename it 'SideBishop'. Next create a cylinder (Objects=>Primitive=>Cylinder). Double click on the cylinder icon in the object manager and input the following settings radius=10, height=10, check the box for fillet, change the fillet segments to 5 and the radius to 5m. Rename the cylinder 'Base'. Position the new 'Base' object at the bottom of the spline. Make sure you have the Move tool and the Object tool selected to move the cylinder. Use the side view (F3) to position the Base at the bottom of the spline. Next go to the top view (F2) and position it accordingly.

 
Step 4: In the object manager click on the Base object and drag and drop it into the SideBishop object. The reason the base is in the object group is so when you duplicate the sides you will duplicate the Base object as well. Next click on the SplineB1 object in the object manager and drag and drop it into the SideBishop object. Select CircleB1 and drag and drop it into the SideBishop object. In order for the sweep to work the order must look like this.

 
Step 5: Click on SideBishop in the object manager then go to Functions=>Duplicate. When the dialog box pops up use the settings shown here. Click on SideBishop in the object manager and drag and drop it into the new null object created. Rename the null object group 'Bishop'.

 
Step 6: In the object manager, open the Bishop group by clicking on the plus sign to its left. Click on the first instance of the SideBishop and rotate it by inputing 90 in the H field in the coordinates manager. Click the apply button to apply these settings. Click on the second instance and rotate it by inputing 180 in the H field. Click on the third instance and rotate it by inputing 270 in the H field.

 
Step 7: Create a sphere (Objects=>Primitive=>Sphere) and double click on its icon in the object manager to bring up its settings. Change the radius to 20m, and move it into position in the "head" of the bishop. Use the side views to help you position the sphere accurately. Drag this sphere into the Bishop group.

 
Step 8: 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 9: 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 10: 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 11: 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 12: 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 13: 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 14: 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 15: Check the box for Transparency and set the transparency brightness to 20%.

 
Step 16: Check the box for Environment and in the environment settings also use the Water shader for the image.

 
Step 17: 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 18: 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 Bishop. When the dialog comes up leave the settings as default and click OK.


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