More Scaling and Resource Gathering / Creation

Here are a few more screen shots of renders from within Blender.

Grouping items together by the environments that they will be found in.

Beach Props

Beach Trees and Brush

Dead WoodsDead Trees and Brush

Graveyard

Graveyard Props

Living WoodsLiving Trees and Brush

The Red Rocks

Red Rocks

The Green Rocks

Green Rocks

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Overworld So Far

Just a quick look at what I have done so far since undertaking a refresh of the Overworld.

Here is the original set of screens.

Original

Here they are from the same exact perspective but rendered in 3D.

Screens So Far TD

And from a 3/4 Perspective.

Screens So Far

And from another angle.

Screens So Far Angle

And the original inspiration for this, the little image from the manual showing this section of the overworld.

Manual Inspiration

Overworld Work: Screen 8I and 7H

Good evening!

Again, continuing work on the overworld in preparation to pull screens into Unity to show of a walk from the start screen to the first dungeon.

Yesterday and today, screens 8I and 7H have been rendered.  These are two screens adjacent to the starting screen.

Below are shots of 8I, 7H and 7I.

Original 8I:8I Original

8I Grass, Tree and Bush placement.  Using the original screen to ensure placement is proper and scaled.Screen 8I before Trees

8I orignal + bush

Textured with the High Res green mountain and cracked dry dirt.8I Complete TopDown

Top Down Comparison of 8I8I Original8I Top Down

Screen 7H Original7H Original

Original on the 3D Model7H Original 3D

Placement of the stones on 7H, using the original screen.7H Prop Placement

A render after placement of the stones.7H Render7H Render TD Angle

Top Down comparison:

7H Original7H Render TD

 

Screen 7I Original:7I Original

Original Applied to the model7I Original 3D

Placing the props…7I Prop Placement

and painting where underbrush will be randomly distributed by “weight painting” for the particle system.  Here the dead grass is already placed and this is for the living underbrush.7I Underbrush Placement

Here is an angled shot from near eye level.7I Ground View

An angled top down7I Top Dowm Angle

And finally, the original side by side with the new version of screen 7I.7I Original7I Top Down

 

 

 

 

 

Overworld Props and More

Been continuing work in Blender gathering all my props, organizing, renaming and setting up materials etc for ease of import into Unity.  Here are some screen shots.

Dead Areas:  Dry Grass

Dead grass and leaves

Some of the small dead grass that can be found in dry/dead environments (Mainly western Hyrule)  Leaves there will be used as forest floor coverage in this area too.

Dead Areas: Dead Trees and BushesDead Bushes.PNG

Dead Trees

In the game, all the brush and bush seems the same, the small round shrubs.  Taking some liberty to add variety to the environment.  Keeping it all in the proper places though will have screen shots of that later down the road and my approach to ensuring objects are in the correct spots compared to the original game.

Mountain Areas: Red Rocks

RedRocks

These are the stones you will see throughout the mountains of Northern and Western Hyrule.

Hills and Plains: Living Grass and Flowers

Living Grass and Flowers

A variety of grasses and flowers found throughout the southern and eastern plains and hills of Hyrule.

Hills and Plains: The Forest

Living Trees and Bush

As with the Dead bushes, the living bushes in the original game all use the original sprite.  With this version, I will be using trees and bush throughout the areas.

Hills and Plains:  Green Rocks

Green Rocks

These stones are found throughout Hyrule in the plains and other areas.  I have always pictured them as moss-covered.

Graveyard: Headstones, Skeletons, and Coffins

graveyard

A variety of props for the Graveyard of Western Hyrule.  A few of these I need to look into why they are rendering nearly black, need to check my nodes in Blender.  I know they look fine in Unity, already tested there.  Updating the graphics on these to use Hylian Font and actually have some little words on the stones.

Samples of the Start Screen.

Top Down:

Start Screen

Angle 01:

Start Screen 2

Angle 02 (Close to the Ground, Facing south from the north screen entrance.

Start Screen 3

The next screen , 8I.

Screen 8I before Trees.PNG

Here I have added a group of objects for the underbrush.  The original screen is being used as the temp texture so I can properly place my trees and bushes.

 

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.

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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