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Myths' Valley

Godot 4.7 · Tripo

The valley in 3D

An 1887 fishing village laid out over the real place, with 3,117 trees, a tide that comes in and goes out, and 263 pieces generated in Tripo.

Church of Senhor Bom Jesus dos Pobres

Recreated in Tripo from the author’s photos, at its real location on the map, with the entrance facing the cross.

13,332 triangles 445 KB in the browser
The whole valley seen from above, repainted in the style of the cover

Bom Jesus dos Pobres

The map is the place, at 1:4

The drawing in Google Earth became ground: coast, streets, rivers, square and forest in their real positions. One engine unit equals four meters.
7.3km² in the 16:9 frame
26KML placemarks
27.5km² of seabed from the nautical chart
3,117trees planted, of many species

263 models · 276 animations · 84.2% lighter

Everything with an identity came from Tripo

The game's own pieces, from 953 MB down to 151 MB in the browser.
Drag to turn · scroll to zoom
Church of Bom Jesus · 13,332 triangles

Church of Bom Jesus

The church of Senhor Bom Jesus dos Pobres, at the KML's 'Igreja' marker, with its door facing the wayside cross and a lamppost beside it.

Choose a piece

The production pipeline

Seven steps from text to a piece on the ground

Decision of 26/09/2026: Tripo mode is the master line for 3D assets. Everything with an identity (houses, named trees, characters, items) comes from Tripo Studio; the engine keeps what follows the map (terrain, streets, rivers, sea) and the repeated mass in MultiMesh.
  1. 01

    Reference and prompt

    Text → 3D with a prompt that describes the piece as a stylized game prop from rural Bahia in 1887 and ends with 'isolated object, no ground plane, no text'; image → 3D when there was a refer...

  2. 02

    HD Model (H3.1)

    Generated with HD Model, H3.1, Max quality, 8K texture off. Each piece arrives raw with about 1.9 million triangles and three 2K textures (color, normal, metal/roughness).

  3. 03

    Smart Mesh Retopology

    Remesh → quad retopology (Smart Mesh) with a polygon target per category; Tripo rebakes the textures onto the new mesh. The mango tree went from 20,453 triangles to 11,384 quads and looked v...

  4. 04

    GLB export

    GLB with 1K texture for props, items and forest trees and 2K for buildings, named trees and characters; batch export through the Studio's logged-in tab (operation/export, free). The file lan...

  5. 05

    Auto Rig and clips

    Characters and creatures receive rigs and animations according to the model. The traveler has a rig and 13 clips; new villagers have idle, walking, running and gesture clips. Bone counts and...

  6. 06

    Catalog and registration in the game

    medir_glb.py reads each GLB's bounding box (Tripo delivers the longest axis at 0.98); the piece enters CatalogoAssets.PECAS with a normalization height or width, plus 'girar', 'afundar' and...

  7. 07

    Lightweight pieces for the site

    Browser copies use Draco and WebP textures up to 1024 px, with the skeleton and clip names preserved and compared against production files. They support inspection on the site; assembly, beh...

10 painted materials

Wattle and daub, clay roof tiles, packed earth and sand

The textures the engine repeats across the valley, generated from photos and the feel of the place.
Aged colonial clay roof tile of the Recôncavo, the tiling texture for the wattle-and-daub house's roof.
Aged colonial clay roof tile of the Recôncavo, the tiling texture for the wattle-and-daub house's roof.
Whitewash over wattle-and-daub, with wear and a touch of mud; tiling texture for the exterior walls.
Whitewash over wattle-and-daub, with wear and a touch of mud; tiling texture for the exterior walls.
Packed earth of the streets, with oxcart ruts along the V axis; seamless 1024×1024.
Packed earth of the streets, with oxcart ruts along the V axis; seamless 1024×1024.
Square ground: trampled earth with pebbles and sparse grass, projected in world space; seamless.
Square ground: trampled earth with pebbles and sparse grass, projected in world space; seamless.
Beach sand used by the areia_praia.gdshader shader along the coastal strip.
Beach sand used by the areia_praia.gdshader shader along the coastal strip.
Tree base (shadow and earth at the foot of the trunk), with alpha.
Tree base (shadow and earth at the foot of the trunk), with alpha.
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24 done · 8 in progress · 2 planned

The valley's systems, with the state of each one

The game is in development. This list comes from the code itself and changes with every build.
Third-person explorationDone
Day, night and the lights of 1887Done
A real tide and a real seaDone
Swimming — and the sharkDone
The village and its routinesDone
Pedro, the guideDone
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Recorded in the game

The opening flyover and a real playthrough

Menu flyover. The camera glides sixteen meters above the ground and swings around trees and houses from the side.
A playthrough. The arrival with Pedro, the villagers in the square and afternoon turning into night.

Sound of the place

Tide, forest, creek and campfire

The valley's sound changes with the hour and the place. Each layer below plays on a loop inside the game.
Full soundtrack