Model a High-Poly RPG Rocket Launcher in 3ds Max – Day 1

Tutorial Details
  • Program: 3ds Max
  • Difficulty: Advanced
  • Completion Time: 1-2 hours

Final Product What You'll Be Creating

This entry is part 10 of 12 in the Best of 3D Studio Max – Part 1 Session
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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 1 in a series – Go to Day 2, 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.

You can find the reference images and schematic blueprints here: http://d2d04grx5ahzvh.cloudfront.net/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 1 in a series – Go to Day 2, or Day 3

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Discussion 64 Comments

Comment Page 2 of 2 1 2
  1. Erhan says:

    Hello chris,

    Thank you.

    Your tutorials is excellent.

    I am rookie. Your tutorial is very helpful for me. I learned a lot. Thank you for sharing your knowledge.

  2. RiCky11 says:

    Hy. I can’t cut that hole at the first hole. (3Ds Max 2010) Please Help. The lines go out the object and i did not know what is going on!!!

  3. Iani says:

    Just lovely ,thanks for sharing :)

  4. Reza says:

    Amazing Tutorial . Thanks a million , Chris .

  5. Ken Meichel says:

    Almost 2 years later I am watching this tutorial for the first time.
    And again I thank you.
    I was wondering if instead of inseting the end polygon and extruding and beveling it back to meet
    the other end…. and then deleting and welding……?
    Would it be the same to delete both ends and add a shell modifier at the same inner amount as the inset and then convert back to poly?……
    seems like it would save a lot of fuss if it was so…..
    Thanks for your enthusiasm and dedication.

Comment Page 2 of 2 1 2

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