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Projects => Zelda Projects => Topic started by: zeldaknack on December 12, 2007, 09:33:57 pm

Title: [Screens] LOZ 3D
Post by: zeldaknack on December 12, 2007, 09:33:57 pm
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)

(http://img411.imageshack.us/img411/8968/zeldatexturetest15oa9.th.jpg) (http://img411.imageshack.us/my.php?image=zeldatexturetest15oa9.jpg)

(http://img411.imageshack.us/img411/7944/zeldatexturetest14ib9.th.jpg) (http://img411.imageshack.us/my.php?image=zeldatexturetest14ib9.jpg)

(http://img411.imageshack.us/img411/2746/zeldatexturetest13ma4.th.jpg) (http://img411.imageshack.us/my.php?image=zeldatexturetest13ma4.jpg)

(http://img411.imageshack.us/img411/79/zeldatexturetest12vz9.th.jpg) (http://img411.imageshack.us/my.php?image=zeldatexturetest12vz9.jpg)

(http://img411.imageshack.us/img411/3740/zeldatexturetest11ta2.th.jpg) (http://img411.imageshack.us/my.php?image=zeldatexturetest11ta2.jpg)

(http://img411.imageshack.us/img411/7194/zeldatexturetest10as4.th.jpg) (http://img411.imageshack.us/my.php?image=zeldatexturetest10as4.jpg)

(http://img411.imageshack.us/img411/5661/zeldatexturetest9mh7.th.jpg) (http://img411.imageshack.us/my.php?image=zeldatexturetest9mh7.jpg)

(http://img411.imageshack.us/img411/8267/zeldatexturetest8ij1.th.jpg) (http://img411.imageshack.us/my.php?image=zeldatexturetest8ij1.jpg)

(http://img411.imageshack.us/img411/3070/zeldatexturetest7qx4.th.jpg) (http://img411.imageshack.us/my.php?image=zeldatexturetest7qx4.jpg)

(http://img411.imageshack.us/img411/2330/zeldatexturetest6op4.th.jpg) (http://img411.imageshack.us/my.php?image=zeldatexturetest6op4.jpg)

(http://img339.imageshack.us/img339/7213/zeldatexturetest5ng1.th.jpg) (http://img339.imageshack.us/my.php?image=zeldatexturetest5ng1.jpg)

(http://img339.imageshack.us/img339/302/zeldatexturetest3nc1.th.jpg) (http://img339.imageshack.us/my.php?image=zeldatexturetest3nc1.jpg)

(http://img339.imageshack.us/img339/3276/zeldatexturetest2hm9.th.jpg) (http://img339.imageshack.us/my.php?image=zeldatexturetest2hm9.jpg)

(http://img339.imageshack.us/img339/3182/zeldatexturetest1oa3.th.jpg) (http://img339.imageshack.us/my.php?image=zeldatexturetest1oa3.jpg)

(http://img339.imageshack.us/img339/5509/zeldatexturetest7bb1.th.jpg) (http://img339.imageshack.us/my.php?image=zeldatexturetest7bb1.jpg)
Title: Re: LOZ 3D : WIP
Post by: SlimmyG on December 12, 2007, 09:49:16 pm
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?
Title: Re: LOZ 3D : WIP
Post by: zeldaknack on December 12, 2007, 09:52:49 pm
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 ;-)
Title: Re: LOZ 3D : WIP
Post by: OriZak on December 12, 2007, 10:02:55 pm
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 ]
Title: Re: LOZ 3D : WIP
Post by: Domo on December 12, 2007, 11:24:15 pm
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)?
Title: Re: LOZ 3D : WIP
Post by: Aylingling on December 12, 2007, 11:47:25 pm
Sexy, I hope you finish this. Can't wait for more.
Title: Re: LOZ 3D : WIP
Post by: zeldaknack on December 12, 2007, 11:50:51 pm
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 :-)
Title: Re: LOZ 3D : WIP
Post by: HyperKnight32 on December 12, 2007, 11:57:04 pm
Good to see some quality work here :). This looks highly promising, I'll be looking forward seeing more ;). Keep it up!
Title: Re: LOZ 3D : WIP
Post by: Moon_child on December 13, 2007, 12:17:28 am
This looks !@#$% great! looking forward to a demo.
Title: Re: LOZ 3D : WIP
Post by: ZoruPie on December 13, 2007, 02:15:54 am
Well done! This looks very promising. I look foward to seeing this project's progress. :)
Title: Re: LOZ 3D : WIP
Post by: legendarylugi on December 13, 2007, 02:23:50 am
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.
Title: Re: LOZ 3D : WIP
Post by: NickAVV on December 13, 2007, 02:37:57 am
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
Title: Re: LOZ 3D : WIP
Post by: legendarylugi on December 13, 2007, 02:48:20 am
^^^He said those textures are place holders, those aren't the final textures.  ;)
Title: Re: LOZ 3D : WIP
Post by: legendarylugi on December 13, 2007, 05:34:24 am
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).
Title: Re: LOZ 3D : WIP
Post by: TomPel on December 13, 2007, 11:12:03 am
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.
Title: Re: [WIP] LOZ 3D
Post by: zeldaknack on December 13, 2007, 05:41:30 pm
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).
Title: Re: LOZ 3D : WIP
Post by: zeldaknack on December 13, 2007, 07:01:19 pm
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.
Title: Re: [WIP] LOZ 3D
Post by: legendarylugi on December 13, 2007, 11:23:47 pm
^^^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.
Title: Re: [WIP] LOZ 3D
Post by: zelda fan gamer on December 15, 2007, 09:46:15 am
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?)
Title: Re: [WIP] LOZ 3D
Post by: zeldaknack on December 17, 2007, 10:22:19 pm
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
Title: Re: [WIP] LOZ 3D
Post by: Ness on December 17, 2007, 11:28:54 pm
 8) That's pretty sweet. I love your 3D graphics and i can't wait to play this...or atleast a demo.
Title: Re: [WIP] LOZ 3D
Post by: zeldaknack on December 17, 2007, 11:52:16 pm
It shall happen soon enough- the character model is almost done, then will come animating (even roughly), and then the demo will be ready for release…  Estimating currently 2.5-4 weeks tops, depending
on how hectic it is between now and new years.

Not too much time when you think about it ;-)
Title: Re: [WIP] LOZ 3D
Post by: legendarylugi on December 18, 2007, 04:48:16 am
I think I have a guess how the character model is going to look...is he going to look like the official ALttP concept art of Link? That's just my guess, but I'm thinking I may be way off.  :P
Title: Re: [WIP] LOZ 3D
Post by: zeldaknack on December 18, 2007, 07:00:52 pm
I think I have a guess how the character model is going to look...is he going to look like the official ALttP concept art of Link? That's just my guess, but I'm thinking I may be way off.  :P

The ALttP concept character outfit will be an 'unlockable'- something you'll have to earn :-).
It will be just a little grittier, a little more 'grown up', and ye old hero will be, well- a little older...
Aged like the rest of us have been ;-)

I'm having issues with the face. But the body and outfit parts are almost fully completed.  I just
don't want to show the model untill I'm happy with the face (which I hope is understandable) :-)


The Demo and games start will have more along the vein of a 'starting outfit'- more of a representation of the hero rising up from not as accomplished (or at least 'honorable') beginnings. Think more like Twilight
Princess on that note- but coming from a several years retired / traveling / lost hero (I refuse to give
away much in the way of story yet :-P)...

He will have a shield or armor of sorts- as will he have a sword.. But I'm thinking at the beginning- this is
more of a "Return to" style, not a direct remake.

Will the old bosses from the past return? Most definitely, in some form. But remember- they *were* defeated once upon a time... Evil never is truly defeated, it is just dissipated, or made a shadow of it's former self- regaining power over time, through planning, and through preying on those weaker, or even smaller than themselves..



Remember- these are merely my thoughts as of now- nothing is final. This is by me, a fan- for fans.. Nothing more, nothing less, and I suspect you will all be *very* pleasantly surprised by the time it's finished.

So come on- keep the feedback coming, spread the word... If you care to help- let me know what you're good at- I may just welcome your help![/u]
Title: Re: [WIP] LOZ 3D
Post by: HyperKnight32 on December 18, 2007, 10:30:06 pm
Thorough planning is what gets a good job done ;).

Putting a lot of effort into this will definitely bring out a promising fan project, all we need is to wait for time to pass until we are all able to try this out. To me feedback is highly regarded to be an essential with working on a project, whether it be games, art, scripts or music. Just one curiosity, rupees and more rupees...well is it going to have a 3-digit limit or upgradeable wallet sizes? I just have some crazy idea making items further on much more expensive but also the capability of collecting thousands, even tens of thousands of rupees...but maybe that wont work cause we'd hate for link to become overindulged with greed XD.
Title: Re: [WIP] LOZ 3D
Post by: zeldaknack on December 18, 2007, 11:02:44 pm
Thorough planning is what gets a good job done ;).

Truer words were never spoken.

Putting a lot of effort into this will definitely bring out a promising fan project, all we need is to wait for time to pass until we are all able to try this out.

Definitely. It will be fun- I promise.  It may not start out the prettiest, or most entertaining (as it will start as an alpha demo).. But, I feel that it's a key ideal to have players involved in every step of the process.  I myself can't wait to have the demo working- as it's always an incredible feeling to be able to
delve into one's own creation as a player- and not just the monkey behind the machination.


Just one curiosity, rupees and more rupees...well is it going to have a 3-digit limit or upgradeable wallet sizes? I just have some crazy idea making items further on much more expensive but also the capability of collecting thousands, even tens of thousands of rupees...

I think an initial limiter on rupees is a great mechanic (symolizing a lack of space to hold them), and it also
gives a player a feeling of having more to work towards, and more ability to 'expand' their character.  I think that having items that are insanely priced is not a bad idea either- having some rupee bag upgrades that are hidden, some as quest items, and some as purchasables are definitely things that I have planned.  I have also debated a 'no limit' bag, or 'high-limit' bag that would require the player have it equipped to the "a" or "b" buttons- (taking the spot of a valuable weapon or item), and having them lose
the any rupee's that exceed their maximum for their actual bags if they un-equip it..


but maybe that wont work cause we'd hate for link to become overindulged with greed XD.

No no, you mustn't think like that- it's all about increasing the wealth of the economy... ;-)
.....Did I just reveal something...? Mayhaps....
Title: Re: [WIP] LOZ 3D
Post by: Hoffy on December 19, 2007, 02:16:28 am
Make sure you give Link pink hair!

Seriously though >_>...

Yeah, it looks pretty cool so far. I didn't really read a lot of your long posts (but I did read the first post :P) so I'm not exactly sure how this game is supposed to be played. Nevertheless, you present an interesting concept and a well-planned out game design. Just make sure that it's not overly planned out, as I'm sure it's the spontaneous thoughts you'll have later on that will keep you from quitting the project ;).

Anyway, yeah, I guess if I want to know more I'll just read some of your posts XD.
Title: Re: [WIP] LOZ 3D
Post by: cheesepie on January 03, 2008, 08:14:20 pm
umm what program are you using??
Title: Re: [WIP] LOZ 3D
Post by: zeldaknack on January 08, 2008, 06:01:27 pm
Currently still at it.

Utilizing the GameCore engine. 

I've been flip-flopping a bit on that factor, but I saw some stuff that really impressed me that would be 10x harder in
any other even remotely affordable engine.  I purchased it- and thus far I'm not dissapointed.

The last week or so I've been working on my texturing a *lot*.
I've ran into a whole slew of issues with the texturing, but- it's coming. 
The animation should be fairly reasonable after the texturing of the main character is done.

If anyone is experienced with angelscript, or texturing- let me know. I am accepting 2D fantasy art of monsters,  kings,
and 'medieval fantasy' scenes. Stuff that I accept and choose to use will be turned into a tapestry or painting inside
of the fangame, with acknowledgement in the 'credits' section.

Tiling textures are appreciated ;-)

So, what is the current status?

-IN GAME COMPLETION:

Main Character Modeling: Done
Main Character Texturing: 40%
Main Character Rigging: Done
Main Character Animating: 0%
Light World-In Game:            30%
World Textures:                       40%
House Models:                       80%
House Textures:                     5%
Vegetation Modeling:           70%
Vegetation Texturing:            5%
Story:                                            80%
Quest Interaction Plan
(Includes Areas, NPC's,
Dialogue, etc. for quests:    90%
Dungeon layouts:                    70%
Dungeon Modeling:                15%
Dungeon Texturing:                 0%
Villager Modeling:                    20%***
Villager Texturing:                     0%***
Villager Animating:                   0%***
Base Enemy design:                 60%
Base Enemy Models:               0%**
Base Enemy Texturing:            0%
Base Enemy Animation:         0%**
Enemy AI:                                      70%
Villager AI/Pathfinding:            40%
Player HUD:                                  10%
Player HUD Functionality:       0%
Camera Modes (includes:
1st Person, 3rd Person,
Over shoulder, Top Down:     90%
Game Menus:                              25%


** A handful will likely be purchased.
***= Likely purchasing a villager pack that's animated & Textured, Villager pack will then slowly over time be phased out for
models that 'feel' more like the setting will.  Doing such to have it functional sooner rather than later- I am one person after
all...


Software Used:
3D: (Most to Least)
Sketchup
Milkshape 3D
Wings3D
Blender

2D/Texturing: (Most to Least)
PhotoShop 5
GiMP

UV Mapping:
LithUnwrap 1.3

Game/Mapping:
GameCore Engine
Advanced FXeditor
Sketchup
Various NVidia free apps
Might Use Hammer a little later for slightly easier dungeon crafting
FreeWorld 3D (For guidance during Game Editing)

Title: Re: [WIP] LOZ 3D
Post by: Trask on January 08, 2008, 08:10:13 pm
It really sounds like you know where you want to go with this project which is always encouraging. I hope you get to finish this project, wish I could help, but I have near 0 3D programming skills nor the time to work on such a project. Good luck!
Title: Re: [WIP] LOZ 3D
Post by: Sophist on January 08, 2008, 09:16:52 pm
Hammer Editor? I loved using that back in the day :P
Looks like you know what youre doing.. UV was hard to do good for a layman (at least in 2003)
I only had a poorly cracked Deep Paint, but you could draw and see realtime changes inside 3dsmax (awesome)
Title: Re: [WIP] LOZ 3D
Post by: zeldaknack on January 08, 2008, 09:34:48 pm
Thanks for the encouragement- I need more of it ;-)

It's coming along, and will be completed- I'm not a flake *chuckles*
and the project is in a large part for me and my friends... *smiles*
The community will be getting a free, neat, fairly decently done
3D game, and most of all the assets (obviously can't give away a
commercial engine and some of the stuff I'll be buying- but almost
all of it will be freely given away at the end).

The hope behind all of that is that eventually the community will
be able to quickly, and easily bring their visions of it all into a more
current, pretty 3D game engine without much fuss.

All of my models thus far have been uploaded online, in dang near
every format - just in case of HDD failure and the like.

As I said, I'm keeping all of you guys in mind start to finish.

~ZeldaKnack~
Title: Re: [WIP] LOZ 3D
Post by: legendarylugi on January 08, 2008, 11:48:50 pm
^^^Very impressive.  XD
Title: Re: [WIP] LOZ 3D
Post by: zeldaknack on February 10, 2008, 01:00:04 pm
Update-

Game is progressing (albeit slowly), the following is a current IN-GAME screenshot.
Please, bear in mind that it's a serious WIP.

There is no animations yet.

I'm awaiting motion capture data, which will be powering my animations in game.
Title: Re: [WIP] LOZ 3D
Post by: Triskiller on February 10, 2008, 02:27:36 pm
that is lookin frakin awesome zeldaknack ;)
Title: Re: [WIP] LOZ 3D
Post by: zeldaknack on February 11, 2008, 06:20:21 am
Here's another screen shot for those interested...
Playing with bloom effects and such.
Title: Re: [WIP] LOZ 3D
Post by: Mamoruanime on February 11, 2008, 06:22:02 am
you know; off topic ---

one thing I've never understood, is how to blend two textures together like that o.o you've got the grass and the stone blended... :'( I dont get it! lol

On topic-

looks awesome :D
Title: Re: [WIP] LOZ 3D
Post by: Wasabi on February 11, 2008, 07:06:51 am
these look great. hope you finish this.
Title: Re: [WIP] LOZ 3D
Post by: TheRealDragonboy on February 11, 2008, 11:34:33 am
It looks very awesome, although the models aren't that suprising. The idea is great, and I hope you'll finish it or at least finish a demo for us ;)
Title: Re: [WIP] LOZ 3D
Post by: NickAVV on February 11, 2008, 11:41:40 am
one thing I've never understood, is how to blend two textures together like that o.o you've got the grass and the stone blended... :'( I dont get it! lol
Most terrain engines let you paint your textures, and when you don't use full opacity on the brush you usually get the blending effect. :)

On-topic, I agree, it looks awesome!
Title: Re: [WIP] LOZ 3D
Post by: zeldaknack on February 11, 2008, 01:59:37 pm
Cheers ;-)

A little amazing fact- the trees are less than 250 polygons.... Which, all things considered- is fairly
impressive.  ;-)

Thanks for the comments thus far, please keep 'em coming!

Title: Re: [WIP] LOZ 3D
Post by: Triskiller on February 11, 2008, 06:05:31 pm
I am loving the texture on grass and rocks, I bet the trees are going to blend in just fine when finished, keep it up.
Title: Re: [WIP] LOZ 3D
Post by: zeldaknack on February 11, 2008, 06:39:05 pm
Thank you Triskiller,

I think the trees will blend fine when finished as well- they actually have a great leaf and
bark texture (it just doesn't show up well untill close to them), and before I'm 'finished'
I'll be running everything through my normal-mapping app (Free from Nvidia :-) ), which
will add much more depth to things.

Still having some texturing complications, but things are progressing decently (I think).

It's all a learning curve really.

Here in the next day or three I want to put up some screen shots of the master-sword area,
as I think it's beginning to shape up very mystically..

I should also be posting some pictures of Hyrule castle, as soon as some of the clipping issues
and such are resolved with it.
Title: Re: [WIP] LOZ 3D
Post by: PJCLink on February 16, 2008, 05:58:52 am
Hey, I'm PJCLink and I'm new here!  This LOZ 3D project looks cool! :)
Title: Re: [WIP] LOZ 3D
Post by: zeldaknack on February 17, 2008, 09:30:13 pm
Well, small news bit-

A programmer has joined my team, and has completed a heart-bar system that's dang-near
100% correct now :-)

Which means that once rigging the animating is done (God I wish I knew Character Studio.... *sigh* IF I did, the animation would be done- which means Demo1 would be released, since I have purchased a *huge* library of .bip animations.), Demo1 will be on it's heels rapidly, with a full heart
system, multiple attacks, and more :-)
Title: Re: [WIP] LOZ 3D
Post by: Soulrivers on February 17, 2008, 09:33:17 pm
Great to hear you've got yourself a programmer! Surely this project will pick up some speed with the addition. :) I look forward to hearing more about this.
Title: Re: [WIP] LOZ 3D
Post by: zeldaknack on February 17, 2008, 09:36:54 pm
In all fairness it's actually going pretty quickly, considering the scale and the
fact that everything is from scratch in 3D- no rips, or sprites were used or
harmed in the making of this adventure *chuckles*.

