View Full Version : Modeling a bishop

09 September 2006, 03:57 PM
This might sound like a totally silly question, but how can I get a straight, sharp edge on an otherwise rounded object? I've tried using booleans, and Hard Edge/Vertex, but the results look awful, especially after subdividing further.

Any methods would be greatly appreciated.

This is a reference image of the model.

09 September 2006, 05:06 PM
You might want to try making that part seperate at first- that way you can control the flow of the mesh differently from the rest of the model. Kind of like the difference between sanding against the grain and with it! Depending on how closley it needs to be seen it could stay a seperate part, or you could later bridge it, or semi-manually weld each vertex etc.

I'd opt for adding a bit more geometry near those areas as well- chances are you'll have to mess with the mesh a bit to get it looking right.

Someone with more nurbs experience though might have another option for you.

I'll try to do some examples- at worst I know serveral modeling freaks who love a challenge and would see this as trivial so I'm sure I can get several methods for you if need be.

09 September 2006, 05:46 PM
Any possible workflows would be great. Thanks.

09 September 2006, 10:04 AM
it's not the sort of model you'd want to use subdivisions on.I'd build the basic shape using a revolve then use a boolean to get the basic cut placing then clean up the edges and add rounding along the joining edge by hand.

09 September 2006, 11:17 AM
Check out:

In the free tutorials section and in the XSI sub section is a chess model tut which contains exactly what you are looking for.


09 September 2006, 04:38 PM
resolved a connection error with

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09 September 2006, 04:38 PM
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