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Whirlwind VPX full graphics rebuild WIP


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#121 mrjcrane

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Posted 01 March 2021 - 08:08 AM

My garsh, I'm circling back to this now but Flupper, your Flippers are stunning, Very nicely done. Keep hammering away. We all appreciate your efforts! 

 

Chapter 6: bats, bumpers, screws

 

Today I will show you what I worked on over the last couple of months. Some of them took me way longer then anticipated, like the bumpers and the flasher domes. First the Williams bats:

 

I always wanted to make new bats with the correct proportions and the Williams logo. For Whirlwind, I finally found a good reference image for that which I converted into a vector drawing, which I could use as a reference for the new bats:

bat0_t.jpg

I imported the vector image in Blender and reshaped an existing Williams bat of mine to the exact contours of the vector image:

bat1_t.jpg

With some experimentation I found a good material (a combination of reflection, diffuse color and subsurface scattering), which I baked into a 1024x1024 texture. I simplified the primitive a little and boosted the contrast of the texture in photoshop:

bat2_t.jpg

In order to test them I updated the bats in BK2K, I think they look spiffy:

bat3_t.jpg

 

If you want, you can check them out yourself, yesterday I uploaded a new version of BK2K which has these bats and also my new bumpers:

bumpertop1_t.jpg

 

The bumpers are quite complicated in setting up, I spent way too much time trying to get them look right. Here are some issues which I faced:

- primitives cannot color anything which is behind them in VPX. This means that a colored transparent bumpertop looks wrong when in VPX. The only thing which can actually color something is the VPX light object. So I used this to my advantage: my new bumpertops are almost opaque when displayed in VPX. I put a colored VPX light directly/just below the bumpertop, which is really bright. Combined with the almost opaque bumpertop, these cancel each other, and the effect is a colored effect through the bumpertop.

- Bumpertops have layers of transparency effects. I wanted to make them to look nice, not only in one POV but multiple and even VR. Hard to explain what I did, but if you look at the bumpertop texture in VPX, you will see two parts of it. When rendering multiple transparency layers in the bumpertop, these two parts give a good 3d transparency effect (at least I think so...). When looking at the bumpertops they work quite well, unless you view them more or less directly from the side. One drawback is that you cannot rotate them, then they look off.

- The lightbulb also uses two different transparency layers, I wanted to let the glowing wire also have 3d effect.

 

Last part, the screws. There are several problems with screws in blender and VPX:

- there are many of them, and they have a lot of faces (compared to plastics for instance which are way bigger).

- they catch reflections, so they cannot be too low poly otherwise they look off. 

- If you use highpoly screws in blender, it is hard to translate that to VPX (because of the performance). And even Blender does not like a large amount of high-poly screws, this will increase rendertime.

- Blender has problems with shadows for small objects. A raytracer has a hard time "finding" these shadows. 

So I fixed that in the following way:first I modelled a relatively low poly screw, which is also exportable to VPX:

screws0_t.jpg

For the shadow issues I baked an Ambient Occlusion map for the screw and also for the shadow underneath the screw (the flat face in the screenshot above). Also, I baked the normals from a highpoly version of the screw, to have better reflections.

If you render that, it looks like this:

screws1_t.jpg

If you disable the normal and AO maps, and the subdivision, then the base mesh looks really bad; so that shows why I use all these extras:

screws2_t.jpg

The same method I used on the other type of screw, which I call the hexanut:

screws3_t.jpg

 

If you want to see my new flasher domes (also made for Whirlwind, but ended up as a demo table), you can find it here:

https://www.vpforums...&showfile=13138

 

Next update: https://www.vpforums...430#entry469993



#122 sifusun

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Posted 02 March 2021 - 04:09 PM

flupper1... you are a wizard!!!!!!!!!!!!!!!!!!!  :love39:  :love39:  :love39:  :love39:  :love39:



#123 Blackmoor

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Posted 02 March 2021 - 07:53 PM

flupper1... you are a wizard!!!!!!!!!!!!!!!!!!!  :love39:  :love39:  :love39:  :love39:  :love39:

 

Yes. Yes he is. 

 

Greetings from FL.



#124 handyturnips

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Posted 27 April 2021 - 01:35 PM

This is some next-level pro work.  I'm now ready to give up on my basic photoshop table edits. :( 

Really really well done and appreciated!

 

Thanks



#125 ashleyb

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Posted 11 June 2021 - 03:25 PM

Any updates on this @flupper1, love reading up on your workflow and processes for making these fantastic tables?

#126 flupper1

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Posted 11 June 2021 - 08:35 PM

During the last period I spent a lot of time on my new transparent ramps tutorial:
https://www.vpforums...&showfile=12965

Somewhere in the coming weeks I will write an update on whirlwind again.

#127 TNT2

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Posted 12 June 2021 - 05:53 PM

Excellent. So excited for this!



#128 shannon1

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Posted 12 June 2021 - 06:35 PM

Always glad to see tips and tutorials...really helps the rest of us noobs!



