Current Chapter: Chapter 1 - Intro
Up Next: Chapter 2 - Intro to References and Splines

Speedboat Modeling Series

In this series, we're going to create a hydroplane speedboat using mostly splines and polygons. We'll examine the references/schematics so that 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, creating a quick colour map and then dropping the model into Keyshot so that we can apply a variety of materials for photo-real renderings.

  • Software: 3ds Max
  • Author: Stephen Wells
  • Skill Level: Beginner
  • Video Length:
Chapter 1 - Intro
01:16
Chapter 2 - Intro to References and Splines
14:02
Chapter 3 - Shaping the Splines
17:27
Chapter 4 - Converting to Polygons and Reshaping
17:25
Chapter 5 - Shaping the Tail Fins
14:47
Chapter 6 - Shaping the Back Wing
13:04
Chapter 7 - Shaping the Side Stabilizer
10:12
Chapter 1 - Intro
01:12
Chapter 2 - Adjusting Parts and Creating the Main Hull
12:00
Chapter 3 - Connecting Splines to Create the Hull
19:35
Chapter 4 - Adjusting the Hull and Creating the Air Inflow
13:14
Chapter 5 - Creating the Engine Cover and Engine
15:03
Chapter 6 - Creating Adusting the Base Platform
15:32
Chapter 7 - Creating the Cockpit Window with ShapeMerge
15:53
Chapter 1 - Intro
01:12
Chapter 2 - Using Splines to ShapeMerge the Window
14:49
Chapter 3 - Parts Inventory
15:48
Chapter 4 - Moving Parts into Position and Rear Stabilizer
14:25
Chapter 5 - Using Roadkill for Unwrapping the Hull
11:13
Chapter 6 - Packing the UVs in 3ds Max
12:22
Chapter 7 - Exporting and Rendering in Keyshot
15:32
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