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- Lights
- Cameras
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Required PBR textures:
- Base Color
- Roughness
- Metalness
- Normal
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A full pinball machine modelled at true real-world scale, ready to drop straight into a game engine, an arcade scene, a bar or a home game room.
Four legs, a raked cabinet body, playfield glass with a chrome lockdown bar and side rails, and a backbox leaning back the way a real head does. The playfield is set at 6.5 degrees - the real-world rake - so the machine reads correctly from every angle.
The backbox carries a backlit translite panel and a lit score display, both separate objects with their own emissive materials, so your own artwork drops straight in.
Under the glass the playfield is laid out the way a real one is: two flippers forming a V above the drain with a proper drain gap between them, slingshot walls angled to feed the ball back onto the flippers, inlane and outlane guides down each side, three pop bumpers in a triangle, drop targets across the top, posts, a shooter lane down the right-hand edge, and a ball in play.
Front details include a coin door with twin slots and a plunger with its knob standing proud of the cabinet.
TECHNICAL SPECIFICATION1,452 triangles / 2,712 vertices as exported43 separate objects, parented to a single root emptyQuad-based box geometry; triangulates cleanlyMetric, real-world 1:1 scale. Z-up in the .blend, Y-up in the glTF filesCabinet: 1320 x 570 mm on legsOverall extents: 1661 x 600 x 1790 mm - the length includes the plunger standing proud of the front and the backbox leaning back past the cabinetPlayfield rake: 6.5 degreesGlass top edge: 890 mm at the front, 1040 mm at the backOrigin at the front-bottom-centre; the model sits exactly on Z = 0No rigging, no animation, no cameras or lights in the model files
MATERIALS AND TEXTURES11 materials, all Principled BSDFNo texture maps - the model ships with solid-colour PBR materials, so it is a clean base to retexture rather than something you have to undoEvery one of the 43 meshes is UV unwrapped and packed into a single non-overlapping layoutTEXCOORD_0 is present on all 43 primitives in the GLB, verified in the exported file
FILES INCLUDED.blend - native Blender 5.1, materials and UVs intact.glb - glTF 2.0 binary, Y-up, materials and UVs embedded.gltf + .bin - glTF 2.0, separate.fbx.obj + .mtl.usdc - Universal Scene Description.usdz - for AR and Apple Quick Look.stl - for 3D printing.ply.abc - AlembicBonus: the procedural Python script the entire model is generated from, so you can change the machine's proportions and rebuild it
ENGINE NOTESImport at 1.0 scale; the model is already in metres. At 1,452 triangles it needs no optimisation or LODs.
For collision, one box around the cabinet plus one around the backbox is enough. Nothing on the playfield needs its own collider unless you intend to simulate play.
The playfield glass uses alpha blending. If your engine sorts transparency badly, it is a single named object you can delete or swap for your own shader without touching the rest.
The translite and the score display carry emission so they read as lit. Set emission strength to zero for a machine that is switched off.
Everything is individually named, so the plunger, the coin door or the whole playfield assembly can be removed as a group.
Pairs with the Retro Upright Arcade Cabinet, the Arcade Claw Machine and the Coin-Op Air Hockey Table from this store - same scale, same visual language, built to sit together in one scene.