Upgrade/Project BAM Need some modeling help

shiva

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Well... short story... was in a graphics mood and decided to whip out photoshop to finally upgrade my graphics skills with new replacement images (looks very nice if I say so) and I seem to be building Sorcerer now. No idea why...

Anyway, I am notorious for being very slow, and because sorcerer would require some custom models, and I do not have the time to learn blender, I'm hoping someone will step forward and do a couple models (mainly the ramp, ramp top and ramp lock bracket) for me. Any takers?
 
I can't model ramps in Blender to save my life. Any ramps I've used in Blender were made in FP first and imported into Blender.
 
I wish I could help but I never learned how to create models. I tried Blender once but it seems very counterintuitive to me.
 
no worries. Very few (if any left) model gurus around. In the meanwhile, I'm doing new textures. Just did about 20 textures for posts (that was fun) to find one that FP doen't mangle. For reference, I've done about 100 new textures so far as some of my older graphics are 20 years old and very small in size.
 
car j’ai déjà travaillé en tant qu’amateur sur la version Unreal Engine3, MilkShape et SketchUp plus récemment. Oui, techniquement, si je peux réussir à mettre à l’échelle MilkShape à partir d’un écran d’impression Fp. Oui, je peux probablement le faire, mais seulement cet automne à partir du 22 septembre. consultez le tableau Fp MIB pour voir ce que j’ai fait de mieux.
https://pinballnirvana.com/forums/resources/men-in-black-original.8350/

J’aimerais pouvoir aider, mais je n’ai jamais appris à créer des modèles. J’ai essayé Blender une fois mais cela me semble très contre-intuitif.
Oui, une manipulation assez horrible quand on connaît les vieux programmes
 
no worries. Very few (if any left) model gurus around. In the meanwhile, I'm doing new textures. Just did about 20 textures for posts (that was fun) to find one that FP doen't mangle. For reference, I've done about 100 new textures so far as some of my older graphics are 20 years old and very small in size.

I looks like Zobou might be able to help in September.
 
Thank you Zobou. The problem is this part hasn't been reproduced yet so I have to detective it a bit. I even looked through my stl files but no luck, so have to eyeball it.
 
Think I am close to the shape. It's actually 2 pieces, so not as bad. I built the graphic as a bmp file, just need to size it right. It's just 2 pieces of metal strip, one on top of the other, with a diagonal piece connecting them, and a cut diagonal at the bottom end. Have to change the image (it's just a bmp) etc to get it to line up, I just threw in the first attempt for the screenshots.

Mandatory Screen shots enclosed. Please note that these are initial graphics, as I am upgrading my graphics set after 20 years with higher quality high res images. I'm using sorcerer to test the new images, and see what works and what doesn't, and what FP will completely destroy. There's also a new side and top reflection technique that is partly in place as a experiment just in case you were wondering from the images. There are place holder images as well.

I have collected quite a few images, and have constructed my own metal strips in photoshop, so if anyone needs a new sphere image, I (literally) have a bucket full of them with lots of textures like stone/leather/ceramic etc. Instead of modeling, I decided to start learning Quixel and substance painter instead, as I felt my graphics needed improvement so soon I hope I will be doing texture maps instead of just sphere mapping everything.
 

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I love the metallic textures you use. The visual rendering is neat and I find all the little touches here and there. I'm sure you'll be able to perform under Milkshape 3D easily in a short time ... 👍
 
Thank you Zobou. It's been more trial and error to see what graphics work better and what graphics do not on every object, as fp has some "unique" qualities that can be different from model to model, even if they are say all pegs. A lot of images are heavily modified or just made from scratch to get them to display at least better than before, but it's been a lot of hours.

As to blender, it's basically a program written by someone with a rocket science degree to be used by other people with a rocket science degree. My problem is I don't have a rocket science degree. Blender itself is more difficult than it needs to be especially with graphics and texture maps, and is very limiting compared to the professional programs. So that's why I am looking into Quixel and substance painter, both of these programs are used to create textures and maps and are used in most AAA games. Far more powerful, and literally 10,000's of thousands of texture maps (including blender file support as well as direct support for UE and unity among others) with multiple files for displacement, height, texture etc etc (9 in total per image!) I've load a couple samples of the web here, but you can see how powerful it is, and might be the way around fp's "problems"

It's just the time to learn it though...
 

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Loving the 'Green' sphere / texture... A definite for a custom 'Rick & Morty' ball 8-)
 
Think I am close to the shape. It's actually 2 pieces, so not as bad. I built the graphic as a bmp file, just need to size it right. It's just 2 pieces of metal strip, one on top of the other, with a diagonal piece connecting them, and a cut diagonal at the bottom end. Have to change the image (it's just a bmp) etc to get it to line up, I just threw in the first attempt for the screenshots.

Mandatory Screen shots enclosed. Please note that these are initial graphics, as I am upgrading my graphics set after 20 years with higher quality high res images. I'm using sorcerer to test the new images, and see what works and what doesn't, and what FP will completely destroy. There's also a new side and top reflection technique that is partly in place as a experiment just in case you were wondering from the images. There are place holder images as well.

I have collected quite a few images, and have constructed my own metal strips in photoshop, so if anyone needs a new sphere image, I (literally) have a bucket full of them with lots of textures like stone/leather/ceramic etc. Instead of modeling, I decided to start learning Quixel and substance painter instead, as I felt my graphics needed improvement so soon I hope I will be doing texture maps instead of just sphere mapping everything.
I can help with the ramp creation if you have the table dimensions where you think the ramp generally goes.

BTW I absolutely love that you are building this like you are with the metal strips. That makes it feel actually "real". I would love some better metal strip images.

EDIT: I see that Zobou is tackling it! As I mentioned on the other thread Zobou, let me know if you want any help!
 
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Will do. I am presently uploading my first video in 6 months just on what I am doing at the moment, including a master file in photoshop of some of my images, which when done I will upload here. I also show in game, as I finally got OBS to record fp full screen (yeah!) in 4k mode (double yeah). (which by the way you pretty much have to with sorcerer, which I also discuss) Not great, I make terrible videos, and I didn't want to spend 3 hours in DaVinci editing it, so stubble around a bit, but it does show the playfield better (in F11 mode) and the new higher res textures close up and the better reflection technique I've been thinking about, as well as the ramp section a little more.

It should be at 4k so if you have a 4k monitor, viewing it in 4k is recommended, and at the moment, it is loading up, but it is gonna take 45 minutes to finish the upload (4k BABY) and god knows how long to process so I will post a link tomorrow. Should I do a separate thread as this is just a model request thread? Dunno...

Edit: Finally done...

 
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Great video as always Shiva. Seriously! You always do a great job at explaining and documenting details on the process you are using.
 
One thing I had contemplated was creating the metal bulb holder for GI lights, as well as a simple filament that goes inside the bulb. It would be a separate model (ornamental) that you place down over the light. Obviously z-order rendering is important to get it to look good, but I kinda disliked that GI bulbs are almost just floating there.
 
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