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Complete Blender Creator - Section 4 - Low Poly Chess Set

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In This Section

1 Section 4 Introduction

  • Mikey and Ben introduce this section.
  • Mike walks you through what is coming up in this section.

3 Your Section 4 Assets

  • This is the Lecture where you will find all of the files you will need to complete the Section.
  • Please Download your Asset Pack now.
  • Your files will come in a Zip file ready for extraction to your computer.

4 Managing A Larger Project

  • Learn how to manage a larger project.
  • Store your files for quick recall.
  • This is just a suggested workflow.

5 Planning Our Project

  • Check out the design specs of a chess board.
  • Design our chess board using that info.
  • Decide on a working scale.
  • Play about in Blender to get it feeling right.

6 Mesh Objects And Mesh Data

  • Start creating our chess board.

  • Take over the cube object.

  • Use the grid mesh to create the grid.

  • Start creating our chess board

  • Replace a cube mesh object’s mesh data

  • Demonstrate the grid mesh option too

  • Updated 27/09/2017

7 Re-centring Your Objects

  • How to centre your model in the view.
  • Learn how to control an objects origin.

8 Creating A Standard Asset

  • Chose a style of chess set.
  • Decide on construction method.
  • Start creating our asset.

Construction Method

  • Split our models in two.
  • Make a standard base asset that we can work from for all the other models.

9 Using The Bevel Tool

  • Box model the chess piece base.
  • Using the bevel tool to round off our sharp edges.

10 Appending Or Duplicating

  • Learn when you would duplicate an asset model.
  • Choose when appending would be better.

Duplicating Vs Appending

  • Appending picks out key parts of a blend file.
  • Other Scene data would have to be appended separately.
  • Duplicating would be exactly the same as the original file with everything intact.

11 Bridging Edge Loops

  • Learning the power of bridging edge loops.
  • Oops our pawn is lovely but has too many polygons!

12 Finish the Low Poly Pawn

  • Open up the new LowPoly base piece.
  • Make sure you are working on the new Blend file.
  • Be mindful to keep the top sphere 8 segments.

13 Managing The Chess Scene Assets

  • Decide how we can manage our materials.
  • Creating materials in one blend file.
  • Each project will have a different way of handling materials depending on it's size and scope.
  • Updated (1/1/2018)

Materials In Our Project

  • 32 Pieces: Black & White
  • Board: Black & White & Wooden Surround
  • 5 Materials in the project.
  • We're going to assign materials in a Chess Scene Blend file.

14a Using Common Features

  • Looking for commonality to use again
  • Speeds up our workflow no having to repeat ourselves. (New Lecture 28/02/2018)

14b The 3D Cursor and Origins

  • Take another look at our reference pieces.
  • Look for commonality to save us time with modelling.
  • Use the 3D Cursor and Origin to accurately control our piece. (New Lecture 28/02/2018)

15 Selecting Hidden Geometry

  • Learn how to select geometry that isn’t visible.
  • Two straight forward ways,
  • Switch view port shading to wireframe.
  • Toggle ‘Limit selection to visible’.
  • Build the rest of the Bishop. (New Lecture 28/02/2018)

16 Boolean Modifier

  • Experiment with a boolean modifier.
  • Understand how to apply it to our model.
  • Can been used constructively and destructively.
  • It can work in edit mode.
  • Real time and live! (New Lecture 28/02/2018)

17 An Introduction To Empties In Blender

  • Introducing the concept of an empty.
  • An empty is a null object, and has no geometry.
  • They can be used as a handle to control objects.
  • Used as a parent object for a group of objects.
  • Many other uses.

Keeping It Lean

  • Append the bishop into our chess scene.
  • Check everything is right proportion wise.
  • Start filling up our board, creating the white pawns.
  • Link duplicate our bishop and pawns.
  • Managing our models in this scene.

18 Parent and Child Objects

  • See how parents can group together objects, their children.
  • Create a hierarchy which is easy to navigate.
  • We'll be using this to logically group our pieces.
  • Parent>Child>Grand Child>Great Grand Child!