Thank you for the encouragement, if you have any questions, feel free to
ask.
Title: Re: [WIP] LOZ 3D
Post by: zeldaknack on February 20, 2008, 04:16:57 am
quick bit of news, for those following the project- I figured out my rigging and conversion problems for converting and using the motion capture data today :-) this means once I work out the kinks, the project will be polevaulting forward at what should be a much faster pace.... Stay tuned for more details soon :-)
Title: Re: [WIP] LOZ 3D
Post by: Janet Merai on February 20, 2008, 08:02:20 am
I really do wish I had that technology at my hands, and a programmer who is constant :P

May I ask what program you are using?
I am also using my own original art, 3D models and animations 100% from scratch.

I may not have motion capture technology, but I am artistically challenged :)

I hope the best for your project, my project will surely go too, but due to technological differences it may slow.

Good luck :D
Title: Re: [WIP] LOZ 3D
Post by: Janet Merai on February 20, 2008, 08:56:45 pm
Yeah, I have rigged Link with no problem from scratch and with bones lol
My animations are solid and have life to it, but the one thing is I have to use IK animations without motion capture =/

It would help TREMENDOUSLY if I had motion capture with a .bip file :D

And yes, I believe if we worked together it would help.
However my model of Link and other characters are based on Nintendo 64 hardware, I am not sure what your character's models are consumed of and judging by your screen shots I would estimate around 1000 or more, give or take?

Anyway, yes I am highly experienced with 3D Studio Max and the animation plus IK, BIPED and so on.
I have around 4 and a half years with Max and Character Studio animation :P
Title: Re: [WIP] LOZ 3D
Post by: zeldaknack on February 20, 2008, 09:15:30 pm
From my estimating tool, the game will run smoothly with a GeForce 5500 or better
card (better cards than that are typically built into motherboards these days) and
512MB of RAM should be able to run it no problems.

In other words: if you can run Half-Life 1: Source, and/or Half-Life 2, you should
be able to run things no problems.

Edit: For those wondering about Download size, I'm guessing it will be at +/-300MB
compressed by the time it's finished. There will be multiple download options at that
time as well (ie- download it as an iso, multi-part downloading, download from
FilePlanet, and a few other options).
Title: Re: [WIP] LOZ 3D
Post by: Janet Merai on February 20, 2008, 09:25:40 pm
My computer has 28 GIGS of space, 256 MB of RAM and an ATI RADEON 9250 card =/

Not the best around, but I would say my computer may have a hard time with it, considering my low space as well XD

Although I do not need the game/demo to see what's wrong in an animation lol
Title: Re: [WIP] LOZ 3D
Post by: zeldaknack on February 20, 2008, 10:12:02 pm
Considering your video card- you should actually have zero issues with it.

I guess a good way of putting system requirements for my game by the
end is this:

If you can run Half-Life:Source, or Half-Life2, you should be able to run it
no issues.
Title: Re: [WIP] LOZ 3D
Post by: Janet Merai on February 20, 2008, 11:40:58 pm
I suppose so lol
Title: Re: [WIP] LOZ 3D
Post by: alirazaq on February 20, 2008, 11:58:09 pm
This looks great! Looking very foreword to it. Also I can mirror the download for you.
Title: Re: [WIP] LOZ 3D
Post by: zeldaknack on March 05, 2008, 09:42:37 pm
My apologies on the lack of updates as of late- there's been an immense amount of work thrown on me in order to pull off getting enough $ to move into a new place next month.  I know that most of my timelines are currently blown, however I figured I'd shoot out this quick message to let you all know the status.

Currently I now have:

*1 female villager modeled out of 12

*1 male villager modeled out of 12

*80% done reworking the main character (unfortunately have to due to animation issues that cannot be resolved any other way); animations are ready for me to catch up

*Knight enemy modeled but only 20% textured; animations are done

*Octorock 30% completed modeling wise, and have story-boarded the animations

*Wizzrobe 50% completed modeling wise- animations are done.

*Peahat 30% completed modeling wise, animations have been story-boarded

* Stalfos enemy is 30% modeled. Animations are ready

*Stalfos Knights are 70% modeled give-or-take; animations are ready

*Lizalfos are 40% modeled; animations are ready

*Gibdo is complete; awaiting texturing; animations ready

*New buildings being worked on thanks to the drawings of Fergus (I haven't forgotten you, just been fairly tied up).

*Tons of textures finished

* On week 8 of a 12 week action adventure Game design course

*70 animations finished (15-20 more than before) Chest opening needs *alot* of work; as does crossbow, and horse-mounted animations.


I apologize that the initial demo hasn't materialized, nor have more screens lately- but I am trying to get things to 'look' right- at least in my eyes- before I release much more. 

I really wish my programmer were more active, but his schedule is fairly complicated- or that another would volunteer as well, while there's still a bit of work ahead- I don't feel
that any of it is exceptionally difficult (that may just be the artist in me talking).

Anyways- there it is. Current status. Yay for 80+ hour work weeks *cue the sigh*
Title: Re: [WIP] LOZ 3D
Post by: Janet Merai on March 06, 2008, 02:13:00 am
I think we should perhaps collaborate to one another's projects, eh? :P
Title: Re: [WIP] LOZ 3D
Post by: zeldaknack on March 06, 2008, 05:44:37 pm

Depending on what you mean by collaboration *chuckles* I would definitely not be opposed to teaming up with others- I've requested the help quite a few times now, but my aides have not been as dependable as I'd like... *cough*

I'm willing to share lots of stuff, feel free to ask about models or assets- I'm just not willing to give up my art style ;-)

A thought, if you want to entertain it - is that you too could switch over to the Beyond Virtual engine- and when it comes time to finalize it, since we will be working together- I could legitimately compile it for you.  That way- when one of us gets a part of programming or what not finished- we could both benefit from it :-)

I actually think that that's a very exciting idea- as we'd both be able to pursue our personal projects, while still drastically accelerating each other's work-growth.

What do you think Janet?

~Severance
Title: Re: [WIP] LOZ 3D
Post by: Janet Merai on March 06, 2008, 05:57:24 pm
I am also kind of "etchy" on the whole dependable side too.
Only a few people are sticking with me lol

And that would be great to have you legitimately compile it as I do not have the "real" version :P
Helping with models and such would be great help though, and it would be nice to get help between each-other :)

Beyond Virtual is great though :)
I suppose I could switch over... by the way do you use a messenger of any sort?
Title: Re: [WIP] LOZ 3D
Post by: zeldaknack on March 06, 2008, 06:11:36 pm
I do have g-talk (gmail talk) through my cell-phone, which is kinnnnnda hit or miss ;-)

Same email as normal for me to reach me-

zelda (dot) knack (@) gmail (dot) com

;-)
Title: Re: [WIP] LOZ 3D
Post by: zeldaknack on March 21, 2008, 09:17:16 pm
Just some work-in-progress early shots of the moblin(s) and stalfos..


Hope you enjoy :-)

(http://img505.imageshack.us/img505/2984/moblin1loz3dcl1.jpg)

(http://img301.imageshack.us/img301/6392/moblin2loz3dvb8.jpg)

(http://img185.imageshack.us/img185/6263/moblin3loz3drv6.jpg)

(http://img176.imageshack.us/img176/2778/stalfos2loz3ddt8.jpg)

(http://img245.imageshack.us/img245/4653/stalfosloz3duy4.jpg)

Title: Re: [WIP] LOZ 3D
Post by: King Tetiro on March 21, 2008, 09:32:27 pm
Not trying to offend you but the stalfos looks too realistic for a Zelda game. You may what to tone him down. The moblin rocks!! Very good work!!
Title: Re: [WIP] LOZ 3D
Post by: zeldaknack on March 21, 2008, 09:35:58 pm
*chuckles* no offense taken ;-) Like I said, it's work-in-progress shots ;-)

I think there may be some pseudo-scary/dramatic moments where I use *this* stalfos, but
his texturing needs alot of work, I know ;-)

Note: Moblin is currently at 4,120 polygons - should be down to 2k range soon;
Stalfos is only right below 1k :-)

Keep up the comments, as I'm super-interested in your guys' opinions!! :-)
Title: Re: [WIP] LOZ 3D
Post by: King Tetiro on March 21, 2008, 09:39:52 pm
Also, the sword doesn't really looke right. I dunno why but I can't see undead holding a *shiny sword*
Title: Re: [WIP] LOZ 3D
Post by: zeldaknack on March 21, 2008, 09:42:36 pm
Also, the sword doesn't really looke right. I dunno why but I can't see undead holding a *shiny sword*

*laughs* it's a placeholder texture (and kinda model-wise, as that sword's going to be used not on the stalfos but on a pirate in all likelyhood)- and I very much so agree, the new sword for them will be much different :-)

Keep up the comments, it helps me out a ton!!
Title: Re: [WIP] LOZ 3D
Post by: King Tetiro on March 21, 2008, 09:44:39 pm
I have 2 opinions one's a joke okay

First one. (Not joke)

I wanna see Link!!!

Second One (Joke)

I wonder what a moblin would look like with a skirt?
Title: Re: [WIP] LOZ 3D
Post by: zeldaknack on March 21, 2008, 10:23:56 pm
I have 2 opinions one's a joke okay

First one. (Not joke)

I wanna see Link!!!

All will be revealed in time.... ;-)
Second One (Joke)

I wonder what a moblin would look like with a skirt?

There will be a moblin village- *grins evilly* you will see my version(s) of a female moblin :-)
-not joking ;-)
Title: Re: [WIP] LOZ 3D
Post by: darkfox404 on March 22, 2008, 01:41:57 am
are those pre-rendered shots? or in game..? they look pre-rendered to me.
Title: Re: [WIP] LOZ 3D
Post by: zeldaknack on March 22, 2008, 05:47:13 am
No, the enemies I just posted are *not* prerendered. While I understand that you may not believe that my ability is as such- I can assure you that yes, those are quite real-time rendered.

For those of you not believing this, due to any inability, or otherwise lack of ability- to those of you as
such, I feel sorrow for.

For the rest- please, please keep posting comments, as that is how I know that you are interested in me keeping places such as zfgc in the loop.

There will in the near-ish future be a demo, please be patient though, as this is a ***VERY*** big project, and as such will not appear overnight- even I am shocked as to how much assets and such are needed to be made; and I am but 1 3D modeler.. Please, be patient- but know this:

Everything I'm showing you now, will appear as such, or better in-game; and unlike the pointless wind-blowing of most of the major game studios- I don't need 30k polygons on a character to have it appear as such; everything will stay low-poly.

For those of you that want to push your gaming rigs- be assured, there will also be a 'hardcore' version that will have *MUCH* higher poly-count models in game.

In other words- what I'm showing now is the goal for everyone- scenes and enemies that will run on computers that don't break the bank.. Computers that haven't seen an incredible game run on them since half-life 1.

I'm going to try to push the boundaries here guys- I just need your input on how you want to see it done, as well as comments to keep me reassured that you all WANT to know it's progress.

The comments and encouragement keep me motivated ;-)
Title: Re: [WIP] LOZ 3D
Post by: legendarylugi on March 22, 2008, 06:49:48 am
Hey, I have some opinions.  :) And since I am a fellow modeler, my opinion is more valid than your other fans'...lol, that was just a joke, nobody get offended.  XD

Anyways, I think the comment that Laigonaz made about the Stalfos being "too realistic" is also true for the grass texture. It just seems slightly too realistic for a Zelda title. Not to mention, the grass seems a little out of place with the Moblin, like they aren't part of the same world. You want everything to look like it's part of one unified style. And for some reason, the Moblin and the grass look like 2 different art styles. I think the grass needs to be toned down slightly, but that's just my personal opinion.

I really like the Moblin, BTW. Right now, his texture almost looks like it's softly cel-shaded. XD Although his skin texture could use a slight bit more detail.

Like Laigonaz said, it's a Zelda game, so you don't want things to be TOO realistic. Zeldas have always been somewhere in the middle between cartoony and realistic.
Title: Re: [WIP] LOZ 3D
Post by: Toby on March 22, 2008, 10:38:45 am
Wow, this is looking awesome. I can't wait to see more screenshots and a demo.

You definitely know what you're doing, and you definitely sound like you're going to finish it. Very impressive!
Title: Re: [WIP] LOZ 3D
Post by: legendarylugi on March 24, 2008, 04:57:50 am
I really hope this game turns out well, and I really believe it will.  XD

EDIT: Anways, I have something to say. If, down the road, you ever find yourself unable to make any of the character models you need, than I would be willing to help out (down the road). I am unable to right now, seeing as I'm too busy, but when I eventually become NOT busy, I would be willing to help. I'm pretty good with character modeling.

Not that you even need the help, you seem perfectly capable. Just saying, the offer is on the table.
Title: Re: [WIP] LOZ 3D
Post by: zeldaknack on March 24, 2008, 06:09:48 pm
I really hope this game turns out well, and I really believe it will.  XD

*chuckles* It will be a work in progress ;-) But I think most fans will be fairly enthused.  We now have the heart system and box/plant pick up/throw mechanics working- which is a big step forward; and we're thinking that weapons for the most part should be fairly easy to implement.. Now things like the hookshot and boomerang are subjects of intense heartache & misery, but we'll sort them out with time ;-)

EDIT: Anways, I have something to say. If, down the road, you ever find yourself unable to make any of the character models you need, than I would be willing to help out (down the road). I am unable to right now, seeing as I'm too busy, but when I eventually become NOT busy, I would be willing to help. I'm pretty good with character modeling.

Not that you even need the help, you seem perfectly capable. Just saying, the offer is on the table.

Let me know when you're willing/ready to help, there's always stuff that I'd like to unload on someone else *laughs*, as at times it feels kinda overwhelming- but on the same token, having tons of assets to make means that when I get frustrated on something that I can hop to another part.

Once the moblin & main character are finished being skinned and cleaned up, it should be a fairly quick process to bind their animations.. Then I'll be able to show things off more to the non-believers ;-)

Keep up the comments guys and gals, It's awesome encouragement :-)
Title: Re: [WIP] LOZ 3D
Post by: legendarylugi on March 24, 2008, 06:19:40 pm
^^^I will let you know when my time opens up.  ;)

Hey, I have a question. I have absolutely no idea how to use motion capture data files. Could you teach me?  :P I only know keyframing animation (and a little trax).



BTW, I don't know why, but I feel the need to know what you thought about my comments earlier. I'm weird that way.  XD
Title: Re: [WIP] LOZ 3D
Post by: zeldaknack on March 24, 2008, 08:26:08 pm
In regards to your questions on my thoughts of your comments-

I am shooting for a 'more realistic' look in places, but that's kinda a art style/personal
preference.  I may drop it eventually, but that's up in the air at the moment, as I prefer
the more grim yet still fairy-tale esque look... I think that monsters should be monsters,
not things to cuddle with ;-)

Yet at the same time, I am not going to make it too 'scary', as I understand that I am
working on a zelda-esque game, and that I don't want to alienate the fans of the series, or
my own growing followers...

I think my end-decision on whether I'll tone down the 'realism' a bunch will be based on the opinions once the demo's released.

On a side note-
fans of "Error", will be pleasantly surprised by an easter egg...



Everything I do utilizing biped based or motion capture animation in
3D studio max I got from the following places:


http://www.cguu.com/3dsmax/3dsmax6/cstudio_t4/tut_what_you_will_learn_in_these_tutorials.html
http://www.elitesolutions.info/SmarterTicket/Customer/KBArticle.aspx?articleid=41
http://screenshots.rq3.com/bird/exporting_guide/
http://www.moddb.com/games/1/half-life/tutorials/23891/rigging-characters-for-half-life-3ds-max
http://guild.rethan-manor.net/e107_plugins/forum/forum_viewtopic.php?225.last
http://www.homemadeanime.com/2007/01/tutorial-rigging-creating-movement-part.html

Otherwise, I use Milkshape3d for animation-
If you do a 'bvh mocap milkshape tutorial' search on google, you should find
alot of stuff that's not too hard to follow.For milkshape you need .bvh mocap
files usually,but they're easy to locate.

I've gotten quite a few from links that I found on the following pages:

http://feeblemind.tuxfamily.org/dotclear/index.php/2007/08/17/94-around-600-mocapad-data-sets-on-mocapdatacom (Actually this is a blender tutorial of sorts- but still helps us milkshape users.)
Title: Re: [WIP] LOZ 3D
Post by: legendarylugi on March 24, 2008, 09:26:29 pm
^^^Yeah, I can see where you're coming from on the realism thing.


Anyways, thanks for linking me to those tutorials. So the same motion capture files and the basic principles of how to use them SHOULD be the same in Maya, right?
Title: Re: [WIP] LOZ 3D
Post by: zeldaknack on March 24, 2008, 10:08:03 pm
One would hope- I haven't used Maya in ages as my academic license expired :-(

But, I would assume so?
Title: Re: [WIP] LOZ 3D
Post by: zeldaknack on April 09, 2008, 05:44:51 pm
Last night I had a successful character rigging experience :-D !!!

-I'll post a rough, unskinned youtube link tonight if desired by the crowd here :-)
ETA of youtube link & pictures: by 1900 Pacific Standard Time (7pm my time- so, in 8 hours +/-)

It hasn’t been posted yet, but it will be later tonight if wanted, also would everyone like to see the wip’s of the Knight enemy, and poe? And… How about epona…? She’s animated, and skinned- a purchased asset of awesome quality  :-)

So, if you’re all still interested- let me hear it, and know, post your thoughts!!
;-)

Title: Re: [WIP] LOZ 3D
Post by: King Tetiro on April 09, 2008, 06:08:27 pm
POST EPONA FOR THE LOVE OF GOD!!! :D
Title: Re: [WIP] LOZ 3D
Post by: zeldaknack on April 10, 2008, 03:13:59 am
Epona :-)

(http://img525.imageshack.us/img525/4277/epona1zz6.jpg)

(http://img511.imageshack.us/img511/7559/epona2sm3.jpg)

(http://img530.imageshack.us/img530/1234/epona3ek6.jpg)

And - attached - is Link, movement test :-)

Sorry it's a little late (1 hour) - let me know what you all think!!! Please,

I need more comments, more encouragement!!
Title: Re: [WIP] LOZ 3D
Post by: zeldaknack on April 10, 2008, 03:49:23 am
Muwahahhaa

Now you can see the Knight enemy & a Poe enemy :-)

(http://img146.imageshack.us/img146/7043/poeknightepona3lm5.jpg)

(http://img213.imageshack.us/img213/9366/poeknightepona2zz5.jpg)

(http://img404.imageshack.us/img404/3765/poeknightepona1eg6.jpg)

Comments darnitt!! ;-)
Title: Re: [WIP] LOZ 3D
Post by: gm112 on April 10, 2008, 03:52:37 am
O-O WOWOWOWOWOOWOWWOOWOWOWOWOWOAH! I come here when this topic was first made, and I was shocked... I come back here, and I !@#$% myself! WOAHHH! VERY NICE!
Title: Re: [WIP] LOZ 3D
Post by: Ness on April 10, 2008, 03:55:31 am
 :o That's pretty cool.
Title: Re: [WIP] LOZ 3D
Post by: ali on April 10, 2008, 06:16:32 am
OH GOD MOAR PLS!!!
Those are freaking amazing. The Link running animation is so smooth, seriously you get my respect. Deep respect.
Title: Re: [WIP] LOZ 3D
Post by: King Tetiro on April 10, 2008, 06:22:44 am
That video and epona shots have won me.
Title: Re: [WIP] LOZ 3D
Post by: CrystalAngel04 on April 10, 2008, 05:58:08 pm
It is beautiful I must say, I'm definitely impressed. My only lil gripe is that the scale seems really off, maybe its just the perspective you used in the screenshots but something seems off when Epona looks as big as a tree. Put Link on Epona and he may tower over the trees... but maybe its just me but when a person and horse tower over a forest, the forest kinda loses its... forest-ness. lol Keep up the good work though, it looks amazing!
Title: Re: [WIP] LOZ 3D
Post by: legendarylugi on April 10, 2008, 09:24:19 pm
Where's the link to the Link running animation? I don't see it.

