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3D Model Toy

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#21 unclewilly

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Posted 21 June 2014 - 07:39 PM

Possibly too transparent maybe.
For flasher caps they can be almost solid colored just so long as they show the ribs.

We do the flash part completely with a flasher object in vp
Maybe we should move this to pms

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#22 zany

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Posted 21 June 2014 - 07:42 PM

We can move this...as long as we are testing!



#23 unclewilly

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Posted 21 June 2014 - 08:03 PM

I won't be affected work for another 9 hours. I have a 20 hour shift today
Off work. Damn phone

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#24 zany

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Posted 21 June 2014 - 09:00 PM

I'm off to bed soon, and work 12 hours tomomorrow. Best thing...i have Blender and Photoshop at work...not VP though! :D



#25 mukuste

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Posted 22 June 2014 - 03:04 AM

Ok...so this is how it looks like...the dome prims looks ok, but not the texture. The testflipper though looks ok, ant the texturemap ends up as it should....and i do the same on both.

 

The flashers there look like another case where the mesh has non-triangular polygons. VP9 doesn't like this, though I fixed it for VP10. You could try triangulating the mesh before you export it.



#26 edizzle

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Posted 22 June 2014 - 05:08 AM

I gave the pipe a try. Not sure how to achive the transparency in VP from the UV-map though.

 

 

Zany, that looks quite good.  I wasn't sure how to handle the transparency in any way but it sounds like UW had a pretty good solution.  Thanks for testing it out.

@edizzle:

 

Just to clarify you want models of the flat plastics with mario character decals on them right?  Like the luigi, izzy and princess peach?  The princess peach one is mounted on some kind of bubbled plastic by the looks of it?  Hard for me to tell from top view pics only.

 

The ramp and pipe would probably be the most beneficial items to have as 3D models in my opinion.  I think I could do them all for you without too much difficulty.  I haven't tried adding transparency to anything for the purpose of using in VP yet so that's something that may need some trials for.

 

I'd be happy to help you but I am starting to build up a bit of a queue of models to do, are you in a big hurry for this?  How far along in development is your table?

 

One concern I have already is that the pictures of a lot of those decals are angled and not very close in.  This may make it difficult to make texture maps out of them.  Also the lighting isn't quite the same for all of them.  Preferably we want normal uniform 'white' light for all images.  Where are you getting these resource images?  Can you get access to a table to take some more 'head-on/square' photos?

 

You should send me a PM and we can start discussing some plans and priorities on how to go about this project.

Hi Dark,

 

Actually, I wasn't looking for the decals with characters on them so much.  It was mainly the yellow tube with the transparent portion that Zany had made a model of, and the princess peach bubbly red translucent (i guess) plastic.  You can kind of tell in the 4th picture of the 1st set of pics that it has raised bubbles along the edges, like a castle.

 

No worries about time.  I just appreciate you offering your time and services, as does all the folks here which is why this hobby is so cool.  Anywho, I linked a beta version of the table and it's playable, as it was already playable as a mod of Destruk's VP8 version.  Just been adding stuff to it but there is no rush.  I will send you a PM some time so I don't hijack this thread.  Thanks again.



#27 zany

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Posted 22 June 2014 - 05:56 AM

Mukuste...i'll try to triangulate the faces and see if it does the trick. i have to wait until i get home though, to test it, to bad thats in eleven hours....want to try it now! :)

Edizzle...i think the transparency will be ok, as soon as the texturemap ends up correct on the prim! :)



#28 zany

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Posted 22 June 2014 - 06:01 PM

Mukuste.....that did the trick, to triangulate the faces! :D

Ok...the transparancy is a bit high on the texture map...so the domes looks abit pale, and shinyness is not added, but else for that it looks good! :D

Attached Files


Edited by zany, 22 June 2014 - 06:02 PM.


#29 unclewilly

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Posted 22 June 2014 - 06:25 PM

Sweet

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#30 zany

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Posted 22 June 2014 - 06:55 PM

UW...have you tried the domes i sent you?



#31 unclewilly

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Posted 22 June 2014 - 07:10 PM

No. I'm on my way home now to check them out

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#32 zany

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Posted 22 June 2014 - 07:13 PM

PM me when you're home!



#33 dark

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Posted 09 July 2014 - 03:40 AM

Just a heads up, I can convert Future Pinball models for you guys now.

 

Thanks to UncleWilly and Zany.

 

I updated the first post in this thread to outline all the types of stuff I can do to help out with tables.

see post:

http://www.vpforums....=27964&p=268316



#34 lio

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Posted 25 July 2014 - 10:43 AM

 

FUTURE PINBALL MODELS:

Thanks to UncleWilly and Zany, I'm now able to convert FP models to VP compatible models.  FP models often have poor geometry - more faces than is needed for a good level of detail which can be problematic for VP when rendering 'non-static' primitives.  In addition to conversion I can often optimize these models or even re-model them to be better suited for VP.  Typically this will mean they at least look the same or better with less faces.  UW has offered FP model conversion services as well and I'm sure Zany wouldn't mind doing it for you either.

 

Hmm, I have no doubts that you are a more experienced modeler than I was (still am), when I created all the stock models that came with FP but "poor geometry" still sounds a bit harsh.

