Unit 1

Final renders

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Left ImageRight Image

HDRI Background used in full renders: https://www.hdri-hub.com/hdri-skies-aviation-aerospace

View blog posts on my creation process:

3D modeling blog 3: Detailing

3D modeling blog 3: Detailing

I started the week by simply extruding what I already had backwards, to create the full wings and fuselage. Image of the wings and part of the rear I then focused on creating the last large key features: the horizontal stabilisers and vertical stabilisers. Which I Initially saw no problem with. I also…

F22-Raptor research

I collected many images and wireframes of the F22 from my initial secondary research for the model design.

I researched that the importance of refernce images in the 3d art industry is crucial to creating acurate models and shaders. One of the articles I read is by Pavla Karon (2023). Why Digital Artists Need to Use Reference Images. Available at: https://cgcookie.com/posts/the-importance-of-reference [Accessed 13 Oct. 2025].

Moodboard made by me with photoshop with images from google

In this moodboard I primarily focused on wireframes, as I planned to use these as my reference images to create my model.

I viewed dozens of images of the f22 from the web and downloaded some of them to use as refernce images within blender and also just to guide my modelling.

Moodboard made by me with canva with images from google

Colour palette of different F22-Raptors made by me in photoshop.

Wikipedia Contributors (2019). Lockheed Martin F-22 Raptor. Available at: https://en.wikipedia.org/wiki/Lockheed_Martin_F-22_Raptor [Accessed 1 Nov. 2025].

  • The F22 Program initiated in 1981 to replace the F-15 Eagle and F-16 Fighting Falcon.
  • The program formally moved to full-scale development, or Engineering & Manufacturing Development (EMD), in August 1991.
  • F-22 production provided up to 95,000 jobs, and spanned 15 years at a peak rate of roughly two airplanes per month
    In total, 195 F-22s were built.
  • Including composite materials, lightweight alloys, advanced flight control systems and.
  • Canopy is coated in a layer of Indium oxide which looks golden and reflects radar waves.
  • The F-22 Raptor is a fifth-generation air superiority fighter that is considered fourth generation in stealth aircraft technology by the USAF.
  • Its clipped diamond-like delta wings have the leading edge swept 42°, trailing edge swept −17°, a slight anhedral and a conical camber to reduce supersonic wave drag.
  • The F22 is still in service today and therefore most specific information is classified.

I focused on researching real life images to guide my 3d model as using other peoples 3d models, while being useful to see different angles of the F-22 Raptor, would be adapating a artist influenced version of the F-22. Which could lead to crucial details of my model being far from the real fighter jet.

A incredibly useful video I discovered by Paul Stewart (2022). Lockheed F-22 Raptor detailed tour! Available at: https://www.youtube.com/watch?v=l4y71pDy8t0 [Accessed 13 Oct. 2025].

This video showed me many small details close up and how certain panels of the plain curve. I Also used this video to help me model the interior of the cockpit with the help of other images from a google search.

The only primary research I could gather was from a wooden model of a F22 With only a fiew deviations from it being a buildable model such as the vertical stabilisers being straight.

I Used this model as a base blocked out reference that I could rotate in real life to look at angles that I might not of seen in a orthographic image.

Technique Research

I research many industry level techniques to use in the production of my model. One generalised article by Lampel, J. (2019). 6 Principles of Great 3D Modeling in Blender. Available at: https://cgcookie.com/posts/6-principles-of-great-3d-modeling [Accessed 23 Oct. 2025]. Shows 6 broad techniques that I used across my model. (Quotations from this article)

1. Form: Focus on the Big Picture First

“The first thing that you want to think about when modeling in Blender is the overall shape of what you want to create.”

So I tested a lower polygon blocked out model, which I used as reference while modeling some details on the higher poly mesh.

“Use a reference to check your angles, proportions, and curvature as you go.”

Reference images are a widely used industy level technique that is critical for acurate recreations of the references. This can be proven by many sources such as an article by Corijn, L. Importance of Reference – Laurens Corijn. Available at: https://www.laurenscorijn.com/articles/importance-of-reference [Accessed 2 Nov. 2025].

In the images above you can see I have very closely followed the reference image to a certain extent. “we can focus too much on the front, side, and top views and not notice issues that are only visible at other angles. Because of the importance of also making my model accurate at all angles, I did not copy the reference esactly. This is because the reference images are photographs of the F22-Raptor and therefore have some Perspective to the image. For example in the 3rd image the Wings would be too thick if I had extended the wings that low.

2. Detail: Work in Passes

“all of the big things first, then all of the medium things, then the small things.” I did slightly go against this by bocking out the cockpit early, however I still detailed over it with another 2 passes.

