F-22 "Raptor" 3D Project - Edits 12

Phase Two: The Boolean Cuts...

Using all the boolean cutters shown on the previous pages, I made those cuts, and the results are quite good. So, I'll keep this update brief, and let the images speak for themselves.

Complex geometry is tedious, but look at the results.

This same look could be achieved with texture maps. ("paint") I prefer the actual geometry, for this aircraft, because the physical shapes on the aircraft are, to me, part of it's character. (and I'm just getting started here.) Notice how the light creates shadows and highlights, which a texture map would just not duplicate.


The images here are just the beginning of the detail work. The basic doors have been cut, and first, there's some (polygon-level) "clean up" to do, and some more precise alignment on some of the door opening edges. Some of these are movable doors that will later be animated. Some are exhaust vents, and some are "mystery panels". (to me) Almost every edge on the aircraft, including those around the doors, has a layered "ramp" or "bump" effect, which is vary subtle until you get up close to the plane. Your eyes can see some of those shadows and highlights though, which is why I'm going to bother creating them. THAT will be a tough job, but worth it in the end.


Aside from the lighting and animation benefits, all these doors can be individually "treated" later, with texture maps. For example, panels near exhaust doors could be darkened, for a burned look. Other panels could be subtly changed, simply for visual realism.


I live in Alaska, and have taken a lot of photos from the air, including the ones you see in this article. Since the actual F/A-22 is operating here in Anchorage, ("Arctic Warriors" at Elmendorf Air Force Base) I can't resist making images like the one above, occasionally, to see how the model compares to some photos of the actual aircraft over Alaska I'll get to all those markings at the end of the project. For now, I'm (obviously) focusing on the accuracy.

A little cleanup, before moving on...

If you're familiar with the actual aircraft, you may have noticed a few inaccuracies in the placement of some of the cuts I made, above. One example is on the bottom of the aircraft, where the fuselage meets the movable part of the thrust vectoring nozzles. That, and other minor issues were fixed, and some of the tiny lines that make up these door frames were straightened out, along with smoothing of any polygons that were disrupted by making the cuts.

There are some doors that occur on only one side of the fuselage. (The gun door on the right side only, is one example.) So, I'm working on a "Master" fuselage, (one half only) which contains all the openings that go on BOTH sides. Once that's all squared away, then I'll make a mirrored copy, so that each half can then have those extra doors added. It would be harder, as well as inconsistent, to model each half completely separately, hoping to get them both the same. Here are a few images of that work, which is nearly done.


Click here or on the image above, for a large version. (1364 X 851)

(Fuselage colored white to check for "creases and bumps" caused by adding all the doors)






I've modified the outline of the nose cone to a more accurate shape, adding one additional "zipper edge". That change was made based on photos, not the Lockheed-Martin drawings.



Plans for the interior:

I feel that some parts are mandatory, because they can be seen from the outside. The intake ducts were done, so that you could look into them from various angles and not just see a "wall". The landing gear was also necessary, for realism on the ground, as well as animating the retract sequence. The engines aren't highly visible, so only the visible turbine blades at the front and rear were modeled. (and, with the intakes in place, you can't see the fan face anyway) I will build weapons bays, landing gear bays, and some interior parts for those doors that open. Obviously, the cockpit deserves some serious attention, and that is an ongoing process. (Wish I had a decent 3D model of a modern jet pilot!)

But... I'm NOT going to try and produce a Catia-style complete interior, with plumbing, wiring, etc.. First of all, it's not possible for a one-man operation such as mine, and secondly, my main goal with this aircraft is for it to pass the kind of scrutiny you'd give it at an air show. I'll spend a LOT of time adding as many of those small exterior details as I can discover. First, the geometry, then later, landing lights, texture maps, etc..



Click the "Edits 13" link below, to continue.

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