Modelling a two stage Missile using 3ds max-Part 3

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Modelling a two stage Missile using 3ds max-Part 3

In this end part of the „two stage Missile“ tutorial we will prepare our model for texturing and also create the textures using Photoshop. In the parts before „part1“ and „part2“ we were focusing on the model itself, we were able to model all the details and major parts of the missile and as well the electronics and release mechanism for the secondary missiles. Here we will start by adjusting the UVW coordinates to our model. At first we will focus on the main missile, by this we will apply and create a UVW map which at the end we will render and move to Photoshop. This „mask“ will be used to properly adjust the texture which we will be creating and also help us as a guide to place all the textures into the right place. After adjusting the UVWs and the materials IDs we will straight jump to Photoshop and start creating our textures. The first one will be the main missile were we use and combine different textures from real world planes and aircrafts and with some blending options and adjustment place these parts on the mask which we did before and so create a nice looking texture which can be easily applied to our model. Using the same methods we will also create the rest of the textures and also we will use already made parts from the textures before and so create a new texture very fast and without the end to create the repeating layers and fragments one more time.

After all jobs inside Photoshop will be done we will move back to 3ds Max and start to create and apply our materials. As the base materials i will use again our material library and adjust the materials to fit to our models. Using „multi-sub object“ material type we place all materials and textures on our model and move to the last part, the rendering. We will take advantage of light bouncing by creating a „light tent“ and so simulate real world environment by using Photometric lights. Together with the final render we will render also an Ambient & Occlusion map and do some postproduction in Photoshop. You can download the reference materials and as well watch the tutorial below and if you have any questions, just write us.

  • Adjusting UVW map
  • Rendering the UVW mask
  • Creating textures using Photoshop
  • Combining different textures and methods
  • Using bleding options and layers
  • Creating materials
  • Adjusting lights using Photometric lights
  • Rendering using MentalRay

  • 02:30:00

  • 3ds Max 2012
  • Photoshop (optional)

Access this URL ([Max Files]16026 kB
Access this URL ([Textures]14485 kB