EDIT: Nevermind, I found it.


EDIT: Some funky error isn't letting me watch it. Could you maybe upload it to youtube so I can see it?
Title: Re: [WIP] LOZ 3D
Post by: zeldaknack on April 11, 2008, 12:21:13 am
sorry Luigi, I'm stuck at work waiting for a laptop to finish encryption otherwise I'd post the link directly, but if you search for zeldaknack on there, you should find it.

AWESOME to hear the comments so far, keep 'em coming and I'll be answering questions late tonight or early tomorrow. 

Let's see some more input guys & gals ;-)
Title: Re: [WIP] LOZ 3D
Post by: zeldaknack on April 11, 2008, 03:14:54 am
http://www.youtube.com/watch?v=FzdZ8h_bXko

^ youtube link for those with playback issues.

;-)
Title: Re: [WIP] LOZ 3D
Post by: zeldaknack on April 11, 2008, 03:50:29 pm
CrystalAngel, and others :-)

Thank you for the kind words!! In regards to the questions on the forest stuff-  it mostly a matter of perspective oddities, but it is also partially me not having-gotten to rescaling the trunks of the trees.  They are actually a goodly bit bigger than the player, but it doesn’t show well at the moment in most screen shots. 

Just to remind everyone- the knight, and Poe enemies are still very rough , and unskinned- which means that they will be much, much prettier come release.

For  those impressed with the character animations so far, and the compliments- thank you all :-) it means a lot, I thrive off of feedback :-)
---And I think you will all be very impressed when things get to a point I can demo it :-)
The next screenshot set I’ll be implementing the water shader, and I think the next video will be some of the enemy models animated.  I would bust a set out this weekend, but we’re making a pretty big move (don’t fret, I’m backing all progress up again tonight, just to be safe- so that nothing is lost :-) I’m not going to be one of those that loses everything on a move). I’m getting pretty psyched, as are my friends in regards to things thus far.

Well, keep the comments, questions, and such coming guys!! I need to know what you all think & would like to see me focus on next. 
Title: Re: [WIP] LOZ 3D
Post by: zeldaknack on April 11, 2008, 06:49:48 pm
To any interested in Level Design

Here goes my suggestion list ;-)

First off, I’m refusing to give direction on how to design a level, or examples ;-) Why? Because you may come up with something that I personally find freaking awesome- and while it may not be instantly incorporated, I will likely build it in eventually, or aspects of it- as this project evolves and continues (heck, I’ve even debated making it a “up-to 16 player”co-op online game functionality, as doing so is literally next to no extra work in the game engine I’m using)- if I do, it **will** remain free, just with that little perk.

What I will recommend though, is this: Please remember that I’m bound and determined to keep a ‘2d experience and feel’ in the 3D game. There will be no- count that zero puzzles that require a player to look in 360 degrees… I hate it when games do that. Hence, I won’t.   I ***LOVE*** the feel of 2D zelda, but I highly enjoy a 3D environment.

Does this mean there won’t be side-story, or random bizzare puzzles or hidden items that require you to look in a 360 degree awareness? Heck no. There will almost definitely be some- but, they will **not** be things that are mandatory, or required. *cue shrug *

If you want to design levels- and are new to it, or have no experience, look up dungeon design for D&D- (that’s dungeons & dragons)- there’s ***tons*** of resources for level design through there. 

Use tile sets, MS Paint, or grid paper (just a suggestion), and write explanations of different parts or rooms.

What are the environments in the game?
Desert
Swamp (Go Fergus!! Psst- where’s the drawings & designs I keep asking for? ;-) )
Jungle
Forests
Plains
Beach
Island
Water
Lava
Mountains
Annnnd maybe, just maybe- ice.

Give me something righteous :-) – and I’ll use it.


Keep up the comments guys- I feed on ‘em
Title: Re: [WIP] LOZ 3D
Post by: cheesepie on April 11, 2008, 06:52:48 pm
wow u are absolutly insane. I am hoping for a demo soon, becasue this game has the potential of being a superb game. please post more images. Good luck :)
Title: Re: [WIP] LOZ 3D
Post by: legendarylugi on April 11, 2008, 09:46:32 pm
Okay, I have a lot of comments.

Loving the Poe so far.  XD He definitely looks like he belongs in Zelda. He even kind of reminds me of the original Wizzrobes from LoZ. In fact, now that I think of it, it would be awesome to see a modified version of that as a Wizzrobe.  XD

Anyways, I'm starting to become a bit confuzed as to what style you're going for. You are using the stylized designs from ALttP sprites as the basis for how houses, trees, various props, etc., all look, but you are trying to make the characters, monsters, environments, dungeons, etc., look pretty realistic? It doesn't really blend IMO. ALttP style houses and trees just lend themselves to a less realistic environment. The environment makes them look really out of place.

To be clear, I'm NOT complaining that it's too realistic, or that it's not realistic enough. All I'm saying is that things don't quite seem to match eachother. Some things don't even seem to quite match themselves. Take the tree as an example again. The texture for the tree, and the model for the tree, seem disparate. One is realistic, one is of a cartoonish style, and while that could work in some instances, I think in this case they seem too different to really "blend" into one unified object. I think you really need to CHOOSE which direction you want to take it in (and to what extent you want to take it there), rather than sitting on the fence where there is no unified "look" to it.

To tell you which side of that fence I stand on, I really like your plan of having the world be ALttP styled, but I feel that in some ways, trying to stick them in a very realistic world kind of detracts from them. When it comes to me personally, I'd prefer that the environment be closer to the stylized ALttP look, but that's just me personally.




Anyways, I'm going to move on from that, and leave it be for now. I have another complaint. I think I finally know what's been bothering me about the way some of the stuff looks. A lot of it just doesn't seem distinctly HYLIAN. Let me explain. It just seems like some of the designs are those of a standard, more generic high-fantasy (don't take generic the wrong way, I only mean it in the sense of "traditional," not "bland"). That Knight kind of looks like he could come from ANY fantasy universe. There's nothing in his design that screams "Zelda" (but the Poe is definitely recognizable as a Poe). If you look at knights and the Hylian Guard in TP and OoT, they have a rather unique style that isn't quite like traditional knight armor.
Title: Re: [WIP] LOZ 3D
Post by: zeldaknack on April 11, 2008, 11:01:33 pm
Now, I may edit this later as it may come across as negative-
PLEASE DON'T TAKE IT THAT WAY!!!!

Your comments are being taken wicked seriously, and I value them Lugi!! Infact, you're one of the ones who I would like to make a character based on in the game (along with other persistant posters), since
you've been giving input as much as you have.
     *winks at the rest of the ppl in the forum* It pays to post feedback :-P

Loving the Poe so far.  XD He definitely looks like he belongs in Zelda. He even kind of reminds me of the original Wizzrobes from LoZ. In fact, now that I think of it, it would be awesome to see a modified version of that as a Wizzrobe.  XD
Muwahahahahhaa!!!
Just wait till you see the wizzrobe  XD You'll love it, I guarantee!!!!!!!!!!!!!!!!!!!!

It is, a amazing model so far- but I want to hold off till it's textured/skinned.

Quote
Anyways, I'm starting to become a bit confuzed as to what style you're going for. You are using the stylized designs from ALttP sprites as the basis for how houses, trees, various props, etc., all look, but you are trying to make the characters, monsters, environments, dungeons, etc., look pretty realistic? It doesn't really blend IMO. ALttP style houses and trees just lend themselves to a less realistic environment. The environment makes them look really out of place.
The houses are still being updated, as are the trees ;-) Not all shall be as simplistic as originally. I think -once it's done- that you'll enjoy it. If not, well - I apologize, and you'll get to make it how you want, as once completed all resources will be given away for the community.


Quote
To be clear, I'm NOT complaining that it's too realistic, or that it's not realistic enough. All I'm saying is that things don't quite seem to match eachother. Some things don't even seem to quite match themselves. Take the tree as an example again. The texture for the tree, and the model for the tree, seem disparate. One is realistic, one is of a cartoonish style, and while that could work in some instances, I think in this case they seem too different to really "blend" into one unified object. I think you really need to CHOOSE which direction you want to take it in (and to what extent you want to take it there), rather than sitting on the fence where there is no unified "look" to it.

To tell you which side of that fence I stand on, I really like your plan of having the world be ALttP styled, and I feel that in some ways, trying to stick them in a very realistic world kind of detracts from them. When it comes to me personally, I'd prefer that the environment be closer to the stylized ALttP look, but that's just me personally.
Everything is kinda in transition. There are aspects of the trees that I truly treasure personally- and I understand that that doesn't quite mesh well with some people. However the trees by the time it's done will be a bit more realistic, but not horribly so.At the end of the day, it's down to personal preference- and I will be adding more variety and such to trees as an option likely- but, I think (personally) that forests, and trees, so long as aesthetically pleasing, and kinda shout 'tree'- are fine. Look at City Of Heroes for example... I personally find stylized trees MUCH more than the pixellated, 2d-branched crap that usually flies in games these days. For me, environment is always secondary to the life, and amazement found when in a battle, or a scene...

What do I consider a scene? Unique areas, like the master sword, like Hyrule Castle (and it's city, and gardens), like Death Mountain- or the first times you approach the beach.. Or dock on the island..
Heck- the Fairy 'town', and moblin town too.

Will there be times of incredible beauty environment wise? Heck yea.

Will there be times when you pause and go "Wow"? Yes, there will.


I guess overall- I'm shooting for a stylized form, with realistic textures. Personally I think it's beautiful.
I'll leave the option for 'real' or sylized trees open though... I would argue that there is a very unified look growing in the games design- screaming both new, and old at once. But for those against it-
I do appreciate the input, as now:
That'll be another "Players Choice" option.

Quote
Anyways, I'm going to move on from that, and leave it be for now. I have another complaint. I think I finally know what's been bothering me about the way some of the stuff looks. A lot of it just doesn't seem distinctly HYLIAN. Let me explain. It just seems like some of the designs are those of a standard, more generic high-fantasy (don't take generic the wrong way, I only mean it in the sense of "traditional," not "bland"). That Knight kind of looks like he could come from ANY fantasy universe. There's nothing in his design that screams "Zelda" (but the Poe is definitely recognizable as a Poe). If you look at knights and the Hylian Guard in TP and OoT, they have a rather unique style that isn't quite like traditional knight armor.
The knight will look more Hylian by the time it's finished with some tweaks and skinning. I do understand what you mean on him though- unfortunately trying to enlarge & modernize a bit some of the models that the original artists made is fairly difficult, as they rarely added in their portraits.. Now on some creatures like the Poe- it's easy to follow... The knight's base mesh has been less-so, but hopefully by the time it's finished it will be more 'clear'.. Bear with me a bit on it ;-)
Title: Re: [WIP] LOZ 3D
Post by: ali on April 11, 2008, 11:37:16 pm
The first images you posted look a lot like lttp but none of your other stuff matches that
Title: Re: [WIP] LOZ 3D
Post by: zeldaknack on April 12, 2008, 02:19:37 am
I'm sorry?
It will look more akin to LttP once finished- but it is set in that world- but forward 20 years roughly (off the top of my head), so while it may not look totally LttP-ish like the original screens- since the project has turned into a game, and not a quick fly-through- so to has my desires with it.

I want it to be more original when finished. Not just a remake.

If that dissapoints- I don't know what to say except I'm sorry.

For those still interested, or with good comments/concerns/etc. keep 'on posting :-)
Title: Re: [WIP] LOZ 3D
Post by: ali on April 12, 2008, 02:30:55 am
I'm sorry?
It will look more akin to LttP once finished- but it is set in that world- but forward 20 years roughly (off the top of my head), so while it may not look totally LttP-ish like the original screens- since the project has turned into a game, and not a quick fly-through- so to has my desires with it.

I want it to be more original when finished. Not just a remake.

If that dissapoints- I don't know what to say except I'm sorry.

For those still interested, or with good comments/concerns/etc. keep 'on posting :-)
You dont have to be sorry 0_o

Anyways I was just pointing it out, nothing wrong with any of the images except they don't match but after hearing that yeah. So keep up the good work
Title: Re: [WIP] LOZ 3D
Post by: DanTheMan on April 12, 2008, 07:56:14 pm
No clue if it helps or not, but aab at one point made several LoZ enemies in 3D using Anim8or.  Unfortunately, I cannot find them on my hard drive even though I thought I saved them, but you can probably contact him directly about it if you're interested. 

This project is looking excellent, keep it up.
Title: Re: [WIP] LOZ 3D
Post by: zeldaknack on April 14, 2008, 06:13:14 pm

DanTheMan,

Thank you for the comments :-)

It means a lot coming from moderators :-)

I sent a email to Aab, hoping for a reply.. Even if they were only used as a base, they’d be tons of help.. So, I’m hoping.

Moved this weekend, and should be getting internet back come Wednesday- will be back at the project by Friday in all likelyhood.  Personally I love 3D modeling & world creation, so I’m having a lot of fun thus far.. But, of course- help is incredibly appreciated.  I really wish I had a new programmer, as mine has effectively said they won’t be helping for a month or two +…. *shrugs*

So, now I’m contracting out parts of the programming as I’m able to.

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

Just a random thought on mounts/exotic/fast travel:

Thus far I’m thinking of the following:

A horse (awesomely able to give it a ‘vehicle’ template.

A flying type (maybe something like a griffon or wyvern.. True it’s not quite a zelda themed mount- but it’d be fun for snapshots & such. (Going to try to utilize an example plane script).

Teleportation via song (done through warp-to commands)

Teleportation via set-points. (really the same thing as teleport via song)

Raft (and flippers) for the water (haven’t quite figured this one out yet)

---

So much stuff to play with ;-)

Including the water shader which I’ll be adding this week… Now that almost all of my textures are done,
As soon as I finish the ‘curved’ forest segments-
I’m going to have to start stitching together the pieces of the world, and testing things in macro-style, as opposed to the small levels I’m using now..

I’d love to have the world with as few loading scenes as possible- but the only way I’ll know is by laying the whole thing out & then cutting it up…

Now, in all fairness I know the lost woods will be it’s own area, and such- but other places I’m truly just going to be playing with.

Title: Re: [WIP] LOZ 3D
Post by: legendarylugi on April 14, 2008, 09:46:51 pm
The flying mount should be something very clearly Zelda, IMO.

There are some pretty cool flying creatures in Zelda.
Title: Re: [WIP] LOZ 3D
Post by: zeldaknack on April 15, 2008, 01:39:00 pm
The flying mount should be something very clearly Zelda, IMO.

There are some pretty cool flying creatures in Zelda.

If you could, could you toss me some *good* LoZ flying creature pics or fanart? I've been hunting, and thus far no luck- hence the oddball suggestions.

It would be a *huge* help :-)
Title: Re: [WIP] LOZ 3D
Post by: Zero Beat on April 17, 2008, 07:25:58 pm
Hey, whats the progress on this game?
Title: Re: [WIP] LOZ 3D
Post by: zeldaknack on April 17, 2008, 08:28:10 pm
It's coming along slowly Sora, I began work on the Desert Temple last night-


So, there is progress being made. I’m also starting to test zone size- as in just how big *can* I make areas in the world before things start dropping framerate wise. I’m also learning most of the programming side on the fly as it were, since I don’t have much in the way of programmer help.

*shrugs*

I wish I could give more information, but untill I master figuring out the combat system 100%, as well as the HUD work, it’ll be a little delayed.

I hope that isn’t sounding discouraging, but I am indeed making progress, and as soon as I figure out getting the combat system finished to some degree- as well as a couple of characters exported properly with functional animations- then there will be demos on a regular basis.

I’m hoping for what I consider as a realistic time-frame of a mostly full release by Dec/Jan.

Demos will, of course start rolling hopefully soon-ishk. A large portion of the static assets are effectively done. Most of the monsters have been at least partially completed- a good part of them are *very* close to finish.

Since I already have the animations, it’s really a matter of getting skinning and bone/biped setup completed & figuring out the combat & hud.

I know, I know- not much of an update, but here it is anyway ;-)
Title: Re: [WIP] LOZ 3D
Post by: King Tetiro on April 17, 2008, 08:31:41 pm
What's going to be in the demo?
Title: Re: [WIP] LOZ 3D
Post by: Koh on April 18, 2008, 10:30:40 pm
good luck.  Models and textures look great =).
Title: Re: [WIP] LOZ 3D
Post by: zeldaknack on April 29, 2008, 01:48:59 pm
What's going to be in the demo?


In the demo, you'll be able to expect:

*Swordplay
*Interacting with the world (pickup/throw pots, shrubs (with spawning items!!), examine items, talk to people, loot chests & objects, jump; likely swim)
*Likely 3-6 types of enemy (knight*, stalfos*, redead* *=have animations, close to complete or complete now)
*Kokiri Village, The Test Dungeon *evil laugh*, possibly desert temple, part of Hyrule Field & Lost Woods).
*Heart System if I can get it to co-exist properly...
*Hopefully the Rupee GUI
*Possibly a wip version of the mini-map

----

What won't be in there for demo1:
*Shops
*Branching Dialogue
*Multiple weapons of much significance
*Hookshot (Well, this may be in in a rough form)
*Boomerang
*Epona Usable or any other fast-travel.
*Quest Rewards (Well... It might be, but don't get your hopes up
*Key binding menu
*Cinematics (yes, there are some being worked on.)
*Full fledged inventory screen (waaaaaay too much in testing/deciphering right now)
Title: Re: [WIP] LOZ 3D
Post by: zeldaknack on April 29, 2008, 02:08:49 pm
good luck.  Models and textures look great =).

Thank you :-)

I've been putting alot of time right now into the desert temple so that it will be ready for 'the  demo'.
So far- I think- it's looking pretty darn sweet. And I've added *several* secrets that people should have
fun with, and that may come in handy if I end up enabling the capture the flag type multiplayer modes
eventually.

