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 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 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 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's Podium
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
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 the reference image I used for my Knight model