Raid 18 Posted March 10, 2014 (edited) BRIEF Hey everyone just showing off a very early stage of a F-22 Raptor I'm working on. I also want to put out there if any modder's are keen to work on this project PM me, as I am very new to modding and have no experience in modelling an interior / landing gear. I will be updating this thread whenever I feel I have made progress on something. DEVELOPERS Project Lead | Raid Sound | Lt Shadow @RealSound Team https://www.facebook.com/pages/Realsound-Mod-Arma-3/484245904998169 Ammunition | Spartan0536 3D Modelling Tips | NodUnit Afterburners | John_Spartan & Saul LOOKING FOR Texture Artist PM Me here or: Skype | Raid Steam | Raid CURRENT UPDATE Update 11 - Beauty Shots http://steamcommunity.com/sharedfiles/filedetails/?id=337891905 http://steamcommunity.com/sharedfiles/filedetails/?id=337891964 http://steamcommunity.com/sharedfiles/filedetails/?id=337892027 PREVIOUS UPDATES http://i.imgur.com/RxTnk5K.png (124 kB) Update 1 http://i.imgur.com/0oTUBQN.png (164 kB) http://i.imgur.com/ILA7uoW.png (124 kB) Update 2 http://i.imgur.com/rTUK0pg.png http://i.imgur.com/4MTRedj.png Update 3 - Tail Fins http://i.imgur.com/n9AXokT.png (112 kB) Update 4 - Canopy http://i.imgur.com/b0VirG1.png (164 kB) http://i.imgur.com/XH9aNos.png (201 kB) Update 5 - 2D Vectoring Thrust Nozzles http://i.imgur.com/8tWUwKi.png (186 kB) Update 6 - Lower Poly Count http://i.imgur.com/ru5KCRO.png (249 kB) Update 7 - A lot of Reworking http://i.imgur.com/y13SYph.png (175 kB) Update 8 - Long time | Massive Work http://i.imgur.com/BppP1XP.png (138 kB) Update 9 - Landing Gear No Landing Gear http://i.imgur.com/Me8Oj6y.png (215 kB) Landing Gear http://i.imgur.com/ReXb8Cm.png (217 kB) Update 10 - Animations http://i.imgur.com/u9NkwDM.png (190 kB) Edited November 7, 2014 by Raid Share this post Link to post Share on other sites
x hunter33 10 Posted March 10, 2014 You just made my day <3 Share this post Link to post Share on other sites
LykosMactire 298 Posted March 10, 2014 You just made my day <3 same here 0-0 Share this post Link to post Share on other sites
lincolnlou 10 Posted March 10, 2014 Hey everyone just showing off a very early stage of a F-22 Raptor I'm working on. Now what the screenshot is showing is just a quick smoothing the wings are not going to look like that. I also want to put out there if any modder's are keen to work on this project PM me, as I am very new to modding and have no experience in modelling an interior / landing gear.http://i.imgur.com/RxTnk5K.png (124 kB) for being new you are doing alot better then i am i must say and looks great so far been waiting for a decent american aircraft to come out. I am damn sure that you can find people on here that can help you with whatever you need help with Share this post Link to post Share on other sites
clawhammer 10 Posted March 11, 2014 AWESOME! F-22 my favourtie plane. Iam really hot for this coming out for A3 :) Keep it up! Share this post Link to post Share on other sites
WoopdyDo 10 Posted March 11, 2014 Raid you are amazing :D Keep up the good work with this stuff man. - [39bn] Ecko Share this post Link to post Share on other sites
Raid 18 Posted March 11, 2014 (edited) Just a quick update. http://i.imgur.com/0oTUBQN.png (164 kB) http://i.imgur.com/ILA7uoW.png (124 kB) Edited March 11, 2014 by Raid Share this post Link to post Share on other sites
eymerich 11 Posted March 11, 2014 Great! I Always liked the F22... You're doing a great work! Share this post Link to post Share on other sites
nodunit 397 Posted March 11, 2014 (edited) Modelling interiors and gear work in the same way as modelling the exterior, you just start with one piece and model each piece one after the other and before you know it you have something that can look very complex. About the fuselage, you don't want to rely on the meshsmooth/subdivision modifier for this, it will always round out edges and while it can be helpful for many things, especially in the case of something so square as the F-22. It's a great tool for normal map and ambient occlusion baking as well as the occasional 'curve', however in this case its not what you want to focus on. The other thing about using subdivision modifiers is that it will alter the topology greatly, into something you may not be able to control, there is a also a lot to learn about how it functions with quads, tri's, N-gons, meshflow and edgeloops...it is a VERY picky modifier. It's looking great for your first time however, just remember that you don't want to rely on meshsmoothing/subdivision if you intend to make the game model, or otherwise don't use the modifier too much as it will raise your polycount waaaay higher than you may want. What program are you using? Edited March 11, 2014 by NodUnit Share this post Link to post Share on other sites
