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3d modeler needed for monster bash update.


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#141 randr

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Posted 03 November 2013 - 06:41 PM

ok. here are a couple of examples of less detailed models but better lighting. I was doing over 50 photos of each!! these i got down to less than 20 and for VP i think results are just fine. Typical i way over think the simplest things!  and they are WHITE! should be less demanding and still looks very nice. thoughts?

 

 

 

 

edit..also new bride head....

 


Edited by randr, 03 November 2013 - 07:19 PM.

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#142 fuzzel

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Posted 04 November 2013 - 06:49 AM

Wow much better imho. Good work!

#143 Sheltemke

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Posted 04 November 2013 - 06:55 AM

Impressive! :)



#144 Shadowsclassic

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Posted 04 November 2013 - 12:31 PM

To me the bride's body seems to have lost some detail, making it look more like a block of plastic. The head and mad scientist look fine  though.  It all really depends on how it looks on the finished table and how much it taxes the system. Eye popping graphics aren't much good if you can't get a table to run them. I hate compromise, I want it all. lol



#145 unclewilly

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Posted 04 November 2013 - 04:11 PM

Well see. A lot of the toys will be prerendered primitives so they shouldn't tax the performance at all.

The model actually looks very nice in the table.
It's at full brightness for now till I get to the lighting.

There will be a bright daytime version which won't have much gi which should run well on all systems.

Then there will be a darker night version with the full fading gi.

"it will all be ok in the end, if it's not ok, it's not the end"
 
Monster Bash VP10 WIP https://dl.dropboxus... (vpx)WIP15.vpx

uw2.gif


#146 fuzzel

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Posted 04 November 2013 - 04:23 PM

UW: Do you know texture baking? E.g. in Blender you create a material with your normal texture ( e.g. the texture of the bride head) then you add some point lights to the scene and let Blender creates a pre-lit textures for the object. I did that for the STTNG cannons otherwise the normal VP lighting won't give you such results.

You find more information here: http://wiki.blender....ual/Render/Bake



#147 Sheltemke

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Posted 04 November 2013 - 05:07 PM

There will be a bright daytime version which won't have much gi which should run well on all systems.

 

Thank you so much unclewilly! You made me happy :)



#148 LoadedWeapon

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Posted 04 November 2013 - 05:25 PM

Man all these new toys have me excited about MB and future VP table upgrades..

#149 unclewilly

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Posted 04 November 2013 - 06:05 PM

UW: Do you know texture baking? E.g. in Blender you create a material with your normal texture ( e.g. the texture of the bride head) then you add some point lights to the scene and let Blender creates a pre-lit textures for the object. I did that for the STTNG cannons otherwise the normal VP lighting won't give you such results.

You find more information here: http://wiki.blender....ual/Render/Bake

thanks for adding the mirror obj option you have made life so much easier.

 

My only issue with the texture baking is that i'm going to have a lot of models so many will have to be static prerendered models.  I'm experimenting with methods for lighting them.  if I have to i'll do a texture back that is not very bright and then light it up with an alpha ramp

 

here are the new bride and head and scientist  models in the table.   you'll also noticed drac is now mirrored and correct on the table

 

Attached File  new models.png   1.64MB   10 downloads


"it will all be ok in the end, if it's not ok, it's not the end"
 
Monster Bash VP10 WIP https://dl.dropboxus... (vpx)WIP15.vpx

uw2.gif


#150 naboodiver

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Posted 04 November 2013 - 06:17 PM

This work and table is going to set a new visual standard for table model usage in VP.    Man you guys rock.



#151 randr

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Posted 04 November 2013 - 06:35 PM

Much better! Much better!

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#152 randr

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Posted 06 November 2013 - 04:16 AM

ok…small update but took me days to do this..ALL new models

 

I modeled the hands off frank in hopes that uncle willie can make the animation…. what you think? good or bad comments welcome…

 

 


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#153 gogo69

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Posted 06 November 2013 - 07:19 AM

i'd say perfect !


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#154 unclewilly

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Posted 07 November 2013 - 12:01 AM

frank in the table in a couple of positions.

old frank there for comparison

 

Attached File  newFrank.png   550.4KB   14 downloads


oops there is a photoshop smudge.  don't mind that


"it will all be ok in the end, if it's not ok, it's not the end"
 
Monster Bash VP10 WIP https://dl.dropboxus... (vpx)WIP15.vpx

uw2.gif


#155 ICPjuggla

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Posted 07 November 2013 - 12:11 AM

Wow awesome Scott.. :-)

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#156 randr

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Posted 07 November 2013 - 01:36 AM

Colors look better now. but that smudge is really bothering me! up a new pic :)


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#157 mountaingamer

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Posted 07 November 2013 - 03:41 AM

So Nice!! You guys are killing it - the updates are so welcome:)

#158 unclewilly

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Posted 08 November 2013 - 02:13 PM

Just an update. I have one more model conning from dance. The mummy and casket lid.
This weekend I'll build the wire ramps in fp and ultraP. Will convert them to meshes.

The drac coffen will come from the fp table.

Then I will just focus on getting the rest of the vp part of the table built and coded.

After that it will be a lot of time in Photoshop finishing the Playfield and lighting.

I'll post another pic once I have the mesh ramps in and some more of the Playfield objects in place

"it will all be ok in the end, if it's not ok, it's not the end"
 
Monster Bash VP10 WIP https://dl.dropboxus... (vpx)WIP15.vpx

uw2.gif


#159 gogo69

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Posted 08 November 2013 - 04:27 PM

UW U ROCK :D


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#160 AaronShupp

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Posted 09 November 2013 - 01:01 AM

:JawDrop:  Holy shit you guys... looks incredible!


Edited by AaronShupp, 09 November 2013 - 01:01 AM.