Animating Link

Been working over the weekend and this evening, finally managed to get Classic Link from Hyrule warriors animated and moving in Unity.

I am going to be working on a camera system for First and Third person modes ala “Ocarina of Time”.

Here is a little preview.

Labyrinth 01, Sketchup and a New Workflow

Some more work in Sketchup, really getting things laid out and finding out the different modular pieces I will need.

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Below is an example of one of the rooms in Sketchup.

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Pulling into Blender and making new UV maps.

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Will get some images uploaded once I have texturing re-done on some of these pieces.

A comparison of where I was a year ago to what I have in Unity now and what I have in Sketchup.

compare

Revisiting the Project

Getting back into things.  I have learned a lot from one of my other projects and will be able to apply it to this project.

Also started learning Google Sketchup so I can do the basic architectural design of my dungeons with proper scaling and such.  Import these into Blender and detail/texture them before importing the final product into Unity.

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Monster Data: Armos

The Armos are former Knights of the Sheika people.  As per burial customs of the Sheika, these soldiers spirits are tethered to this world and stay in the service of the Sheika as the Armos Knights.  The Ghini that can be seen roaming the Western Hyrule Graveyard are the spirits which occupy the Armos.  The Alpha Ghini was a higher ranking Knight, it now patrols the graves.  When dispatched, the other Ghini will retreat back the their gravestone tethers.

The Armos Knight stays dormant, it has been for the hundreds of years since the Imprisoning War. Time has no meaning to the Armos Knight.  If a body comes in contact with the Armos Knight, the Knight will awaken, the Ghini within stirring to life.  The environmental build up that has collected over the hundreds of years shakes off, the cogs within the mechano-stone construct begin to turn and it lives again.

With age some of the mechanisms within the Armos Knights stone body have worn, they do not necessarily attack, but wander about and recklessly run into whatever may be nearby, including Link.  Other Armos Knights do not show these same signs of wear, despite being dormant for just as long.  These Knights bound to life, amazingly agile for the giant stone hulk they are.

Below is the very rough concept for an Awakened Armos Knight and the three varieties of Dormant Armos Knight.

Awakened Armos Knight

Awakened Armos Knight Concept

Dormant Armos Knight – Red Rocks Concept

Dormant Armos Knight - Red Rocks Concept

Dormant Armos Knight – Green Stone Mountain Concept

Dormant Armos Knight - Green Stone Mountain Concept.png

Dormant Armos Knight – Graveyard Concept

Dormant Armos Knight - Graveyard Concept

Stat Sheet:

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Comparison:

Armos Compare

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:

Original

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.

Floor:Dungen01FloorTile

Wall:Dungen01WallTile

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