jbryan 3 Posted March 11, 2014 (edited) Modelling interiors and gear work in the same way as modelling the exterior, you just start with one piece and model each piece one after the other and before you know it you have something that can look very complex.About the fuselage, you don't want to rely on the meshsmooth/subdivision modifier for this, it will always round out edges and while it can be helpful for many things, especially in the case of something so square as the F-22. It's a great tool for normal map and ambient occlusion baking as well as the occasional 'curve', however in this case its not what you want to focus on. The other thing about using subdivision modifiers is that it will alter the topology greatly, into something you may not be able to control, there is a also a lot to learn about how it functions with quads, tri's, N-gons, meshflow and edgeloops...it is a VERY picky modifier. It's looking great for your first time however, just remember that you don't want to rely on meshsmoothing/subdivision if you intend to make the game model, or otherwise don't use the modifier too much as it will raise your polycount waaaay higher than you may want. What program are you using? You can rely on the meshsmooth, subdivision, turbosmooth modifier and so on. Yes, it will add more polies and what not, however. With proper optimization the end result will be there with less polies, than your originally started with. See my campaign hat for an example of that. Also, normal maps are your friend, pulls out those "extra" details without the need to model them. The program looks like blender to me. https://www.dropbox.com/s/uq7cqqkalpzmkbf/Render01112.png Edited March 11, 2014 by JBryan Share this post Link to post Share on other sites
Raid 18 Posted March 11, 2014 It's looking great for your first time however, just remember that you don't want to rely on meshsmoothing/subdivision if you intend to make the game model, or otherwise don't use the modifier too much as it will raise your polycount waaaay higher than you may want. What program are you using? Hey I completely didn't know that using odd sided polygons are bad and I'm using Cinema 4d. Now I know that it's not the best program to be modelling in it's just I don't know how to use anything else and in my opinion works just as well. Thanks for the feedback now I have to get rid off all the odd Polygons. Share this post Link to post Share on other sites
nodunit 397 Posted March 11, 2014 You can rely on the meshsmooth, subdivision, turbosmooth modifier and so on. Yes, it will add more polies and what not, however. With proper optimization the end result will be there with less polies, than your originally started with. See my campaign hat for an example of that. Also, normal maps are your friend, pulls out those "extra" details without the need to model them. The program looks like blender to me. https://www.dropbox.com/s/uq7cqqkalpzmkbf/Render01112.png Nice hat, yeah I forgot to mention the cleanup bit, in truth I was looking for a tutorial I had seen before but didn't get to it in time..here it is. http://www.3dm3.com/tutorials/psycho_mom/index2.php Hey I completely didn't know that using odd sided polygons are bad and I'm using Cinema 4d. Now I know that it's not the best program to be modelling in it's just I don't know how to use anything else and in my opinion works just as well. Thanks for the feedback now I have to get rid off all the odd Polygons. There isn't really a "Best" program out there, at this point many of them are capable of the same or similar things, at least on the basics..I was asking because I was going to provide tutorials but I don't know anything about cinema4D I'm afraid. In terms of the subdivision you may also find this and this interesting Share this post Link to post Share on other sites
