Modelling a two stage Missile using 3ds max-Part 2

Modelling a two stage Missile using 3ds max-Part 2

The second part of the „two stage Missile“ tutorial would be again only about modelling and finishing the whole model using 3ds max. While in the first part we focused on the main missile, in this part we mainly do the second stage missiles and also the release mechanism for them. At first we start a bit to review our model which we done in the first part and straight after start the work on the second stage. We start with creating the carrying bay for the second missiles and create the room where our missiles would be locked. By this we will use our main missile model and using editable poly and poly-modelling technique we create the carrying bay. Right after this we start to work on our second missile. The design and shape of the second missile will be easier than the main missile but still it will carry an interesting shape with fly wings. After creating the second missile we will start to work on locking and releasing mechanism for the second missiles. This part is very important because the details we do there.

The mechanism and electronics should have some logical purpose there and should look that they belong there. This is an important point because while on some „abstract“ object we could do any crazy detail here we would like to make it at least a bit realistic. After the details on the carrying bay would be done we will copy and position all missiles inside the bay and prepare our model for the render. In this we will set-up just a WIP (clay) render. In the next part or stage of this tutorial I will show you how to create the textures for our missile, set-up the UVWs for our model and render our missile using MentalRay. You can download the reference materials from the first part and watch the tutorial below and if you have any questions, just write us.

  • Modelling two stage missile
  • Modelling using a reference
  • Modeling a high-poly model
  • Using poly-modelling technique
  • Starting from a primitive
  • Using editable poly to add details
  • Modelling electronics
  • Smoothing the object using subdivision

  • 03:30:00

  • 3ds Max 2012
  • Photoshop (optional)


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