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 reference pawn wire pawn solidRook

Rook referenceRook wireRook solidKnight

knight referenceknight wireknight solidBishop

bishop referencebishop wirebishop solidQueen


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: 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: mapped with coordinates “generated” and projection “tube”.

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


Center Diffuse

Outer Diffuse

Bump map

Reflection Map


Light diffuse

Dark diffuse

Bump map

Reflection map

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