Modeling Bishop

36 bishop

Begin by creating a new database, name it bishop.g.

Using the same commands for the base:

in base.rcc rcc 0 0 0 0 0 0.7 2.25 ENTER

in body.trc trc 0 0 0.7 0 0 2.2 2.25 0.85 ENTER

in curve.tor tor 0 0 2.9 0 0 1 3.2 2.4 ENTER

in neck.rcc rcc 0 0 2.9 0 0 0.5 1.4 ENTER

Now, coming to the head of the bishop, you will use two shapes for it, sph and trc. The sphere starts from the base of neck.rcc, therefore the vertex of this sphere equals to vertex of neck.rcc + radius of the sphere i.e., 2.9 + 1.1 = 4. Type:

in head.sph sph 0 0 4.0 1.1 ENTER

The top has vertex 0 0 4.4, where 4.4 = z value vertex of head.sph (4.0) + (0.4)

in headtop.trc trc 0 0 4.4 0 0 1.2 1 0.25 ENTER

Since you have got all the shapes, you have an output like this in the Front view:

37 bishop front view

Make the region:

r bishop.r u base.rcc u body.trc - curve.tor u neck.rcc u head.sph u headtop.trc ENTER

Assign material properties:

mater bishop.r plastic 0 0 0 0 ENTER

Before you Raytrace, don’t forget to blast your region using the command

B bishop.r ENTER

Now Raytrace it with a white background. The front view after we raytracing looks like this:

38 bishop rt front view