I started the week of with modeling The thrust vectoring nozels at the back of the Engines, which I had been putting off for a while because of its relatively intricate panelled design. I Modeled the top (with a mirror modifier reflecting it to the otherside of course), then duplicated it and rotated it to the bottom. Then connected them up together to the fuselage.
In the third image you can also see a slight camo texture that I created with help of blenderbitesize (2022). CREATE A PROCEDURAL CAMOUFLAGE MATERIAL FOR BLENDER.
Available at: https://www.youtube.com/watch?v=TQi7io5OVxY [Accessed 21 Oct. 2025].
I Then corrected the shape of the vertical stabilisers at the joint and bump.


Image of the fixed vertical stabiliser
I then created a afterburner with a principled volume node with the aid of Faebe Tutorials (2024). Thruster Engine Flame – Blender 4.0+ Tutorial.
Available at: https://www.youtube.com/watch?v=6EtuFMz_bpE [Accessed 21 Oct. 2025].

Image of the afterburner flames
I tweaked my shader settings for a while to create a metallic and properly shaped camo texture.

Image of the base material with higher quality settings
I started to research how to detail the jet with panels and decided on going 50/50. The panels that changed materials, key features or opened I would model into the mesh. The other half of the panels and decals I will Paint on manually or with some texture that I can find but most likely manually with my reference image.

Image of some of the manualy engraved panels I had completed
The imperfections in the bronze panels and later added to the main camo material are aided by Ryan King Art (2024). Procedural Metal Materials (Blender Tutorial).
Available at: https://www.youtube.com/watch?v=U_jjy8zmXMY [Accessed 21 Oct. 2025].
I then detailed the cockpit a bit more, adding a low poly joystick, a test uv mapped control texture and also seat cushions which the material I created was aided by Ryan King Art (2024a). Procedural Black Leather Material (Blender Tutorial).
Available at: https://www.youtube.com/watch?v=ga1glCkgKAY [Accessed 21 Oct. 2025].

Image of my cockpit currently
As of rendering the image above, I have realised how flat most textures look comparatively to my camo, leather and bronze texture. So I will aim to fully texture all materials with some randomisation in roughness or colour in the next week. However these materials will also be covered by the canopy glass which I am still working on making more reflective meaning the interior will be hard to see anyways.
I then researched better HDRIs and found this one by https://www.hdri-hub.com/hdri-skies-aviation-aerospace who I will ensure to credit and send my final piece to them as requested.
I also messed with the compositing settings: adding bloom and streaks to the lighter areas of the image.
As mentioned previously this is where I added the bronze dirt effect to the camo but tweaked to be slightly larger and less distorted. I also modeled all of the bottom panels that will not be texture painted and also experimented with texture painting the small decal on the end of the main wings.




Renders and wireframe views of my F22-Raptor model with https://www.hdri-hub.com/hdri-skies-aviation-aerospace ‘s HDRI
My plan for the next week is to finalise the symetrical model and apply the mirror modifier so I can work on some unsymetrical panels. Then once I have completed the mesh, apply the subdivision surface modifer and possibly use some remesh tool to straighten some things, and possibly tweak myself some areas. Then finally texture paint the last decals and panels and then It will be complete!




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