Welcome back to another quick modelling challenge and that is our king.
So I'd like you to go ahead and create the king I suggest in this case using the queen as a starting
point because we're almost there with it.
We just need to change perhaps put a cross on me.
I want to say hat it's a crown isn't it on the king itself.
Maybe not so spiky so you might want to remove the spites is entirely up to you how you make this king
itself.
So to make the king the right size by our specifications and base size of four to 4.5.
So we're going to be scaling the entire model by one point one to five.
Now you may have to reposition the model on the x y plane.
Should you do this scale because it's likely to scale beneath it.
And finally and alluding to the points made earlier make the king your own and have fun whilst you're
doing it.
The suggestion I'm going to put forward in a few moments is just my way of doing things and you will
have your own.
There's no right or wrong.
Try and keep it in style with the rest of your pieces as grow remember.
We've got an entire board of pieces here and it's great if they kind of match up and look like they're
part of one set.
Pause a video now and give that a go.
Okay guys.
Welcome back.
Let's go and create our king over in blender.
So we're back over in blender with our queen of opened up the no poverty Queen set to make sure that
I don't actually muck around with this model.
I'm going to go straight away and go file save as and change the low poly queen so low poly King and
of course making sure we change the name in the outline as well so our mesh has the right name.
Brilliant.
Okay so now let's have a look at some reference material So let's zoom round to one of the angles and
obviously we've got the queen on show here let's go and change the reference image to a king.
Excellent so we can see that the king is naturally bigger anyway and it's got a slightly different sort
of crown on top.
So on to keep the base relatively the same.
In fact we could just stretch the entire model up to be the right height.
So let's go round to the let's do the scaling right now let's just scale the entire model itself.
So first of all the origins are on the base that's great so if we select our entire model in object
mode and scale it by one point one twenty five let's do it straightaway and it's still on the base.
Brilliant.
Let's hop back over in to the front view and see how that lines up.
Oh that's almost perfect.
So we can do a tiny bit of adjustment.
We're going to leave the base how it is because I really do want to be a chunkier object than the rest
since it is the most important one on the board over in edit mode.
However I'm going to make this crown certainly more in line with our model.
So I've got a bigger top to it's going to grab these three edge and I'm going to grab most of those
bits of edge loops and just bring them down to there.
Okay so now we've got that basis there.
We've got the top of our king row we've got a couple of options here as to what we do.
We can go through and turn on limit selection or turn it off limits selection to invisible.
We've got a couple of options here as to how we go about either removing the geometry that's here or
in fact working with what's here.
So taking that into account of what I'm going to do is I think it's actually going to be easier deleting
everything and starting the top bits afresh some of them go on to border select and highlights the bits
that I want to remove.
And in fact because I've broken edge loops around here the end I'm going to select a bit further than
that and we'll come right down to here and deletes what we still got some other stuff selected.
Good job I spotted that so let's try that third time lucky and we're going to delete the vertices so
these vertical edges also go.
So we've got a great starting point here we're going to go from here and it's going to branch up on
the z axis to about there then it's going to come back in to our little squashed ball on top.
Brilliant.
So now we've got that we can scale this edge loop out to make the top of our king.
Brilliant.
And this one's going to be scaled in quite a lot so let's just scale that one all the way in almost
to nothing.
But we'll sort that out when we place this little ball on top.
So let's place the 3-d cursor roughly around where we want it.
She's there.
And then change its position so x and y both equals zero.
Perfect.
So now we're going to add a u v sphere of the same number of segments as before.
So we're going to add a mesh euv Sphere.
It does actually need to be a separate object so we'll go ahead and make it a separate object.
In a moment we're going to have eight segments and four of those.
Brilliant.
So what we need to do here just to make sure that it matches up is separate it by selection whilst it's
sylves Selected.
And I'm not going to bother renaming it because we can simply we're going to merge back in a few moments
anyway.
So let's scale that in so it's approximately the right size app.
So it's because we built it as a new mesh object with in our current object is added it in the origin
for it's way down at the bottom of the screen which is no good.
