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Go board 3D Models

Find the best Go board 3D Models, free download in STL, FBX, GLB, OBJ, 3MF, USDZ for 3D modeling and creation in Blender, 3D printing, game developing, animation, eCommerce, AR/VR and etc. Generated by Tripo AI 3D Generator.

Anonymous1762910219
折扇
Anonymous1762735843
前面两个老人在坐着下棋,后面一人站着观棋
Anonymous1762419487
Anonymous1761699267
A 3D-printable Go board (8x8 grid) that folds in half with two small hinges, creating a compact closed board that can store Go stones inside.
When open, it looks like a flat Go board with shallow triangular grooves between squares.
When closed, it looks like a simple rectangular board, no handle, with a snap lock on the front edge.
Smooth edges, minimalist and clean design, fits perfectly when closed, optimized for FDM printing in PETG or PLA, no supports needed.
Anonymous1748953789
项目:生成一个禅意围棋棋盘环境模型​​
​​目标引擎:​​ Unreal Engine 5.3+
​​核心概念:​​ 一个置于静谧山水或幽玄庭园中的、体现“侘寂”美学的围棋棋盘。
​​第一阶段:世界构建 - 基础环境生成​​
​​生成世界基础:​​
Execute: WorldBuilding(Create_Level_Blueprint)
​​参数设置:​​
Level_Theme: "Zen Garden / Mountain Peak"(禅意庭园/山巅)
SkySphere: "Dynamic_Sunrise_Sky"(动态晨曦天空)
HDRI_Map:[输入一张有远山、薄雾和柔和晨光的360度全景图]
Lighting_Setup: "Soft_Diffuse_Lighting"(柔和漫射光照)
Fog: "ExponentialHeightFog_Subtle_Mist"(指数高度雾-薄雾效果)
PostProcess: "Subtle_FilmGrain_ColorGrading_Warm"(细微胶片颗粒与暖色色彩校正)
​​生成地形与基座:​​
Execute: GeometryGenerator(Spawn_StaticMesh_Actor)
​​基座参数:​​
Mesh_Asset: "SM_Irrregular_Stone_Slab"(不规则石板)
Transform: { Location: (0, 0, -50), Scale: (8, 8, 0.5) }(作为棋盘基座)
Material_Instance: "MI_Mossy_Wet_Stone"(长满青苔的湿润石头材质)
Material_Parameters: { Moss_Amount: 0.7, Wetness: 0.8 }
​​第二阶段:核心资产生成 - 棋盘与棋子​​
​​生成围棋棋盘:​​
Execute: ProcMeshGenerator(Create_Go_Board)
​​参数设置:​​
Grid_Size: 19x19
Board_Material: "MI_Hinoki_Cypress_Wood"(桧木材质)
Material_Parameters: { Wood_Grain_Intensity: 2.0, Aged_Patina: 0.9, Smoothness: 0.8 }(木纹强度,古锈层,光滑度)
Line_Color: (0.1, 0.1, 0.1)(网格线颜色:深黑)
Line_Width: 1.5 uu
Star_Points: True(启用星位点)
Star_Point_Style: "Inlaid_Stone"(星位点样式:镶嵌石子)
​​生成棋子与棋罐:​​
Execute: AssetGenerator(Batch_Create_Go_Stones)
​​棋子模板:​​
Shape: "Lens-shaped"(双凸透镜形状)
Thickness: 0.3(厚度)
​​材质分化:​​
Black_Stones_Material: "MI_Polished_Black_Stone"(抛光黑石,略带光泽)
White_Stones_Material: "MI_Opalescent_Shell"(乳白色贝壳材质,带虹彩)
​​棋罐生成:​​
Execute: Spawn_StaticMesh("SM_Go_Bowl_Rattan")(生成藤编棋罐静态网格体)
Material: "MI_Woven_Rattan"(编织藤材质)
Transform_Black_Bowl: { Location: (-600, 0, 150) }
Transform_White_Bowl: { Location: (600, 0, 150) }
​​初始棋盘布局:​​
Execute: LevelDesigner(Arrange_Stones_On_Board)
Layout: "Famous_Go_Game_Sequence"(载入著名棋局序列)
Placement_Randomization: 0.02(落子位置加入极轻微随机偏移,模拟手工摆放)
​​第三阶段:氛围与交互生成​​
​​生成环境特效与声音:​​
Execute: VFXGenerator(Spawn_Niagara_System)
​​特效1:环境粒子​​
Asset: "NS_Falling_Maple_Leaves"(飘落的枫叶)
Spawn_Location: Area_Above_Scene(场景上方区域)
Particle_Color: Autumn_Colors(秋季颜色)
​​特效2:棋盘互动反馈​​
Asset: "NS_Subtle_Stone_Impact"(棋子落下的细微冲击尘埃)
Attach_To: Go_Stone_Actor(附着于棋子Actor)
​​音效生成:​​
Execute: AudioManager(Attach_Soundscape)
Ambient_Loop: "Wind_Chimes_Distant_Birds"(环境音循环:风铃、远鸟)
Interaction_Sound: "Stone_Click_Wood_Place"(交互音:棋子落在木盘上的清脆声)
​​生成交互逻辑(蓝图脚本):​​
Execute: BlueprintScripting(Create_Go_Board_Blueprint)
​​核心功能:​​
Event_BeginPlay:
Initialize_Game_State(19)// 初始化19路游戏状态
Function: Place_Stone(Tile_X, Tile_Y, Stone_Color)
Spawn_Go_Stone_Actor(Stone_Color, World_Location)// 在世界坐标生成棋子Actor
Play_Niagara_System_At_Location("NS_Subtle_Stone_Impact", World_Location)// 播放落子特效
Play_Sound_2D("Stone_Click")// 播放落子音效
Function: Check_For_Capture(Groups_To_Capture)// 函数:检查提子
For_Each_Stone_In_Group: Play_Animation("Stone_Fade_Out")// 为被提的棋子播放淡出动画
Play_Sound("Group_Capture")
​​第四阶段:最终优化与渲染​​
​​生成光照与构建:​​
Execute: BuildSystem(Finalize_Level)
Build_Lighting: "Production_Quality"(以生产质量构建光照)
Use_Lumen_GI: True(启用Lumen全局光照,实现更柔和的间接光)
Generate_Reflection_Captures: True(生成反射捕获)
​​输出指令:​​
Compile_And_Cook_Project
Target_Platform: Windows
Output: "Standalone_Executable"
​​生成总结报告​​
Generation_Complete: Go_Board_Environment_V1.0
Status: Success
Key_Features: [Wabi-sabi_Aesthetics, Subtle_VFX/SFX, Turn_Based_Logic, Lumen_Soft_Lighting]
Dominant_Mood: Tranquility, Contemplation(主导情绪:宁静,沉思)
Estimated_Polycount: ~80,000 tris(多边形数量更低,体现简洁美学)
Next_Iteration_Suggestions: Integrate_KataGo_AI, Add_Procedural_Game_Replay, Day_Night_Cycle
Anonymous1760489477
Anonymous1769774425
Zloq Roma
Anonymous1749713995
Anonymous1743607648
Anonymous1743607648
Anonymous1750764743
Anonymous1749220343
Anonymous1742352872
Anonymous1742352872
Anonymous1731545844
棋盘主体建模与材质关键

