View Full Version : F-22 Raptor
07-03-2008, 02:20 PM
******** ORIGINAL POST ******************************
Had some time yesterday afternoon at work to do some modeling, and since I didn't have the character model I had been working on had to start something new. Decided to try my hand at aircraft, so grabbed a blueprint pic of the F22 from www.suurland.com (http://www.suurland.com/blueprints_archive.php).
Progress thus far:
Hopefully I'll get some time to go back in and fix the far back tail wing and get the separation for the rudders. Haven't decided if I want to model in the details for the bays or just texture them in, but will likely model it. In any case, C&C is welcome! Thanks!
07-03-2008, 10:23 PM
...go ahead and model in every detail you can possibly create, and perhaps set them on separate layers so if you don't end up needing them, you can just turn them off quickly? If you're in no rush, might as well take it all the way! And what better warbird to do it with, the F22 is an amazing creature!
It's looking good so far. Any plans for a scene yet?
07-03-2008, 11:07 PM
Yeah, I was kind of thinking the same thing. I started adding the rudder details and started on the engines. I'll probably go ahead and model as much of the detail as possible.
As far as a scene goes, I do plan on doing something. What? Haven't really thought it through that far yet...
In any case, today's progress:
07-04-2008, 11:31 AM
Don't know if scale accuracy is important to you, but just so you know...
That drawing you downloaded is from the YF-22 prototype, not the F-22. There were (to airplane fans) significant changes between the two. (landing gear position, wing and tail angles and sizes, canopy moved rearward, etc.)
Regardless, your start looks good. Thanks for sharing it with us.
07-05-2008, 03:26 AM
Well, that certainly explains the differences in reference photos I was finding of the jet. I couldn't quite reconcile what I was seeing in the different blueprint sets with the actual photos I was finding.
Thanks for the heads up on that!
07-15-2008, 07:22 PM
A little more progress
07-15-2008, 11:44 PM
Do you have a limit to Poly or Tris?
also any help on this or advice i would appreciate
07-16-2008, 02:04 PM
There's no poly limit, save for what my machine can handle in rendering. I'm sitting at a poly count of 2293 at the moment, which will start to increase with the more detail. I still have missile bays, a few vents, and the landing gear/bays to cut out.
Original intention was for this to be used in some sort of short animation, or at the very least a still shot. So I want the base model to look good; that to say I'm not really caring about a poly count.
What sort of help/advice are you looking for?
07-17-2008, 02:18 AM
From what i noticed on the blueprints is that the middle dips up into the cockpit.
and any advice or critic on mine is good.
07-17-2008, 10:38 AM
She like a good work.
I wait for a new update.
07-17-2008, 01:59 PM
I think I found some of the issues MikeJames had pointed out. It may not be very visible, but the rear tail fan comes in at a different angle to the inside flap on the back of the main wing.
Also tried to cleanup and straighten out some of the stray verts. The engine tends to change with every render, and I'm still not happy with it. So likely next update, it will change again. :thumbsup:
Also, thanks TimothyWeeres and druigant for the comments! I appreciate them.
And I'll be posting on your wip, Timothy, to see if I can help you out any.
07-18-2008, 06:10 PM
So, yikes... started working out how I am going to insert the missile bays and my topology got crazy. I'm trying to stick with quads as much as possible, and with as simple of a mesh solution for the body as possible (only because I don't want to affect the rigid body, which is bound to happen if I have too many verts).
When I cut in the bays, I used insets on a selection of polys, which was nice because it let me keep quads. But where the bays extend into the rest of the body itself, I'm pulling long triangles.
Is this a natural inevitability? Is there a 'cleaner' way of modeling in details without (inadvertantly) messing with the mesh flow of a rigid body? Or is it more likely that this is just part of the process and it has to be cleaned up like anything else?
01-21-2009, 08:27 PM
Started working on this again, at least a little.
01-21-2009, 09:03 PM
This is starting to looks good with the model textured! I Hope see more. keep in it!
01-26-2009, 05:24 PM
stridiggio: Thanks for the comment! I do appreciate it. I think it's starting to look a little better too. ;) I probably shouldn't have abandoned it for so long, but ahh well. Such is the wave of inspiration?
Here's the latest:
I'm welcoming C&C!
01-28-2009, 05:15 PM
Looking good so far! A couple of suggestions if you are going for realism with the materials: I'd bump up the spec a little and bring the glossiness down. Military vehicles/planes usually have a flat metallic finish to them and yours is a bit too glossy imo. If you are going for a more glossy/showroom look then disregard my suggestion :D
04-03-2009, 10:12 PM
Quick update to try and address reflectivity/color issues..
Texture + Wire
04-03-2009, 10:12 PM
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