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DCC Bridge
Anonymous1759586911
12-29 01:30
Model Name
hooded spellcaster 3d model
Tags
character
game asset
fantasy
Input
Prompt
Referencia: usar la imagen adjunta como referencia primaria. IMPORTANTE: eliminar cualquier texto. No incluir letras ni subtítulo. Prompt: "Create an exact 3D replica of the attached artwork but WITHOUT any text or lettering. Model the wizard as a full-body character in a clean T-pose (arms extended horizontally, palms facing down), preserving the original silhouette, proportions and visual details: hooded robe with folds, stylized dark face, glowing blue eyes, white hair (long strands), two blue ethereal flames in the hands, and the swirling energy/base under the feet as a separate prop. Keep the same color palette (deep navy/royal blues, cyan highlights, icy light-blue flames and eye glow, white hair). Modeling & topology: high-poly sculpt for cloth wrinkles, hair strands and ice cracks; retopology to game-ready low-poly with clean quad flow and proper edge loops for deformations (target low-poly ~20k–40k tris; provide LODs: 20k, 8k, 2k). Clean, symmetrical T-pose suitable for rigging (fingers relaxed straight, thumbs slightly forward). Provide UVs with no overlapping shells for main body parts. Texturing & materials: PBR (metallic-roughness) workflow. Deliver Albedo/Base, Normal, Roughness, Metallic, AO, Emissive maps (all 4096×4096). Materials: cloth (matte with micro-normal/fabric detail), icy letters behavior applied to ice elements of props (translucency/subsurface for small ice shards), stylized dark skin shader with subtle specular, emissive blue for eyes and flames (bloom-ready). Emissive maps must isolate eyes and both flames. Energy swirl under feet as separate mesh with glossy/reflective emissive shader. Baking & files: bake high-poly -> low-poly normal and AO. Deliver high-poly sculpt (OBJ or ZTL), low-poly retopo (FBX, GLB, OBJ+MTL), baked maps (PNG/TIFF), and a front orthographic render (PNG 4096×4096 with alpha) plus a perspective beauty render (4096×2160). Provide a T-pose FBX export with neutral pose and a rig-ready naming convention (bones/weights optional — indicate if rigged). Renders & passes: orthographic front PNG (transparent) for usage as graphic reference, perspective beauty render, and separate passes: diffuse/albedo, normal, roughness, emissive, AO. Optionally include a 4–6s turntable MP4 showing subtle emissive pulsing but do not animate or change pose. Negative / do-not-do: Do NOT add, keep, or recreate any text or lettering. Do NOT redesign the character (no new clothing, no extra characters), do not cartoonize or simplify—match the stylized but detailed reference. Do NOT alter the color palette. Delivery structure: organize folder: /highpoly, /lowpoly, /textures, /renders, /turntable, /docs. Provide a short README with software used and polycount per LOD." Checklist técnica (para pegar al artista / incluir en pedido) Referencia: usar únicamente el PNG subido (hacer color-pick para match exacto). Quitar texto: el archivo final NO debe contener ninguna letra. Letras eliminadas en todas las etapas (modelado y renders). Pose: cuerpo completo en T-POSE (brazos horizontales a 90°, palmas apuntando hacia abajo). Dedicar atención a posición de dedos para rigging. Modelado: High-poly sculpt (ZBrush/Blender sculpt) con detalle en tela, grietas de hielo y mechones. Retopología a low-poly con edge loops para animación. Polycount: LODs: LOD0 ~ 20k–40k tris, LOD1 ~ 8k, LOD2 ~ 2k. (Ajustar según objetivo: game vs. cinematic.) UV / Baking: UVs sin solapamiento, texel density consistente; bake normales, AO, curvature y cavity a 4096. Texturas: Albedo, Normal, Roughness, Metallic, AO, Emissive — todas 4096×4096 PNG/TIFF. Emissive para ojos y llamas. Shaders: PBR (metallic/roughness). Flames & eyes: emissive maps + bloom. Cloth: micro-normal + roughness variation. Energy swirl: transmission/reflection + emissive. Rigging (opcional): entregar FBX T-pose rigged (Humanoid standard) o un FBX T-pose sin pesos pero con clean naming for future rigging. Indicar qué se entrega. Renders: Ortográfico frontal 4096×4096 PNG (alpha) — sin texto. Perspective beauty render 4K PNG. Passes: Albedo, Normal, Roughness, Emissive, AO. Turntable MP4 4–6s (opcional) con pulsos suaves de emissive (NO mover modelo). Formatos: FBX, GLB, OBJ+MTL (low), OBJ highpoly/ZTL, textures PNG/TIFF, renders PNG, turntable MP4/GIF (opc). Nomenclatura y entrega: carpetas organizadas por /model, /highpoly, /lowpoly, /textures, /renders; README.txt indicando software, polycounts, LODs, y si está rigged. Color matching: usar espacio sRGB, hacer color-pick directo de la referencia para tonos exactos. No texto ni watermark en renders finales (salvo carpeta de revisión).
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