Chessboard: Modeling and Texturing

The latest assignment in my Blender course was to model and texture a chess set. This is a classic assignment because it allows for a wide variety of modeling techniques to be demonstrated. On the other hand, the scope of the project stays manageable.

This section was really cool. I feel like I learned a lot. Below you can find my chess pieces and final renders. The last 4 renders display a famous game between Garry Kasparov and Veselin Topalov.

Pawn:

pawn reference pawn wire pawn solidRook

Rook referenceRook wireRook solidKnight

knight referenceknight wireknight solidBishop

bishop referencebishop wirebishop solidQueen

King

King referenceKing wireKing solidFinal Scene

I changed the texture of the chessboard. I initially went with adding a texture per square and duplicating that to all squares of the same colour and keeping the rosewood texture around that, like we did in the lecture. However, I found the squares to be quite repetitive, so I made the whole playing field from one piece of wood (source:  wildtextures.com) and changed the squares’ colour in GIMP. This way uses more memory for rendering and in game, but on the upside: there’s no texture repetition between all squares from the same colour, as the grooves carry on from one square to the next.

The wooden pieces use a seamless texture (source: maxtextures.com) mapped with coordinates “generated” and projection “tube”.

If you want to use the textures, you can find them here:

Board:

Center Diffuse

Outer Diffuse

Bump map

Reflection Map

Pieces:

Light diffuse

Dark diffuse

Bump map

Reflection map

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