The layout has changed a little, but is still pretty readily recognizable as a modified version of the LttP based
desert temple, overall locations are fairly similar/the same, but everything's getting that bit of updating and
shine. If all I were doing was just rapidly making it 3d, it'd be done- but I want to push it quite a bit further
than that, give it my feel- and not just a rehash. :-)

So far the entire dungeon (without enemies) is do-able with zero loading, which is awesome, but I will likely
have a handful of loading areas added, just to ensure that most/all computers should be able to handle it
without issues.

Finding and making the 'right' textures for in the dungeon is a bit of a chore ;-) while things can look good
from a 1st person view- it can be hard to find the right ones to give contrast and flair for the top-down
more traditional view.

It definitely kinda helps having a decent progress bar/breakdown.  I'm still jumping around on little bits like a
mad hatter, and nearly no-one I've asked for help has actually produced much of anything, but- the
project is chugging along slowly.

Looking back at my other post- please note, the heart system technically works right now- but it has some
serious flaws that I want to correct. *shrugs* Namely that it doesn't use the built-into-the-engine HP
system, and the 2nd row of hearts isn't cueing up for some reason- which is a pain in my #**(%*^$^%$$&(.

*shrugs*

That there's my current progress ;-)

On a side note- would anyone be interested in a spyglass item to be in-game?
Title: Re: [WIP] LOZ 3D
Post by: pichuscute on April 29, 2008, 10:34:20 pm
This is an amazing game. I wish I had the ability to make me some 3D games.  :'( but this game is freakin awesome and I cant wait for the demo. YOur really working fast. Ive had a 2D zelda fan game in progress for over a year and its barely started, lol. I dont even have a story for it yet.  But you shouldnt set any dates for releases. Also, a spyglass would be a great idea. Something like the Lens Of Truth? What will be the view for this game? Or will you be able to toggle the camera? Anyways good luck and please keep backups. Too many people have lost their fan games that way.
Title: Re: [WIP] LOZ 3D
Post by: zeldaknack on April 30, 2008, 08:08:47 pm
I appreciate the kind words Pichuscute.

For me, in some ways I feel that a 3D game is no harder - and in some ways it's easier- than
a game with entirely new or custom spritesheets (provided one can gain familiarity with a 3D
application).

I think that everyone should give applications such as sketchup (which the basic version is
free- and is more or less what I'm using for the development of this game) a try- the tutorials
that are out there are incredibly nicely done step-by-step, and can give a person new to the
ideas of 3D a huge leg up- even if you're doing a 2D game. :-)

There will be a few views in the game- a semi-traditional overhead view, an over-the-shoulder
view ala kingdom hearts or Tomb Raider, and a First person view, and yes the views will be able
to be toggled between for personal preference.

And trust me, I have learned the backups thing- everythings being backed up on a fairly regular
basis... This is going in my portfolio (so if the Industrial design gig I've got going on fails, I'll
mayhaps be able to get a job with one of the game companies around here) :-)
Title: Re: [WIP] LOZ 3D
Post by: cheesepie on May 01, 2008, 12:39:58 am
Oh my llama! :o

You are insanly amazing i mean this is one of the best games iv'e seen in awhile.
Please finish the demo, i am to anxious to play. Looks really nice man, keep it up.
 Don't want to see another game fall again.

This is a great game
Title: Re: [WIP] LOZ 3D
Post by: Trask on May 01, 2008, 02:57:27 pm
Insanely good work indeed, but furthermore props to you for constantly responding and engaging in conversation with everyone instead of disappearing.
Title: Re: [WIP] LOZ 3D
Post by: zeldaknack on May 01, 2008, 04:34:44 pm
Trask, Cheesepie,

I love the level of interaction here on these forums- it's kinda why I take a little more time here than
most (plus the fact that, after all- this is the Fangame Forums *cue evil chuckle*)

It won't fail or fall- I'm a bit too dedicated on that one, plus it's times when I get awesome feedback,
or pull something off that's neat in designing an area- that truly keeps me fired up about it.

I'm kinda waiting a little on the dev. team for the game engine I'm using to release a fix for the raycast
length- because while it'd be hilarious to sword swipe someone 100 feet away- the sword just aint that
long *laughs*.

Currently I wish I were more familiar with C+ or C script, so that I can finish converting the quake 2
grappling hook over to angelscripting & limit it to set hook_to points... Wish I had a programmer
*shrugs*
I'll get it done eventually though. *growls at the hookshot* There's a reason not many games use a
grappling hook... It's a devious device to make ;-)

Just on a side note-
Desert temple is looking *awesome* and I think that in it's entirety, there will only be
4-5 loading screens.
-1 for outer temple area
-1 for the first floor
-1 for the second /third floor (may end up as 2)
-1 for the boss.

I could have it all on 1 loading screen- but I think that to keep it fairly reliable to run
on everyone's computers that it will be better to keep dungeons split up a bit (it will
also make it easier/ keep texture memory overhead low).

Would you rather have huge levels, or to have things split up a bit?
Title: Re: [WIP] LOZ 3D
Post by: zeldaknack on May 07, 2008, 08:23:56 pm
No major updates this week, I've been working on some of the NPC's, and Castle-town houses.

Also have been puzzling over some of the new code-base in a recent update of the gamecore
engine. Some things like animation definition have gotten incredibly simplified. Others are still
leaving me at an utter loss of understanding (but that being said, I'm not a coder/programmer).

I wish I could put out a demo right now, but things are still too unfinished or buggy-

On a bright note, there is now ZERO extra polygons, lines, or etc. in the Desert temple
dungeon. This means I *might* be able to squeeze a little extra performance out of the dungeon. If
I can figure out the portal occlusion system (which lets the game keep anything that's not player-visible
from being rendered), then I may be able to do the entire dungeon section in just 1-2 loading screens.
Maybe.
I'm hoping.
*crosses his fingers*
If I figure out the portal occlusion- it will also mean that I can pull off incredibly large vistas in the engine,
which will not just be a first for the game engine, or for a fan-game for zelda- but may mean that this
will become much, much more dramatic and epically scaled (without adding much of a increase in my dev.
time on the game), especially when paired with the 3-5 levels of detail that I'm hoping to incorporate
eventually (right now I just have 2-3).

I am getting more and more excited about things as I'm progressing.
Title: Re: [WIP] LOZ 3D
Post by: CrystalAngel04 on May 07, 2008, 11:38:13 pm
I love that you keep providing updates to your work. This looks like such a promising project and I love seeing any progress made to it. To answer the question posed in the previous post you made, it probably would be better to do whats in the best interest of having the game run smoothly on as many computers as possible.
Title: Re: [WIP] LOZ 3D
Post by: yowl on May 13, 2008, 02:10:06 pm
Well I'm new to this forum and looking around but this thread really has caused me to stop and say

WOW

Its looking extremely promising, particularly the Poe
Title: Re: [WIP] LOZ 3D
Post by: cheesepie on May 13, 2008, 06:58:23 pm
Love to see more screenshots plz. I am hoping to also see a demo soon. Plz, I am getting anxios
Title: Re: [WIP] LOZ 3D
Post by: zeldaknack on May 16, 2008, 02:15:03 pm
Current Project status-

We have gotten a new programmer!!!

Concept art Completed:
Witches Hut

3D Model updates:
* Wagon 1 cleaned- awaiting animation & texturing.
* Desert Temple work continues, texturing preliminaries beginning.
* Main character Boot Reworking beginning
* Villager_Male1 complete, rigged, and animated.
* Villager_Male2 complete, rigged, and animated.
* Villager_Male3 complete, rigged, and animated.
* Villager_FemaleOld1 complete, rigged and animated.
* Villager_Female2 complete, rigged and animated.
* Villager_Female3 complete, rigged and animated.
* ReDead work begun.
* Stalfos_2 begun.
* 5 Castle Town houses completed.
* Food Vendors/Stall modeling begun


Texturing Work Completed:
* 4 new stone textures
* 2 new dirt textures
* 5 new desert temple mural textures.

High on my To-Do list:
* Finish last two tree-line variants (Curves... *shudder*)
* Finish rigging and UV mapping of characters (...sigh...)
* Begin organizing characters and objects for incorporation into the Hylian
legends toolset.
* Finish Polygon optimization of buildings.
* Get main character into game engine once mostly satisfied with most
animations & nit-pick issues (boots, elbow, hat deformations under some
animations... Unfortunately it means re-UVmapping him... sigh.).
----------------


Crystal Angel:
Thank you!  Progress is going strong- though, if I could afford to take a week off of the real world's work schedule
to devote to it, I would- and I'd probably be 2-3x farther than I am now. *le sigh*

Yowl-
Thank you yowl :-) I appreciate it. the Poe is getting some minor love and attention soon, with Normal Mapping and
such.

Cheesepie-

Patience, young padawan. I'm getting there, albeit slowly- and I have been concentrating on assets this last two weeks,
as opposed to more 'concrete' stuff in the editor.

Work, and Mario Kart have been kinda distracting though ;-)
Title: Re: [WIP] LOZ 3D
Post by: pichuscute on May 18, 2008, 08:32:10 pm
This is awesome and you work really fast, I'm extremely slow at making games. Keep it up!!!! I really won't to play this. XD XD
Title: Re: [WIP] LOZ 3D
Post by: Faldomar on May 19, 2008, 10:31:14 pm
Can't wait to see the demo of this awesome project, been reading on it every now and then. It's looking very good. Keep up the good work. XD
Title: Re: [WIP] LOZ 3D
Post by: zeldaknack on May 22, 2008, 02:41:55 pm
Currently looking at 9 chunks of 10k polygons on the desert temple first floor. Having some issues
with the textures cooperating, but I think that once I finish dividing the sections that it will cooperate
better.  If not, well- I'll just split it into a ton of components then- which is something that I don't wish to
do.

I may also try a 18 chunks of 5k polygons just to keep things more reasonable for lower end systems.

If I end up having to split it into a ton of components- then I'm going to just re-concentrate on getting
some minor works done, like the curving tree-lines and such. *shudders*

The treasure chest is done though texturing wise (okay, so that's kindaaaaa lame, but - it's progress ;-) )

I think tonight/tomorrow if I can't fix the texture issue fast then I'll post some progress shots taken from
in my modelling application- I think that then people will understand the sheer size of the 'new' desert
temple...

Was hoping last night to be able to get the temple in-game, (and thus be mostly just down to some HUD and
character work prior to demo) but the texture issues really kinda rendered that idea moot.  Kinda irritating really
that the textures are being irritatingly stubborn for export.


I'm trying to get to a demo as soon as possible guys ;-)


Faldomar & Pichuscute-

Cheers guys :-)
It's comments like that that keep me going on this :-) They keep me motivated & dedicated *chuckles*
Title: Re: [WIP] LOZ 3D
Post by: pichuscute on May 23, 2008, 09:17:01 pm
Thx dude, I'll keep postin to make you keep workin, hehe >:D.
Title: Re: [WIP] LOZ 3D
Post by: HyperKnight32 on May 23, 2008, 11:55:00 pm
I'm rather keen to see what it'll all look like in the demo :). Your dedicated work will be sure to yield great results, keep the good work up ;)
Title: Re: [WIP] LOZ 3D
Post by: Tabby on May 24, 2008, 09:07:03 pm
Very impressive, you really put lots of time into this. I hope you won't lose the motivation you have right now because this looks really nice, keep up the good work!

P.s 3D games are teh best <_<
Title: Re: [WIP] LOZ 3D
Post by: zeldaknack on May 29, 2008, 02:07:26 am
Sneak peak at the early unfinished desert temple-
Please bear in mind these are not normal mapped or bump mapped/specular yet.

(http://img155.imageshack.us/img155/1197/untitled10xz8.th.jpg) (http://img155.imageshack.us/my.php?image=untitled10xz8.jpg)
(http://img266.imageshack.us/img266/585/untitled9tk0.th.jpg) (http://img266.imageshack.us/my.php?image=untitled9tk0.jpg)
(http://img341.imageshack.us/img341/4103/untitled8ar6.th.jpg) (http://img341.imageshack.us/my.php?image=untitled8ar6.jpg)
(http://img258.imageshack.us/img258/2429/untitled7bs6.th.jpg) (http://img258.imageshack.us/my.php?image=untitled7bs6.jpg)
(http://img81.imageshack.us/img81/2657/untitled6zz5.th.jpg) (http://img81.imageshack.us/my.php?image=untitled6zz5.jpg)
(http://img155.imageshack.us/img155/8748/untitled1or2.th.jpg) (http://img155.imageshack.us/my.php?image=untitled1or2.jpg)
(http://img98.imageshack.us/img98/9143/untitled2dv2.th.jpg) (http://img98.imageshack.us/my.php?image=untitled2dv2.jpg)
(http://img98.imageshack.us/img98/1906/untitled3xe6.th.jpg) (http://img98.imageshack.us/my.php?image=untitled3xe6.jpg)
(http://img139.imageshack.us/img139/3867/untitled4rm2.th.jpg) (http://img139.imageshack.us/my.php?image=untitled4rm2.jpg)
(http://img98.imageshack.us/img98/8679/untitled5lq5.th.jpg) (http://img98.imageshack.us/my.php?image=untitled5lq5.jpg)
Title: Re: [WIP] LOZ 3D
Post by: nitz on May 29, 2008, 02:11:36 am
Sneak peak at the early unfinished desert temple-
Please bear in mind these are not normal mapped or bump mapped/specular yet.

(http://img155.imageshack.us/img155/1197/untitled10xz8.th.jpg) (http://img155.imageshack.us/my.php?image=untitled10xz8.jpg)
(http://img266.imageshack.us/img266/585/untitled9tk0.th.jpg) (http://img266.imageshack.us/my.php?image=untitled9tk0.jpg)
(http://img341.imageshack.us/img341/4103/untitled8ar6.th.jpg) (http://img341.imageshack.us/my.php?image=untitled8ar6.jpg)
(http://img258.imageshack.us/img258/2429/untitled7bs6.th.jpg) (http://img258.imageshack.us/my.php?image=untitled7bs6.jpg)
(http://img81.imageshack.us/img81/2657/untitled6zz5.th.jpg) (http://img81.imageshack.us/my.php?image=untitled6zz5.jpg)
(http://img155.imageshack.us/img155/8748/untitled1or2.th.jpg) (http://img155.imageshack.us/my.php?image=untitled1or2.jpg)
(http://img98.imageshack.us/img98/9143/untitled2dv2.th.jpg) (http://img98.imageshack.us/my.php?image=untitled2dv2.jpg)
(http://img98.imageshack.us/img98/1906/untitled3xe6.th.jpg) (http://img98.imageshack.us/my.php?image=untitled3xe6.jpg)
(http://img139.imageshack.us/img139/3867/untitled4rm2.th.jpg) (http://img139.imageshack.us/my.php?image=untitled4rm2.jpg)
(http://img98.imageshack.us/img98/8679/untitled5lq5.th.jpg) (http://img98.imageshack.us/my.php?image=untitled5lq5.jpg)


I like the shadows :D
Title: Re: [WIP] LOZ 3D
Post by: CrystalAngel04 on May 29, 2008, 02:35:37 am
I have to say those screens are amazing already and I can't wait to see what it will look like with more detail added to it through the mapping techniques. YAY Progress!!! Keep it up!!
Title: Re: [WIP] LOZ 3D
Post by: Ryan on May 29, 2008, 02:38:44 am
Nice new screenshots.
I can't wait for this to come out.
Title: Re: [WIP] LOZ 3D
Post by: HyperKnight32 on May 29, 2008, 09:42:58 am
Now that's what I call effort!

I'm really keen to see what else will arise from that magic hat of yours XD.
Title: Re: [WIP] LOZ 3D
Post by: zeldaknack on May 29, 2008, 02:35:04 pm
Thank you all for the comments thus far!!!

This is what I love about ZFGC- constant encouragement :-)
I’m still not sure on my color choices on the textures, but they’ll do for now ;-)
None of the textures are bigger than 512- and most are less than 256x256 :-)
Meaning, of course that it should be easy on the video card/processor (and ain’t bad on the eyes).


I don’t think I’d be making quite as good progress without this kind of encouragement, and love to hear your guys- and gals’ opinions, concerns, and thoughts on the choices for color, texture, design, etc. :-)

--
Hyperknight
Just wait, just wait ;-)  You’ll see some bizarre, beautiful, and different things come from this hat of mine as time winds by :-)

Ryan,
Short and to the point I see ;-) I’m glad it’s peaking interest for yah :-)

Nitz,
I’m still making up my mind as to either bake the shadows in, or to keep them ‘live’. Both have their own drawbacks of course- live being slower; and baked meaning they’ll not change location (which can be a little odd).

Tabby,
I’ve put *alot* of time into this thus far- concept art of my own and from a few contributors definitely helps though, as guidelines speed the process dramatically. I won’t lose the motivation, if the forums don’t lose the encouragement :-P


CrystalAngel-You honor me with your presence, Moderator ;-)
The detail & other mapping once it’s broken down to components will enhance the look *alot*, and I’m hoping to put more mural-type art in it, but I’ve had some mild issues with textures- and wanted to the ‘minimal’  amount of detail thus far. 
Title: Re: [WIP] LOZ 3D
Post by: pichuscute on May 30, 2008, 11:56:10 pm
Those screenshots are amazing. Now post more, ;P. Cant wait to play this. You are freakin talented at this.
Title: Re: [WIP] LOZ 3D
Post by: cheesepie on May 31, 2008, 02:24:26 am
those are the bomb. I am dumbfounded... Plz finish this game, i look foward to the completion of this. Also if you can post some shots of link maybe? Do you actually have links rendering done yet.. if you do, i would like to see it plz.

Good luck mate with this XD
Title: Re: [WIP] LOZ 3D
Post by: CrystalAngel04 on May 31, 2008, 03:11:35 am
Looking at the screenshots again I do have one question: Is this temple meant to be an "open air" temple as the lighting seems to suggest that it's completely outside or is that just temporary?
Title: Re: [WIP] LOZ 3D
Post by: King Tetiro on May 31, 2008, 06:28:56 am
Holy sh*t I died from too much eye candy!!! Dude, be wary as Nintendo are bound to be on you about HOW BLOODY GOOD your game is. I support you all the way :D
Title: Re: [WIP] LOZ 3D
Post by: Triskiller on May 31, 2008, 11:57:41 am
Wow, just wow, I know that you are working hard but I didn't know it would show so much! I mean it's amazing
Title: Re: [WIP] LOZ 3D
Post by: SlimmyG on May 31, 2008, 01:14:30 pm
(http://img266.imageshack.us/img266/585/untitled9tk0.th.jpg) (http://img266.imageshack.us/my.php?image=untitled9tk0.jpg)

Do I see the Triforce on there? Or is that just co-incidence?
Anyway, the new screens are absolutly amazing, I cant wait to see the demo/finished project/whatever.
Keep truckin'!
Title: Re: [WIP] LOZ 3D
Post by: zeldaknack on June 01, 2008, 05:03:31 am
Real quick answer 'cause it's family bonding weekend- yes, you are right- it's also in 2
other screens if you look hard enough ;-)
Title: Re: [WIP] LOZ 3D
Post by: pichuscute on June 11, 2008, 02:51:32 am
Can't wait for more great screenies like the last ones and I can't wait for the demo. XD
Title: Re: [WIP] LOZ 3D
Post by: cheesepie on June 11, 2008, 11:03:56 am
I will also ditto that piscute. Keep up the superb work.
Title: Re: [WIP] LOZ 3D
Post by: zeldaknack on June 22, 2008, 08:52:26 am
Quick Overhauled main character shots, for those still interested.

