Model a High-Poly RPG Rocket Launcher in 3ds Max – Day 2

Because of the time constraints inherit to realtime video tutorials, it is usually almost impossible to find tutorials that deal with modeling large or very complex objects, as they would just take too much time to complete. Well not any more. In this mammoth, 3 day, nearly 10 hour long video tutorial series, Chris Tate will give us an in-depth look at modeling a faithfully constructed, photorealistically precise high-poly RPG launcher and rocket using 3d Studio Max.

This tutorial is Day 2 in a series – Go to Day 1, or Day 3

Throughout the creation of the model, we will utilize a wide range of modeling tools and techniques, including many of 3ds Max’s edit poly and spline modeling tools. We will also work with subdivision quite heavily , while going over the workflow for many different objects and discussing the use of support edges, and when and where it’s necessary to use them. Lastly, we will talk about the final mesh clean up, fixing problem areas, and the use of proper topology when cutting holes into subdivided surfaces while maintaining a quad based mesh.

Final Effect Preview

You can find the reference images and schematic blueprints here: http://cgtuts.s3.cdn.plus.org/097_Max_RPG/RPG_Blueprint_And_Reference_Images.zip

Video 1

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Video 2

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Video 3

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Video 4

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Video 5

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Video 6

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This tutorial is Day 2 in a series – Go to Day 1, or Day 3

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Discussion 24 Comments

  1. Andrew Cooke says:

    Nice! That was fast.

  2. Adel says:

    this is by far the most incridible modeling tutorial i’ve ever seen
    thnax man, keep up

  3. kyle byrne says:

    hallelujah

  4. Sasha says:

    Super!Nice! :-) ))

  5. Mike / Mai Ke says:

    Great tutorials… im learning loads n loads each time i see another tutorial… so a nice brush up for advanced users and begginers. Great Lesson

  6. Пользователь says:

    Классно !

  7. Erzz0n says:

    Nice Cant wait for Day 3

  8. Luis says:

    Fantastico! Tan bueno como los de pago. Gracias desde España (Fantastic! So good as those of payment. Thank you from Spain)
    Waiting for more material

  9. Chris Tate says:

    Thanks guys! I’m really glad everyone’s enjoying the series so far:) Best of luck on day 2!

  10. Murilo says:

    Just great man!
    Cant wait to finish…
    Thanks from Brazil!

  11. newb3e says:

    hey

    thanks for the tutorial I am new to 3ds max or 3d in general.I want to know what screen resolution are you using.and whats is the best resolution.

    Thankyou.

  12. bongfodder says:

    Nice tutorials,I learned a lot about what I now think of as subdividing by hand by chamfering to replace using turbosmooth on everything.

  13. Roman says:

    grate tutor. but i dont find day 3 video, in this link http://cg.tutsplus.com/tutorials/3d-art/model-a-high-poly-rpg-rocket-launcher-in-3ds-max-day-3/ video from day day 2. please, help me. sorry for my english

  14. Jannes says:

    Great series but what happened to the rest ? Like how to model the actual ‘warhead’ and make the rear handle attach to the rpg itself ?

  15. Chris Tate says:

    Hey Jannes,

    Not to worry, I didn’t skip over anything. All the remaining pieces are covered in Day 3. Which should be up soon.

    • Jannes says:

      Oh, Great. Thanks a lot. I really enjoy these tutorials. Even a beginner like me can follow them pretty easily.

  16. Roman says:

    thanks. i think that my mistake.

  17. Yasir Bin Khalid says:

    Thanks Chris.
    This is awsome tutorial i ever learn.

    Kindly request if you also teach how to texturize these type of high poly models?

  18. Ant says:

    Hmm, I often hear: «select these guys». Many people call them guys, why?

    • Chris Tate says:

      Not sure really, I know I do it all the time during my tutorials and like you mentioned, other people seem to do it too. There’s absolutely no reason for it, I guess it’s just a different way of saying “Let’s select these ones” or “Let’s select those objects” or “That Polygon” etc… I don’t consciously make an effort to do it, but it just seems to come out that way sometimes ;)

      On the bright side… I guess it’s better then saying “ok, let’s select vert 1274″ or “edge 372″… Yeah, I think that would get annoying so fast, I’d have to stop the tutorial to punch myself in the face for saying it like that… ;)

      Cheers!

  19. Ant says:

    What is point of coloring elements with black color, if you add blue shader to them after that?

    • Chris Tate says:

      Hey Ant,

      That’s just personal preference, changing the color to black gives me a Black wireframe over the model when the pieces aren’t selected. (and the edged faces are toggles on with “F4″) I just prefer to have everything one color, because I find it’s a little easier to look at then having a bunch of random colors displayed all over the model. It also controls what color you mesh will be in “wireframe” mode (“F3″).

      I usually apply a default Grey or Blue shader because I like the contrast and find it helps make the edges a little more visible… But you can use whatever color you like and it will stay the color regardless of what shader you apply :)

      Hope this helps

  20. aboelkasem says:

    Thank you too mach
    It’s really Good tutorial I am lucky to fond tutorial like this .
    Thank you
    Thank you
    Thank you

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