|
Introduction |
|
Using Pixels' basic
tools we can create something quickly, you may think to be difficult
with a NURBs modeler.
Pixels3D
| studio | v3.6 and above
|
Starting
Object |
|
To begin creating
our Chessboard object, we need to give it mass, select Shapes>Cube.
Enter 4U and 4V in the Cube Options dialog then click OK.
Open Object Info ( cmd-i ) and change the U and V basis
to B-Splines. This will create a somewhat rounded cylinder
which we will adjust later.
|
 |
Shaping |
|
To shape the Cube
into a Chess board we need to make a rounded, but sharp edged
object. By
using the Tag and XYZ Axis Constraints, we can
form the edges we need. First select Tag then Z Axis
and CMD-drag over the middle CV's in the Top View ( the CV's
lined horizontally inside the object ). Control>Move
then move the tagged CV's ( blue ) toward the edges like pictured
on the right. Notice how this shortens the curve of the object,
much like splines.
Now for the tricky
part. Turn Tag mode off, and select a corner CV
in the Front View. Now we must add CV's around each corner to
tighten the curves. Choose Reshape>Insert to add a
CV on the U position. You should notice a new CV made next to
the previous selected CV repeat this step, but this time use
a negative value for the U to place our new CV on the other
side ( right ).
We just created a
new anchor for more control around the edges. Follow this step
for each of the 4 corners. When done your cube should look like
the one on the right.
|
|
Quick
Render |
|
Roate the Cube -90.00
in Object Info and then Control>Park it. Here is a
quick shot of the Cube made with our new CVs, something like
a smooth edged box.
|
|
The
Checkers |
|
Now that we have
created the cube as the hull for our Chessboard, we need to
create the actual Checkered surface. Using the cube alone will
create unwanted Texture distortion.
Create a Shape>Mesh,
and for the tricky part; the Chessboard is 8x8 in rows and columns
so enter 9 for both U and V step and set
its Width and Length to 18.00. In Object
Info change the Y position of the Mesh to 10.00.
This positions the Mesh exactly on top of the Cube.
|
|
Grouping |
|
Now that we have
the two objects, we need to Link them together. Select Shape>Null
then select both the Cube and Mesh. CMD-shift-select the
Null object and choose Control>Link/Unlink and park.
Now just select the Null object, choose Control>Scale
and by using the XYZ Axis constraints, scale the object into
a flat-squared board.
|
Remodeling
the Board |
|
After we have scaled
the two objects, we need to reposition the CV's of the Cube
to make it sharper once more. Use the XYZ Axis & Tag constraints
to move these around.
|
|
Finishing
Up the Board |
|
Now lets add a bevel
like surface to our Cube to give the effect that the top of
the Chessboard isn't entirely flat.
Select the
CV that is in the exact centre of the Cube. Choose Reshape>Insert
a new CV on the V at 0.900. Repeat, but this time
select the new CV and then change the value to 0.100 You should
see the CV's lined up as pictured on the right.
Lets add some height
to the Border of our Chessboard. With the Tag constraint on,
start selecting the CVS around from the centre ones and next
to centre one. Use Control>Move to move these CVs
along the Y Axis to add a beveled edge like pictured
on the right.
Turn off Tag
mode, and select the cv in the center of the cube. Choose Reshape>Remove,
and remove the V step.
|
|
Create
the Checkered Shader |
|
Select the Mesh and
open ShaderMaker ( CMD-w ). Make a new shader
and select Tile node for the Diffuse Colour. Set the
colours to black & white naturally, and then the
Tile Width and Height to 0.125 ( 1/8 ).
Set the Mortar width to 0.00 and apply the new
shader. you should see the Mesh display a perfect 8x8 B&W
checkered surface. You can add a little raytracing for reflections
later on after you have created your game peices. Enjoy!
|
|
|