Furry Pinball - Pawprint Ramp WIP

Working on the central ramp surrounding the pawprint design!

In Blender I followed the approach I used for my test ramp, laying out a flat plane, getting the curve right, then elevating the ramp. Next I extruded down to give me new vertices to model the tunnels, being careful to keep each tunnel (acting as a 'toe' in the pawprint) the same heights and dimensions for symmetry. After I finished the tunnel exits and filled in the faces on the front side of the ramp, I subdivided the tunnels under the ramp (out of sight to players!) so I could bend them in arbitrary directions to accommodate ball flow entering the tunnels behind the ramp.

One of the animated gifs shows me adding a cap to the top of the ramp! This time when taking this into Unity, I exported TWO meshes, one with the cap and one without. In Unity I render the one with no cap, so the ball looks like it's rolling freely. But now it won't jump out the top of the ramp since it uses the capped version invisibly to check collisions! :}

This still needs a lot of refinement. Parts of the ramp -definitely- need to be see-through or the ball will be lost when it's rolling behind it. I'm not a huge fan of the high monolithic wall facing the player, so will probably terrace the top and bottom of the outer wall to break up the verticality. There's a few other notes in one of the attached images, as well.

Another update soon! ^^