3D Modeling: Exercise 2
Week 8-Week 11(3/6/2025-24/6/2025)
Bachelor of Computer Science (Honours)
3D Modeling: Exercise 2
By Week 8, we were given Exercise 2, which focused on creating a 3D model of a chess scene, including the chessboard and chess pieces. The goal of this exercise was to apply the new techniques we had learned, particularly object alignment, cloning, and arrangement of detailed objects.
In this assignment, we were required to model our own version of a chess set, ensuring that both the chessboard and individual pieces (such as pawns, rooks, bishops, and the king) were accurately shaped and properly placed. Attention to proportion, symmetry, and repetition was important to maintain consistency and realism throughout the scene.
We were also encouraged to study reference images to guide the design of each chess piece, especially when modeling more complex shapes like the king’s crown or cross. The final output needed to show clean alignment on the board and an organized layout using efficient modeling workflows.
For the chessboard, i create a standard 8x8 grid, I started with a polygon cube as the base. I then adjusted its scale, subdivisions, and alignment using the modeling techniques we had previously learned in class, such as snap alignment and precise scaling, to ensure clean proportions and symmetry.
Instead of manually modeling each square, I used a texture map to automatically generate the classic checkerboard pattern. This helped save time while keeping the UV mapping clean and accurate. To make the board look more realistic, I applied a wood texture to the base of the board, giving it a polished and natural appearance, similar to real-life wooden chessboards.
This combination of modeling, UV texturing, and material assignment allowed me to build a visually accurate and neatly organized chessboard.
For the chess pieces, I designed them with a soldier-inspired theme, where each piece wears a unique hat or headgear that represents its role on the board—for example, different styles for the king, queen, and bishop.
Most of the pieces were created using the same modeling approach I used in Exercise 1 for the king chess piece. I began with basic shapes like cylinders, then used the Extrude tool, adjusted the details manually, and referred to reference images to match the proportions and silhouettes of each piece accurately.
However, for the knight, since its shape is more complex and not easily built from simple primitives, I used the Create Polygon Tool to trace the outline based on a reference image. After creating the rough shape, I fine-tuned the mesh by adjusting the vertices and edge flow to make it look clean and accurate.
After finishing the modeling of the individual chess pieces, I moved on to duplicating and arranging them on the chessboard. To ensure consistency in spacing and alignment, I used the Align tool along with grid snapping, which helped me position each piece precisely within its square on the 8x8 board.
For the repeated pieces such as pawns, rooks, bishops, and knights, I used the Duplicate Special function. This allowed me to efficiently copy the models while maintaining their correct rotation and distance. I first placed one side of the pieces, then mirrored or duplicated them to the opposite side to represent the second player’s set.
Careful attention was given to make sure that each piece sat properly on the board and followed the standard chess layout. This stage required a good understanding of object transformation, positioning, and rotation to ensure everything looked organized and professional.
For the materials, I assigned a glass-like shader to give the pieces a translucent appearance. I created two versions of the material—transparent white and transparent black—to distinguish the two sides in the game.
For the lighting, I used an Arnold Skydome Light to create a soft and natural illumination across the entire chess scene. This type of light simulates an environment light source, which helped eliminate harsh shadows and provided a more even distribution of light on both the chessboard and the glass-like chess pieces.
To enhance realism, I adjusted the intensity and exposure of the Skydome Light, making sure it was bright enough to bring out the transparent material properties, especially the reflections and refractions on the glass surfaces.
For rendering, I used the Arnold Renderer. I made sure the camera angle was set to clearly showcase both the overall board layout and the unique designs of the individual chess pieces.
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