Modeling a Spaceship in 3D Studio Max - By Aziz
Rotate the scene to see the back of your clinker. Select both of the 'fire' back polygons and apply "Insert"
. Use an inset value of 1, apply the effect and then use the move tool to move it a little bit backwards. Use Inset two times more using a value of 0.5 to get a result similar to what you see below.
Move the two selected polygons inwards to create a hole for the fire clinker as displayed in the image below.
Repeat the process you have done for the two side clinkers to the tail of the spaceship to create a bigger third clinker.
Rotate the viewport this time to view the bottom part of our spaceship. Select the first polygon and insert a new polygon by applying "Insert"
, Resize the newly created polygon, apply "Extrude"
to it and you should get something similar to the image displayed below.
Rotate the viewport to get a side view of our spaceship. Change the selection mode to "Vertex". Select the two vertexes at the back created recently and apply the "Weld Modifier"
that is found under the "Vertex Edit" rollout.
Change the viewport to the front view and then zoom in to see the newly created front polygon. Change the selection mode to "Polygons" and then select the front polygons and apply "Insert" the same way you did to the fire clinkers to achieve a result similar to the one you see below.
Optional step: You can create missiles using the same procedure we used to create the clinkers using extrude, scale, and bevel. Two missiles could be seen in the image below.
Our spaceship is now done, add the Meshsmooth Modifier to smoothen up the overall look of the model. I textured it and added some other objects to create the final image displayed below:

This concludes our tutorial, I hope that you learnt how to use the Extrude, Bevel, and Insert modifiers to model with ease. You can download the finished scene here at this link. If you have any comments you can email me or alternatively visit the forum.
- End of tutorial