Triangle count-
4800 triangles

Texture map: 1 1024x1024

This is in-engine.
Title: Re: [WIP] LOZ 3D
Post by: zeldaknack on June 22, 2008, 08:53:43 am
Quick Logo/ Splash screen title logo lettering progress work.

Input greatly appreciated!
Title: Re: [WIP] LOZ 3D
Post by: Paloupa on June 22, 2008, 09:35:12 am
You've sure putted some work in that model, it looks great!
But Link's face looks a bit angry, is it supposed to be like that?
Anyway, it looks fantastic! Keep up the awesome work!  ;)
Title: Re: [WIP] LOZ 3D
Post by: CrystalAngel04 on June 22, 2008, 04:47:35 pm
Wow you must have spent a lot of time on that model, it looks great! My only little thing with it is the face, I donno if it is the lighting or the texture but as Paloupa said it does look a bit angry and a little squished. As for the logo thing it looks good though you may want to work on doing something with the big space between the "H" and "Y" caused by the "L" (maybe combine the "H" and "L"?) and the space between the "R" and "A" in "Bracer's" it may be a bit nitpicky on my part but sometimes the little details help. Still I love to see that this project is still progressing and I cannot wait to see what's to come. Good job.
Title: Re: [WIP] LOZ 3D
Post by: Mirby on June 22, 2008, 09:13:06 pm
This looks frickin' incredible! Way to go!
Title: Re: [WIP] LOZ 3D
Post by: pichuscute on June 23, 2008, 03:01:28 am
Amazing models and kool new title but as people have said before me, you need to do something with Link's face texture, it looks really weird and kind of creepy. It might be something to do with his nose, too, I'm not sure.

Title: Re: [WIP] LOZ 3D
Post by: zeldaknack on June 23, 2008, 06:55:56 pm

Pichuscute

-Thank you :-)  I'm going to be giving him some eyebrows- mayhaps it will help. He does look
a bit angry- but that's the intent? The oddness factor I'm not sure on other than that. I may look at some touch-up work on it.

Metakirby
Thank you! I'mma trying ;-) It's not going as fast as I hope - but it's coming along :-)

 Paloupa

He's going to stay a little angry looking ;-) May try to tone it down a little- but I'll see if it can be toned down :-) -- Part of the delay came from him looking a little depressed on one of my earlier efforts on the face texture. This one may be too simplistic, leading to the angry look.

Thank you for the encouragement! I'm keeping it going :-)
   
CrystalAngel,
The lighting is throwing it off a little, but you're right- it is a little... Off.
I'll look at trying the spacing some more on the letters. I'm tryign for a decent amount of
quality on this, and the comments like that truly help a ton! And yes- a *lot* of time was spent on the model- he's evolved alot from the earliest pictures till now. There's now -0- floating or redundant lines or polygons (thank God), and the specular map once added will add just a tad more life and energy to him. I am super proud of the eyes though- I think they 'pop' well. Just me there.. It's been one heck of a learning curve ;-)

The project is definitely still moving- hopefully after some minor things are fixed I'll be able to re-rig the main character, since he's purty now ;-) and get a in-game demo vid running.
We had a very nice contributor gift the project with a domain name- so we'll be able to host all pictures and such soon- and put up concept art and such for more people to see.  Who knows- maybe I'll end up getting a programmer through the attention it'll hopefully bring to the table. *crosses his fingers* 
Title: Re: [WIP] LOZ 3D
Post by: pichuscute on June 23, 2008, 08:15:39 pm
I think the reason he looks odd to me is that he just doesnt really resemble Link but instead look slike he is some like buff tough guy or something, its in his expression, but as you said, that is intentional. I think there is just something about him that doesnt really seem very Zelda to me, but its probably just me.  It's really a great model, I love the clothes. XD
EDIT: I'm trying to see why it seems so odd to me by coparing it to the TP Link, I think it is just the angry look, but more with the lip kind of thing you put above his head where his eyebrows are gonna be.  You might want to add a little hair coming out of the front of his hat, too.  His forehead is kind of bare, it might be solved when you add eyebrows though. He also needs lips or something.  Something about him bothers me but I can't completely tell what. I think he just doesnt look much like the Link's before him, which isn't a bad thing. So good job.
Title: Re: [WIP] LOZ 3D
Post by: Tabby on June 23, 2008, 10:18:47 pm
Yeaah, Link looks badass :d! I would probably not spend too much time trying to change small details if I were you, there already seem to be 43 million things to do :d ... Nah, I would actually get stuck to "details"... <__<
Keep the awesome updates coming XD
Title: Re: [WIP] LOZ 3D
Post by: Monophobe on June 24, 2008, 06:01:43 pm
Always nice to see people venturing into 3D on here; however, there are definate problems with the model (and without seeing a wireframe I'm obviously just going on what I can spot). Please take this as constructive criticism, and if you want to chat on msn sometime I'll give advice if you like.

There are a lot of smoothing group issues going on which is resulting in the dodgy lighting in places. If the areas where the arms meet the torso are as clean cut as they appear, then you will have awful stretching problems once the character is rigged. I would also take a close look at the general proportions of the body, and especially the neck area. Finally (for this brief overview anyway) I'd seriously look at reworking the texture. You said you are using the 1024 map, and the detail you could get from that is being seriously wasted - I'd be interested to see how you have unwrapped the model.

Again, please don't think it's all negative. We all start somewhere and learn different things at different times. If you make your models in Max then I'd be happy to look it over for you.

All the best with the project.
Title: Re: [WIP] LOZ 3D
Post by: zeldaknack on June 24, 2008, 07:46:15 pm
-Always up to constructive criticism, and chat/help. I usually answer emails very rapidly (zelda *dot* knack *at* gmail *dot* com)

--The dodgy lighting in places is due to the light render issues of the engine- it does not do the same in Milkshape, or Max. Not sure how to fix it, as in all other programs it's not
doing it. *cue shrug* But, I don't believe it's a smoothing group issue at the root.

-You may have a point on the overly clear-cut bit of the arms meeting the torso, I'm working on touching up the arms slightly (as I realized I deleted 2 sections of the arm- which creates most of the disproportionate look), but thus far he has been animating prettty well, no stretching problems that are severe- except for maybe the hat. I've yet to see a 'good' tutorial on modeling the arm to shoulder connections, so if you have advice you'd like to share I'm all ears :-D

-Actually, the 1024 map is required to get the smoother texture transitions that I wanted, and to ensure that when texture changes are done due to items being found, etc,
that there is a little play room. When it gets in-game, you'll be able to zoom on the character, and still see the detail down to the leather texture of the tunic, and the chinks of
the chainmail. Some things, yes- like the face and at the moment- the boots, are currently wasting some detail ability, but I didn't see the point in loading on more for the sake of it.

--It does come across as fairly negative, but I understand that people are entitled to their opinions. I'll give you a pass this time.

-I make my models in Sketchup, as Max - as a modeling application- in my opinion- is crap comparitively. I use max occasionally for rigging purposes *only*, and ultimate unwrap 3d
for unwrapping, as it is ****vastly**** superior to max for such purposes- and it's obvious when even companies like UbiSoft and Valve are using it, or the in-house equivalent thereof.
Title: Re: [WIP] LOZ 3D
Post by: Monophobe on June 25, 2008, 05:54:00 pm
Regarding the map. I'm not sure if you fully understood what I meant. Might just be the way your post was worded. Basically I'm not saying use a smaller texture, but for a map that size, there should be stacks of detail on all areas, and right now there isn't. The face in particular should have a much greater pixel density.

Quote
--It does come across as fairly negative, but I understand that people are entitled to their opinions. I'll give you a pass this time.

Like I said, I'm offering advice as somebody that does this for a living. As you rightly said, it's my opinion, but that opinion is based on industry practise. Anyway, the offer is still there if you would like to discuss any aspects of your work. Good luck with it all.
Title: Re: [WIP] LOZ 3D
Post by: legendarylugi on June 30, 2008, 06:06:25 pm
Hey Zeldaknack!

I see the model of Bracer (that is his name, right?) is coming along quite nicely so far.


As for what people have said about the "angry" look, I don't entirely agree...it's not "angry" persay, just a little bit brutish. His brow is just a little bit low and juts out a bit more than average. If that's what you intended, (which I think it is, considering his name is Bracer) then it's fine, don't change it.

After all, since he's not Link, it's OKAY if he doesn't look quite like him. If he's supposed to be a little brutish, that's cool. Just soften it up a tiny bit, IMO.


Anyways, it looks like the front of his hat isn't entirely settled onto his head. maybe make the front of his hat a little wider and drop it slightly further on his head. Or, alternatively, as someone else said, put some hair coming out the front of his hat to fill in the gap...or at least it looks like there's a gap right now.


Remember, this is only my opinion, and you might not agree with what I think about the model.


Anyways, he really is starting to shape up nicely.
Title: Re: [WIP] LOZ 3D
Post by: pichuscute on June 30, 2008, 06:44:54 pm
Hey Zeldaknack!

I see the model of Bracer (that is his name, right?) is coming along quite nicely so far.


As for what people have said about the "angry" look, I don't entirely agree...it's not "angry" persay, just a little bit brutish. His brow is just a little bit low and juts out a bit more than average. If that's what you intended, (which I think it is, considering his name is Bracer) then it's fine, don't change it.

After all, since he's not Link, it's OKAY if he doesn't look quite like him. If he's supposed to be a little brutish, that's cool. Just soften it up a tiny bit, IMO.


Anyways, it looks like the front of his hat isn't entirely settled onto his head. maybe make the front of his hat a little wider and drop it slightly further on his head. Or, alternatively, as someone else said, put some hair coming out the front of his hat to fill in the gap...or at least it looks like there's a gap right now.


Remember, this is only my opinion, and you might not agree with what I think about the model.


Anyways, he really is starting to shape up nicely.
You said basicly what I was trying to say perfectly, so I agree with this.
Title: Re: [WIP] LOZ 3D
Post by: legendarylugi on July 02, 2008, 01:57:01 am
You know, now that I think about it, I think my opinion about the brow has changed. I DON'T think you should tone it down with his brow, I think you should leave it the way it is. It suits him more, gives him more of an edge.

But I do still think you should settle the hat better on the front of his head, and add some tufts of hair coming out the front of the hat.
Title: Re: [WIP] LOZ 3D
Post by: zeldaknack on July 02, 2008, 04:00:56 pm
*chuckles*

I'm glad you've come to like him Lugi ;-)

I am debating adding a *little* more hair in the front to tie it all together more, as I think it could benefit from it..

There has been a couple of tweaks done (unhiding the shoulders & re-adding a couple of segments of upper arm that
somehow got deleted between model revisions).. He definitely has some 'edge' to him ;-)

The interior for the houses has been added, and the decor is almost finished for it. Then comes
texturing and such. Simple stuffs now that I've gotten a firm handle on the UV mapping proggie.
Yay for texturing by group.
House interiors only load when the player opens a door- unloading in theory when they close the
door.. That way it saves loads (pun intended) of overhead, while allowing a player to freely
enter and exit a house without visible load times... The only exception to this will of course
be dungeons (unless what I'm tinkering with works).

It's just finding the time- and wishing that programmers and suchlike were a little more
involved / not quite so flakey. *cue shrug*

He's looking much more 'proportionate' now, for those complaining- as most of that was unhiding
the shoulders & trimming out the extra poly's, then re-adding the two arm segments that some
how got deleted.There's even some added little things I've done- including starting to add a
few extra details to the skin & body. Like- another belt pouch (cheesy yah, but- adds to the
'life' I think).

I may have figured out the 'hookshot' - or at least the boomerang, but I'll save such surprises
for later, as I can't promise anything there yet...  Still having issues creating the chain,
and reliably pulling the player to the point. Looking at the old Quake 2 hookshot mod has
helped dramatically, but all the puzzle pieces still havent come together in a working manner
yet.

I also think I've figured out ledge grabbing- as cheesy as it sounds, it's not the easiest of
tasks to switch movement code types in the middle of an area- and then to switch back... Odd
but true. 

An example of things that hasn't been *too* hard- making the character back or foreward flip
when falling or jumping from, say- a house roof to a hidden area.
   You know, that cool acrobatic type stuff we've come to know & love.

Still haven't mastered the art of creating swimming yet- splashing in puddles is easy, but- swimming (once again modifying movement code mid-game), I'm thinking I'll keep it
the same as in LttP, where you can only 'swim' with the flippers... Saves me some demo
head-ache.
Title: Re: [WIP] LOZ 3D
Post by: pichuscute on July 02, 2008, 07:22:42 pm
Kool, can't wait to see how he will look now.
Title: Re: [WIP] LOZ 3D
Post by: zeldaknack on July 09, 2008, 04:13:52 am
Small update with the 'revamped' Main character-

Posting it exclusively here for now, to get the inputs from you guys :-)

Let me know what you think.

Title: Re: [WIP] LOZ 3D
Post by: zeldaknack on July 09, 2008, 04:14:46 am
Please note:
Proportions are fixed.
Title: Re: [WIP] LOZ 3D
Post by: Porkchop on July 09, 2008, 04:19:52 am
Excellent model. The only thing I don't like is the face.

There's just something about it that bothers me...
Title: Re: [WIP] LOZ 3D
Post by: Source on July 09, 2008, 04:22:16 am
Excellent model. The only thing I don't like is the face.

There's just something about it that bothers me...

He looks like a pissed off Aaron Carter.
Title: Re: [WIP] LOZ 3D
Post by: zeldaknack on July 10, 2008, 03:23:39 am
http://www.youtube.com/watch?v=NAJJtliVZek
Character Movement test2
Title: Re: [WIP] LOZ 3D
Post by: OriZak on July 10, 2008, 04:21:55 am
I really like how this is coming along :). Those animations look really fluid and nice; is that how it will actually look in-game?
Title: Re: [WIP] LOZ 3D
Post by: HyperKnight32 on July 10, 2008, 04:25:02 am
Great job zeldaknack, once again showing how well you're working on this game :).
Title: Re: [WIP] LOZ 3D
Post by: zeldaknack on July 10, 2008, 04:34:43 am
cheers guys :-)   should actually be prettier in game as the textures suffer a lil in the animation proggie. 

If I get enough comments I may just be inspired enough to put it in game fully tomorrow or the day after :-P

I truly do feedon the comments, and am very pleased that you guys are liking em so far.

now then- what's the rest of ya alls think?

questions? comments? compliments?
Title: Re: [WIP] LOZ 3D
Post by: pichuscute on July 10, 2008, 04:41:44 am
Dang, that looks lots better (I'm soooo late  :P)
One thing I noticed in the pictures is that there is a strange looking dark spot under his chin. Besides that, or even with that, its awesome.  And I love the animations. Great job, looking forward to lots more updates.  XD
Title: Re: [WIP] LOZ 3D
Post by: Xiphirx on July 10, 2008, 04:48:51 am
Why is your models chest caved in? or am I seeing things O_o...

(http://www.zfgc.com/forum/index.php?action=dlattach;topic=22598.0;attach=3763;image)


in that picture the shadow on his chest is pretty wierd...
Title: Re: [WIP] LOZ 3D
Post by: Moldrill on July 10, 2008, 06:35:07 am
face doesn't look like links. other than that nice job on the model.
Title: Re: [WIP] LOZ 3D
Post by: Paloupa on July 10, 2008, 07:35:35 am
The animations look great, especially because you are doing this alone!

But the sword-slash animation looks somehow like a Kamehameha  XD
Title: Re: [WIP] LOZ 3D
Post by: SlimmyG on July 10, 2008, 10:29:44 am
Wow tha looks really good, very fluid.
Title: Re: [WIP] LOZ 3D
Post by: zeldaknack on July 10, 2008, 02:19:58 pm
Xiphirx-
His chest does look caved in on some screenshots- I blame it on the oddball shading methods used in the engine... Not sure why?
I'll take a look at it sooner or later ;-)

Moldrill,
I'mma trying, but thank you on the overall compliments :-D It's not an easy task (laughs)

Paloupa,
I am flattered- doing it alone is taking **forever** but it's starting to meet or exceed my expectations :-) I **do** have a Kamehameha animation that I could put on there ;-) Legend of Dragonball?? *chuckles** Maybe next game, or true 3d pokemon,
not sure.

SlimmyG,
Thank you man- I'm glad you're liking it thus far, the shoulders took a bunch of tweaking to get decent, but I think it's finally ready
for in-game.



Pichuscute-
There will be *tons* more updates :-)  Not sure what's up with the dark spot either- I'll check
the texture file again eventually & see what I can do- didn't catch that, you guys have great
eyes :-)

And aye- it's looking **way** better than it did once upon a time... Amazing what a couple of
months of extra dev time gets a man ;-)  But, he's accepting ***all*** the animations now, so
it should go faster now. Hopefully...



---
Overall-
Loving the levels of feedback thus far guys, keep it up!!

Any questions, offers of assistance,
minor tweaks you think need to be/could be made,
suggestions or hopes for things or animations,
comments in general- let me know!!

Ahh- one last question-

What kind of areas do you guys want to see him walking thru first?

Hyrule Field?

A return to the village?
 A graveyard?
A Forest?
The desert?
The beach?


Where's the rest of the ZFGC'ers? ;-)
Title: Re: [WIP] LOZ 3D
Post by: Paloupa on July 10, 2008, 03:52:12 pm
Seeing him walking through the forest would be nice  :D
Title: Re: [WIP] LOZ 3D
Post by: SlimmyG on July 10, 2008, 04:01:33 pm
Seeing him walking through the forest would be nice  :D

I agree with this, Forests are very... Zelda-y. Maybe im influenced by OoT (that was my first Zelda game, i was 8  XD) but they always seem to fit.
Title: Re: [WIP] LOZ 3D
Post by: Mirby on July 10, 2008, 07:04:05 pm
True, true. *visualize epic beard-stroking here* Forests do seem to fit quite well.
Title: Re: [WIP] LOZ 3D
Post by: pichuscute on July 10, 2008, 07:58:14 pm
Definitely a forest. Its just fits really well with Zelda. But I wouldn't mind seeing him in Hyrule Field as well. 
Title: Re: [WIP] LOZ 3D
Post by: HyperKnight32 on July 11, 2008, 12:05:32 am
I agree, forest is an excellent environment to start off :).

