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

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

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

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Discussion 23 Comments

  1. Sasha says:

    Thanks!

  2. nour el-islam says:

    thanks chris this is verry nice tutorial,i think this is the longest tut in “cg tuts +”

  3. carmenlyra says:

    Thank you !

  4. ryder says:

    thx man, waiting for more tuts

  5. Brick Top says:

    Thx Chris for these tutorials, they are really awesome! I downloaded the previous parts as well and they were excellent (better than a lot of ‘professional’ tutorials).

    Is there any chance this tutorial will be ‘continued’?

    • Chris Tate says:

      Hey Brick Top,

      Thanks man! (and sorry for the late reply). I had thought about doing a follow up tutorial covering the uvmapping and texturing process but because of time constraints, it’s just not really possible. The RPG is so high poly that it would take me forever to unwrap and organize all the uvs. I actually did a test on it a few weeks ago, and it took me the better part of two days to actually unwrap all 80+ pieces!

      Sorry about that, but I will be going through the whole process in my next tutorial (Modeling, UVMapping and Texturing) but on a much more simple model ;)

      Cheers!

  6. jakechapy says:

    Real time tutorials is were its at. Watching some guy narrate a sped up tutorail does more harm than good imo.

    great tutorial chris

  7. Gus says:

    Thanks Chris!
    You´re a great teacher!
    If you understand portuguese and interest computer graphic:
    http://www.curiosando.com.br
    http://www.michaelditullo.com/Design/DESIGN.html

    Peace

  8. Jannes says:

    Great, I’ve been waiting for this one :)

  9. jeSaia says:

    Great work man keep it up.

  10. Erzz0n says:

    Realy great :)

  11. Ken says:

    One of the most eloquent and reasonable tutorialist
    I have discovered. Who says you must be old to teach so others can learn.
    Amazingly valueable lesson and aproach.
    I am glad there are people like Chris here.

  12. Ken says:

    A Tripplet Edge.
    Well Done.

  13. Anton says:

    tu Chris. Ur tuts inspire me to create smth. I guess its the best tut on cgtuts ever.

    Keep doin.. .

  14. turismo says:

    INCREIBLE Tutorial. Thanks

  15. Kyle says:

    Just a quick question, you move one of the objects without grabbing any of the arrows, while your zoomed way in. How do you do that?

    • Fred says:

      You just need to click and hold on the vertex, edge, etc and move it to the direction you want. I guess this doesn’t work well on the perspective view, only on the left, right, top (…) view.

      You can also move them using the x,y and z fields on the middle down.

      Hope this helps! :-)

  16. Fred says:

    Hey I’ve just finished the whole tutorial! It took about 3 days to complete it. Now I’ll try to texture it by myself.

    Wish me luck guys! :-)

    PS: This tutorial is really great!

  17. haqzaf says:

    Hi,
    My modeling already completed.Render result is soft and detail is not visible.
    I need advice, how to texture and light a product(illumination).How to composite and render for clear viewing.
    Thanks to Tate brothers CG Tut Plus for these tutorials.

  18. wrs says:

    Very Great Tutorial :) More tutorials like this :)

  19. andy says:

    I downloaded all the tutorials and they are really awesome.

    Thx u.

  20. andy says:

    I download all the tutorials and they are really awesome.

    Thx u.

  21. Anthony says:

    Amazing tutorial! Im not even a 3ds Max user but after this I want to learn Max because of the workflow. I use Maya but I understand how this translates over. I had some previous questions about sub-d modeling but I found my answers now. What I am curious on is the use of splines and they seam to be the same as Nurbs that I would use in Maya? The way you use splines in Max cant be done with Nurbs in Maya, the effect is slightly different but more efficient.

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