“use Blender textures to add the smaller details that you’re not able to model.” To preserve some of my topology, in the last image you can see I drew on panels instead of engraving them into the mesh

“You want a good mix between areas of big detail, areas of medium detail, and areas of small detail.” I Left the wings relatively low detailed, the cockpit medium detailed and the Fuselage highly detailed

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3. Use Real-World Scale and Reference

“Try to model to real-world scale whenever possible. The size of your model makes a lot of subtle differences,”

Real world scale is also crucial information for creating a 3d model as it affects how the“lights in your scene behave to how simulations will interact.” . I used the measurements provided by the U.S. Air Force to create a cube that I scaled the reference images and fit my model inside of. Further evidence of the importance of scale in the Industry is provided by Sarah Thompson (2025). Is Size Important in 3D Modeling?. Available at: https://www.coohom.com/article/is-size-important-in-3d-modeling [Accessed 2 Nov. 2025].

4. Adaptation: Make it Easy to Change Things

“using modifiers to add complexity. That way, a few quick tweaks are all you need instead of every little change becoming a huge hassle.”

I used mirror modifier throughout the entire project to make my life much easier as the majority of the model was symetrical in the x axis. I made my mesh smoother and my life easier by using a subdivision surface modifier which. The auto smooth modifier allowed me to not have to manually press smooth everytime I modelled a new part and also the limit of which angles get smoothed.

Proof of subdivision surface modifiers being a industry used technique in a article by Whizzy Studios (2025). Why is Subdivision Modeling Important for 3D Artists? Available at: https://www.linkedin.com/ pulse/why-subdivision-modeling-important-3d-artists-whizzystudios-62tlf [Accessed 2 Nov. 2025].

6. Pay Attention to Surface Quality

I researched a huge amount about topology, over many youtube videos which led me to come to the conclusion that my topology is definitely not the best or something to be proud of. I understand key concepts such as edgeflow, faces should primarily be or all be quads and ‘poles’ “(vertices with five or more connecting edges)” should be placed carefully around the model to redirect the edgeflow. However because of this being my first model I did not focus on my topology as much as I should have. Therefore I research some industry ways of fixing this issue and came across

I tested using a free trial of a industry standard remesher shown to me by Blender Secrets (2024). Quad Remesher add-on | Blender Secrets. Available at: https://www.youtube.com/watch?v=gCj6dTNhO_c [Accessed 2 Nov. 2025].

https://exoside.com/ Isnt limited to blender and can be used on programs such as:Autodesk 3ds Max® software, Autodesk Maya® software, Autodesk Fusion360® software, Modo® ,Blender®, Houdini®

However despite testing with it, because I had focuse too little on the mesh and detailed small areas with sharp lines. The remesher could not retain those details and would be useless to me as I would have to mess up the mesh again to add the details back.

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The remesher honestly didnt do that good of a job at usefull edgeflow but did show more even quads with more carefully placed ‘poles’ which is what I will focus on in future models.

Reflection

Overall I think I did a incredible job of my first model that I havent directly copied a tutorial to create. I did use many tutorials and research papers on the best or easiest methords of creating things, but I mostly adapted their solutions to my needs. Most things went well with perseverance so I cant pick out anything fatally wrong that I didnt end up fixing as any issues I encountered that I thought serious enough to correct, I would research or experiment ways to fix it. Some tiny flaws I have left unsolved: Small artifacting in the layers of my canopy design at the back, Rough reflections on smooth curves where I have engraved a panel, and my overall topology.

A challenge I faced while modeling was getting the shape accurate in a 3d environment. I am used to 2d drawings however enjoy the benefits of digital and 3d Recreation instead of drawing because I have the same amount of control except I can rotate around the object unlike a drawing. Additionally finding a accurate refernce image was difficult but I made do with a external video and my refernce images to create my model.

A challenge I faced while texturing was that the image file you paint on in blender, does not automatically save when you save the entire blender file. It likes to be saved individually with a different save shortcut. So at somepoints during my texturing painting, I saved and closed blender to take a break to find work missing despite the new incrementally saved version being there. A benefit of manually texturing with a brush was that I was able to add any decal I wanted to the F22 and also paint the panels from the different refernce images how I felt right, Unlike using a predrawn texture overlayed ontop of the model.

I only had trouble early on in the model with lighting before I discovered HDRIs. In which I had to add many lights around the object to view it in render mode, however when I did add the HDRI that problem was fixed and I could remove the lights.

A challenge with rendering I encountered was a blender bug. For some reason the first night I attempted rendering, blender would hang on apparently needed update then freeze and need closing. However the next afternoon the rendering went smoothly and the only challenges I faced was forgetting to set the default file format to be JPG instead of PNG. After the crashing all 18 images would render after each other taking around 30-40 mins at 4k resolution.

In my future models I will focus more on clean and equal topolgy as that I can say is probably my models biggest flaw. Despite looking good from afar, Beneath the texture the topology is very messy and with bad edgeflow. I tried to keep the quads flowing nicely between the details, however I am not experienced enought yet to fully even out the sizes of the quads of my mesh. I will aim to create better topology with functional edge flow in my future models.