Welcome to using common features.
So in this video we're going to take another look at our reference pieces and then look for commonality.
In order to save us time with our modelling So let's hop over to those pictures now and have a closer
look.
Okay so if we go ahead and take a look at our pieces here so far we've worked on just the porn.
So this one over here.
Now if we have a look across our entire model for common features what we can then do is base upon our
future models that we're going to make.
We can use those based features before we even start the modelling process of any of these pieces.
So so far we've worked out by just looking at all of these that they share roughly the same base which
is why we've made a base to begin with.
And then we've built up into a pawn.
So we have this base component here that we can use again and again.
Now when it comes to these other pieces how many of these other pieces also have a base component.
This one does that one does that one does that in fact they all do their various sorts of sky sort of
shapes and sizes there.
Overall the same shape though.
So these ones are certainly wider than the porn itself and this one is very wide.
If I remember correctly that's 4.5 and all the all these ones were for that was 4.5.
And this one was three.
So it's still a similar shape though and we can see they got various heights.
So as we look at the rock here this one stretched out just a bit more in the vertical direction so it's
worthwhile bearing in mind that we're going to have to modify that mesh.
Let's have a look here.
So this is very similar in fact that can be almost scaled up and it would work.
And the same can be said of this that one.
And indeed that one there.
So there's a common feature that we can use through out our models now instead of just starting from
that single common feature.
There are some other features that you can look at here and start building upon those features before
you start modelling the next piece and this will speed up your workflow.
Now it is important to do this because we want all of our pieces to feel like they're part of a set.
So building them upon one another will naturally extend that and will work rather than building them
up individual every time.
Now if you were going for a complete unique chess set you may want to do each one individually because
that will give that uniqueness to it.
Even if you've got a common sort of theme running throughout Now there are some other common features
in this actual set that we've got here.
And what I'd like you to do right at this moment is pause the video and go through what is common between
the porn and these other pieces.
What's common between the bishop and the queen.
What's common between the queen and the king.
Think about it carefully and think how you can build up a set of pieces without having to repeat your
work all the time.
So go ahead pause a video now and give that a go.
OK everybody welcome back let's have a look at these pieces then.
So I'm just going to clear my screen annotations down and I'm going to change my colour hair I'm going
to use red this time.
So one of the common features is this neckline here.
So we've got the base and the neckline.
So what we can then do is transport that to this piece to this piece and to this piece but I wouldn't
just create all of those pieces in one go based upon that because there are some more things that we
can then go ahead and use.
So we've got this space piece that we can use without.
No it's certainly not going to be suitable for our night.
Not at all.
Doesn't even look like that after the base and we can see here even though it's very similar the rock
is substantially different.
So I think that would warrant Yes a shared base but not not actually a shared neck going to the top.
But these three pieces certainly do.
So let's have a look in more detail now of how we can move that forward on from there.
So what's the next stage.
So let's say we were modelling these one at a time so we've gone from our pawn here and we're starting
to model our bishop.
Now we can think carefully as we're modelling our bishop we've got the neck that we've borrowed from
the porn itself and now we're going to model this bit just on top before we get to modelling the very
top of the bishop.
Now this bit's in the middle on top that's something that's shared here and here.
So if you were so inclined what you could do is once you've modelled that bit of the bishop save the
file as perhaps the queen would the idea if that's where the base of the queen is going to start from
and then work from there onwards and I'm going to change the colour once Mom long go back to read if
we have a look at the queen and king they do share some similarities.
Now the Queen's got spikes but overall the overall shape there is pretty much the same as this.
So once again once you've modelled or started to the base model of the queen you could go ahead and
save a file ready to do the king from it or you may go from the king because it's a nice plain top and
go backwards to the queen.
Now there's no right or wrong when it comes to this and that's the important thing.
You can approach this from so many different angles.
It's really not worth worrying about.
But what is important is that you realize there's something you can do here to speed up your workflow.
You don't have the model the same thing over and over again.
You can use a base model and build upon it.
And that's especially important if you get into character creation later on.
You don't want to model a character from scratch every single time.
If you've got another character that you've already created that you could work on and save you that
initial start up now there will be times of course if you go for something completely unique.
As I've said before that you all want to go ahead and model from scratch.
And for instance this point in case here is going to be the night that is going to be a complete model
from scratch.
You could semi get away with the rook being based upon something else here but it is somewhat different
but it's a very simple shape you know goes up here.
We could probably just extrude up with maybe a loop cut around here and then a couple of extrudes to
make for top of the night as well there's lots of options there.
How did you guys get on.
Did you see all of the shared features that I've pointed out here.
Did you spot any more that we could potentially use throughout our model.
Are you sure you share over in the discussions what you found out of what shared features you've discovered.
And I'll see you all in the next lecture.