Chessboard
Power to the People

Brief Synopsis

 

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!

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