VP Resources » Primitives » Toys (15)
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S34 - Cue Ball Wizard - Shooter
Cue Ball Wizard shooter as used in Vogliadicanes table. To further improve the quality of the object you need good decal scans! Prerenderd, VPX render and Blender versions included. For VPX render use you need to make your own blue and red acrylic material. For the prerenderd version you need a "dead" white material with no extra gloss or reflections. The cue stick and the screws are not prerenderd and need a VPX material. Shiny glossy for the cue and of course, metal for the screws. Set the "Disable lighting" to at least 0.3! All meshes rotate around the same pivot point for easy animation. The low edge of the red base is set to Z zero! Read More -
VR ROOM Educational Toybox
Update! 1.0.4. I made an educational toybox for new VPVR authors who would like to learn some simple scripting, lighting and animation techniques. This room features items from different authors and contributors. There is some interesting stuff, and I hope to add more in the future. All of the different objects are on their own layers for easy drag and drop into your own project, and I've detailed the script so that it is easy to understand. If you study this room in the editor, you will learn how to animate objects with timers, and with keypresses (on coordinates and rotating on their axis).... How to swap textures, and materials on the fly.... How to make a shadowmap layer, and animate shadows. Lighting techniques (by swapping images). There is a plunger and plunger button provided with coding for both analog plungers and buttons. If you don't feel like learning to code, I have still made it easy to grab each of the toys separately, and I separated all of the code so that you can grab just the parts you need. There are both an analog and a digital clock (Digital clock made by DJRobX and Walter Whitmer), Rascals working bubble machine leveler, 3rdAxis Fireplace and Donkey Kong machine, a little moving spider, a moving tire toy, Steely's Lavalamp, and more. I tried to annotate the script in a way that people can understand. I am not a coder, so it is all VERY basic stuff, but hopefully it is enough to get you started. Once you learn a couple of these easy scripting and animation techniques, your imagination is the limit. All of the items in this room were provided by myself, 3rdAxis, Rascal, Steely, DJRObX, Walter Whitmer, Senseless, and others.. Along with a couple of models I got from Turbosquid. Thanks to all of you guys. Read More -
Grand Lizard Toy 3D by Dark
Grand Lizard toy 3D by Dark This model is meant to be used freely however you like however it is NOT to be re-distributed or used in any COMMERCIAL PRODUCT! Also if you use my work I must be credited for it as well as in any subsequent mods. Wrd sent me a high resolution 3D scan of the Grand Lizard Toy. It's poly count is in the millions and it also had one area with distortion below the right eye which I cleaned up and redrew the detail for. I textured the cleaned high poly scan with HD photos provided by wrd. The scan for some reason also created some 'rats nests' inside the mesh which I removed. I used normal map projection to capture the detail of the high res scan and project them onto a low poly optimized model. This toy is fairly large on the table so it's probably not a bad idea to just keep the texture maps at 2048x2048. I rendered the normal map at 4096x4096 originally and down sized it. Read More -
The Warrior toy 3D by Dark from "The Shadow" pinball by Bally/Williams.
The Warrior toy 3D by Dark from "The Shadow" pinball by Bally/Williams. Resource photos provided by: Bord This model is to be used freely in any way you like, however it is not to be re-distributed or used in any commercial product. If you use the model in your work I must be credited for it as well as in any subsequent mods. NOTE: In order for the normal maps to display properly you may have to Flip Green (Y) for the tangent maps. The texture maps have all been rendered out to 2048x2048, I suggest scaling them down to at least 1024x1024 on a vpx table. See the WIP project here. Read More -
Phurba ornate dagger 3D toy from "The Shadow" Bally 1994 by Dark
Phurba ornate dagger 3D toy from "The Shadow" Bally 1994 by Dark Resource photos provided by: Bord See the full WIP project here: https://vpinball.com/bb_project/the-shadow-3d-toys-wip/ This model is free to use any way you like however it is not to be re-distributed or used in any commercial product! A high poly sculpt was created in ZBrush and the details were projected onto an optimized low poly mesh with the use of projection mapping in 3dsmax. I separated the mesh into a few parts to make baking easier/cleaner and then recombined all the textures and mesh's into one for the final. Most of the maps were rendered at 4096x4096 with high quality render settings then downsized to 2048x2048. Considering the size it will end up being on the table I recommend the textures should be downsized to at least 1024x1024. The 'dagger' lower portion of the mesh does not render correctly in VPX using tangent normal maps so I made two versions, one version is a single mesh and the other has the lower dagger portion separated to provide more compatibility. What you can do is either not apply the normal map to the lower portion or use the XYZ normal map. Since the final size on the table is fairly small, it's likely hard to notice much of visual difference regardless of what you decide. Local XYZ normal orientation is X+ and Y+ (blender/vpx orientation) In VPX "Object space" must be enabled to work correctly. I also rendered ambient occlusion maps (AO) despite VP not supporting them at this time, perhaps we can use them in the future. The table template contains both whole and split mesh using a few different combinations of the normal map applications. Read More -
