Modeling 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:
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: