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Author Topic: [Screens] LOZ 3D  (Read 63764 times)

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[Screens] LOZ 3D
« on: December 12, 2007, 09:33:57 pm »
  • 1 Man Army making Hylian Legends
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Glimpse a world new, yet of years gone by..

An entire land in richly detailed 3D.

Characters and views familiar, yet stunningly new.

Wholly original 3D models,  textures, etc. Nothing is stolen, borrowed, ripped, etc.- it's all scratch designed with a *very* similar art style to what we know and love.

Main Character name? Probably just "Hero"... Will he be wielding a some-what familiar sword?
... Maybe .. Just as he *might* have a some-what familiar look to him...

New names, new areas, and designs

A 2D style experience in 3D. NOT a platformer... Think TitansQuest, or ShadowGrounds... Because in my mind- Zelda was *never* meant to
be a platformer. It's an adventure game... Most others have lost sight of that.

Will it be a derivitive of *any* pre-existing story? No. Though- it will be familiar.
As I said, all of my textures, and obviously models- are and will continue to be scratch built.

Since everything has been modularly built, from the inception, I don't estimate hitting alot of the road blocks many people have in the past ;-).  
            After all- in many ways, I think I'm already further along then many past attempts..

It will be platform agnostic. Meaning, you special Mac/Apple users, and rebellious Linux users could play.   There will be several levels of detail-
from low system requirements to high.

Currently (without normal mapping) the entire area shown is about 70k triangles.  Sounds like alot until you realize that video cards have been\
doing more than that for some time.

The following "red render" is an example of what you can expect when normal mapping is applied eventually.



It's just me working on this, but I think that may be for the best when it comes to the art. That
way I can say 100% that all of it is my original work. Nothing more than original and inspired artwork
that "just happens" to be in a very familiar presentation... ;-)

I'm having issues with the textures staying locked in their orientation, and I'm not sure that I personally can fix it. Which sucks.

The way it looks in the screen shots is not representative of what I want the finished product to look like, I'm hoping that they are more of what one can expect on a "lower-end" computer appearance.

I'm about 1/2 to 2/3 done with the items found in the series. Then it'll just be weapons, armor, characters... A little help from a couple of coders at that point, and I think it'll
end up much more professional game-play and experience wise then you'd think....

Dungeon "map" pieces are done now, aside from a couple of blocks, statues, and the large urns/ flame areas.

For the land areas, almost all of the scenery bits are done now- as you can see, plus a few others I've done.

I have left (really) a couple of blocks, boulders, cacti, a few skulls, a barren tree, castle and the witches house. Then the terrain. - that's it for the world map... Now I will be
adding "new" items and places that I'll have to custom make some buildings and such for but- overall, not doing bad on the modeling for more or less 2 weeks of working
on it off and on.

Most of the textures are placeholders to give a 'feel' of what it will look like.

Some of my thought-of changes or additions to the village and game map thus far by the end are:

**Adding a fishing ledge over the water /river area

** Adding more areas (town, forest types) to the West of the village

** Adding a moblin village hidden inside the forest areas, sticking with the same art style- thus far I'm thinking a mix of the witches house, the normal houses - but more primitive (thinking more native american longhouses, with
some 'primitive' jungle / forest housing influences, cobbled together and
embellished 'fiercely'- in a tribal manner befitting them)

** Adding a Port-City to the South (As the Hero sails a few times in the series, but there is no real area shown thus far)The houses and shops would be similar to the village homes, but with some stone and drift-wood style touches.

** Adding more to the mountains.....

--------------------=-=-=-=-=-=-=-----------------------

So, I guess I should ask the following:

**Is there any parts of it you want to see a 'closer' view of?

**Is there any added details you think should be added (be they part of the 'canon' visuals, or no) and aside from the obvious posts and staircase?

**Should the modeling, or texturing be taking precedence right now?

**What area should be next on my priority list? Should I continue North or South from the village?

** What should be - should anything be changed from how I have it (beside the aformentioned adding of posts and the staircase)?

Red Render (Normal Mapping, medium to high end system)

http://img260.imageshack.us/img260/3268/loz3dtest1copybk0.png

Test shots (Lower poly count, low to medium system)






























« Last Edit: January 30, 2010, 04:15:15 am by 4Sword »
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Re: LOZ 3D : WIP
« Reply #1 on: December 12, 2007, 09:49:16 pm »
  • And if they dont dance, they're no friend of mine
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wow, you have put EFFORT into this!
This is looking damn cool judging by the screenshots and your description.

do we get to see a character? or do you not have one yet?
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Re: LOZ 3D : WIP
« Reply #2 on: December 12, 2007, 09:52:49 pm »
  • 1 Man Army making Hylian Legends
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No character models done yet, but they're coming soon as possible.

Do all of the pictures show up for everyone? I'm having a weird bug on my end.

Nevvvver mind- it's just the work computer being weird with filters ;-)
« Last Edit: December 12, 2007, 09:57:47 pm by zeldaknack »
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Re: LOZ 3D : WIP
« Reply #3 on: December 12, 2007, 10:02:55 pm »
  • MetalRidley was here
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Wow that looks great! And the pictures are showing the [ url ] tag (I put in spaces), you just have to take out the space in [/URL ]
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Re: LOZ 3D : WIP
« Reply #4 on: December 12, 2007, 11:24:15 pm »
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Not bad!  You've done a good job of translating the aLttP style into 3D.  As for your questions...

- I'd say that the modeling should be the current priority.  Textures are important, but it might be harder to make textures for things that don't currently exist.

-  I'd say work any direction besides North from here.  Maybe it's just me, but the town looks like it would be towards the top of the map.

I have a few questions about this though.  Have you done any of the coding yet?  If not, are you planning on doing that mainly by yourself?  Also, what type of camera system are you planning on using, (will it be a fixed camera)?
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Re: LOZ 3D : WIP
« Reply #5 on: December 12, 2007, 11:47:25 pm »
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Sexy, I hope you finish this. Can't wait for more.
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Re: LOZ 3D : WIP
« Reply #6 on: December 12, 2007, 11:50:51 pm »
  • 1 Man Army making Hylian Legends
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Not bad!  You've done a good job of translating the aLttP style into 3D....
Thank you :-)

- I'd say that the modeling should be the current priority.  Textures are important, but it might be harder to make textures for things that don't currently exist.

I'm thinking the same thing myself mostly, but I also think some more of the coding needs be done soon, so as to
have more of a "Real Time" feel, and videos of the progress, demo's etc.

-  I'd say work any direction besides North from here.  Maybe it's just me, but the town looks like it would be towards the top of the map.
Actually- I'm doing the *entire* map, plus some.  That means the forest, death mountain, deserts, the castle, etc...
:-)
But, I'll definitely take desired overall view of the community- and as you're the first one to answer, it looks
like your opinion will be the one taken first ;-)


I have a few questions about this though.  Have you done any of the coding yet?  If not, are you planning on doing that mainly by yourself? 

I have started piecing together the coding I think I want, but very little progress has been made yet on it.  If there
are talented, non-flakey coders who'd like to help- then I'm all for it.

Also, what type of camera system are you planning on using, (will it be a fixed camera)?
 

I am thinking a fixed camera definitely, but with a secondary "first person" or over the shoulder view for puzzle
solving potential, and conquest/screenshot moments.

I've found the perfect code snippets, and tweaked them for a fishing game ala Links Awakening, that I am
hoping to inject as well towards the end. :-)

------------------

On a side note, I will be releasing all of the assets for the game once it's done.  That's not just releasing it
for a handful of people- that's open sourcing all of the art, & models used.  It may sound nutty, but I want
to see the community jump in terms of quality resources, and I'd love to be able to help do that :-)
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Re: LOZ 3D : WIP
« Reply #7 on: December 12, 2007, 11:57:04 pm »
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Good to see some quality work here :). This looks highly promising, I'll be looking forward seeing more ;). Keep it up!
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Re: LOZ 3D : WIP
« Reply #8 on: December 13, 2007, 12:17:28 am »
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This looks !@#$% great! looking forward to a demo.
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Re: LOZ 3D : WIP
« Reply #9 on: December 13, 2007, 02:15:54 am »
  • Pie is God.
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Well done! This looks very promising. I look foward to seeing this project's progress. :)
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Re: LOZ 3D : WIP
« Reply #10 on: December 13, 2007, 02:23:50 am »
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This looks like it will be awesome.  XD