19 Zoom To Mouse & Rotate Around Selection

  • Great for working around more complex scenes.
  • We're changing the user preferences.
  • Demonstrate both zoom to mouse and rotate around selection.
  • Other view options available.

View Options

  • View>View Selected (NumberPad .)
  • View Dolly: Ctrl + Shift + Middle-Mouse / Ctrl+ Shift + +/-.
  • Walk/Fly Mode: Shift + F.

20 Lighting in Blender Render

  • Understand that lamps apply to Blender Render.
  • Light is handled differently in Cycles.
  • Adjusting lamps properties and seeing it's affect.
  • We will switch to rendered mode in the viewport shading options to see this effect.

Further Reading on Blender Render Lighting:

21 Hiding Un-Needed Objects.

  • Discover it is useful when working on larger and more complex assemblies or scenes.
  • Control whether you are hiding groups of objects as well as individuals.

22 Diffuse and Specular: Blender Render

  • Need to understand these for getting rendering right.
  • Looking at the two in isolation.
  • Combining them to see the effect.
  • Still using Blender Render.

Diffuse vs Specular Reflections

  • Both are types of reflection.
  • Diffuse is when Light scatters as it hits a surface.
  • Specular is direct reflection of the light to the viewer.
  • Materials are often a mix of the two.

23 Using An Image As A Texture

  • Show you how to add a texture to your material.
  • Reinforce the defuse and specular settings.
  • Model the board surround.
  • Apply a texture to the board surround.
  • (Updated 26/09/2017)

24 Using Procedural Textures

  • Introduce procedural textures.
  • Apply some to the chequers on the board.

25 Quads Vs Triangles and Ngons

  • Better overall to make models using quads.
  • Explain what they are.
  • Whatever you use- it is being converted back to triangles in the background.
  • Watch out making things non planer…
  • (Updated 1/1/2018)

26 Non Planar Geometry

  • Only happens with quads and NGons.
  • Rendering & Exporting always converts geometry into triangles.
  • Lose control over the rendering.
  • You cannot always see this in the 3D window.
  • Makes a huge difference with flat models and flat shading.

Triangles and NGons

  • If your model comes to a point you might need a triangle.
  • When sub dividing part of you model you are likely to create an NGon elsewhere.
  • You will break loops when doing this.

Solutions

  • Good mesh topology from the beginning.
  • Be lean and check your model through.
  • Turn on mesh analysis (not 100%).
  • Manually make face(s) Planar again. Normal, SZZ0.

27 Edge Rings

  • Learn about edge rings.
  • How they help you manage your geometry.
  • Definition: A series of edges which are not directly connected, but share faces.

28 The Mirror Modifier

  • How to setup and use the Mirror modifier.
  • Start creating our Knight.

29 The Edge Split Modifier

  • Focus on creating a free form model.
  • Ensuring faces are not triangulated when being created to keep with our style.
  • Introduce the edge split modifier.
  • This is the basis of organic modelling.

30 Modelling Challenge - Rook

  • Start the Rook from the “LP Chess Piece Base” we made earlier.
  • Remember to use the reference material for a rough scale and shape guide.

31 Modelling Challenge - King

  • Suggest using the queen as a starting point.
  • To make the King the right size by out specs, a base of 4 > 4.5 is a scale of 1.125.
  • Make the king your own, and have fun.

32 Setting Up A Camera For Rendering

  • Learn about camera placement.
  • They're a directional object.
  • Overview of the camera settings.
  • You can have more than one camera, but only one active camera.

33 Exporting Your Chess Model

  • Tidy our folders for future access.
  • Export your model(s) as an FBX.
  • Import .FBX into Unreal and Unity game engines.
  • Opening Blender models in Unity 5.
  • About exporting textures and materials.

34 Depth Of Field (Blender Render)

  • Take our first look at the compositor
  • Setup the appropriate nodes to allow a deep of field effect

35 Using Groups

  • Introduction to using groups
  • Great for organisation
  • Great for moving multiple items from one Blender file to another

99 End of Section 4

End of the Chess Section.