As the Ferris wheel is of the more gentle end of the spectrum, I decided to give it a more intense companion. Here we have the Top Spin, a ride which apparently has only been around since the early 90s – this makes their presence around here at that time seem all the more incredible. Indeed the model I’ve built used to frequent our annual Easter Fair in those days; as a child I used to love to watch the foolhardy thrill-seekers get thrown head over heels, screaming as their loose change and other belongings left them. I was an evil child.
This was one of the harder to obtain, more expensive rides on RollerCoaster Tycoon and one of the ones that made your finicky guests quake in their boots, again unsatisfied with your provided entertainment because “it looks too intense for me!”, and those that did go on it ended up wandering around about to puke all over your precious pathways.
Again, a lot of fun was had here – and there were some skills learnt dealing with tapering parametrics for the shape of the arms, the gondola too was a serious modelling challenge as it’s quite a complex object, but I managed to get (kind of) there somehow. With the Ferris wheel ultimately quite bare in terms of design, I tried to include a lot more character here. I managed to cobble together a texture that emulates lights without actually being lights or even objects, which is probably an elementary technique, but to me it was a remarkable workaround! It made the lighting of the Top Spin’s arms and structure much friendlier in terms of build, render and performance.
Indeed as render times weren’t horrendously bad for this, I have included a video, but as it’s getting late I decided to just do a quick 360-degree spin rather than a full ride sequence. Still, proof it works, which is more than can be said for the Ferris wheel!
Hmm, I might just stick to the trusty Dodgems if that’s okay!