View Full Version : F-22 Raptor
Revalis 07-03-2008, 01:20 PM LATEST RENDER:
http://webpages.charter.net/thecrysalis/WIP/RaptorWIP8.jpg
******** 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:
http://webpages.charter.net/thecrysalis/WIP/RaptorWIP.jpg
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!
|
|
InfernalDarkness
07-03-2008, 09:23 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?
Revalis
07-03-2008, 10:07 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:
http://webpages.charter.net/thecrysalis/WIP/RaptorWIP2.jpg
MikeJames
07-04-2008, 10:31 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.
Revalis
07-05-2008, 02:26 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!
Revalis
07-15-2008, 06:22 PM
A little more progress
http://webpages.charter.net/thecrysalis/WIP/RaptorWIP3.jpg
TimothyWeeres
07-15-2008, 10:44 PM
Do you have a limit to Poly or Tris?
also any help on this or advice i would appreciate
Revalis
07-16-2008, 01:04 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?
TimothyWeeres
07-17-2008, 01:18 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.
druigant
07-17-2008, 09:38 AM
She like a good work.
I wait for a new update.
Revalis
07-17-2008, 12:59 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:
http://webpages.charter.net/thecrysalis/WIP/RaptorWIP4.jpg
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.
Revalis
07-18-2008, 05:10 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?
http://webpages.charter.net/thecrysalis/WIP/RaptorWIP5.jpg
Revalis
01-21-2009, 07:27 PM
Started working on this again, at least a little.
http://webpages.charter.net/thecrysalis/WIP/RaptorWIP6.jpg
stridiggio
01-21-2009, 08:03 PM
This is starting to looks good with the model textured! I Hope see more. keep in it!
Revalis
01-26-2009, 04:24 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:
http://webpages.charter.net/thecrysalis/WIP/RaptorWIP7.jpg
I'm welcoming C&C!
Cerebr4l
01-28-2009, 04:15 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
Revalis
04-03-2009, 09:12 PM
Quick update to try and address reflectivity/color issues..
Texture + Wire
http://webpages.charter.net/thecrysalis/WIP/RaptorWIP8.jpg
CGTalk Moderation
04-03-2009, 09:12 PM
This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.
vBulletin v3.0.5, Copyright ©2000-2013, Jelsoft Enterprises Ltd.