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Diner VPX WIP


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#61 ScottyVH

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Posted 30 October 2016 - 03:24 PM

Wow! Looking Sharp!


Edited by ScottyVH, 31 October 2016 - 12:36 AM.

test5.gif


#62 bolt

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Posted 30 October 2016 - 03:32 PM

Looks perfect, can't wait to play this one.


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#63 tttttwii

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Posted 30 October 2016 - 03:36 PM

Wow this looks so real. I really love the way you are designing tables.

#64 dark

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Posted 30 October 2016 - 03:36 PM

Looking great flupper, thanks for your hard work, the community is lucky to have you.  Ben has been helping us out on the Gilligan's project as well and I can say he's probably saved us around 2 weeks or more of evenings working on touch ups/clean ups allowing myself and the team to focus on our respective tasks.  I just thought I'd do a quick shout out for you guys since you deserve the praise! :P

 

A new environment map you say?  I'm always looking for more myself, never know when one might suit a table better than another.



#65 TNT2

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Posted 30 October 2016 - 05:00 PM

Oh momma.....



#66 vampirolatino2

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Posted 30 October 2016 - 05:34 PM

Superb. Thanks!



#67 flupper1

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Posted 30 October 2016 - 07:30 PM



Looking great flupper, thanks for your hard work, the community is lucky to have you.  Ben has been helping us out on the Gilligan's project as well and I can say he's probably saved us around 2 weeks or more of evenings working on touch ups/clean ups allowing myself and the team to focus on our respective tasks.  I just thought I'd do a quick shout out for you guys since you deserve the praise! :P

 

A new environment map you say?  I'm always looking for more myself, never know when one might suit a table better than another.

I updated my standard environment map (the same I used in BK2K) with something I saw Knorr do: the lower half is a very low angle view of the actual table (as if your eyeball is on the same height as the ball itself almost). I used the desktop view in VPX for this with an extreme angle. Something like this:

screenshot31_t.jpg

And I added a highlight for the transparent ramp, which is tricky because it also affects other shiny objects. So this environment map is specific for this table. 



#68 vampirolatino2

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Posted 30 October 2016 - 09:58 PM

Wow! that is some awesome trickery :D love all the new ideas!



#69 ClarkKent

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Posted 31 October 2016 - 01:35 PM

W - O - W ! :)

 

I like it very much when authors are working extremely accurate - prevents a lot of physics problems! :)



#70 toxie

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Posted 31 October 2016 - 01:55 PM

Hehe, cool trick. Not really accurate, and also not HDR, but if it works.  ;)



#71 flupper1

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Posted 31 October 2016 - 02:16 PM

Hehe, cool trick. Not really accurate, and also not HDR, but if it works.  ;)

If it looks like a duck, swims like a duck and quacks like a duck it probably is a 3D simulation... :hmm: I did take several screenshots with changed day-night slider and layered them on top of each other in photoshop in a 32 bit file (from very light to very dark). And I think Knorr used in Demolition Man a complete 3D rendered version of the table in the environment file (so more accurate than my hacked method).



#72 Knorr

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Posted 31 October 2016 - 06:50 PM

 

Hehe, cool trick. Not really accurate, and also not HDR, but if it works.  ;)

If it looks like a duck, swims like a duck and quacks like a duck it probably is a 3D simulation... :hmm: I did take several screenshots with changed day-night slider and layered them on top of each other in photoshop in a 32 bit file (from very light to very dark). And I think Knorr used in Demolition Man a complete 3D rendered version of the table in the environment file (so more accurate than my hacked method).

 

Yes, i simple used a small ball with a mirror material and rendered it out in a hdr file... Not easy to find a sweet spot where the ball should be..., but here is a good starting point...

 

https://en.wikipedia...ki/Golden_ratio


Edited by Knorr, 31 October 2016 - 06:50 PM.


#73 flupper1

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Posted 20 November 2016 - 09:23 PM

Time for another update, been some time, but i have been quite busy in Blender...:

 

First of all, I made some new flipperbats, I wanted a more soft rounded look to them:

screenshot63_t.jpg

 

And I spent a lot of time on new light inserts, with primitive inserts in Blender and some lights behind them. Is not easy, hard to get them to look good in VPX afterwards (the only thing transferred is the image of the rendered insert, which is part of the playfield).

screenshot61_t.jpg

 

screenshot62_t.jpg

 

These are the rendered inserts:

screenshot60_t.jpg

 

Dark working on Gilligan's island inspired me to also try to render the plastics in Blender, before putting them in VPX (this is currently the only one done, rest is on the todo list...):

screenshot54_t.jpg

 

All of this can be seen in these VPX screenshots (magnified in VPX, to show the details):

 

In this one:

- the new arrow inserts, lit up

- the lights grill bonus plastic with the rendered texture

- holes for the left and right drop targets

- close up of part of the new right transparent ramp

screenshot58_t.jpg

 

Some more new stuff:

- new flipperbats 

- new serve again insert and yellow arrows

screenshot59_t.jpg

 

And some FS views of the whole table with:

- the new right ramp

- standup target added, which I downloaded from another site, made by Dark

- backwall is a cardboard one, will be replaced by the real thing soon

screenshot55_t.jpg

 

screenshot56_t.jpg

 

screenshot57_t.jpg


Edited by flupper1, 20 November 2016 - 09:27 PM.


#74 bolt

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Posted 20 November 2016 - 09:30 PM

Great quality flupper. :love39:


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#75 MrKnister

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Posted 20 November 2016 - 09:33 PM

Holy cow ! These Details ... Awesome !!!!

#76 Ben Logan

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Posted 20 November 2016 - 09:38 PM

I can't believe my eyes -- it looks so great!

#77 greeze

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Posted 20 November 2016 - 09:52 PM

Wow, just wow! :love39: 

 

Looks amazing, great work. :) 


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#78 vampirolatino2

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Posted 21 November 2016 - 12:21 AM

amazing! thanks for all the love and dedication put into this project. Hope to see more in the future. Great work!



#79 bent98

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Posted 21 November 2016 - 12:48 AM

It just keeps getting better and better!

#80 senseless

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Posted 21 November 2016 - 12:49 AM

Just amazing! How on earth did you manage to get so much detail into this.. Great build!