However a trip to the beach I'd find amusing, I can't stop picturing him strolling past in his swimmers waving to the "babes of Hyrule" lmao.
Title: Re: [WIP] LOZ 3D
Post by: Toby on July 15, 2008, 10:40:12 am
I gotta say, those animations look very fluid, realistic, and overall, more professional than the Nintendo ones, even in TP.

Great work, I'd like to see him in a forest too :)
Title: Re: [WIP] LOZ 3D
Post by: zeldaknack on July 15, 2008, 07:44:41 pm
Currently delayed due to GameEngine Build expiry & waiting on the updates- unfortunately the offices
have been without internet for roughly 48 hours, and the build of the engine has been delayed since
the 4th of July (ugggh)..

So, meanwhile - I've been catching up on artistic inspiration (watched Hellboy 2, and The Incredible
Hulk; read a few issue of Computer Arts Magazine, and had a big family bbq- yay.. ) not that you guys
needed to know all that, buttttt ;-)

Anyways- On topic,

Toby,
I must say thank you :-)
Not sure I deserve such accolades, but I thank you :-)

Hypernight32,
Oh, my God! *rofl*
I cannot believe you said that X_x
*rofl*
I may have to do such a scene just to make you eat your words :-P

Pichuscute,
Hyrule field seems to be the # 2 request ;-)

SlimmyG, Paloupa,-
I was around that age when I played LttP ;-)

Overall vote seems to be for the Forests, and as such - It shall be done (once the engine guys get the build up & running).
The new build is uber exciting, as it has the starts of a visual GUI editor- so I'll be able to do interface stuffs hopefully without
relying on flake-tastic programmers. *happy dance*

Anyways- Keep up the comments, It's awesome to have such a reception :-)
Title: Re: [WIP] LOZ 3D
Post by: cheesepie on July 17, 2008, 02:20:38 pm
will we see a demo in the near future?

I must say though your game is taking over zfgc, keep it up =D
Title: Re: [WIP] LOZ 3D
Post by: zeldaknack on July 17, 2008, 03:49:08 pm
Cheesepie, & ZFGC

There may well be a demo in 2-4 weeks- *might* have had one this week, but the new engine build has been delayed almost 2
weeks now, and I need an engine to be able to make one *cue a chuckle*

But- seriously, I'm going to try to have one ***very*** soon.

It will be a basic heart-bar, combat, pick up & throw things, talking demo- alot of the more advanced features are going to
have to wait a bit, as well as much of the optimization stuff (levels of detail, etc). Chests will open- but the only 'items' in
the demo will be heart pieces for now.  Still trying to iron out bugs on inventory & equippable item changes.

I did just finish tooling the entire forest construction kit- there is now curves :-)
......Let me tell yah though- getting close to seamless or seamless transitioning trees to line up is a biiiiiig pain ;-)
But I want there to be curving sections without a huge impact on system resources *shrug*

The LOD stuff for the forest kit part of it will be after the first demo, as I want to get that running as soon as I can
once the new engine build is up & running.


I'm not trying to take over zfgc :-(
Hope no one is getting annoyed with me.
Title: Re: [WIP] LOZ 3D
Post by: pichuscute on July 17, 2008, 04:57:37 pm

It will be a basic heart-bar, combat, pick up & throw things, talking demo- alot of the more advanced features are going to
have to wait a bit, as well as much of the optimization stuff (levels of detail, etc). Chests will open- but the only 'items' in
the demo will be heart pieces for now.  Still trying to iron out bugs on inventory & equippable item changes.........

........I'm not trying to take over zfgc :-(
Hope no one is getting annoyed with me.

First, thats alot more than I've ever seen in a 3d Zelda fan game demo before, so, thats more than enough for me.
Secondly, I think he meant it in a good way. That this game is getting so good that it is taking over ZFGC. XD
Title: Re: [WIP] LOZ 3D
Post by: zeldaknack on July 17, 2008, 05:50:49 pm
Pichuscute-

Gotcha *chuckles*

Well like I said- I hope I don't annoy anyone.

I guess I can understand- it's been pretty drawn out & much more complex than one would think-
uvmapping *everything*, texturing, rigging, animations.. Thankfully I've had concept art help, and
there's a plethora of free textures that take *some* of the work off my shoulders, and I've made a
decent investment for animation time for motion-capture stuff.

Like I've said a few times though, once I'm 'finished', everything will be free- not just the game, but
all of the assets (with animations pre-bound to them), heart-systems, inventory systems, etc. So that
hopefully it will eventually turn into a 3D zelda fan-game creation system.. My goals for game-engines
for the 3D zelda fan-game system that I plan on porting it to after the game is finished are:

GameMaker7
Blender
Reality Factory
GameCore/Beyond Virtual (which, after all is what it's being made in)
Torque
XNA
Gamestudio

All of the models in game so far are being saved for .fbx, .x, .obj, .3ds, and .ms3d formats... Makes it easier for me
and, eventually once the game is done- it will make it easier to open up to everyone else as a 3D zelda-creation engine.

Hope that all made sense.
Title: Re: [WIP] LOZ 3D
Post by: pichuscute on July 18, 2008, 04:00:12 am
Yessss, thats awesome. Then I could use that stuff to make 3d games easier on Gamemaker. Its really annoying to do. I've done a few times, but it glitches up every time so I quit. So I would to see this happen =-P. Great news.
Title: Re: [WIP] LOZ 3D
Post by: HyperKnight32 on July 18, 2008, 04:04:52 am
Is that possible to recreate the engine so it runs exactly the same on each of these programs?

I'm really not sure about it when it comes to gamemaker due to limitations, then again I don't know what .dll's and such can do to majorly improve it.
Title: Re: [WIP] LOZ 3D
Post by: zeldaknack on July 27, 2008, 09:04:14 am
HyperKnight-

Yes I think it is, though it'll likely have different pro's & cons for each program, with things like
max textures/models in a level, or higher frame rates in one versus the other.

I *was* actually going to do it in gamemaker, as I *can* load a level at the current quality in
without issue- however editing levels and such in Gamecore is easier for me, and requires a
much shorter pipeline for me to get things 'in-game' than gamemaker does. And I don't panic
with GC if I forget a .dll (since there are none) and I'm suddenly losing 20-50 fps...

In other news-

Let me know what you all here at ZFGC think of the inventory template thus far:



Title: Re: [WIP] LOZ 3D
Post by: King Tetiro on July 27, 2008, 10:53:34 am
That inventory base is sexy!
Title: Re: [WIP] LOZ 3D
Post by: pichuscute on July 27, 2008, 09:53:22 pm
I really like the way that inventory looks, too.
Title: Re: [WIP] LOZ 3D
Post by: HyperKnight32 on July 28, 2008, 01:31:59 am
It's good, clear and easy on the eyes. Also it makes me think "ITEMS!" and I like to have a decent size collection of items to go in the inventory :P. Some games just have like 6 slots and that pretty much covers potion, key, bomb, torch, life drink and antidote? Not much variety aye?

Well seeing more than just enough for the essentials I am looking forward to this.
Title: Re: [WIP] LOZ 3D
Post by: zeldaknack on July 28, 2008, 01:51:50 pm
Yes, there will be !items! *grin* Morrrrre than enough of them :-)

If anyone wants the inventory base for their own project, let me know- I can customize it in minutes
for other amounts of inventory, etc.

Title: Re: [WIP] LOZ 3D
Post by: zeldaknack on July 29, 2008, 08:18:48 pm
So far, even the village is getting *huge*, trying to fit in additions, while staying fairly true to the original look & feel is getting mildly humorous in some ways.
Now, please note- I'm not complaining, I'm actually gettin one heck of a kick out of it!  things are progressing well for the demo, and I feel that I really can get it out in the
next couple of weeks. I'm trying to get in 2-5 hours a night on it (which can be hard when cooking, cleaning, a 10 hour work day, some time with the missus, and sleep
come in to play), but it's going to be worth it :-)

Getting the village to demo quality is also bringing out some obvious design flaws-
   *I've realized I forgot to make a 'end cap' for some of the forest pieces
   *some of the forest pieces' scaling has gotten off
   *I need some smaller, more dramatic curves for the forest ;-)
   *Some textures and bits need rework badly, but it should be fast to do
      **This is noted by finding out that some of my textures are not 'power of 2' textures according to the engine,
          which requires some touch up, etc. to be done.
   *I'm likely going to be adding alot (over time) of 'accessory' pieces
         --Examples are: carved names on trees, small grave markers, tools and things that characters would use
            for their claimed profession, items like wagon wheels, oddball flowers, pots, pans, books, flower
            pots, bags of flour, corn, potatoes, etc., barrels of apples, grain, etc..
   *Planned pieces not going to be seen in demo: Forest/tree detail pieces
                     Tree/Forest path detail pieces*
                     forest ruins
                     alot of interactive objects/ interactive components
                     swimming
                     ledge crawling
                     crouching/hiding
                     inventory system (for the most part, will be in there partially)
                     most all items
                     Anywhere much outside of K. Village

Now - be warned, this is a rant of sorts...

It's kinda crazy looking at the amount of hours I've put in thus far on it, avg. of 1-2 hours a day 5 days a week, and then 3-8 hours a day on the weekends-
realizing I've put over 500 hours into this beast easily- and it's still just working on getting the components fully working... It's crazy, absolutely crazy.

Now, this is the point where many an sane(r) person, or artist even- would throw in the towel. Call it quits.

But, it's actually made me *more* dedicated, and determined.

Why?

Because I'm making a game that I want to play, adding things that I want to see, utilizing the infamously 'bad idea' of taking ideas from the communities. It may
not be for everyone when it's done- I actually expect many will slam it. But, that's not the point.

The point, at the end of the day- is building the toolset to build the game to let others try the game, and then to give them the toolset- by doing so, it proves the
toolset principles- for better or ill. It's a social experiment of sorts- as well as one heck of a portfolio piece for those involved. Hopefully this proves that a person
or 3 can build a decent game- that the ideas fostered by the community can be in turn returned to them, and that with luck- many more things can be fashioned
from it...  It's also an experiment to see if 1-3 people can do what a major studio claims takes multiples of ten or a hundred more to make.

In so many ways- it's a test for me.. A test of wills, of spirit, of determination... And I don't intend to fail. I have yet to fail at a project I've tackled. It's that pure dumb
determination- and a bit of luck.

Now, is this aimed at anyone? No. I just don't want people to get discouraged that this is taking 'so long'.. Everything aside from concept art, the motion capture,
a littttttttle bit of programming (not counting the raw engine itself) and a chunk of texturesis being done by hand, from scratch by 1 person- me... And that takes a
lot of time.
Think about it- every, single, little, item has to be made in 3d, UVmapped (usually), exported, checked for errors, scaled, checked for errors, textured, checked
for errors, organized (in theory) and finally put in-game.... Then it's got to have attributes programmed in- how much does it weigh, is it able to be walked-thru,
can it be picked up, does it float, is it driveable, is it affected by sunlight, other lights, cast a shadow, have a predefined shadow, does it move- if so, in what direction(s),
what speed, can it be jumped on, does it make sounds when any of the above happen, is it flammable, shootable, etc, etc, etc....
It's no joke. 

Just have some patience with me guys- and keep up the feedback and comments, I'll respond, and always value them.

~ZeldaKnack




Title: Re: [WIP] LOZ 3D
Post by: pichuscute on July 29, 2008, 09:30:15 pm
Dang thats alot of work for one person, but it'll be worth it.
I don't think its taking you long at all, and I think that almost everyone agrees with me, you've updated alot, especially considering all the stuff you have to do. Also, thats an awesome post.
Title: Re: [WIP] LOZ 3D
Post by: zeldaknack on August 19, 2008, 05:37:57 pm
Those of you still following this -

I'll be showing off the new, revamped, *very* stellar new look off here in the next few days,
I've hit a setback trying to replace some computer parts (graphics mouse died), but should
be picking one up tonight from Fry's (yay credit cards...?).

Things have definitely picked up a whole new level of shine & luster :-) I think you will all
be *very* impressed (I hope), as I myself am becoming very impressed.

In regards to the demo- I've hit a snag, as I'm waiting on a pair of engine fixes to be
implemented now (seriously epileptic nausea inducing camera bug, and @#&*@&'ed up title
screen breaking bug), but that's the give/take of using a beta game engine I reckon.

*cue shrug*

Stay tuned, and feel free to ask questions via the thread, messaging or email me.

I'm still in the game- and I can't wait to show it off :-)
Title: Re: [WIP] LOZ 3D
Post by: SlimmyG on August 19, 2008, 08:39:41 pm
You really now how to get people excited don't you? I cant wait now...
Also I'd like to say I really admire your dedication to this, few fan games get this far, and even fewer 3D fan games.
Title: Re: [WIP] LOZ 3D
Post by: pichuscute on August 20, 2008, 02:54:37 am
Greta news, I can't wait.
Title: Re: [WIP] LOZ 3D
Post by: cheesepie on September 06, 2008, 02:51:13 pm
Ummmm anythin new happen yet zelda knack?
Title: Re: [WIP] LOZ 3D
Post by: zeldaknack on September 11, 2008, 08:26:40 pm
Well cheese, it's been a little difficult lately-

I had to do a reformat not long after finishing some of the final bits for in the village
(new shrubberies and ground plants) and test fitting it all.

Upside, it looked gorgeous!

Downside?

Well, I now have to get everything back in-engine. Yay.

I did *not* however lose anything besides terrains. (which ain't too bad).

I also have a new camera system, which when I get it working will be ***perfect***

And, I have rupee's counting and showing.

Bombs and arrows now count as well- and magic powder.

Once everything is playing nice with me, the engine, and such- there will be a demo.

The ground plants are pickup/throw-able, and spawn either: heart bits, or rupee's.
Boxes are breakable as well (usually) as are barrels (wooden).

Swimming is not working at all yet, apparently it will on the next engine patch.

Still tweaking ledge grabbing animations.

Still working on getting melee combat half-way functional. Currently you can basically
snipe with a sword from a mile away... And that bothers me. Something wrong with
the raycasting code not limiting properly (a known bug that should be fixed again on
the next engine patch).

Part of the melee delay is me wanting to play through several attack animations randomly,
but just not working properly.

It's not easy being the only one really working on this. ***All*** of my team members are
now totally non-responsive, and have been for about a month. It's been.. Difficult. But, I *will* finish, just not sure when now.

I really, really need some new screens in here though, and I'm feeling horribly stupid for not taking them before I reformated- I just assumed (ugggh) that I'd be able to backup, and restore it from where I left off.

I'm sorry I'm letting you guys down with the delays- I'll be trying to get it more together over this weekend.
Title: Re: [WIP] LOZ 3D
Post by: pichuscute on September 11, 2008, 09:49:19 pm
It's all good, I'm just glad that nothing worse happened.
Title: Re: [WIP] LOZ 3D
Post by: Janet Merai on September 12, 2008, 09:43:18 am
I am still in the "alpha" testing stages :P

Using DX Studio and I need to learn JavaScript to get anywhere and I am the "only one" working on this project, go figure XD

Games aren't easy to make, but I know one person can do it with dedication :)
Title: Re: [WIP] LOZ 3D
Post by: HyperKnight32 on September 12, 2008, 09:56:23 am
Well good to see you're not giving up because of this minor setback, time flies sometimes, so I'm sure before we know it months/weeks would have past and a demo been released :).
Title: Re: [WIP] LOZ 3D
Post by: Master Ridna on September 18, 2008, 02:56:25 pm
DAMN.
If you even get just a demo of this out.
This is going to be insane!

Pretty tight dude, dont let this project die.
Title: Re: [WIP] LOZ 3D
Post by: zeldaknack on September 18, 2008, 05:53:37 pm
It's not going to die ;-)

I just got great news from the framework provider, they're going to be modifying the
framework for me so that the heart system works without crashing the engine :-)

What does this mean?

It means the initial release will be *that* much faster.

The graphics have gotten a slight rise, due to UV mapping and retexturing. I've been
fairly swamped, but I will release updated screens and such soon-ishk.
Title: Re: [WIP] LOZ 3D
Post by: Master Ridna on September 18, 2008, 07:44:29 pm
Sounds awesome.
I cant wait.

Im gonna keep an eye on this project.

;)
Title: Re: [WIP] LOZ 3D
Post by: pichuscute on September 18, 2008, 10:22:29 pm
Sounds awesome, I'm excited now. XD
Title: Re: [WIP] LOZ 3D
Post by: HyperKnight32 on September 19, 2008, 12:53:49 am
Oh this is great news, all so good to hear =].
Title: Re: [WIP] LOZ 3D
Post by: zeldaknack on October 03, 2008, 08:25:56 pm
Framework now is fully functional with my heart script, quarter heart functionality as well as melee should be done within the next few days.

Humor: They're now going to be utilizing my heart system that they modified to function with the framework so that everyone can use it in projects :-)

So, in other words- the project is not dead. It is alive and kicking- and drawing close to it's finale.

The game engine now supports animated textures as well (for moving skys), and reflections, accurate shadowing, and generating LOD on the fly (so that low level as well as high end systems can run the game).

New main character model is being worked on as well (almost finished), as the old one was having issues with severe deformation at times. :-/

It'll really boil down to which one is working fully first as to which of them is in the demo soon to come.
Title: Re: [WIP] LOZ 3D
Post by: pichuscute on October 04, 2008, 02:59:38 am
Kool, Sounds good. I can't wait. XD
Title: Re: [WIP] LOZ 3D
Post by: ALTTP Fan on October 04, 2008, 06:37:41 am
this is a really good idea(ALTTP 3D) and is looking and sounding great. Good work!
Title: Re: [WIP] LOZ 3D
Post by: LTGH on February 02, 2009, 08:17:58 pm
You are still working on this right?
Im just a bit scared of the other option since its been quite here for a while.
Title: Re: [WIP] LOZ 3D
Post by: zeldaknack on February 04, 2009, 07:52:14 pm
I am actually Itgh, it's been quiet as things had been quiet here, and honestly I wasn't sure how to navigate the new forums here...

The character model has been revamped (again) for ease of animation, and may be 1 more time (ugh) due to a commonly recurring error that's popping up sometimes.

My concept artists have quit.
My programmer has quit.

Sooooo, I'm kinda struggling a bit. But, the game engine is progressing.

I haven't had (as much) time to work on it as I did initially, but I've got too many models and resources created to just quit on this. The US economy lately hasn't been helping- I have to show at least a 1%-5% increase in profit this year for my team, otherwise corporate's giving me (and them) the axe.

Too much info, I know, but just wanted to re-assure those still wondering, that yes, it is being worked on.

For those who follow the GameCore engine and the class that's available through it- you may notice that there's a lot of things that have happened in the last few months there that are to some degree, and in some ways- largely because of, or due to me.
Title: Re: [WIP] LOZ 3D
Post by: pichuscute on February 04, 2009, 11:36:13 pm
Haha, nice to see your still here. Can't wait to see some more new stuff. Tough break about everyone that quit, though =/. Good Luck
Title: Re: [WIP] LOZ 3D
Post by: HyperKnight32 on February 05, 2009, 10:42:44 pm
That's unfortunate, well I hope you are still able to get some progress when you have time. I'll be looking forward to see whatever progress done(no matter how big or small) you've able to accomplish.