Except for very few of these models I always had (often purchased just for that purpose) the real world part and created the model to be as exact as was possible/reasonable (usually within 1/10 of a mm compared to the real world part) within certain limits like the number of sides to a round cylinder or the offset of the rubber dent to match between certain peg types.

Of course you can fake certain elements with textures rather than building it out of polygons and that might just be the better way to go for VP (at least as long as it has the static camera position) but that was not the goal for FP.

Also since FP ran smooth on the Geforce 660Ti I had back in 2008(?) I considered the polycount to be just fine,

Nowadays the requirements of FP tables are pretty laughable, it does not even get my current video card (GTX 670) to switch to full 3d profile and clockspeeds to push a steady 60/60 fps with all bells and whistles.

I don't mind people using the 3d models I created for FP in VP (even though noone ever really asked me for more than private use), in a way it is nice to see them have a new purpose, but reading about poor geometry when actually they are pretty accurate isn't all that nice - I wouldn't have argued about the quality of the stock textures or some of the texture layouts though ;-)

Anyways, no problem here, it just struck me the moment I read your comment... looking back I might just as well not have taken any offense to begin with :-)

So thank you for your serive to the community!



#35 randr

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Posted 25 July 2014 - 12:30 PM

Lio,

 

still today your models are very nice! Thanks for everything


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#36 dark

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Posted 25 July 2014 - 02:54 PM

@lio I meant no personal offence, it was a general comment, I've mentioned before that FP is much more forgiving when it comes to rendering 3D,  the problem is what looks good in FP won't always translate into VP.  Some FP models are quite good even once exported/imported to VP, but there are many out there that are some what amateur that looked fine in FP but not so much in VP.  I'm sure lots of people have had a go at making models for FP with just the intent of making it look acceptable in FP without worrying whether it would ever look/work well in VP later on down the road.

 

I'm by no means an expert in 3D modelling, I would consider myself amateur, but I know enough to get around.  My main aspiration in making models for the VP community is to practice, learn, and hone new skills in 3D.

 

I was more or less referring to face count here, some FP models can be optimized for considerably less face count and still have a higher level of detail, which again goes back to FP being able to render 3D better,  keeping face count down is a little bit more of a priority in VP

 

My apologies if my comments made you personally offended, it wasn't an attack on any ones work,  that was not my intention,  in a nut shell I'm just saying I can often optimize FP models for use in VP as part of my services offered to the VP community.

 

I believe mukuste said that VP10 will support 'square mesh polygons' as opposed to 'triangulated patches'.  Which I really hope happens since it will effectively cut face counts in half giving a large performance boost for users. (don't quote me on this :P )



#37 powerfufi

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Posted 03 September 2014 - 09:13 PM

2519531_s1_i2.1409778640.jpg

 

Dark I wrote in the post of your crane had not seen this post . You can create me your crane but with the addition of the ball as in the photo to simulate the transport of the ball?

Dark ti ho scritto nel post della tua gru non avevo visto questo post .puoi crearmi la tua gru ma con l'aggiunta della pallina come nella foto per simulare il trasporto della pallina?


Edited by powerfufi, 03 September 2014 - 09:17 PM.


#38 dark

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Posted 03 September 2014 - 10:33 PM

Javier had coded the ball animation as best he could, it currently sits about half way up the crane's ramp.  However since I've become more familiar with how things work in VP in regards to pivot points, I could make a new ball that sits in the crane's ramp and share the same pivot point as the crane so that it's easy to animate the ball moving with the crane.  The hard part is still and always is...animating the ball rolling up/down the crane's ramp.



#39 dark

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Posted 03 September 2014 - 10:51 PM

I made a primitive ball (uses JPBall4 image) that if you copy paste the crane model then reimport the mesh as this it will place the ball right in the crane's ramp and shares the same pivot point as the crane, so if you want to code it moving at the base of the crane like it does in reality you can use this model.  You may need to scale it slightly to match the table ball.

 

http://www.mediafire...zr/primball.rar

 

The ball's placement is here (like in the real thing) and will rotate on the same axis/pivot point as the crane will:

primball.jpg

 

If you want the ball on the end of the crane's ramp I could set that up too I guess, but I would think that the way Javier has it currently is better than that no?  Or is there a specific reason you want the ball at the end?

 

[edit] Well just to do as you request I also made a version of the ball at the other end/tip of the crane's ramp as seen in your picture which you can download here:

http://www.mediafire...mballforEND.rar

 

These will both turn with the crane if they are in the correct position on the crane.


Edited by dark, 03 September 2014 - 11:00 PM.


#40 powerfufi

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Posted 04 September 2014 - 07:48 AM

is only to make the flipper as equal as possible to reality. in fact the ball on the crane stops where it comes from that is on the tip like in the picture that I put. maybe I'm picky but I love so much this pinball. itself one has two primitives crane 1 without a ball with another ball I thought both the crane rotate but visible in turn. I speak only Italian hope goole translate well :( .now try the download you put on mediafire.
è solo per rendere il flipper il più possibile uguale alla realtà. nella realtà la pallina sulla gru si ferma dove arriva cioè sulla punta come nella foto che ho messo . forse sono pignolo ma amo tanto questo flipper. sè uno ha due primitive della gru 1 senza pallina un altra con pallina ho pensato entrambi le gru ruotano ma visibili a turno. parlo solo italiano speriamo google traduce bene :( . adesso provo i download che hai messo su mediafire.






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