Dungeon Work

So I have been continuing to tinker with the first dungeon in Blender.  Working on making the whole thing modular has been a great idea.

Below are some screen caps of two rooms I have completed so far.  Four rooms have been made in total, they have been imported into Unity and are able to be explored.  Need to learn how to get the node settings for the materials to export with the .FBX file so they work in Unity the same way they do in Blender.



And the second room:


I am working on the floor again, there were some issues with vertices being connected that should not have been and they caused issues with the texture mapping.  Also need to work on a ceiling for when the player  is in third person mode.

More updates on Level 01 soon.


Concept – Labyrinth 01: Eagle

This week I have been tinkering with designing modular rooms for using with the labyrinths when it comes time to design those.  In the images below, you can see some ideas I am working with.

Original Room from Labyrinth 01, Eagle:


Top Down View of the same room:Tetsroom2c

Slightly angled:Tetsroom2d

3rd Person View:Tetsroom2bTestRoom

Top Down View using Pillars instead of Blocks:Tetsroom2f

Slightly Angled:Tetsroom2e

Third Person View:Tetsroom2aTetsroom2g

With these top down views, you will not be able to see the ceiling within the dungeon, but I am going to have one created for when you are in first and third person views.

So the texturing is complete bunk at this point, but I am learning.  Just now getting used to adding different materials to a model, moving the material around and scaling it properly too.  Setting seams for a UV unwrap is a skill all of itself, another thing I will be marathoning info-graphs and tutorials for.  Below are the three textures I am using in their most basic for for Labyrinth 01.



Top of the Walls:Dungen01TopWallTile

All of these are super basic, I am going to be:

1.) Working on detailing them with the Hand-Painted texture tutorials I have found plenty of.

2.) I will also be running these through the Substance Designer program (https://www.allegorithmic.com/) to get some nice procedural texturing going so things are not so sterile and clean.

3.) Crazybump will be used to create the Normal, Specular and other maps.

On DeviantArt, there is someone actively working on a LOZ comic and I love what they have so far!  LOZ Comic on Deviant Art



Testing Dungeon Rooms


I have put together the first room of my dungeon for some testing and learning.

The design is modular, so I can swap in and out floor types and different walls so there are those with doors, bomb-able walls and solid walls.

Learning the nodes for manipulating materials, need to learn more about the displacement modifier and how to properly use that.  Will be working on more UV unwrapping tutorials too.




Importing Models


Working on importing new models from Hyrule Warriors into Hyrule.  The Classic Link model along with two Magical Rods, a Wooden Sword, Treasure Chest, Blue Ring and my own Armos stand in model.  One Magic Rod has been updated so the orb is blue instead of red.

Have a set of icons put together, a mixture of TP and other sources.



Spellbook (Book of Mudora):



Blue Ring / Red Ring:

Ring_Blue         Ring_Red

Hover Boots (Ladder Replacement):


Master Key (“A” Key):


Power Bracelet:


Boomerang / Magical Boomerang:

Boomerang          Boomerang_Magical



Bow & Arrow:


Blue Lantern / Red Lantern:

Lantern_Blue                 Lantern_Red





Letter / Empty Bottle / Blue Potion / Red Potion:

Letter  Bottle_Empty               Bottle_Blue               Bottle_Red

Magical Rod:




Small Key:


Full Heart / Half Heart / Empty Heart:

HeartContainerFull            HeartContainerHalf             HeartContainerEmpty