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Raid

[WIP] F-22 Raptor A3

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jArGkUc.png

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 by Raid

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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

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AWESOME! F-22 my favourtie plane. Iam really hot for this coming out for A3 :) Keep it up!

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Raid you are amazing :D

Keep up the good work with this stuff man.

- [39bn] Ecko

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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 by NodUnit

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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 by JBryan

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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.

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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

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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.

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Now that I know about the Quad Poly my model is looking better already.

Edited by Raid

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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

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)

Edited by Raid

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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

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

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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

OMG that interior is amazing.

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Getting better and better :) Nice work!

Thank you.

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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.

CubeWithEdgeLoops.png

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.

attachment.php?attachmentid=261269&d=1380091182&thumb=1

attachment.php?attachmentid=261270&d=1380091245&thumb=1

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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.

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