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Anonymous1771882137
02-23 22:45
Model Name
animatronic penguin 3d model
Tags
character
game asset
stylized
Prompt
(Inspired by 90s family arcade stage animatronics like those seen at) Chuck E. Cheese — but must be completely original and not resemble any existing mascot. 🔹 Core Objective Generate a fully modeled, textured, rigged, and LOD-optimized 3D animatronic penguin mascot named Jerry. This must be a unique original character with no resemblance to trademarked characters. Designed for real-time engines (Unity / Unreal / WebGL / VR). 🐧 CHARACTER DESIGN — JERRY Personality & Style Friendly, energetic stage performer Slightly goofy but lovable Designed as a singing arcade mascot Stylized-cartoon proportions but physically believable animatronic construction Physical Design Height: 1.5–1.7 meters (real-world scale, 1 unit = 1 meter) Big expressive LED eyes Rounded plush body Orange plastic beak with segmented mechanical jaw Flipper-style arms with internal hinge joints Large stage shoes (plastic or rubberized) Optional accessory: bow tie, small vest, or retro microphone headset Removable back panel exposing stylized servo motors, wires, and internal frame 🧱 MODELING REQUIREMENTS Poly Targets LOD0 (Hero Model): 35k–60k triangles LOD1: ~50% reduction LOD2: 10–20% silhouette-preserving version Optional High-Poly sculpt (500k–1M) for baking Topology Clean quad-based topology Edge loops around: Eyes Beak Jaw hinge Shoulder joints Hip joints Deformation-ready mesh for facial animation UV Mapping Non-overlapping UVs for face and body Overlapping allowed for tiling fabric 4–8px padding at target resolution Seams hidden along natural plush stitch lines 🎨 TEXTURE & PBR REQUIREMENTS (MANDATORY) Workflow Metallic-Roughness PBR (glTF compatible) NO baked lighting inside albedo. Required Texture Maps (Per Material) Base Color (Albedo) – Clean color only, no shadows Normal Map (Tangent Space) – High precision preferred (16-bit) Roughness Map Metalness Map Ambient Occlusion Emissive Map (for LED eyes or stage lighting) Optional Height/Displacement Map (for plush fibers & stitching) Texture Resolutions Head & Face: 4096x4096 Body: 4096x4096 Clothing/Accessories: 2048x2048 Internal Mechanisms: 2048x2048 Small Props: 1024x1024 Texel Density: Face: 8–16 px/cm Body: 6–10 px/cm Material Breakdown 🧸 Plush Fabric (Body) Soft diffuse albedo Micro fiber normal detail Medium-high roughness Subtle color variation Visible stitched seam normals 🟠 Beak (Plastic) Smooth plastic Slight edge wear Semi-gloss roughness 👀 LED Eyes Dark base color Emissive texture for glow Optional animated emissive mask ⚙ Internal Metal Frame Metallic = 1 Brushed metal roughness variation Bolt detail baked into normal map 👞 Shoes Rubber or plastic Slight scuff wear Slight specular highlight Optional Packed Map Provide ORM packed texture: R = AO G = Roughness B = Metalness Also provide separate maps. 🦴 RIGGING REQUIREMENTS Skeleton Must Include: Root Pelvis Spine (3 bones) Neck Head Jaw Eye_L / Eye_R Eyelid_L / Eyelid_R Shoulder_L / Shoulder_R UpperArm / LowerArm / Flipper bones Hips / Legs / Feet Toe bones Servo and hinge bones for mechanical parts Blendshapes (Minimum 8) Smile Frown Mouth Open Blink L Blink R Eyebrow raise Cheek puff Angry Provide Sample Animations Idle sway (2 sec) Head turn Singing loop (mouth movement) Flipper wave 🛠 MECHANICAL DETAIL Include visible: Servo motors Hinges at flippers Internal chest hinge Bolts and screws Wiring bundles Removable back maintenance panel Mechanical elements must: Have correct metal PBR values Show wear and subtle dirt accumulation Look believable but stylized 📦 EXPORT REQUIREMENTS Export: FBX (2020+) glTF 2.0 / GLB with embedded textures Separate texture folder Collision mesh LOD files JSON manifest listing: Poly counts Texture sizes Map types Rig bone list 🎭 Texture Variants Generate 2 texture sets: Clean Stage Version Slightly Worn Arcade Version Mild fading Light scratches Slight fabric discoloration 🎬 Preview Requirement Provide: Front render 3/4 render Back render Neutral HDR lighting 1024x1024 preview thumbnails 🚨 Important Instruction to Meshy Create a completely original penguin animatronic named Jerry. Do not copy or resemble any existing copyrighted mascot. Focus on originality, production-ready topology, and correct PBR implementation.
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