May I offer a word of advice? You've put a lot of work into this, so making the overhead view too much the main view might not do you justice, because a lot of what you've put into it might go unseen. It might do you more justice if you make it able to toggle between a 2D view and the 3rd person 3D perspective at any given moment, rather than just for puzzles and conquest. As in, have it be able to be viewed and played from an ALttP style view, or the 3D view that has become the norm for many recent Zeldas. This way you could capture both the nostalgia of the older games AND have a nod to the recent games. But since this is your project, you can feel free to ignore my advice.


zeldaknack said:

"A 2D style experience in 3D. NOT a platformer... Think TitansQuest, or ShadowGrounds... Because in my mind- Zelda was *never* meant to
be a platformer. It's an adventure game... Most others have lost sight of that."


I don't get what you mean.  :huh: I don't think Zelda has evolved into a platformer at all. Yes, there may be some subtle platforming elements in OoT through PH, but that's by no means the primary aspect of gameplay. It still mostly retains an adventuring, combat, and puzzle solving focus. Having the ability to jump between platforms does not automatically garner a game the title of a "platformer game". But I do think they serve a purpose. For me, personally, I don't think Zelda would be the same without that little bit of platforming it now has.
« Last Edit: December 13, 2007, 05:40:27 am by legendarylugi »
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Re: LOZ 3D : WIP
« Reply #11 on: December 13, 2007, 02:37:57 am »
  • Lionfish App dev
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Looks like you've made a lot of progress. Your models are okay, but your shaders and textures are a little sub-par (not to rain on your parade! My own 3D Zelda game doesn't have much to show because I keep getting distracted). Keep it up and have a good day! :P
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Re: LOZ 3D : WIP
« Reply #12 on: December 13, 2007, 02:48:20 am »
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^^^He said those textures are place holders, those aren't the final textures.  ;)
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Re: LOZ 3D : WIP
« Reply #13 on: December 13, 2007, 05:34:24 am »
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I'm having issues with the textures staying locked in their orientation, and I'm not sure that I personally can fix it. Which sucks.




Are you saying that when you try to rotate an object, the texture rotates strangely around the object? If that's what you're saying, I think I can offer a solution...what software do you use for your modeling? Does it support a form of construction history? If so, then just delete the current construction history for your model, and that should fix the problem.

Of course, that's if I understood the nature of your problem correctly (which I don't think I did).
« Last Edit: December 13, 2007, 05:36:30 am by legendarylugi »
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Re: LOZ 3D : WIP
« Reply #14 on: December 13, 2007, 11:12:03 am »
  • Master Of Disaster
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Looks pretty great so far. Needs texturing, but I trust that it will be added later. ;P
Good job.
Oh, and I added [WIP] - tag to your topic name. Read the board rules.
« Last Edit: December 13, 2007, 11:26:46 am by TomPel »
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Re: [WIP] LOZ 3D
« Reply #15 on: December 13, 2007, 05:41:30 pm »
  • 1 Man Army making Hylian Legends
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Thank you for the comments thus far,

To the moderator- I apologize that I incorrectly labeled it- I put the WIP - I missed the putting it in
brackets part from the rules.  I'm sorry :-(

In regards to the texture comments and questions- I think it'll come down to me needing to remap
the 'roads' in the town so that it's easier to map the texture to them- otherwise I'll just  remove part
of it's coolness that it currently has with the looking bumpmapped wihtout bump-mapping... and make it
just a generic stone texture..

*sigh* Or I'll make it a walkable entity, that has the road texture as a skin...

Learning a goodlybit with this so far. 


There are *no* shaders so far, none, nada, zilch- just efficient polygon modeling.

Currently working on the stairs, as well as character modeling.