Ring from The Shadow 3D: By Dark
The Shadow's Ring 3D by Dark View it on sketchfab: https://skfb.ly/6QMBO All my models are free to use freely any way you like however they are NOT to be re-distributed or used in any commercial product! Resource photos provided by bord and sliderpoint. A high poly sculpt was created from the photo resources provided then using normal map projection to capture the details and project them onto a low poly mesh. In my original scene I had the gem set up as an inner piece and a glass/plastic cover. I ended up just baking the texture onto the outter glass cover to save on polys and reduce ddraw calls with the transparency but it wouldn't be hard to change it back if it was worth the trade in resources vs aesthetic. The combined face count of ring and gem are: 6,744 Triangulated faces or 3,372 quads. They could likely have the poly count reduced further if you wanted to take the time to delete a few more edge loops but I took it down as much I could before it would start to visibly hurt quality. So with that said I think they are a good balance between quality and performance. You can see how the WIP (summary) of how this ring was made here: https://vpinball.com/bb_project/the-shadow-3d-toys-wip/ Read More -
Sega's Mary Shelly's Frankenstein 3D by: Dark
Sega's Mary Shelly's Frankenstein 3D by: Dark This model is free to use in any freeware application any way you like, however I must be credited for any use of my work in any work(s) as well as subsequent versions. THIS MODEL IS NOT TO BE RE-DISTRIBUTED OR USED IN ANY COMMERICIAL PRODUCT! See project: https://vpinball.com/bb_project/ms-frankenstein-3d-update-by-dark-completed/ Many resource photos were provided by user "The Loafer" aka Rob, so big shout out to him for going out of his way for me, he made this possible! Texture maps: Many of the maps were originally rendered at 4k resolution (4096x4096) at top quality then downsized to 2048x2048. Even at 2048 the texture size is likely much larger than is needed on a virtual pinball table, I recommend trying to reduce the textures to 1024x1024, the only scenario where 2k maps may be needed is when viewing the model from very close in VR. The texture map sizes are what makes the download so large. The model consists of 3 parts, the head, body and arms, the appropriate maps are already applied and the parts all compiled/sized/positioned in the VP template. If you decide to import the objs you will have to align them, you can use the VP template assembled version as a reference. The head can rotate freely to (his) right but has a limited range of 25-30 degrees to (his) left before mesh collision occurs (so does the real thing). The arms have ~30 degree rotation before mesh collision occurs. The real life animation is only a quick flick so this range of movement Read More -
WoZ Wicked Witch 3D
WoZ Wicked Witch 3D conversion by Dark https://skfb.ly/6QyuU Like all my models this model is free to use any way you like, however I am to be credited for my work in any application. Also this model is NOT to be re-distributed or used in a commercial product! Original sculptris sculpt by: SnakeEyes Friex I converted this high poly mesh into an optimized low poly mesh for user: emBee I capture the detail of the high poly mesh with the use of projection mapping and normal map texture baking. Please note: All the textures (for fidelity) were rendered at 4096x4096 resolution and then downsized to 2048x2048. Even at 2048x2048 they are probably way larger than they need to be so what I suggest you do is finalize the sizing and positioning of the model on your table then make copies of the textures and downsize them by half and see if you can notice any difference in quality Read More -
Sega's Goldeneye Helicopter toy 3D by: Dark
Sega's Goldeneye Helicopter toy 3D By: Dark https://skfb.ly/6Qv9w THIS MODEL IS NOT TO BE RE-DISTRIBUTED OR USED IN ANY COMMERCIAL PRODUCT! (If I'm not getting paid you sure as hell are not for my work.) This model is free to use, freely any way you choose! However...I must always be credited for my models in any works that they are included in. This is a low poly 3D model of the helicopter toy for the Goldeneye pinball. Details of a high poly mesh were captured using normal map projection to give the illusion of high detail on a low poly model. Please note: All the textures (for fidelity) were rendered at 4096x4096 resolution and then downsized to 2048x2048. Even at 2048x2048 they are probably way larger than they need to be so what I suggest you do is finalize the sizing and positioning of the model on your table then make copies of the textures and downsize them by half and see if you can notice any difference in quality. Probably 1024x1024 is good for main helicopter body and probably as low as 512x512 for the helicopter parts. Thanks to chucky for resource photos. Also Thanks to Brandon Law for saving me time redrawing the 'TIGER eurocopter' sticker. Read More -
Goldeneye Tank
3D model of the '343' Tank toy from Sega's Goldeneye. View it in 3D at sketchfab: https://sketchfab.com/3d-models/tank-toy-from-segas-goldeneye-pinball-be4e6cdac1ea4d07881af5fe9684942c Everything is included in a VP template table. Tangent and object/world space normals maps provided for the Tank Turret, the turret can be animated to rotate, if this is done it's recommended to use the object/world space map. Also please note that all the texture maps are currently 2048x2048 which is so large you'd be able to put your face right up to the model in VR (too big) so I recommend reducing texture maps to 1024. Given it's size on the table it could probably even get away with 512x512, at least on 1080p displays, 1024x1024 should be more than good enough for 4k displays I would think. Read More

