- This topic has 258 replies, 38 voices, and was last updated 5 months, 3 weeks ago by
bigspider.
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January 27, 2020 at 3:05 pm #161049
Wowww… super excited, congrats guys !
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February 5, 2020 at 12:52 am #161821I’m finally done with all the Blender and PS work. I did everything i could to make the stuff that we have to work with look as crisp as possible. Please keep in mind that we had no full 8k redraw of the artwork. @sheltemke did a great job of stitching together a PF from Google images. Thanks man! @Dids666 meshes were awesome but i had to bend, stretch, move and skew almost all of them to make em fit the new PF again. So a big thank you to Dids666 for starting all of this!!!
Work that was done the last 2 weeks:
- New wood for the PF (once again thanks @BorgDog for the image)
- New inserts that look more like the ones on the real table
- New insert text from TT-Fonts (thanks @CarnyPriest for finding the right ones)
- All acrylic cycles glass material was replaced by a material that works with VPX transparency. So what you see is what you get.
- I made new flasher domes because Flupper’s had the wrong shape for this table.
- Now please, a big hand for @Herweh who build the table and the script from scratch while i was doing the Blender stuff. I haven’t seen it yet but Frank is already moving hands and head and you can choose different modes for the head movement. I’m pretty sure that Herweh will tell you more and maybe even show something?
There are still the cutouts for the roll over targets missing!
So here is the link to the 3000×3000 full size .png:
https://1drv.ms/u/s!AtQwS7kKT0THg9xoqdvpUFRUQvy6aQ
Preview:
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February 5, 2020 at 1:01 am #161822So beautiful….So beautiful.
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February 5, 2020 at 1:38 am #161824Thanks heaps for the work so far, can’t wait to play it.
G
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February 5, 2020 at 2:53 am #161825Very nice guys !
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February 5, 2020 at 4:44 am #161829This is looking to be a spectacular release.
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February 5, 2020 at 6:55 am #161832Looking Good
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February 5, 2020 at 10:04 am #161853Amazing work!
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February 5, 2020 at 10:32 am #161856Oh yes! Looks great guys! I did the original meshes to the PF I had so yeah if it’s been redone the meshes would have been all over the place lol sorry about that. As you also know the original textures were also a mockup but you’ve nailed it!! Great work. ????
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February 5, 2020 at 11:39 am #161857To calm you guys down a bit :-), here is the current state of what I have done:
… BUT …
The good news are:
- Table is nearly fully playable, script is working fine
- You do not see tons of VP objects as all the objects are set to invisible and will visually be ‘replaced’ by Schreibis awesome Blender work. What you see here, especially Frank, are just a few meshes without any texture info
- Saucers and scoops are working fine
- Ramps are not visible but are fully modeled in VP
- I have already played the 6-ball-multiball during play testing and it was a lot fun
- Frank is already throwing the ball like in the original table
- Frank’s head remains calm or, if you want to, is moving around or, third option, is following the nearest ball
- …
Right now there are no final Blender elements in the current VPX build: Schreibi is doing his Blender magic in Blender and I am doing my table build and script voodoo stuff in VPX. I’m very curious how it works when we bring both sides together. I’m superexcited :-).
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February 5, 2020 at 2:34 pm #161866I’ve been having a tough time getting a good clean bake for normals bump map projection for the helicopter for Goldeneye since it has many hard surfaces that transition into smooth ones so it’s taking me longer than expected. Quite often I just use ZBrush Z-Remesher to make an easy low poly version of a model and use ZBrush’s unwrap feature, it’s not as ‘professional’ as doing a manual retopology and UVW layout but it saves me a lot of time and generally gives me good results despite it’s short-comings. Most models for pinball’s don’t need the same level of quality topology that you would need on say an animated character for a game or movie so in most cases these ‘short cuts’ I use are totally acceptable. The helicopter, as I mentioned is a combination of hard surfaces and smooth ones, so I basically had to make a totally new low poly model from scratch and manually do the UV layout to ensure good results.
So long story short, it’s taking me a lot longer than I originally anticipated but the good news is I’m almost done. A few more sessions of working on it should see it complete and then I’ll be starting on updating the Frank model which I’m sure I can have completed before this table see’s a final release. I did take a bit of time to allocate all my (Frank) files and get everything set up and ready to start on.
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February 12, 2020 at 1:43 pm #162914Wrapping things up for the helicopter model for goldeneye, I’m starting work on updating Frank.
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February 15, 2020 at 10:26 am #163354Frank update progressing nicely, I should have something to show soon. I’m also converting a high poly sculpt of the WoZ witch toy for EmBee at the same time.
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February 15, 2020 at 11:26 am #163358Sounds great!
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February 15, 2020 at 11:31 pm #163461February 15, 2020 at 11:55 pm #163465Have a feeling this is going to end up looking better than the irl version.
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February 16, 2020 at 2:19 am #163473Wow!!
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February 17, 2020 at 8:59 am #163694I am very happy to know that this project will come true!
This table is part of my childhood, I have many memories and seeing it being created for VPX, in the quality that is being worked on is a dream being realized!
Thanks to everyone involved!
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February 17, 2020 at 1:08 pm #163717Started to texture map Frank using the many HD photos from my old pal Rob (Thanks again buddy)!
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February 17, 2020 at 2:58 pm #163782That’s one ugly son-of-a-bitch. Nice!
"Fuck this game. I love it."
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