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Knight Models

Final render of both coloured Knight models posed together with lighting

Final render of both coloured Knight models posed together with lighting

Here is the final render of my White Knight model once I had corrected the texture map settings.

As you can see it looks so much better than the first render.

Here is the final render of my White Knight model once I had corrected the texture map settings.

As you can see it looks so much better than the first render.

Here is the final render of my Black Knight model once I had corrected the texture map settings.

Here is the final render of my Black Knight model once I had corrected the texture map settings.

Here is the first render of my White Knight model

Here is the first render of my White Knight model

Here is the first render of my Black Knight model

Here is the first render of my Black Knight model

Unlike my other models, I used mix shaders when linking up my texture sets to my Knight in Maya to include the 'ai ambient occlusion' and 'ai curvatutre' mesh maps as well

Unlike my other models, I used mix shaders when linking up my texture sets to my Knight in Maya to include the 'ai ambient occlusion' and 'ai curvatutre' mesh maps as well

Unlike the other chess pieces I modelled, I decided to "Bake" the mesh maps of my high-poly model onto the low-poly model (once I had exported it into Substance Painter) so that I wouldn't lose any of the sculpting detail

Unlike the other chess pieces I modelled, I decided to "Bake" the mesh maps of my high-poly model onto the low-poly model (once I had exported it into Substance Painter) so that I wouldn't lose any of the sculpting detail

UV mapping for the Knight which I did separately to the podium to make texturing easier

UV mapping for the Knight which I did separately to the podium to make texturing easier

UV mapping for the Knight's Podium

UV mapping for the Knight's Podium

New mesh (right) against old mesh (left)

New mesh (right) against old mesh (left)

As the poly-count of my model was very high I then retopologised it to create a new mesh that would be easier to work with when UV mapping it to texture

As the poly-count of my model was very high I then retopologised it to create a new mesh that would be easier to work with when UV mapping it to texture

Wireframe of high-poly model

Wireframe of high-poly model

Here is a Knight I modelled as part of my chess set personal project. This took me much longer to model as I needed to work with a higher poly count in order to add the more detailed areas.
(UV & texturing to come)

Here is a Knight I modelled as part of my chess set personal project. This took me much longer to model as I needed to work with a higher poly count in order to add the more detailed areas.
(UV & texturing to come)

Here is the reference image I used for my Knight model

Here is the reference image I used for my Knight model