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.
submitted: 5 years and 174 days ago
After modelling the Iron Man helmet I decided to do something I wanted for a long time, a two stage missile. The idea is coming from an article I read a long time ago and since then I wanted to create something similar but of course using my concept. The basic idea for the concept and shape of the missile is based on the Hellfire missile and it’s used as the initial shape. The shape was redesigned by us and a basic sketch was created according which we will model and built the missile. The tutorial is because his length divided into „three main stages“; 1) Modelling the main missile, 2) Modelling the secondary missile and the details, 3) Creating textures and rendering. Because we will be modelling according a reference the first step will be placing the reference picture inside the scene and prepare our environment for modelling.
submitted: 5 years and 208 days ago
Hi all, This is the very first chapter of the rigging tutorial in 3d max. In this tutorial we will learn how to create a ready to animate character rig in 3d max. To rig the character we are going to use the bone system in max. In the first chapter we will learn how easily we can create the spine bone with few clicks in max. Hope you will enjoy the technique.
submitted: 5 years and 447 days ago
In the tutorial i will start by placing the reference pictures of the Phaser to the 3ds Max environment and so prepare the scene for modelling using poly-modelling technique. At first i will start by choosing the right primitive for modelling, in our case the starting object would be just a box, and adjust the shape of it to fit very roughly the shape of our reference picture. Keeping the main details and the shape of the Phaser in mind i will place more and more edges to the initial shape to be able to model the Phaser and also to be able place all the details on it. Step by step using basic options of editable poly and some tricks we will model the Phaser according the reference picture with all details and buttons i will see on it.
submitted: 5 years and 294 days ago