:).
Title: Re: [WIP] LOZ 3D
Post by: zeldaknack on February 06, 2009, 03:25:42 pm
The newer character model is leaps and bounds past the old one, I will post some screens tonight.

The normal mapping on him (including on the hair) has made him 'pop' quite a bit more.

Hopefully you'll all agree with it being positive progress when I show the screens of him tonight, as I will point out the incoming changes to him then.
Title: Re: [WIP] LOZ 3D
Post by: pichuscute on February 07, 2009, 06:11:57 pm
Can't wait. =)
Title: Re: [WIP] LOZ 3D
Post by: zeldaknack on February 11, 2009, 02:57:25 am
Brace ver 3.0?
Title: Re: [WIP] LOZ 3D
Post by: zeldaknack on February 11, 2009, 02:59:58 am
A few more pics...
Sorry about the delay- been freakishly busy.
 In regards to Questions-
He is a 512x512 textured skin. Plus normal mapping.
He is 3419 triangles.  (Could use a bit of optimizing)
Title: Re: [WIP] LOZ 3D
Post by: Zaeranos on February 11, 2009, 07:32:19 am
The model looks really nice, but I don't know so much about the textures. The skin looks pretty red to me as if he is blushing all over or has just run for a 100 miles, without epona and pegasus boots. In contrast the hair looks rather pale.

But that can be also a trick of vision, because the model is displayed in a gray background and without much lighting effects. Could you upload a picture of your model in an environment, like hyrule field or Castle Town. Doesn't need to be from the game a mock up would do.
Title: Re: [WIP] LOZ 3D
Post by: King Tetiro on February 11, 2009, 08:58:51 am
I agree. Zelda graphics aren't always detailed.
Title: Re: [WIP] LOZ 3D
Post by: Tabby on February 12, 2009, 11:36:46 am
Woha, you have put a lot of work into this! This is the fourth (that at least interests me xP) 3D Zelda game in progress I have seen, I really hope you will finish this one, that would be schweet. So... Keep up the good job!  XD
Title: Re: [WIP] LOZ 3D
Post by: zeldaknack on February 12, 2009, 01:04:05 pm
The model looks really nice, but I don't know so much about the textures. The skin looks pretty red to me as if he is blushing all over or has just run for a 100 miles, without epona and pegasus boots. In contrast the hair looks rather pale.

But that can be also a trick of vision, because the model is displayed in a gray background and without much lighting effects. Could you upload a picture of your model in an environment, like hyrule field or Castle Town. Doesn't need to be from the game a mock up would do.

I'll see what I can do- as I said, still having a problem with the model, but if I can't resolve it soon then I'll be removing the back/sides armor. While it's a neat idea, it's leading to fairly annoying animation issues.
Aside from that, I wouldn't know if the colors are off a bit, as I'm colorblind. I paint with screen grabbed materials, known color combinations, and the color number system- I try, it just doesn't always come across properly.

I really, really want to get at least a basic demo out in the near future- ala K. village, with basic fighting, the health system, and basic NPC's out. It's just been rough time-wise lately.
If I can get the hero's rigging/animation issues fixed, then that will happen quicker.. Maybe then I'll get more help again. *cue shrug*

Please keep up the comments people- it helps propel the project. 
Title: Re: [WIP] LOZ 3D
Post by: pichuscute on February 12, 2009, 08:31:59 pm
I like him. Good work, but I agree with what Niek said about the colors.
Title: Re: [WIP] LOZ 3D
Post by: Janet Merai on February 16, 2009, 08:26:20 am
As much as I really like where this is heading and as a successful 3D modeler, animator, texturist and designer, does Link look a bit older in 3D than he looked in a Link to the Past?

I remember Link looking younger, but that could just be my assumption based on the cartoony looking graphics.
Title: Re: [WIP] LOZ 3D
Post by: zeldaknack on February 16, 2009, 05:10:17 pm
I appreciate the complement Janet and Pichu-

I think I will be removing the ab/lower back armor though. It's causing too many
issues with animation.

I think something of it will remain, but only a bit.

In regards to his facial colorations, I'll try to adjust that, gets hard being a bit
color blind, but I'll try. Usually it doesn't affect 'warm' colors much for me, but
apparently subtlety is affected.

This project has been humorous for me, going from a 3d 'flyover' idea, with per
the original colorations, to something much more- with a lot of personal texturing
and models put in. 
I did decide to age the hero a bit, but that's due to the slightly more gritty and
grim feel given all the way around.. I could have stayed with a direct 1:1 across the
board, but I felt that that was not quite original enough...

Maybe it's too many games of Half-Life 2, Doom, etc... But I felt that it deserved a
little maturation with this project.

Please keep up the comments- they mean the world to me.
Title: Re: [WIP] LOZ 3D
Post by: Janet Merai on February 16, 2009, 06:50:34 pm
Its your call on sticking to the game 100% or throwing in your own flavor :P
Title: Re: [WIP] LOZ 3D
Post by: cheesepie on April 05, 2009, 11:06:12 pm
Anything new Zelda Knack? Demo by any chance??? I really like this project don't let it die!
Title: Re: [WIP] LOZ 3D
Post by: LTGH on April 06, 2009, 06:40:50 am
I wonder the same. I check this topic like everyday and i have showed it to like every single friend, dont let it die now.
Title: Re: [WIP] LOZ 3D
Post by: Janet Merai on April 08, 2009, 09:53:29 pm
I think you, the author of this game, need to ask other people about the colors since you are color-blind yourself.

Sure, it would be great but once you are done you should ask others to help you or find a way to tell if colors are a particular way or not, it helps dramatically.

Another thing is, do NOT push yourself too hard as I made that EXACT same mistake and then started easy and now I am pushing my limits due to how I started out small.
Take it easy because not everything you do will have a smooth land :3

Take your time, think of your game and how you feel about it compared to the original.
A TYPICAL scenario is when we get ideas even IF we based said game (your game for example) on A Link to the Past.
You wanted to make a re-make in 3D but changed things and now keep thinking of changes to make... really you should just keep to your original plan to make it a re-make and when it is done, maybe you can release a modification of the re-make to be different in graphics and other aspects but keep the game itself the same.

Its great to be creative but when people do not put their thoughts or imagination forth we begin to forget what we were originally planning to do.

I recommend taking a new fresh look at your game every week or month (which is what I do with my games) and decide if things look good or bad, doesn't fit or just doesn't make the cut.
Its easy to think of things you want to do but to actually get it in is a battle in itself :3

Take your time, its not like you are on a dead-line and you should be happy with yourself, others are only here to encourage and give you ideas, so take that to heart :3

If you have any problems with models, animations, textures or anything in the game, let me know because I have a LOT of experience :)
Title: Re: [WIP] LOZ 3D
Post by: zeldaknack on April 09, 2009, 02:26:15 am
I'm a getting there ;-)

Thankfully the GameCore engine is being finally finalized now- and my heart system should, in
theory still be working fully with it.
Once that's done - as I've lost my compilations a few times now due to it being reworked dramatically; I will be putting together a good 'demo'. Such a thing should only be a few weeks after they finish the engine.

For those interested in what the GameCore3d engine is capable of - you can go to their website at gamecore3d.com...

still reworking on tree models and such- as the way the forest was looking was just *off*
to me, I apologize about the lack of updates though..

Coding side- I still have to investigate how to get the shops working / rupee collecting
being more than just for show.

I also don't know how to get the hookshot or boomerang programmed *shrugs*
But blocking and attacking works now.
Secondary attacking also works mostly- shooting a beam of light when hearts are full should
be an easy tweak that I've just been slacking on.

You're right though Janet- I do need help with colors at times- just using math for it gets... Hard at times.

As to recoloring- well, all the files will be easily editable, and available for free to this and 1-2 more communities upon finishing. That's every 3d model. Every texture. Everything I've put into it. With luck, the art and models will be compatible with at least the Blender game engine as well so that those without the $ for the actual engine will be able to use the assets for their own zelda fan games.

I now have over 2400 animations that have been re-tweaked for easier implementation,
thankfully... Many of which will likely be in-game. Those animations that are bound to models will be kept that way for others to tweak with, under a Term of Service that will be revealed on release.

The project is *not* dead, it's just been moving slower than I'd like ;-) and most of that fault is on major overhauls to the game engine that have broken things dramatically for me at times... Doesn't break the content or models I have- just very upsetting.
Title: Re: [WIP] LOZ 3D
Post by: pichuscute on April 09, 2009, 08:31:53 pm
Sounds good. Can't wait for the demo.
Title: Re: [WIP] LOZ 3D
Post by: Lil Vivi on April 10, 2009, 03:19:20 pm
This game looks really nice x.x I hope you the best luck on it! Oh and the models are fantastic. Can't wait for a demo ^^;;.
Title: Re: [WIP] LOZ 3D
Post by: zeldaknack on April 13, 2009, 02:48:23 am
Teaser shot of Lynel enemy (untextured), low-poly.

Let me know what you think.
Title: Re: [WIP] LOZ 3D
Post by: cheesepie on April 13, 2009, 12:12:58 pm
wow amazing :)
Title: Re: [WIP] LOZ 3D
Post by: pichuscute on April 14, 2009, 12:36:49 am
Looks nice, but that area in between the two front legs is really bothering me XD
Title: Re: [WIP] LOZ 3D
Post by: zeldaknack on April 14, 2009, 07:00:05 pm
Lol I will be fixing that little glitch ;-)

Just wanted to share a lil of my progress
As it's the first 3d lynel made as so far as
I'm aware ;-)
Title: Re: [WIP] LOZ 3D
Post by: zeldaknack on April 29, 2009, 04:16:00 pm
Update:

Have newly modeled:
*Bow-Wow
*Armos Knights
*Working on Lanmola, should be done in few days with it.

Need to skin:
*Lynel
*Bow-Wow
*Armos Knights

Not sure how to animate Bow-Wow's chain-limited movement properly.. Suggestions would
be great :-)

Lynel I'm hopeful on as it seems that I *should* be able to merge a pair of skeletons and us the combined rigs along with motionblending to get things right with him.

The new Hero character model is working decently, wish I was better at rigging..

Janet- and any others, if you want to help out, that'd be great! In exchange you'll
have very early access to the models to use in your own projects, as well as beta
entrance (which of course will go to the people who actually post here too, ie:
Pichuscute, Cheesepie, Janet, LTGH, etc.)

In regards to the engine:
Looks like GameCore3d 2.0x is going to work well, no real new incompatibilities, heart system,
pick up & throw, melee combat (with shield blocking), and coin system still seem to be
working fairly properly.

I was gifted with an Arteria3d membership this last weekend as well, and will likely be trying
to bring their level of polish into the game.. Thus far I think my characters (base models at
least) should be able to look fairly at home amongst the quality of arteria's products. The aid
of such a huge boon model-wise should be fairly readily apparent to everyone when it comes
to working on Hyrule Castle, Hyrule Town, and some of the beach and desert areas I'm
planning on adding. Those should all be fairly close to drag & drop now with this addition asset
wise :-)

Questions? Comments? Want to help? Let me know :-) I thrive on the community's words.

Verrrrrrrrrrrrry serious though on help always welcome :-)
Title: Re: [WIP] LOZ 3D
Post by: pichuscute on April 29, 2009, 08:57:29 pm
Ooh, a Bow-wow. That sounds interesting. Too bad I can't help, I have no experience with 3d models at all =/. Anyway, it's always nice to see a new update. Keep up the good work.
Title: Re: [WIP] LOZ 3D
Post by: cheesepie on April 29, 2009, 11:31:10 pm
Armos Knights, brilliant i say. I would be happy if i could be your beta testers. Looks really good. keep the updates coming please. This is my favorite game here :D
Title: Re: [WIP] LOZ 3D
Post by: zeldaknack on April 30, 2009, 02:13:14 pm
Pichuscute-

Muwahahaha - just wait till you see the Bow-Wow  >:D
He is evvvvvvvvvvillllll! :)

I appreciate the comments though, keep 'em coming ;)

Cheesepie-

Favorite game??? w00t!!

Also, the Lanmola- is starting to give me chills a bit >:D It will be a **boss**, to inspire
fear and danger :)

I do hope that the posters in this thread give me some sort of character descriptions so
that at some point in this project I can create a character based on them in the game...
A 3d 'zfgc' community game as this community is honestly one of the driving factors on me
keeping it going :)
Title: Re: [WIP] LOZ 3D
Post by: Martijn dh on April 30, 2009, 02:32:52 pm
Not sure how to animate Bow-Wow's chain-limited movement properly.. Suggestions would
be great :-)

Just a little comment that might or might not help.

I'm not familiar with 3d techniques, but it shouldn't be too hard to solve it. In 2d I would just make a Bow-Wow with a limited movement area and a routine to create the chain in between the Bow-Wow and the origin coordinates. The movement limitation should be doable through a stepwise routine that checks if it's about to leave it's area.

The chain could be done by creating an x number of chain pieces. Calculate the line between Bow Wow and it's origin and spread the pieces equally along the line. You'll get open spaces if you do this when the Bow Wow is far away, but then again that might be not be that bad. Gives you a exaggerated sense of the distance and it limits the number of objects used. To negate this just make the number of pieces linearly dependant on the distance.

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

Update: I was thinking. You could go one or two steps further.
To create the effect of the chain hanging towards the ground you could use a hyperbolic formule. Consider the line between Bow Wow and origin as the x-axis. Now use the formule y = x ^ (-i), where y is the height on top of the line's height, where x is the distance along the line with x=0 at the middle and where i is a positive variable based on the distance between Bow Wow and its origin. When the chain is fully stretched i should be 0 resulting in a straight line.
With this you can calculate the height for each chainlink. Just use the formule at certain intervals to calculate. The angle of each link could be calculated by the use of the Pythagoras formule.

If you want you could go even farther. You now have calculations based on a straight line between your Bow Wow and it's origin, but that's only for calculating. If want the chain to lie on the ground in a (somewhat) realistic method only use the above method to calculate height and angle for your chain links using the full chain's length as x and the actual distance to Bow Wow as a bases for i. The x and y location on the ground (per chain link) could then be separately determined based on Bow Wow's previous positions and movement. Or, if you want to make it really complex use the origins movemens as well.

It can be made as realistically as you want it to be. All it takes is logic .... plus LOTS of trail and error and efficiency tradeoffs. XD
Title: Re: [WIP] LOZ 3D
Post by: pichuscute on April 30, 2009, 07:57:28 pm
I'll sprite my characyter for you sometime as I'm no good with descriptions. And that post looks like its helpful^^^^. Anyway, this is my favorite game on here as well and your ctually working on it!!!
Title: Re: [WIP] LOZ 3D
Post by: zeldaknack on May 31, 2009, 10:23:20 am
A couple of shots of the Lynel Enemy model, now with Textures ;-)

Please let me know what you all think, would be nice to get some
feedback / encouragement / thoughts / help / etc.

// edit-
This is NOT a render, it is in game, and has multiple LOD's.
Texture is 1024 (will get shrunk to 512 soonishk). Highest polycount (of enemy, as shown) is approx 3.5k.
Title: Re: [WIP] LOZ 3D
Post by: pichuscute on June 01, 2009, 12:40:15 am
totally forgot about my char. sprite. will get to that soon.....
anyway, that model looks great, keep up the great work.
Title: Re: [WIP] LOZ 3D
Post by: LTGH on January 22, 2010, 03:09:30 pm
Is this project canceled?
I have waited for a new post for months  :(
I mean, it was months ago you mentioned the demo, and im waiting.. and waiting.. and waiting.. but it seems like it just wont happen..
Title: Re: [WIP] LOZ 3D
Post by: Janet Merai on January 26, 2010, 12:37:50 pm
I'm still working on my Zelda fan-game but haven't quit at all.

Do you realize how long it actually TAKES to make a 3D game of modern art these days?

Give it time.
Title: Re: [WIP] LOZ 3D
Post by: A Storm in the Desert on January 27, 2010, 08:49:46 am
Dude, this isn't the thread you're looking for. Unicorn's Lair is further down. ^_^;
Title: Re: [WIP] LOZ 3D
Post by: Wasabi on January 27, 2010, 09:50:21 am
Dude, this isn't the thread you're looking for. Unicorn's Lair is further down. ^_^;
I'm pretty sure he's saying that from experience, in general.
Title: Re: [Screens] LOZ 3D
Post by: zeldaknack on February 13, 2010, 01:26:31 am
Not exactly canceled, just life-stuff piling up on me.

It's just a little suspended while I get things sorted.

I ****really**** wish I had a programmer, as I'm *not* much of one.
Could also use a 'rigger'. Animations are done, models need rigging more.

I will, with time- launch this as what it has/had started to show as being,
and that's a more mature, darker LOZ then's been seen before. Many of
the obstacles I have with it currently is really on the programming side,
most assets have been purchased, or made.

Side-rant:
Honestly, the lack of input or assistance wise from the community kinda floored me
in it's own way.
Title: Re: [Screens] LOZ 3D
Post by: Janet Merai on February 18, 2010, 12:50:15 am
I actually found a programmer and will ask if he wants to help you out until I get a connection on my computer as I only have it on my phone.
Title: Re: [Screens] LOZ 3D
Post by: zeldaknack on February 23, 2010, 03:31:55 am
Would be nice, otherwise, it will just be more time.

Cheers Janet.
Title: Re: [Screens] LOZ 3D
Post by: Janet Merai on February 23, 2010, 11:45:13 am
I asked him about it and he wants to focus on getting it done in my game only... I do recommend getting into Unity if you aren't really getting a lot done with the game engine.

Unity has scripting done for you so it makes things SO much easier :3

If you keep posting updates and art I am sure a programmer will offer their help :3
Title: Re: [Screens] LOZ 3D
Post by: Random on March 11, 2010, 08:04:14 am
 :o Wow, this is one of the most amazing fangames I've ever seen! This is right at the top with Shadow Gazer and that Zelda 2D that is FSA style.
Title: Re: [Screens] LOZ 3D
Post by: pxl_moon (dotyue) on March 11, 2010, 04:31:54 pm
and that Zelda 2D that is FSA style.

ocarina of time 2D?
Title: Re: [Screens] LOZ 3D
Post by: Mirby on March 11, 2010, 08:00:36 pm
Except, you know, that Shadowgazer was turned into an IP and is dead in the Zelda form. >_>
Title: Re: [Screens] LOZ 3D
Post by: Random on March 12, 2010, 02:29:49 am
Except, you know, that Shadowgazer was turned into an IP and is dead in the Zelda form. >_>
Yes, I know. I contacted kingmob before he left. And yes OoT2D in fsa style.
Title: Re: [Screens] LOZ 3D
Post by: zeldaknack on April 04, 2010, 08:06:56 am
New Picture, Moblin Texture (beta) test. Just tinkering with the new texture concepts.

Kinda liking it overall, looks fairly moblin-y, not done yet. No detail mapping, nor tweaks- just a texture test.

Your thoughts?