However we don't need to redo the origin.
In this case what we can do is change the pivot points.
So next to the viewport shading we've got a box here so we can actually change the pivot point to 3D
cursor which is brilliant in one case because that saves us a load of Faffing about moving something
that's only temporary.
So on a scale that inserts approximately the right size and then begin to scale it again but this time
only on the z axis so I'll be squishing it a bit flatter.
There we go.
So that's got the shape and then again going to scale it.
But this time excluding just me that bit wider for the base of our King itself.
And now I'm just going to combine the two together with a Boolean operation and I'm going to make it
a union.
And with the king itself.
There we go.
That's done once we've clicked apply.
Now one of these we want and one of them we don't want.
So we don't want the low poly Kings 0 0 1 which is the one we've just created and now we've got the
rest of our model on top here and we've got a cross on top of our king here.
Now I'm going to make my cross a little more rudimentary than the one we've got here.
Just to save me a bit of time and also I don't want it too complex because if I make it too complex
it won't be in keeping with the rest of our model.
So then I hop back over into edit mode and select these faces running around.
Well let's turn visible off again.
Select these faces running around here.
Let come pull that up to give us something to work with.
Excellent.
Let's zoom out and check that for proportions zoom background to the front and away of saying zoom perhaps.
I mean Wiz.
OK.
So we've got that now and we can I'm going to make a slightly different type of cross.
I think on mine I'm going to use that as the INS and outs but we need a pivot point in the middle and
we can do that with a loop cuts so we decide where the loop cuts are going if I want to make this vertical
to begin with.
So let's all.
Let's put a loop cut in.
Pull it down to about here and then scale that back in itself so we've still got this sort of dome shape.
Now want this and this one here to kind of just make a straight line for the moment.
So I'm going to select that top edge loop and go and scale it.
Do it by eye instead.
That would be absolutely fine.
There we go.
So we've got our model here and it's just a matter of putting a couple of loop cuts in.
In fact I should put two in at the same time.
Whilst I'm working on it do I want three or two or even four probably four to keep the shape that I
wants.
And I don't want to be too detailed.
But at the same time I don't want to lose too much.
Even so let's pull this one out slightly to make one bit of Vic cross.
And we only want the scale on the x y axis so that's that bit there.
In fact we could scale this bottom one and the top one at the same time.
That would help us massive late.
If I can get the right edge loops selected.
In fact if I hold down the right button it helps as well.
Okay so we're going to scale that on we're not on the z axis and pull those out there.
I'm going to add another loop cut just at the top if I can if it's going to let me.
Sometimes it can be a bit fiddly to try and get the right place.
So let's undo those bits that I'm happy with this bit sticking out here so we just want recross coming
out basically from this centerpointe or these centrepointe here so let's select this face here.
And these faces here they are opposite one another.
Yes yes they are.
And let's just grab them and pull them about.
Well we need to change the pivot points not around there but these individual origins then I'll be able
to pull that area out which is perfect that alone would do it too far.
Excellent.
Now this we're going to have to add a nother edge looping around here and scale that out.
And probably another edge loop at the top.
Lift it up a little and scale that out.
So kind of like that.
And then finally these edges here and here.
Now I do want to just give the top one separately from the bottom ones so let's grab those.
And I'm going to move them by I take note of the number.
So that looks roughly right and that's about minus point eight.
Oh no it's not nor take perhaps.
There we go.
And this one will be plus.
So this go round the also has a lot of experimentation to be done when you're making a model especially
when you're not quite sure.
And you wanted to look and let's move that in the z axis again.
By this time point not point nought eight again.
Okay.
So I quite like that.
Actually it's been accidental I didn't mean to make these two things at the top but it turned out okay.
At the end.
Let's have a look at it in rendered mode.
And the other question I have is do I want this cross on the top any bigger.
In this case no.
I'm quite happy with that.
I'd love to see what you guys came up with your king.
So please share in the discussions going to make sure I say this now please share in these discussions
and I will see you in the next lecture.