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!
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.
8I Grass, Tree and Bush placement. Using the original screen to ensure placement is proper and scaled.
Textured with the High Res green mountain and cracked dry dirt.
Top Down Comparison of 8I
Screen 7H Original
Original on the 3D Model
Placement of the stones on 7H, using the original screen.
A render after placement of the stones.
Top Down comparison:
Screen 7I Original:
Original Applied to the model
Placing the props…
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.
Here is an angled shot from near eye level.
An angled top down
And finally, the original side by side with the new version of screen 7I.
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
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):
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):
Waterfall (Screen K2):
Gerudo Desert (Screens K3 & K4):
Fairy Fountain (Screen J4):
Eastern Hyrule Forest (Screen N6):
Eastern Shore (Screen P6):
Moon Labyrinth (Level 2 Entrance, Screen M4):
Snake Labyrinth (Level 4 Entrance, Screen F5):
Eagle Labyrinth (Level 1 Entrance, Screen H4):
Start Screen (Hyrule Hills, Screen H8):
Western Hyrule Forest (Screen A7):
Graveyard (Screen A5):
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)
North one screen (H7)
Labyrinth One entrance (H4)
Labyrinth Four Entrance (F5)