VPINBALL Downloads (3752)
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Whirlwind (Williams 1990)
I am proud to announce the re-publication of the VPX version of Whirlwind. This is a beta release because, quite frankly, I am not as familiar as I should be with how the real pin works and will need feedback. This VPX conversion would not have been possible without the fantastic resources provided by ICPjuggla, Cosmic80 and Herweh in the VP9 version of the table. The graphics, concepts for the clear ramps and the core of the wheel animation scripting are at the heart of this VPX version. I would also not have been able to figure out the strange solenoid numbering for VPinMAME without their efforts. Thanks guys! A special thanks goes to ICPjuggla for coordinating the permission for the use of the resources. Thanks for the second chance and an opportunity to learn a bit more about how best to interact in this community. Additional thanks go to Dark for the plastic ramp meshes and to 32assassin who really made the table what it is. Hauntfreaks color corrected the table and wheel graphics. I'm sure there are others since this truly turned into a "community" build. Thanks everyone! Read More -
DT backlass LED examples
this is a collection of my DT backglass LED examples. Please note that if you try to run this tables, Â you will get a controller error. the Display code needs a rom to run. Read More -
Gate (modular mapping) 3D by Dark
Gates 3D model modular template by Dark The main focus of this version of the 'modular' Gate is allowing authors to texture map them selves.  Custom'texture baked' textures come for each part but the Gatetopmapping comes with a legend to make inserting your own textures fairly easy and modular.  You can play with the sizing of this mesh in VP to make it wider or longer to suit your needs, if you resize it and the texture becomes 'stretched' simply increase the resolution of the texture map and insert your texture in such a way that it will compensate for the stretching - you should be able to get a fairly wide variety of sizes without having the stretching be too much of an issue.  If you come up with some nice textures for this I would encourage you to share them with the community as all my models and texture maps are free to be modded - just provide credit where credit is due. Read More -
Round type Flasher Dome
Round flasher dome as seen on many Stern tables. -
Spotlight 3D by Dark
A spotlight commonly seen on pinball tables, this one was modelled originally for William's No Good Gofers. Â A variety of texture baked texture maps are included for a variety of looks with different lighting/highlights. Â There are also multiple versions of the spotlight, one version with all the parts assembled into one mesh and another version where all the pieces are made separate to allow more customisation for authors (spotlight, metal bracket, wiring all separate). Read More -
Nuts & Bolts 3D by Dark (and a couple washers)
Nut & bolt 3D primivite/Mesh assembly by Dark Please note that I didn't model these, they were attained (freely) from turbosquid, I just altered the models slightly and texture baked a variety of textures for them. Â They are HIGH POLY AND MUST BE RENDERED STATIC! The nut&bolt is 1 model that has 9 interchangeable texture baked texture maps. Also includes a washer model with 2 maps. You can alter the maps as you please but since they are texture baked it's recommended you use effects that will effect the entire image and avoid editing individual sections too much to avoid making bad seams. Â So using effects like hue/saturation, brightness/contrast, levels etc should work fine. Use freely, Read 'readme' in the archive. Author is not responsible for end use. Read More -
Locknut 3D mesh template by Dark
Locknut template,  I put these together for use on the Jurassic Park update but as always, willing to share. Includes 2 locknut models with 7 different texture baked maps.  Feel free to alter them as you please, I suggest using effects that will effect the entire image like levels, hue+saturation, brightness/contrast so that it doesn't cause any bad seams on the mesh mapping. LocknutA.obj LocknutB.obj All B maps include "B" in the title. Please note that I did not model these, that they were free from turbosquid.com I just texture baked them and altered the models slightly.  They are high poly and MUST BE RENDERED STATIC! They are in excess of 5k faces each (triangulated). Read 'readme' included in the archive. Use freely. Author is not responsible for end use. Read More -
Alien Baby X-Files (Sega) 3D by Dark
A high poly, high detail sculpt was made in ZBrush which was used to generate normal maps through projection mapping in 3ds max. Â The end result is a low poly model with the illusion of a high level of detail. https://skfb.ly/StLr Read More -
'Flukeman' 3D Toy, X-Files (Sega) by: Dark (2.0 Update 2020-01-05)
Flukeman 3D X-Files Sega 3D by Dark View in 3D at sketchfab:  https://sketchfab.com/3d-models/flukeman-x-files-pinball-toy-4b2bbd4b5eb4492cb31bd7c7f0562971 So what's new with the 2.0 version of this model? Allow me to explain, this was one of the first models I created using ZBrush and then optimized and generated normals bump maps for in 3ds max. Since it was one of my earliest models using ZBrush I was basically learning as I went along and to make a long story short I did a pretty poor job at making the low poly optimized version.  Over time I did more research and figured out ways to streamline my process and get much better results as you would see in subsequent models. So what I've done for this model is re-exported the old high poly model, made new low poly models and projected all new maps for the low poly versions. The result is greatly improved clarity in detail of the normal bump map as well as improved texture quality. Also the texture seams have also been greatly improved. The large file size is due to the high poly model being included, also the texture maps are all rendered at 2048x2048, I'm not sure you would notice the texture difference if reduced to 1024x1024 except maybe on a 4k monitor, a 2k texture is quite large considering the model will ultimately only take up like 1/16th of the space on screen. I also rendered out a series of 'on' maps for when the green flashers go off, so there's a series for when the front (light in front of flukeman) goes off and one set for behind. ________________________________________________ Sculpted in Zbrush, a high detail sculpt was used to generate a normal map for a low poly optimised mesh that was in made in 3ds max.  Thanks Jim for the great reference pics! Read More -
The Walking Dead 3-screen backglass (no grill)
The Walking Dead backglass with highres picture and several light effects. No Grill.
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