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Chess Pieces

  • Section_Ei8ht
  • April 9, 2006 at 9:08 PM
  • Section_Ei8ht
    • April 9, 2006 at 9:08 PM
    • #1

    Havent really done much modelling at all. These would be my first real models that are worth showing off. Nothing really spectacular, just chess pieces. They were supposed to be used for a promotional video for a consulting company, but the company went bust due to internal conficts before I could finish it (at least I got paid).

    Was ignoring poly count and rendering optimization, so its really nothing more than show. Just going for clean and smooth. Was experimenting with rendering tecniques in the end.

    NURBS, Polys, Maya, Mental Ray

    [Blocked Image: http://img440.imageshack.us/img440/1623/letsplay2bp.jpg]

    Comments and Crit welcome.

  • von*ferret
    • April 9, 2006 at 9:19 PM
    • #2

    Increase your samples. The ground plane is a little grainy.

  • alexroyce
    • April 9, 2006 at 9:21 PM
    • #3

    Very cool looking. Reminds me of the 3DSMax tutorial, although that was for alot simpler pieces.

  • Minos
    • April 9, 2006 at 9:46 PM
    • #4

    Nice shader.

  • Zacker
    • April 9, 2006 at 9:50 PM
    • #5

    Looks pretty good:)

  • Grinwhrl
    • April 9, 2006 at 10:00 PM
    • #6

    nice

  • Section_Ei8ht
    • April 9, 2006 at 10:13 PM
    • #7

    thanks guys.

    Thanks fetter, I was wondering why my ground was so grainy, I thought it might have been because of settings I needed to tweak in Global Illumination.

  • von*ferret
    • April 9, 2006 at 10:31 PM
    • #8

    is it rendered onto a flat plane or inside a sphere?

  • Section_Ei8ht
    • April 10, 2006 at 5:13 AM
    • #9

    Its on a nurbs plane that is flat on the bottom and near the wall, the floor smooths up to meet the wall.

    Theres also a white block at a 45 degree angle going from the ground to the wall from behind the camera acting as a light reflector because the lights are not on the objects. There's two lights pointing from behind lightblockers at the back wall, and the light is being reflected from the back wall to the light reflector. With Global Illumination and Final Gather, it makes a nice diffuse effect.

    I thought maybe the grain on the ground was due to a not high enough GI or FG settings. I'll try out a few things.

  • Squirrelly
    • April 10, 2006 at 5:21 AM
    • #10

    *Squirrelly notes to himself he needs to learn how to model.

  • The Postman
    • April 10, 2006 at 6:47 AM
    • #11

    snazzy stuff

  • ⌐■_■
    • April 10, 2006 at 10:40 AM
    • #12

    cool man!

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