After finishing Tales of the Arabian nights, I spent quite some time looking & deciding what table to do next. The main criteria for me are:
1. There is no up to date prerendered version yet
2. There have to be high quality playfield and plastics available
3. I really have to like the table, since I will be looking at it a lot the coming period (tables usually take a year...)
What really decided me on Whirlwind is the amount of flasher effects at about the 8 minute mark in this video:
In my posts I will try to fully cover all the aspects when building whirlwind, including all the steps I take to prepare and recreate it, including the (maybe) less spectacular non-super-extravagant-3d-rendered chapters.
Chapter 1: bring your friends...
So the first step when starting on Whirlwind for me, was finding some old & new friends who share the interest in recreating it. Clark Kent is my go-to guy when it comes to high resolution artwork scans, if he does not have it, it will be probably be hard to get. He gave me a crazy resolution playfield for Whirlwind (12136 x 27569 pixels, so the equivalent of 24k resolution). He had some plastics, but not many and the internet provided a lot of decent stuff. But I thought, I can at least try and see what the authors of an older version of Whirlwind have. So I contacted Herweh on his VP9 version, who referred me to Blackmoor, who did scans of all the plastics some years back. With the help of a friend of Herweh (Robert aka cosmic80) they dug up for me the original scans. Blackmoor also offered to do testing in the future and I will sure ask him to when we get to that. As I really liked the cooperation with Rothbauerw on Totan, I also asked him again to work with me on Whirlwind and he generously agreed. He will be doing physics and most/all of the non-graphics related scripting. So now I have a complete set of graphics material to start with and the all the help I think I will need during the build.
Chapter 2: cleaning pixels
During my earlier builds I have learned that the preparation of the playfield and plastics textures is really important when generating clean VPX graphics. Even though I have high resolution scans, there still are things to improve on. The playfield for instance is a very nice high res scan with correct aspect ratio, but for some reason they scanned a dirty playfield (Clark got it like that). Next to that, the playfield is used and has a lot of scratches. So I did a lot of photoshop work on the playfield to do the following:
- uniforming the colors with a strict color palette (a lot of the magic wand tool and fill)
- removing color halftone; I learned the hard way that that generates blurry/dirty looking textures in VPX
- cutting out all the insert decals (prerendered inserts and their decals will be another chapter)
Color correction on the colors I will probably do in Blender, since it is easy to tweak there and I can interactively see the effect of it during render preview.
This is for instance a cropped piece of the playfield (original scan resolution), where you can see on the left the original scan with the color halftone effects (the dots), dirt on the playfield and some scratches:
On the right side you can see the cleaned version.
The central compass in the playfield I even had to redraw fully, since the photoshop tools did not pickup the outlines (at least I could not get it to). On the right is the original scan, left is the cleaned one:
The scanned plastics had less scratches, but are somewhat blurred. So I essentially followed the same process on all the plastics (left is original, right is cleaned):
And to give an indication of the time involved: I spent about 10 evenings during several weeks to clean the playfield and all the plastics.
Next chapter on pre-rendered inserts:
https://www.vpforums...430#entry442026
Edited by flupper1, 26 January 2020 - 07:49 PM.




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