Really looking forward myself to being able to start the demo rollout in the oncoming weeks. I'm putting
together the programming additions plan now so as to be able to better keep myself on track.

I'll have some dungeon screens fairly soon, as I just need to add a 'corner' piece and a couple of small
models to it for diversity.




----------------------------------------------
First demo, you'll be able to expect: Being able to walk through town, with an improvised dungeon entrance & test dungeon travelability.  There will be basic Combat implemented with chaacter vs
bad-guy.  It should be available in the next few weeks (but X-Mas is coming, and that'll delay things
slightly).
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Re: LOZ 3D : WIP
« Reply #16 on: December 13, 2007, 07:01:19 pm »
  • 1 Man Army making Hylian Legends
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This looks like it will be awesome.  XD

Thank you, I don't think you'll be dissapointed in it :-)

May I offer a word of advice? You've put a lot of work into this, so making the overhead view too much the main view might not do you justice, because a lot of what you've put into it might go unseen. It might do you more justice if you make it able to toggle between a 2D view and the 3rd person 3D perspective at any given moment, rather than just for puzzles and conquest....

I want 3 views ideally:

A main top-down "2D" perspective, similar to in strategy games & link to the past. This will be the "Default", and first implemented. This top-down view will be able to flip 90 degrees, all 4 times (Giving 4 different angles), or possibly be mouse controllable.

A second "1st Person Shooter" Style view- for conquest and screen shots for the journal.

A third "Over the shoulder" 3D view similar to any of the recent zeldas.

I will not be ignoring advice or comments with this- it's by a fan, for the fans.[/b]

I don't get what you mean.  :huh: I don't think Zelda has evolved into a platformer at all. Yes, there may be some subtle platforming elements in OoT through PH, but that's by no means the primary aspect of gameplay. It still mostly retains an adventuring, combat, and puzzle solving focus. Having the ability to jump between platforms does not automatically garner a game the title of a "platformer game". But I do think they serve a purpose. For me, personally, I don't think Zelda would be the same without that little bit of platforming it now has.

I mean more in regards to Twilight Princess, I suppose. It has an immense amount of platforming or twitch (reflexes based only)
style elements that I do not want game-play wise.
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Re: [WIP] LOZ 3D
« Reply #17 on: December 13, 2007, 11:23:47 pm »
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^^^True, but so did the Oracle games (Game Boy Color), and they are arguably the best adventuring 2D Zeldas around. Roc's feather and the Pegasus seeds were fairly important to gameplay.
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Re: [WIP] LOZ 3D
« Reply #18 on: December 15, 2007, 09:46:15 am »
  • is Awesome
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Looks awsome, but the textures arent that great. you should use some others. Anyways, the maps looks awsome! (Isnt it the kakariko village from lttp?)
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Re: [WIP] LOZ 3D
« Reply #19 on: December 17, 2007, 10:22:19 pm »
  • 1 Man Army making Hylian Legends
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Working on the main character model (70% done), as well as trying 2 3D game-engines

Game Engines being utilized / worked with so far:
*Gamemaker 7 (With advanced plug-in for shaders and normal mapping)
and
*Reality Factory
-------------------------
I was going to use the Gamemaker engine- but, financially cramped at the
moment, and cannot afford the 100-200 dollar costs for using it.

Thus far, it's a toss up between which one will be the final choice, as both are fairly similar in terms of capability and 'newb' friendliness (I am, the n00b at programming).

[b[If anyone wants to toss in assistance or whatnot, it'd be appreciated. If not, well then it'll just take lots o time ;-) [/b]

I know the textures pretty much suck at the moment. I'm only one person though, cut me some slack  ;-)

I've figured out how to bring in characters and assets into Reality Factory (which seems to be the biggest stumbling block for people), and have most of the assets done (also a huge stumbling block for most)... So, hopefully it'll be my chosen engine. I was looking at GameMaker 7 preferably, but the amount of programming put me off a bit (I'm a bit of a wuss with programming). 

If there are better ideas/input / suggestions, please let me know as I could use the input.

~Cheers,
Zelda.Knack
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