Title: Re: [Screens] LOZ 3D
Post by: MaJoRa on April 04, 2010, 09:08:54 am
Your texturing is quite impressive, as are your 3d modelling skills. The moblin looks rather realistic, almost as good as models in TP. A very impressive job. One thing that did catch me though were the eyes, I think perhaps their is too much red in them. Other than that, excellent work. Can't wait to see some more.
Title: Re: [Screens] LOZ 3D
Post by: FrozenFire on April 04, 2010, 04:15:01 pm
Hey, that's dang impressive! Very nice work on that model and great texture work! My thoughts? I'm thinking that it's looking great. Though I agree that there might be a tad bit too much red in the eyes. Also, I think you should add some kind of buckle for the leather part that goes around his waist.
Title: Re: [Screens] LOZ 3D
Post by: Random on April 05, 2010, 03:27:24 am
Your texturing is quite impressive, as are your 3d modelling skills. The moblin looks rather realistic, almost as good as models in TP. A very impressive job. One thing that did catch me though were the eyes, I think perhaps their is too much red in them. Other than that, excellent work. Can't wait to see some more.
You Lie! It is wy better thn TP. > .>
Title: Re: [Screens] LOZ 3D
Post by: pichuscute on April 06, 2010, 12:29:32 am
Amazing, as usual. It's awesome that your still working on this too. Keep up the great work. :)
Title: Re: [Screens] LOZ 3D
Post by: zeldaknack on April 06, 2010, 02:15:17 am
Thanks guys, I will retool the eye layer. I know I forgot a belt, was just excited about
how he's coming along. I have some poly-culling to do carefully before the final texture
is completed. (then I'll also add bump-mapping, and the metallic effects)

Also unsure whether to make it feathers, or hanging cloth on the spear...

I'm glad the darker, more 'life-like' look is getting appreciated :-)

Any suggestions for eye color?
Title: Re: [Screens] LOZ 3D
Post by: zeldaknack on April 06, 2010, 02:19:15 am
Your texturing is quite impressive, as are your 3d modelling skills. The moblin looks rather realistic, almost as good as models in TP. A very impressive job. One thing that did catch me though were the eyes, I think perhaps their is too much red in them. Other than that, excellent work. Can't wait to see some more.
You Lie! It is wy better thn TP. > .>

Thank you Random :-)

I think you'll be happy when I re-get to the demo stage on the engine, there's a new foliage system that may just blow you away :-)
Title: Re: [Screens] LOZ 3D
Post by: zeldaknack on April 06, 2010, 02:20:00 am
Amazing, as usual. It's awesome that your still working on this too. Keep up the great work. :)

Also, thank you Pichuscute, I'm glad that you're still a fan- your in-game appearance will make you chuckle in the final product.
Title: Re: [Screens] LOZ 3D
Post by: Random on April 06, 2010, 02:34:55 am
How is your storyline comming along? Are you going to utilise Vaati/Gufuu
Amazing, as usual. It's awesome that your still working on this too. Keep up the great work. :)

Also, thank you Pichuscute, I'm glad that you're still a fan- your in-game appearance will make you chuckle in the final product.
You made an ingame Pichuscute?
Title: Re: [Screens] LOZ 3D
Post by: zeldaknack on April 06, 2010, 04:41:38 am
I've been working on incorporating some of the people with alot of feedback on the forums/off the forums into the game... :-)

My current inspiration & work for Pichuscute's 'appearance' is inspired by a certain character in FFXIII...

The in-game images of forum members will be a closely veiled secret until I'm done with all of them, but yes- as I've said before, all the people who try to help a bunch, or give me a good amount of feedback will be inside (up to a certain limit though of course). I'd love to have pics or descriptions of those members, but failing that, I'm left to my imagination & their board quotes :-)
Title: Re: [Screens] LOZ 3D
Post by: Random on April 06, 2010, 05:22:54 am
Amazing, as usual. It's awesome that your still working on this too. Keep up the great work. :)

Also, thank you Pichuscute, I'm glad that you're still a fan- your in-game appearance will make you chuckle in the final product.
You made an ingame Pichuscute?
I've been working on incorporating some of the people with alot of feedback on the forums/off the forums into the game... :-)

My current inspiration & work for Pichuscute's 'appearance' is inspired by a certain character in FFXIII...

The in-game images of forum members will be a closely veiled secret until I'm done with all of them, but yes- as I've said before, all the people who try to help a bunch, or give me a good amount of feedback will be inside (up to a certain limit though of course). I'd love to have pics or descriptions of those members, but failing that, I'm left to my imagination & their board quotes :-)
Very interestings. Have you considered making some enemies based on people too?
Title: Re: [Screens] LOZ 3D
Post by: zeldaknack on April 06, 2010, 06:03:14 am
Actually, no I hadn't although now that you mention it, I imagine one or two may now happen... *evil chuckle*

Title: Re: [Screens] LOZ 3D
Post by: Random on April 06, 2010, 06:52:31 am
Actually, no I hadn't although now that you mention it, I imagine one or two may now happen... *evil chuckle*
I hope you contact them first. lol
Title: Re: [Screens] LOZ 3D
Post by: Zaeranos on April 06, 2010, 06:58:24 am
Hmmm, the moblin looks nice. I can't however shake the feeling that something is wrong with the Moblin's mouth. I can't be sure because you didn't show side and front view. But from these angles the mouth looks kind of wrong.
Title: Re: [Screens] LOZ 3D
Post by: Antidote on April 06, 2010, 04:08:35 pm
The face looks like the bottom jaw is too small. Appears as though he has a large overbite.

Other than that looks great.
Title: Re: [Screens] LOZ 3D
Post by: FrozenFire on April 06, 2010, 04:36:33 pm
Hmm, yeah, I guess you guys are right. I didn't really noticed that before somehow, but now that I see it, I agree.
Title: Re: [Screens] LOZ 3D
Post by: zeldaknack on April 06, 2010, 06:03:22 pm
Hmmm I could add more definition to the chin, it just looked goofy with it before.
More information would be nice in regards to your guys's thoughts though.
Title: Re: [Screens] LOZ 3D
Post by: Zaeranos on April 06, 2010, 06:38:12 pm
At this moment it looks like the lower lip is somewhere at the throat, while the upper lip is hanging in the air. The tusks seem to come from the neck. Moblins are pig-like creatures and the tusks coming from the jaw make it that you expect the jaw should be more massive. See the example image. It may even be possible to let the lower lip exceed the upper lip, like in TWW moblins.

(http://images4.wikia.nocookie.net/zelda/images/thumb/e/ef/Spear_Moblin_%28Ocarina_of_Time%29.png/250px-Spear_Moblin_%28Ocarina_of_Time%29.png)

Okay it doesn't have to be really big, but your jaw seems to be none existant. But like I said earlier, I could give some better pointers with a front and side view, like this:

(http://www.peonystudio.co.uk/bodyweb/human-body.jpg)
Title: Re: [Screens] LOZ 3D
Post by: Random on April 06, 2010, 09:25:18 pm
I thought moblins were bulldogs. :huh:
Title: Re: [Screens] LOZ 3D
Post by: Antidote on April 09, 2010, 08:41:10 pm
Think of a moblin as a mix of a pig, dog and man
Title: Re: [Screens] LOZ 3D
Post by: Mirby on April 09, 2010, 08:54:49 pm
MANBEARPIG! wait...
Title: Re: [Screens] LOZ 3D
Post by: Random on April 09, 2010, 09:50:25 pm
MANBEARPIG! wait...
Woot! Chimaras...
Title: Re: [Screens] LOZ 3D
Post by: Mirby on April 09, 2010, 10:26:30 pm
You never saw that episode of South Park, did you?
Title: Re: [Screens] LOZ 3D
Post by: Random on April 09, 2010, 10:27:26 pm
Nope. :P Don't watch south park.
Title: Re: [Screens] LOZ 3D
Post by: Mirby on April 09, 2010, 10:31:51 pm
In that case...
(http://steynian.files.wordpress.com/2009/12/manbearpig_485.jpg)
It's... half man, half bear, and... half pig!
Title: Re: [Screens] LOZ 3D
Post by: Random on April 09, 2010, 10:47:51 pm
...........

And they ask me why I don't watch shows like Family Guy and American dad.....
Title: Re: [Screens] LOZ 3D
Post by: King Tetiro on April 09, 2010, 10:50:39 pm
...........

And they ask me why I don't watch shows like Family Guy and American dad.....
To be fair, Family Guy has never had anything near as hideous as that
Title: Re: [Screens] LOZ 3D
Post by: Mirby on April 09, 2010, 10:52:18 pm
...........

And they ask me why I don't watch shows like Family Guy and American dad.....
WE CAN'T BE FRIENDS! *shuns*

Seriously though, it's Antidote's fault for saying pig, dog, and man... What was the next step in all honesty?

Also, it's supposed to be really REALLY stupid. In the SP Universe, Manbearpig is the great threat that might end humanity, or so says Al Gore. "I'M TOTALLY CEREAL, GUYS! COME ON!"
Title: Re: [Screens] LOZ 3D
Post by: Antidote on April 11, 2010, 02:33:49 am
*Beats mirby with meg*,

ANY way just make some adjustments to the mouth and it should be gravy.
Title: Re: [Screens] LOZ 3D
Post by: Mirby on April 11, 2010, 04:45:51 am
With Meg? Really?

Seriously though, looks great! Sorry for derailing your topic a little there.
Title: Re: [Screens] LOZ 3D
Post by: zeldaknack on April 12, 2010, 06:54:40 am
Moblin nigh finished, pending feedback, what do you guys think?

(http://img69.imageshack.us/img69/4920/moblin9.th.jpg) (http://img69.imageshack.us/i/moblin9.jpg/)
(http://img260.imageshack.us/img260/9883/moblin8.th.jpg) (http://img260.imageshack.us/i/moblin8.jpg/)
(http://img697.imageshack.us/img697/9572/moblin7.th.jpg) (http://img697.imageshack.us/i/moblin7.jpg/)
(http://img718.imageshack.us/img718/957/moblin6.th.jpg) (http://img718.imageshack.us/i/moblin6.jpg/)
(http://img339.imageshack.us/img339/3213/moblin5.th.jpg) (http://img339.imageshack.us/i/moblin5.jpg/)
(http://img444.imageshack.us/img444/1285/moblin4.th.jpg) (http://img444.imageshack.us/i/moblin4.jpg/)
(http://img13.imageshack.us/img13/9878/moblin3.th.jpg) (http://img13.imageshack.us/i/moblin3.jpg/)
(http://img156.imageshack.us/img156/7065/moblin2.th.jpg) (http://img156.imageshack.us/i/moblin2.jpg/)
(http://img19.imageshack.us/img19/329/moblin1.th.jpg) (http://img19.imageshack.us/i/moblin1.jpg/)
Title: Re: [Screens] LOZ 3D
Post by: Mirby on April 12, 2010, 06:59:01 am
Looks sweet! Nice work!
Title: Re: [Screens] LOZ 3D
Post by: Random on April 12, 2010, 08:45:48 am
His eyes are a little large. Besides that, it is great.
Title: Re: [Screens] LOZ 3D
Post by: Zaeranos on April 12, 2010, 08:54:59 am
It is not that is eyes are large, but his eyes could use an angry look and a frown. On the toes and fingers some dark nails/hooves could be added. His back is bare and the front armor and shoulder pats look as if they are pasted on the Moblin with super glue. Have some belts and connect them, maybe put some armor on his back.
Title: Re: [Screens] LOZ 3D
Post by: Random on April 12, 2010, 10:03:34 pm
I thought his back was bare becuase that was his weak spot. Like the dodongos, with their weakspot as their tail.
Title: Re: [Screens] LOZ 3D
Post by: zeldaknack on April 12, 2010, 10:09:20 pm
I thought his back was bare becuase that was his weak spot. Like the dodongos, with their weakspot as their tail.

Ditto. I may put in some straps and adjust the look of the eyes. I may do nails, hadn't really
thought about it as his hands are normally wrapping around a blade or spear.
Title: Re: [Screens] LOZ 3D
Post by: Mirby on April 12, 2010, 10:40:31 pm
I thought the weak spot of Dodongos was their mouths, once you shoved a bomb in there, not their tails...
Title: Re: [Screens] LOZ 3D
Post by: Random on April 12, 2010, 10:51:35 pm
That is just for King Dodongo.
Title: Re: [Screens] LOZ 3D
Post by: Mirby on April 12, 2010, 10:55:05 pm
Ever play the original Zelda? I didn't think so. If you had, you would've known where DODONGO DISLIKES SMOKE came from. In that, you place a bomb in front of a Dodongo and it eats it. BOOM! Bomb, eat, BOOM! Dead.
Title: Re: [Screens] LOZ 3D
Post by: FrozenFire on April 13, 2010, 03:30:23 am
OFF TOPIC, but I've got to say, Mirby and Random... PLEASE?

If you guys MUST continue to talk things out like this, please make some kind of debate topic just for you guys to talk things out on. Then, every time one of you feels the need to explain something to the other, you can post it in that topic instead of spamming up other topics.

Just to bring clarity on the topic of Dodongos:
http://www.zeldawiki.org/Dodongo (http://www.zeldawiki.org/Dodongo)


ON TOPIC:
I agree with Niek on everything except the armor on his back. Especially about the eyes being more angry (think BEAST!) and nails, which it sounds like you're already thinking of changing those anyway.
Title: Re: [Screens] LOZ 3D
Post by: Random on April 13, 2010, 03:45:39 am
Your right. Under weakness on ZWiki, it says bombs are their weakness. But under characteristics, it says in TP and MM, their weakness is their tails. (So we are both right...)
Title: Re: [Screens] LOZ 3D
Post by: Mirby on April 13, 2010, 04:28:59 am
So it's a tie?  :o

To be on-topic for a change, I think the moblins look fine.
Title: Re: [Screens] LOZ 3D
Post by: Random on April 13, 2010, 04:31:00 am
I still think you need to do something with the eyes. Three possibilities for the eyes have been mentioned. Are you going to make them smaller, sadder, angrier, or what?
Title: Re: [Screens] LOZ 3D
Post by: Mirby on April 13, 2010, 04:37:30 am
Personally, given the Moblin's status in the Zelda enemy hierarchy that I just completely made up, I think angrier eyes would fit better.
Title: Re: [Screens] LOZ 3D
Post by: Zaeranos on April 13, 2010, 06:49:00 am
Okay, if the armor is there for protection instead of decoration than I agree. But as the armor looks as if it is pasted on with super glue, I mistook it for decoration. My point is, that the Moblin looks like an extremely ugly chippendale from the back. There is nothing. Even the Iron Knuckles in in TWW wore a mail and had belts/straps on the back.
Title: Re: [Screens] LOZ 3D
Post by: zeldaknack on April 15, 2010, 06:14:21 am
I still think you need to do something with the eyes. Three possibilities for the eyes have been mentioned. Are you going to make them smaller, sadder, angrier, or what?

Angrier. To make them smaller would require a *lot* of work honestly.

I will be adding a weapons / armor strap or two to the back, as his spear has to go *somewhere* though.
Title: Re: [Screens] LOZ 3D
Post by: zeldaknack on April 28, 2010, 06:23:59 am
Early early,early early (needs more trees and bushes, and some ambient life) alpha of the new look for the lost woods..

Can't help it when I'm excited & wanted to share, hope you all enjoy :-)
Title: Re: [Screens] LOZ 3D
Post by: King Tetiro on April 28, 2010, 07:25:15 am
Alpha?? That looks like its done!! Though maybe alot more trees
Title: Re: [Screens] LOZ 3D
Post by: Random on April 28, 2010, 09:14:59 pm
Oh my gosh! That looks like a cross of Mabinogi and TP!
Title: Re: [Screens] LOZ 3D
Post by: zeldaknack on April 29, 2010, 03:21:37 am
Another test shot- with more trees :-)
Title: Re: [Screens] LOZ 3D
Post by: Random on April 29, 2010, 03:32:08 am
The water looks pretty realistic. What are you working on?
Title: Re: [Screens] LOZ 3D
Post by: zeldaknack on April 29, 2010, 04:26:12 am
It's fog? Doesn't quite have the same look when still, does kinda look watery when still.....

Looks good in motion though :-)

My system is: Core2Duo E4400 (low end, but works :-) ), Geforce 8800, 2 gigs ram, someone could make it for >100 parts wise now. *shrug*

FPS: currently 42-60 in game, I am targeting 'older' / cheap hardware. My brother has an old amd x2 processor and geforce 7800 and he gets about the same frames.

My art tools?: Sketchup 5, a Aiptek tablet, Gimp/photoshop 7.
My Game engine?: GameCore3d
Background: No formal training
Title: Re: [Screens] LOZ 3D
Post by: Random on April 29, 2010, 04:36:05 am
XD I ment, what int he game are you working on. Are you working on an enemy model, coding, etc.
Title: Re: [Screens] LOZ 3D
Post by: zeldaknack on April 29, 2010, 04:59:19 am
lol gotcha.

A little of everything? ;-)

Wish I had a programmer again, it was nice to have one for 2-3 weeks at the start :-)

I've gotten farther programming wise- most everything that way is technically done (could be better though, and things like hookshot, and boomerang still need a true programmer as I just can't pull them off myself)
Ledge grabbing is the last real little bit I need to make a plug-in for otherwise.

Artwise- most things are just in process, as I'm moving to a more realistic, not mash-up art style.

Examples are like the ground fog and trees, slightly higher poly counts on the monsters, more townsfolk, and 'grittier' texturing. If you look closely, I have a few transitional textures in the forest- there's several normal grass textures, as well as one with leaves scattered on it, then dense leaf litter for under the trees. When the player runs across a textured area with leaves- leaves will occasionally fluff up and scatter (yay physics and particle effects!!).

I also am wicked behind with rigging- I am, honestly, terrible with it, and since my hdd crash I've not had the courage to re-rig yet, so I'm moving forward with everything else, and am caught-up or past the point I a few months back at least on the coding side- most code's been done in a library format, so that I can click together things like: conversation, store buy/selling, missions, landslides, traps, dramatic spawning, item collection, etc. faster and 'easier' than ever before. I'm.. Trying to be smarter I reckon.

............And technically - areas constitute game sections :-)

Title: Re: [Screens] LOZ 3D
Post by: Random on April 29, 2010, 05:23:27 am
I would help you with programming if I wasn't already working on two games.... By the seems of it, you are about 40% the way. The only topic you have ever made is this one, why not make a topic to attract coders insie the recruitment category?
Title: Re: [Screens] LOZ 3D
Post by: Janet Merai on May 03, 2010, 11:05:20 am
Rigging is literally an art in itself... and you have to know what you are targeting.

I've done plenty of rigging and modeling, my main weakness in 3D artwise is advanced biped and modeling techniques, plus lighting.

You just need motivation as one project can drain you lol

Once I finish my current project I'm heading to my own original games.

On the other hand I would give Unity a look as they have hordes of programming done for you... even a non programmer like me got a game running and made in Unity in just a few days lol

My programmer already coded in DX Studio so I'm going with it and moving to Unity after my Zelda project.

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