US / trophy-rival
PLACE / opening memory
TROPHY / legendary
FIGHT (calm) / rival
PLACE / spooky
PLACE / gag
PLACE / villain summit
PLACE / villain
TROPHY / legendary
TROPHY / legendary
↻ open 3D box
opt2_oak_lab_KIT_v3 — ROOM-KIT v3 - wall furniture stays ON the wall
north band (2 cabinets, computer, consoles, chairs, pictures) PAINTED as back wall; pieces = floor-standing only: machine, shelves, cast, starter table, 2 front cabinets; 8 cutouts + caption plate, one uniform native scale
US / PLACE / benchposting
Bench duo: wall=rain-lit gothic windows+arch; pieces=bench+Knight+Quirrel as ONE connected trio, twin-lamp post, hanging lantern (CEILING); ground=stone walkway.
PLACE / gentle giant
Stag Station: wall=carved arch station; pieces=Last Stag (big), glowing lamppost, bell stand, plant tuft; ground=platform stone.
PLACE / trophy-statue
Memorial: wall=stained-glass towers+rain; pieces=the statue (centerpiece), two flanking lampposts; ground=plaza stone.
PLACE / color pop
Grimm tent: wall=the glowing tent itself (painted - it IS the place); pieces=Grimmsteed, lantern Grimmkin, red lantern staff; ground=dark path.
US / PLACE
Dirtmouth bench: unchanged round-2 winner.
FIGHT (calm pre-fight)
Mantis bow: wall=arena+gates+fireflies; pieces=three seated lords on throne-tops; ground=arena floor above the crowd band.
US / cozy
Hot spring: wall=cave+steam glow; pieces=Knight soaking (sized up), pool rim rocks; ground=the WATER surface (signature element physical).
↻ open 3D box
opt1_knight_on_bench — ROUND 3 LEAD - the love-card formula, upgraded
benchposting + the us-card + City of Tears in ONE calm frame; bench trio cut connected; twin-lamp + hanging lantern; Dirtmouth profile: calm, separated icons, in-scene light
↻ open 3D box
opt2_stag_station — ROUND 3 - the gentle giant
Last Stag idle at his bell = calm + big soft icon; lamplight in scene, carved-arch wall; 3 separated pieces
↻ open 3D box
opt3_city_statue — ROUND 3 - the trophy statue
the game-famous memorial AS the centerpiece (trophy doctrine); statue+fountain cut as ONE monument, base included; flanking lit lamps; foreground water rings healed off the floor
↻ open 3D box
opt4_grimm_tent — ROUND 3 - color pop, calm
the red tent glow IS the wall (painted, it is the place); Grimmsteed + lantern Grimmkin idle - troupe without the boss fight; staff re-cut tight to the pole; floor lifted to the lit stone ledge
↻ open 3D box
opt5_dirtmouth_bench — RON: LOVE - his winner, now denser
his note: good - a few more cutouts would make it flawless; added the door lantern + sign totem as extra cutouts, lamppost steered; build stages the Knight SITTING on the bench (the benchposting pose)
↻ open 3D box
opt6_mantis_bow — ROUND 3 - the better photo Ron asked for
his mantis note honored: seated lords, calm symmetric arena; no discs, no chaos - the respect gesture; firefly glow in scene
↻ open 3D box
opt7_hot_spring — ROUND 3 - cozy, sparse cast flagged
the coziest ritual; the POOL surface is the floor (signature element); HUD fully erased (wider box); knight re-cut tight, not the glow blob; YouTube-sourced frame - build re-captures cleaner
TROPHY
Temple of Time: wall=the pedestal chamber, window light-shaft painted; pieces=Master Sword IN its pedestal (hero object, sized dominant ~60%), young/adult Link approaching, Navi glow; ground=marble floor. ATTRACTIVE levers: the light shaft, the blue blade, the sacred hush.
US
Zelda's courtyard: wall=castle window + garden hedges + flowers; pieces=young Link, Zelda (standing/peeking pair with AIR between them), flower bed tuft; ground=courtyard grass+path. Bright daylight card.
PLACE / cozy
Lon Lon Ranch: wall=ranch barn+tower+fences+sky; pieces=Epona (hero, big), Malon, fence section, maybe a cucco; ground=dirt track. Warm daylight, beloved cast. ## Round 1 QA (2026-08-12, my pass before Ron) - opt1 Master Sword: RENDERED. Clean sword+pedestal monument, Navi ceiling. Flag: 2-piece cast (the Grimm sparseness risk). - opt2 Zelda courtyard: RENDERED, charming. Zelda+Link+tulips clean. Flag: source depth-of-field leaves the brick wall soft/plain. - opt3 Lon Lon Ranch: WEAK - source horses ~48px upscaled 4x (blocky, grass halo), elevated camera, no in-scene light. Below the Dirtmouth bar. - opt3b Epona intro: KILLED structurally - dialogue box bakes glyphs into the character cutouts, Epona cropped headless, floor would be invented. - LESSON (OoT-wide): the N64 corpus is resolution-hostile for CHARACTER cutouts - cutscene frames (2560px upscales of vanilla footage) work, gameplay wide shots do not. Scene 3 should come from a cutscene-grade frame: Kokiri Forest arrival or the Gerudo Valley bridge are the candidates.
↻ open 3D box
opt1_master_sword — OoT LEAD - trophy doctrine (the Master Sword)
THE franchise object; Master Sword merch dominates Etsy Zelda listings; sword+pedestal cut as ONE monument, Triforce relief included; FLAG: sparse cast (2 pieces) - the Grimm risk; light shaft + hush carry it
↻ open 3D box
opt2_zelda_courtyard — OoT - the US card (first meeting)
the memory every player has: meeting Zelda in the courtyard; two whole kids with real AIR between them + flower planter; wall cropped above the dialogue shading; floor taken below it
↻ open 3D box
opt3_lon_lon_ranch — OoT - WEAK (my QA: below the bar)
source horses are ~48px upscaled 4x = blocky with grass halo; elevated camera (breaks the camera rule), no in-scene light; RECOMMEND: re-source scene 3 (Kokiri Forest / Gerudo sunset) instead
↻ open 3D box
opt3_epona_intro — OoT - KILLED (structural)
right moment, only eye-level frame with the real cast; BUT dialogue box bakes glyphs into Malon+Link cutouts; Epona cropped headless; no clean ground strip - floor would be 100% invented