When we started to study Unity3d's game development, 3D models could be taken from Unity's assets store and downloaded from the Web, and we could try to do some simple models by ourselves at the same time.
Here's a simple missile model based on the Unity3d tank war instructional Video: Warheads, body shells, tail fins. Among them, warheads, single use capsules to achieve, the tail is the use of polygons to achieve.
First, the production of the bomb body
After opening 3dmax, on the right side of the toolbar, select "Extended Primitives", you can see the shape can be selected with a different face, ring knot and so on.
Select the capsule, place the cursor at the origin and drag the capsule object.
Select the capsule, use CTRL + C, CTRL + V to copy out two capsules that are used as missiles for the body.
At this point, we have three capsules of the same size, using the W shortcut to move the capsule's position to the one you see. So, the top capsule we can use as a warhead, the middle of the capsule can be used as a connection part, the most of the capsule is the body, usually a missile propeller.
In order to make it more like a missile, we shorten the capsule in the middle, and the lower capsule becomes larger.
In this way, the main missile shape is there.
Second, the production of tail
In fact, the production of the tail is very easy, is to add to the missile body part? Four polygons, the same time to do displacement transformation and rotation.
Use the middle wheel of the mouse to drag the view to the bottom of the capsule section, select the Sphere prism in the right sidebar, and the number of sides in the same time set to 3. Creates a three-sided sphere prism in the body position.
The object is then rotated and shifted to, for example, in the position seen, in the rotation and displacement process, as far as possible to use the front, top and left view to assist, so that the position and angle more standard.
Then the first wing was formed, and the following we copied the tail, and then rotated 90 degrees, and placed on the other side of the body, we can make a second tail. This action is recommended to complete in the top view. Then the third, fourth tail, respectively, placed on the four sides of the body, the shape of the missile is finished.
Three, fill the texture
We have a simple texture filling of the missiles here. Select the warhead of the missile and then, in the top toolbar, select the material editor, and in the dialog box that pops up, select the material color and apply it to the object,
After the color, the missile production is complete.
Iv. Export
In order for unity to work, we export the format as FBX here, and the export steps are:
Select all models, click Button-> Export in the upper-left corner, and choose Export format for fbx-> export options, complete. Because we don't have animations here, in the export option, you can choose not to animate items.
At this point, a simple missile model has been produced successfully.
The missile model is attached here: http://download.csdn.net/download/wangbin_jxust/7269663
Unity3d Game Development Learning using 3dmax to create a missile model