#129 flupper1

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Posted 09 August 2021 - 07:47 PM

Chapter 8: exporting to VPX
 
It has again been some time since my latest update, but here it is; I am now exporting to VPX, this is a current WIP screenshot:
vpxshot1_t.jpg
 
What I have been doing on Whirlwind since the last update:
 
after modelling the whole table, a big reshuffle starts:
 
First all objects need to be on separate layers in such a way, that objects are not rendered on top of each other. In the end I ended up with 15 collections, which are rendered separately. This is one of the collections after rendering (rendered at 8k / 4320x7680 and scaled down to 25% for this blog):
 
render002small_t.png
 
This is necessary, because I use project-from-view UV mapping for all objects in Blender when moving to VPX. This means that every 3d object has a texture which is the rendered view in Blender. I used this method in Totan as well.
 
Next step is creating primitives for VPX based on the Blender meshes. I anticipated on this by creating rather lowpoly meshes, which look good due to modifiers while rendering in Blender (which raise the polycount for instance).
 
The step after that is repacking the textures from the 15 collections to 2 textures (excluding the ramps). For that the texture UV's need to be transformed from 15 collections (widely spaced textures) to a very dense texture. I used a tool called UV packmaster pro for this, which I got for free during a promotion (not free now anymore I believe). After the UV packing with UV packmaster, I needed to bake the new dense texture based on the 15 collections. Baking in this case means reading from a texture in one of the 15 collections textures (see above) and putting it in the new texture based on the UV created by packmaster. I used Blender Octane for this, it gave me the best results. The end result looks like this (scaled down to 50%):
 
texgion1small_t.png
 
The texture for the playfield, sidewalls, side wood and apron cards I could use as they are rendered. That looks like this (again scaled down 50%):
 
texgion0small_t.png
 
After that I made the ramp textures, more or less like in my recent tutorial update, which you can find here:
 
And to make matters (even more) complicated, I did all of this for 4 GI states: GI on, GI off, Upper GI on, Lower GI on. As the 2 ramps each have their own texture, you have 4 textures per GI state. Small advantage is that the upper ramp only needs 2 GI states, since it is fully in one GI zone. So in total I now have 14 textures in 4K resolution (2160x3840) which are switched in script, depending on the GI state. For now I do not fade between GI states, I just switch textures on the table objects. One of the reasons for choosing to recreate Whirlwind, is that Whirlwind has a real lightshow when all flashers go off, I think I can only pull that off by just switching textures on/off. Time will tell if I have made the right choice for this.
 
The basics of the view in VPX are now done; next task is getting all the flashers up and running (and adding nice flipper bats, animating ramp entrance/divider/droptargets/etc, tweaking the script, adding some LUT options for brightness/contrast and more).
 

Edited by flupper1, 15 September 2021 - 05:04 PM.


#130 remdwaas1986

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Posted 09 August 2021 - 08:04 PM

really amazing! Looks beautiful! 


gallery_139054_567_13031.pnggallery_139054_567_2859.png


#131 chokeee

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Posted 10 August 2021 - 07:55 AM

I hope Bigus is already working on his mod. :D

Edited by chokeee, 10 August 2021 - 07:56 AM.


#132 HWurst

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Posted 10 August 2021 - 09:54 AM

This is "blowing me away" @flupper1 :)

Beautiful!



#133 rodclemen

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Posted 10 August 2021 - 11:52 AM

shiiitttt this looks amazing! Good job so far!



#134 Mrtr32

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Posted 10 August 2021 - 12:19 PM

WOW!!! AMAZING!!!

 

Excellent work flupper1 :Worship:



#135 teisen

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Posted 10 August 2021 - 12:57 PM

Say what?
 
The work is fantastic... even more fantastic is making all this available, all the time invested without expecting anything in return!
 
Congratulations and thank you on behalf of all colleagues at the Forum...
 
hugs
 
teisen

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#136 TNT2

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Posted 10 August 2021 - 05:37 PM

Holy moley......



#137 dinodino

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Posted 10 August 2021 - 08:21 PM

Stunning!



#138 ashleyb

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Posted 10 August 2021 - 08:37 PM

I hope Bigus is already working on his mod. :D

:D  LOL - Yeah, he'll certainly give it a makeover and add some sparkle!

 

Looks amazing @flupper1


Edited by ashleyb, 10 August 2021 - 08:41 PM.


#139 bigus1

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Posted 11 August 2021 - 05:37 AM

Yeah yeah hardy har - but unlikely - those inserts are already waaaay more sparkly than anything Williams produced at the time. Like TOTAN, it's much prettier than the real table and some damn fine art.



#140 wiesshund

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Posted 11 August 2021 - 06:41 AM

Yeah yeah hardy har - but unlikely - those inserts are already waaaay more sparkly than anything Williams produced at the time. Like TOTAN, it's much prettier than the real table and some damn fine art.

 

You could do something different?
Since this table will be better than the real thing, you could do a 

 

Make Under

 

Do a downgraded version :)


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