Website powered by

F22 Raptor

An F22 Fighter Jet rendered in Cycles using a landscape created in Gaea and procedural clouds designed by myself.

As the goal was to create a high quality render, not a game asset, I was not limited in my poly count, however it currently sits around 400k tris.

The main material uses 4k color and ORM (AO, roughness, metallic) textures. I didn't actually find any use for normal maps however. Stealth fighters are generally pretty smooth, and I could bake the necessary normal data into the mesh itself.
It's fully rigged too, flaps, rudder, etc.

The model was created using a shrinkwrap method to create the majority of the final mesh, allowing panel edges to 'bevel' using geometry normals rather than a normal texture which causes aliasing and significant loss of detail at such a scale (even at 4k). The topology looks complicated at first glance, but as its wrapped onto a smooth mesh it gets the added detail while still retaining a smooth surface.
Using real geometry for panels is fairly standard for vehicle models in racing games, and it seemed a suitable workflow here too. A high/low workflow with baked normals would still be necessary for reduced LODs however.

As with all projects, there's plenty more I want to do to it. Some smaller details can still be added and landing gear is complicated enough to be a project in itself. I'm happy with where its at though.

F22 Final

F22 Final

Background

Background