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Learn to Model a Speedboat in 3ds Max and Render in KeyShot

Explore the basics of modeling a game asset and learn to create an impressive presentation!
2.8 (2 ratings)
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36 students enrolled
Created by 3dmotive LLC
Last updated 3/2015
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In this series we're going to create a hydroplane speedboat using mostly splines and polygons. We'll examine the references/schematics so that we have examples to follow from and then we'll jump into creating the parts of the model using splines as our foundation for shaping the pontoons, fins, and extra back wing. We'll then work on the main body/engine of the hydroplane before unwrapping the model for UVs. We'll also create a quick color map before dropping the model into Keyshot so that we can apply a variety of materials for photo-real renderings.

(Students - please look under Section 1 / Lecture 1 downloads for the source files associated with the lesson.)

More about the Instructor:

Stephen Wells is an expert 3D modeler for characters, props, vehicles, weapons and environments and have created both high and low polygon assets for game productions. He has over 20 years experience in creating a variety of game assets for several different genres (fantasy, sci-fi, combat, superheroes, horror, etc) using 3ds Max, Maya, Photoshop, ZBrush, Mudbox, Topogun, and xNormal. As an enthusiastic instructor, he loves creating video tutorials on a wide variety of subjects to help students better their skillsets.

Who is the target audience?
  • Beginner-to-Intermediate game artists with an introductory knowledge of 3ds Max and Photoshop
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What Will I Learn?
Learn to model a complex game asset in 3ds Max
Utilize KeyShot to create stunning and realistic presentations for your assets
View Curriculum
  • Autodesk's 3ds Max
  • Adobe Photoshop or a similar image editing software
  • KeyShot's 3d rendering software
Curriculum For This Course
Expand All 21 Lectures Collapse All 21 Lectures 04:26:06
Modeling the base shapes of the Speedboat
7 Lectures 01:28:14

Intro to References and Splines

Shaping the Splines

Converting to Polygons and Reshaping

Shaping the Tail Fins

Shaping the Back Wing

Shaping the Side Stabilizer
High Poly modeling and refining the shapes
7 Lectures 01:32:30

Connecting Splines to Create the Hull

Adjusting the Hull and Creating the Air Inflow

Creating the Engine Cover and Engine

Creating Adusting the Base Platform

Creating the Cockpit Window with ShapeMerge
Unwrapping and setting up the model for presentation
7 Lectures 01:25:22

Using Splines to ShapeMerge the Window

Parts Inventory

Moving Parts into Position and Rear Stabilizer

Using Roadkill for Unwrapping the Hull

Packing the UVs in 3ds Max

Exporting and Rendering in Keyshot
About the Instructor
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41,026 Students
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