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White Water VPX WIP
Started By
flupper1
, Mar 24 2017 07:40 PM
410 replies to this topic
#222
Posted 23 September 2017 - 11:41 AM
I am so excited for this table! White Water is my all-time favorite, and TPA's creation was... lackluster, to say the least. The progress so far is absolutely fantastic looking and if it's anywhere near the quality of your Diner release (easily the highest quality VP table I've ever played) then this is going to be the showcase table for my pincab. Keep up the amazing work, and can't wait to give a try!
#227
Posted 24 September 2017 - 06:35 PM
Yes, please let me know where you got stuck, I can explain better maybe.
Well, once I do it again - I will. But, I found that I struggle just as much with just navigating inside blender. I know it something I just have to learn. But a tip or two on the subject, if you have any could maybe be of help. I've never used a 3D model app before so if you change a view mode or something like that. It would be important to tell how you do it.
I believe maybe you did, and that I'm now thinking about another tutorial. But, it is something to keeping in mind. Common things are not common for all :-)
Edited by Thalamus, 24 September 2017 - 06:58 PM.
From now on. I won't help anyone here at VPF. Please ask Noah why that is.
#228
Posted 24 September 2017 - 07:19 PM
btw. and please dont laugh ... Windows 10 and the "3D Paint" is NOTHING for VP(X) Stuff or ?
i only did a Minute Test, nothing more, now the Question.
Edited by STAT, 24 September 2017 - 07:19 PM.
#229
Posted 24 September 2017 - 08:51 PM
Well, once I do it again - I will. But, I found that I struggle just as much with just navigating inside blender. I know it something I just have to learn. But a tip or two on the subject, if you have any could maybe be of help. I've never used a 3D model app before so if you change a view mode or something like that. It would be important to tell how you do it.
I believe maybe you did, and that I'm now thinking about another tutorial. But, it is something to keeping in mind. Common things are not common for all :-)
He does give a pretty good primer on how to move about inside blender. What I have the most problems with are making selections. The tutorial will have something like "Pick this face and then hit Ctrl+L to select all linked faces" but lord help you if that doesn't end up selecting everything.
I also have a lot of problems in the UV mapping step. Blender sometimes makes a jumbled mess with sharp lines going all over instead of something resembling a nice UV map when you pick unwrap, and I've never quite figured out why. I would swear that unwrap thing is randomized because I can go back and do things over and get a different result every time.
Anyway this probably is getting too far off topic.
#230
Posted 25 September 2017 - 05:31 AM
Unfortunately getting the most out of Blender requires a lot of practice and googling. I read many Blender posts, tutorials and the manual. And it has many many tools, all hidden in one of the menus/shortcuts/etc.
The good news is that I found out that almost everything works as intended as long as you have a good mesh. Especially UV unwrap: what unwrap tries to do is flatten your model. Like flattening a cardboard box, and unwrap is even able to stretch out sides of the mesh (like if the cardboard was made out of stretch material).
If you picture this in your mind, it helps to see when unwrap fails. For instance:
- a simple closed box should not unwrap (not tried it yet, hope I am right), because you can not flatten it
- usually if you take out the bottom of an object, it should work (like my williams flippers in diner)
- for the ramps: often there still is a connection somewhere between the upper and lower part (like in a hole or a bevel gone wrong)
- if your model has overlapping faces somewhere (stuff sticking through itself) or normals not aligned (facing wrong way), that also makes unwrap hard. I visually check a lot for issues either in object or edit mode.
- unwrap works with the faces you have selected; if you select one more or one less face the result is (sometimes completely) different.
And ofcourse you can send me the mesh, I think I can almost always tell you what is going on.
About selections: this works for me, if the result is unexpected, usually there still is something wrong with the mesh (bevel gone wrong, double vertices, etc). Especially modifiers like bevel and solidify work as good as your mesh is. For that reason a very clean looking base mesh for a ramp (straight 90 degree angles, not too many vertices, no overlapping faces, etc) is very important.
The good news is that I found out that almost everything works as intended as long as you have a good mesh. Especially UV unwrap: what unwrap tries to do is flatten your model. Like flattening a cardboard box, and unwrap is even able to stretch out sides of the mesh (like if the cardboard was made out of stretch material).
If you picture this in your mind, it helps to see when unwrap fails. For instance:
- a simple closed box should not unwrap (not tried it yet, hope I am right), because you can not flatten it
- usually if you take out the bottom of an object, it should work (like my williams flippers in diner)
- for the ramps: often there still is a connection somewhere between the upper and lower part (like in a hole or a bevel gone wrong)
- if your model has overlapping faces somewhere (stuff sticking through itself) or normals not aligned (facing wrong way), that also makes unwrap hard. I visually check a lot for issues either in object or edit mode.
- unwrap works with the faces you have selected; if you select one more or one less face the result is (sometimes completely) different.
And ofcourse you can send me the mesh, I think I can almost always tell you what is going on.
About selections: this works for me, if the result is unexpected, usually there still is something wrong with the mesh (bevel gone wrong, double vertices, etc). Especially modifiers like bevel and solidify work as good as your mesh is. For that reason a very clean looking base mesh for a ramp (straight 90 degree angles, not too many vertices, no overlapping faces, etc) is very important.
Edited by flupper1, 25 September 2017 - 05:40 AM.
#233
Posted 25 September 2017 - 02:24 PM
I've been toying around with fluppers tutorial and he's right. It only works as well as you base model. I was using it on my ATHF table. I had already done the ramp, just wanted to add a texture to them. I was getting stuck selecting the inside and outsides towards the end of the tutorial. I found that I had a few bad vertices (sticking up above the ramp, or overlapping) went through everything and fixed those. Once that was done everything fell into place and turned out great. I think if I'd had followed it from the beginning I would have had better luck from the start. Either way, I learned a ton from the tutorial, so many great new shortcuts and buttons to click. Makes some of my other blender tasks much easier!!!
#234
Posted 25 September 2017 - 03:30 PM
Yeah, so many shortcuts ![]()
I'm kind of person that learn much faster from watching videos rather than following pictures, i will try hard with No Fear ramps but i don't feel like i can do it. Truth is i know shit about blender ![]()
Btw. nice offtopic while there is no pics ![]()
One day i'll build Vitalik statue out of used AMD gpu's.
#236
Posted 08 October 2017 - 07:54 PM
Those inserts -- Wow! Makes me want to rush down to the candy store.
Thanks so much for all your contributions to others' tables lately, Flupper. Ramps and playfield shadows on Cyclone, for example are gorgeous.
So excited about Whitewater. Appreciate the awesome screenshots.
Thanks so much for all your contributions to others' tables lately, Flupper. Ramps and playfield shadows on Cyclone, for example are gorgeous.
So excited about Whitewater. Appreciate the awesome screenshots.
#239
Posted 08 October 2017 - 11:59 PM
I just can't get enough of Flupper's ramps. They look like they are made of a beautiful, pristine heavy glass. I remember when we were happy just to have them be transparent.
Now the tables look prettier than the real thing!
This table might force me to upgrade to 4k. LOL



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