This model was created from scratch and I am very proud of the results. You can check the model, unwrap and the different maps on the sketchfab at the top of the page. Here is a discription of the steps I had to take:
First I had to create the high poly model based of the real life real life reference of the 'RIM-116 Rolling Airframe Missile'. To make the high poly model I used the turbosmooth modifier.
After creating this high poly version I worked it down to a mid poly and eventually a low poly version.
The next step was to unwrap the low poly model in 3ds max and make sure the high poly model was baked onto the low poly model without any artifacts.
For this I used substance painter.
After I was happy with the baking results I could move on and make the textures based on the PBR workflow. I really like this workflow because you can really tell a story with your model.
To show off the model better I created 2 different types of rigging systems. (see vid below)
A look at rig that makes sure the rocket launcher could track a target and doesn't break the model (wrong rotations and rotation limits).
A regular control rig created with bones, controls and constraints.
Finally I made a light setup in unreal engine 4 to make beauty shots and edited them in photoshop. Next to this I also uploaded the model to sketchfab like you can see at the top of this page.
Here you can see the rigging system. First I show the regular control based and then I switch over to the look-at target rigging system:
I have previeusly also made the robot below. For this one I started from a premade high poly model and then followed the same steps as described above for the launcher.