Breath of the Wild Concept Tests from Nintendo

So Nintendo did the reverse of what I am going for, for testing concepts and ideas used in Breath of the Wild, they went 2D from 3D.

 

Here you can see where I am going for a bit of the opposite, taking the 2D game and making it 3D.

I am nearly done revising the models to be used in the first dungeon and I am working on Links animations now.  Once that is all complete, I will have a new walkthrough video to show!

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.

15776771_1564708826878684_5561022118083494858_o

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

15936367_1564132060269694_6956496072222518651_o15875340_1564156306933936_1118008332327070368_o15844541_1564149833601250_1211970408639910155_o15844369_1564115336938033_7856402549880279165_o

Pulling into Blender and making new UV maps.

Capture.PNG

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.

capture

Capture.2PNG.PNG

Entering Hyrule

Working on the overworld a little bit.

Screen H8 – Original

H8 Orig

Screen H8 – The Startthe_beginning__screen_h8_by_cheifwahoomcdaniel-da0i6q8

the_beginning__screen_h8_link_s_view_by_cheifwahoomcdaniel-da0i7wz

Test Grass

GRASSTEST.png

Wooden Sword Cave – Original002

Wooden Sword Cave – My versionCavern_H8_TD

The Cave and the Old Man (Needs fire and an actual model)Cavern_H8Cavern_H8_02Cavern_H8_03Cavern_H8_04

Labyrinth 02: Temple of Nabooru, the Sage of Spirit

Concept:

zelda-dungeon2

Above is the original version of the second labyrinth, Moon.  Located on the over world map on screen M4, the level is surrounded to the West by the desert.

Level02_Entrance

Due to the positioning of the level in the over world and the shape (a Moon), I decided to go with this being a temple to Nabooru, the Sage of Spirit.  To convey this, I am incorporating the original Gerudo emblem (the Crescent Moon seen prominently throughout OOT) along with falling sand and other small nods.

Below are some screen shots of the pieces as I assemble them.  Really sticking with the modular design, getting all the prefabs put together and making things like swapping out models, scripts etc.

Side by Side Walkthrough Videos:

Top Down:

3rd Person:

Design Images:

Initial Layout:

Untitled

Entrance Room O8:

Dungeon02_Entrance.png

Room P7:

P7.png

Room O7:

O7

Props:

Dungeon02 Props

Walls:

Dungeron02_Walls

Floors:

Dungeon02 Floors

 

 

 

Labyrinth 01: Eagle

Yesterday was a good day.  Right after work I dove into the creation of new assets for the first labyrinth, Eagle.  I took a different approach with the texturing, making a single large texture for the entire room instead of simply trying to work with tiling the textures across the objects.

Dungeon 01 Full Comparison.png

Still need to create the bomb-able walls, both a horizontal and vertical version of them.  Also need to create a new floor module with a hole punched out to allow for a ladder down to the Bow room (Room O1).  Additional details are needed, this is all just the most basic of layout, getting room design and some ideas down.   Also, started working on a ceiling for when the player is in 1st / 3rd person view mode.  I want an ornate altar for the final room where the piece of Triforce is located.  Need to do more with Water trickling and roots showing, being it is under the dead Deku tree.

Below is a sample of some of the room.  A top down, 3rd person and original.  I am still working on how I want Link to be scaled to everything, ease of view for top down and such…

About the Temple:

  • Reason for Choice:
    1. Eagle is the theme, which matches the Hylian Crest, hence Zelda is the Sage represented by this Temple.
    2. The temple is located under the Deku tree, which is now on an island in Lake Hylia. A forest temple (Temple 3) and water temple (Temple 4) have already been established.
  • Theme:
    1. This is under Lake Hylia, so there will be dripping water, moss, algae, tree roots, vines and such.
    2. I want to incorporate the Hylian Royal Crest in some of the art and accessories so show the link (no pun intended) to the sage Zelda from OOT / Fallen Hero Timeline.
  • Music:
    1. Of course the original theme, I am thinking this temple will simply use an updated version of the original tune, nothing too fancy.

Room P6 (Entrance):

Original:

p6_Original

Remake:P6

3rd Person:P6_3rdPerson

Room O6:

Original:

O6_Original

Remake:O6

Room Q6:

Original:

Q6_Original

Remake:Q6

Room P2:

Original:

P2_Original

Remake:P1

3rd Person:P1_3rdPerson

 

Room N3:

Original:

N3_Original

Remake:N3

Room Q3:

Original:

Q3_Original

Remake:Q3

3rd Person:Q3_3rdPerson

Room R3:

Original:

R3_Original

Remake:R3

3rd Person:R3_3rdPerson

Room R2 (Boss Room):

Original:

R2_Original

Remake:R2

3rd Person:R2_3rdPerson

Room S2 (Triforce Room):

Original:

S2_Original

Remake:S2

3rd Person:S2_3rdPerson

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