Hello! Below is a video with a bit about my project. Thanks!
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!
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.
Continuing to work in Sketchup to get the main modeling done for the architecture and textures of the first labyrinth.
Some more work in Sketchup, really getting things laid out and finding out the different modular pieces I will need.
Below is an example of one of the rooms in Sketchup.
Pulling into Blender and making new UV maps.
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.
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.
Working on the overworld a little bit.
Screen H8 – Original
Screen H8 – The Start
Wooden Sword Cave – Original
Wooden Sword Cave – My version
The Cave and the Old Man (Needs fire and an actual model)
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.
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:
Entrance Room O8:
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.
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:
- Eagle is the theme, which matches the Hylian Crest, hence Zelda is the Sage represented by this Temple.
- 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.
- This is under Lake Hylia, so there will be dripping water, moss, algae, tree roots, vines and such.
- 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.
- 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):
Room R2 (Boss Room):
Room S2 (Triforce Room):
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:
3rd Person View:
Top Down View using Pillars instead of Blocks:
Third Person View:
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:
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