jbryan 3 Posted March 11, 2014 Nice hat, yeah I forgot to mention the cleanup bit, in truth I was looking for a tutorial I had seen before but didn't get to it in time..here it is. http://www.3dm3.com/tutorials/psycho_mom/index2.php Heh, indeed, my method is a little more manual approach, rather then the automatic method, using another modifier or what have you. Allows for better control. Traditionally the way I do it, it's a bit of time consuming but the end result is amazing. Select every other edge, avoiding the supporting edges; i.e; corners, creases and so on. Then remove the edges, remember the Level of detail. When you zoom inside the program on the actual model, occasionally it will look jagged and such, obviously this is normal. Though from a distance, the object takes shape and really that is all you need to be concerned about. Share this post Link to post Share on other sites
Raid 18 Posted March 11, 2014 (edited) Now that I know about the Quad Poly my model is looking better already. Edited March 11, 2014 by Raid Share this post Link to post Share on other sites
Raid 18 Posted March 11, 2014 (edited) Update 2 I'm trying my hardest to model a canopy but it's just not working. Front http://i.imgur.com/rTUK0pg.png (135 kB) Rear ---------- Post added at 22:24 ---------- Previous post was at 21:32 ---------- Tail Fins are done. http://i.imgur.com/n9AXokT.png (112 kB) Edited March 11, 2014 by Raid Share this post Link to post Share on other sites
benjamin1 10 Posted March 11, 2014 Update 2I'm trying my hardest to model a canopy but it's just not working. Front http://i.imgur.com/rTUK0pg.png (135 kB) Rear http://i.imgur.com/4MTRedj.png ---------- Post added at 22:24 ---------- Previous post was at 21:32 ---------- Tail Fins are done. http://i.imgur.com/n9AXokT.png (112 kB) Good job, if you want i have a spare interior for the f-22, it's one of my older work if you need a reference: http://imgur.com/pmQctZ7 I do have a canopy for reference if you need it: http://imgur.com/ycDrSFE Share this post Link to post Share on other sites
Raid 18 Posted March 11, 2014 Good job, if you want i have a spare interior for the f-22, it's one of my older work if you need a reference: http://imgur.com/pmQctZ7I do have a canopy for reference if you need it: http://imgur.com/ycDrSFE OMG that interior is amazing. Share this post Link to post Share on other sites
Raid 18 Posted March 12, 2014 So finally got a mint looking canopy. http://i.imgur.com/b0VirG1.png (164 kB) http://i.imgur.com/XH9aNos.png (201 kB) Share this post Link to post Share on other sites
clawhammer 10 Posted March 12, 2014 Getting better and better :) Nice work! Share this post Link to post Share on other sites
Raid 18 Posted March 12, 2014 Getting better and better :) Nice work! Thank you. Share this post Link to post Share on other sites
perfectum 26 Posted March 12, 2014 Looks good so far. Cant wait to see the final version. Share this post Link to post Share on other sites
Raid 18 Posted March 12, 2014 Re-modeled the exhaust to include the famous 2D Vectoring nozzles. http://i.imgur.com/8tWUwKi.png (186 kB) Share this post Link to post Share on other sites
Snottus 1 Posted March 12, 2014 This looks fantastic man! Share this post Link to post Share on other sites
nodunit 397 Posted March 12, 2014 The meshflow is looking much better, though if you are going to be using subdivision and then going back to clean up later then you will need to add some supporting edges to achieve a sharp points along certain parts such as the elevators and wing edges. These images is from blender but the rules apply to every 3D app. The cube on the far left has no supporting edges, the one in the middle has a single edgeloop added while the modifier is active, you can see how the supporting edge causes it to become flatter due to the concentration of more polies, and finally the cube on the right as has supporting edges both vertical and horizontal at the edges of the shape, giving it a more sharp appearance. Again as an example, a mesh with supporting edges and a mesh without. Share this post Link to post Share on other sites
Raid 18 Posted March 13, 2014 Alright so I'v downed the poly count of the main hull (grey) to about 18-19k and have done a whole lot of sharpening edges like the wing tips. http://i.imgur.com/ru5KCRO.png (249 kB) ---------- Post added at 02:24 ---------- Previous post was at 02:21 ---------- The meshflow is looking much better, though if you are going to be using subdivision and then going back to clean up later then you will need to add some supporting edges to achieve a sharp points along certain parts such as the elevators and wing edges. How much smoother do you think I can get it? As you can see where the wings attach it's a bit awkward. Share this post Link to post Share on other sites