Dungeon Animation Testing!

Working with the Shutter Doors and Locked Doors.  Animating them and adding proper scripts etc. to get them functioning as expected.  Next is the Blade Trap animation.  Should be fun!


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






Getting Things Going

Good morning.

It has been a hectic couple of months, I have been in and out of the hospital, but I wanted anyone following to know, I have not given up on this.  If anything, I have more of a drive to complete this as I nearly died due to complications from my Small Intestine tying in knots and dying on me.  Of the 21 feet of small intestine we are supposed to have, I have three left.

I sit in the hospital at this time refamiliarizing myself with Blender and Google Sketchup and Unity, watching tutorials, tinkering and more.

If you are reading this, thanks for sticking around.

Below is some updated artwork for the Armos Knight I will be working on.


Once I have the final piece of the dungeon walls completed and the ceilings properly textured, I will be putting together a finalized version of the model for Labyrinth 01.  With that in place, it should be a matter of designing the textures and then applying them for the remaining dungeons.  The pieces snap together like legos when working in Sketchup!

Thanks again for reading!

John “Billy” Crandell

Entering Hyrule

Working on the overworld a little bit.

Screen H8 – Original

H8 Orig

Screen H8 – The Startthe_beginning__screen_h8_by_cheifwahoomcdaniel-da0i6q8


Test Grass


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



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:

Top Down:

3rd Person:

Design Images:

Initial Layout:


Entrance Room O8:


Room P7:


Room O7:



Dungeon02 Props




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):




3rd Person:P6_3rdPerson

Room O6:




Room Q6:




Room P2:




3rd Person:P1_3rdPerson


Room N3:




Room Q3:




3rd Person:Q3_3rdPerson

Room R3:




3rd Person:R3_3rdPerson

Room R2 (Boss Room):




3rd Person:R2_3rdPerson

Room S2 (Triforce Room):




3rd Person:S2_3rdPerson

Some Comparison

Below are some screen shots from TED and L3DT:


Below is a comparison with the old L3DT terrain:


Below is a comparison shot from UDK:


Below is the new version from Unity:


Some screen comparisons:

Spectacle Rock (Screen F1):

SpectalRockSpectalRock F1 TopDown

Waterfall (Screen K2):

WaterfallWaterfall Top Down

Gerudo Desert (Screens K3 & K4):

DesertK3 OverheadK4 OrigDesert Top Down

Fairy Fountain (Screen J4):


Eastern Hyrule Forest (Screen N6):

HyruleForestN6 Top Down

Eastern Shore (Screen P6):

BeachBeach P6 Top Down

Moon Labyrinth (Level 2 Entrance, Screen M4):

Dungeon2EntranceDungeon2Entrance Top Down

Snake Labyrinth (Level 4 Entrance, Screen F5):

F5 OrigF5 Top

Eagle Labyrinth (Level 1 Entrance, Screen H4):

H4 OrigLevel1 Top DownLevel1 3rd Personthe_legend_of_zelda___17___18___level_1_by_mregaku-d71c4ol

Start Screen (Hyrule Hills, Screen H8):

H8 OrigH8 Top

Western Hyrule Forest (Screen A7):

DeadForestExit Orig

DeadForestExit Top View

Graveyard (Screen A5):

GraveSceneGraveScene A5 Top Down

Taking an Initial Look

This is a series of screen shots from throughout Hyrule thus far.

These are not the permanent objects or textures, just placeholders for the time being.

I may upload a walk-through video soon.

Starting Screen (H8)

H8 OrigH8 TopH8


North one screen (H7)

H7 OrigH7 topH7

Labyrinth One entrance (H4)

H4 OrigH4 TopH4the_legend_of_zelda___17___18___level_1_by_mregaku-d71c4ol

Labyrinth Four Entrance (F5)

F5 OrigF5 TopDungeon 4 Entrance