结构重塑:

底层光源层:保留六边形阵列,但视为隐藏的“光源胚子”。

中间扩散层(关键):替换为双层结构。下层为匀光薄片;上层为微结构层,模拟“宣纸”或“桑皮纸”纹理,带有细微的、不均匀的纤维质感,使透出的光产生自然涟漪。

顶层互动层:材质改为 “白玉”或“暖玉”质感的树脂。保留六边形浅槽,但槽边过渡需极度圆润柔和,触感暗示强于视觉区隔。表面处理为温润的哑光,带有极细微的冰裂纹理。

边框与底座:

边框:材质改为深色胡桃木或紫光檀,表面为手工打磨的哑光质感,可见天然木纹与毛孔。造型可借鉴明式家具线条,简洁流畅,收窄变薄,更显雅致。

底座:整合为一个实木整挖的浅托,或改为粗陶烧制的承托盘,颜色沉稳(如黛青、赭石),质地温厚哑光。

三、 棋子与修格片

棋子:造型可微调为扁圆形(似围棋子),或带有柔和曲面的方墩。材质改为 “陶瓷” 或 “石材”(如黑曜石、白石),表面哑光,触感温凉。底部无明确凹坑,光感来自对棋盘光晕的“扰动”。

修格片:造型可趋近于天然石材片或木牌,边缘不规则但圆润。表面可雕刻极浅的阴刻阳文符号(如“正”、“格”)。取消金属镶边,整体为统一质朴材质。
Anonymous1765850750
Gomoku Board
Anonymous1743643001
Enter invite code to get credits!