Model a High-Poly RPG Rocket Launcher in 3ds Max - Day 1.2

In this mammoth (nearly 10 hour long) video tutorial series we will get an in-depth look at Chris Tate's process of modeling a detailed high-poly RPG launcher, and rocket, using 3d Studio Max. 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.

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