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Anonymous1767558889
01-04 22:14
Model Name
dark fantasy oracle 3d model
Tags
character
character fantasy
character game asset
character game asset fantasy
fantasy
game asset
game asset fantasy
oracle
Input
Prompt
==== VIDENTE — 3D CHARACTER MODEL GENERATION ==== REFERENCE IMAGES: Provided concept art turnarounds (use ALL details exactly as shown). OBJECTIVE: Generate a single, game-ready 3D character model of "The Vidente" (mystical oracle) for use in a dark fantasy action roguelite game. Model body only — NO CAPE, NO STAFF. CHARACTER IDENTITY (CRITICAL — match reference 100%): - Humanoid, medium height, slender but imposing (scout/oracle archetype) - Dark hooded figure with MYSTICAL THIRD EYE on forehead (glowing amber/gold) - Two main eyes under hood, glowing amber/gold - Mysterious, arcane presence - Color palette: blacks, dark browns, bronze/brass accents, amber glows ===== BODY & STRUCTURE ===== HEAD: - Large hood/cowl covering most of face - Deep shadow inside (mask/veil effect visible but face not fully rendered) - Two eye holes with bright amber/gold glow from inside - THIRD EYE on forehead (CRITICAL): * Positioned at center, between eyebrows, on forehead * Appears as a circular symbol/seal with amber glow * Should be CLEARLY VISIBLE and GLOWING * ~2-3cm diameter, not huge, but NOT subtle - Runic patterns on hood edge (gold/bronze trim) - Neck transition into body armor TORSO: - Main garment: sleeveless tunic/robe, dark (charcoal/black) - OVERLAYS on chest and shoulders: * Armored shoulder pauldrons (bronze/brass, 3D geometric) * Chest piece with circular symbol (X-cross emblem) glowing amber * Runic details etched into metal/leather * Material: metal, leather, dark cloth mix - Forearms: wrapped in cloth/leather straps (mummy-like, mystical) - BELT: leather belt with multiple attachment points, buckles, and pouches * Belts/straps across torso visible * Small decorative items hanging (not weapons, just mystical trinkets) - Hands: visible, fingers wrapped in fabric, slightly arcane/mystical feeling LOWER BODY: - Torso transitions to knee-length tunic/skirt (dark, with rune patterns) - Thighs: partially visible under tunic - Calves: wrapped tightly in cloth/leather - Boots: heavy dark leather, reaching mid-calf, strapped and buckled - Feet: planted firmly on ground (A-pose ready for animation) ===== POSE & POSITIONING ===== STANCE: - Standing neutral A-pose: feet shoulder-width apart - Arms at sides, slightly away from body (NOT touching sides) - Hands open/relaxed, visible at waist level - Slight forward lean (ready, alert, but not aggressive) - Head looking straight ahead - NO ROTATION, NO 3/4 ANGLE — pure frontal view POSITIONING: - Centered in frame - Full body visible (from top of head to soles of feet) - No cropping ===== MATERIALS & APPEARANCE ===== COLORS: - Black/charcoal: main robes and tunic - Dark brown: leather elements - Bronze/brass: metal trim, buckles, runes - Amber/gold: ALL GLOWING ELEMENTS (eyes, third eye, rune details) - Dark purple/burgundy: optional cloth shadows/depth TEXTURES: - Cloth: woven, worn, weathered - Metal: aged bronze, patina, oxidized (not shiny new) - Leather: supple but worn, creases and wrinkles - Glowing parts: volumetric glow (but not transparent/translucent) LIGHTING IN MODEL: - Internal glow from eyes and third eye (self-emissive) - Subtle glow from runic details - Should read clearly in game lighting (not dependent on scene lights) ===== TECHNICAL SPECIFICATIONS ===== TOPOLOGY: - Game-ready topology: 15k–20k polygons (NO higher, avoid bloat) - Clean quads where possible, triangles acceptable - No N-gons or degenerate geometry - Ready for rigging/animation UV MAPPING: - Clean, non-overlapping UV layout - Mirrored symmetry where possible - Well-spaced on texture sheet (minimal texture waste) MATERIALS & TEXTURES: - PBR textures recommended (Diffuse, Normal, Roughness, Metallic, AO) - Texture resolution: 2K minimum (2048x2048) for clarity - NO blurry or low-res textures - Maintain details from reference art RIGGING PREP: - Model positioned in neutral T-pose or A-pose (with arms slightly away) - Symmetry maintained (check left/right balance) - Neck/head joint clear - Shoulders positioned naturally - Ready to accept standard humanoid skeleton ===== WHAT TO EXCLUDE ===== ❌ NO CAPE (important — will add separately) ❌ NO STAFF / NO WEAPONS (important — will add separately) ❌ NO SCENERY / NO BACKGROUND ❌ NO ARMOR PLATING on limbs (except shoulders, as described) ❌ NO BRIGHT COLORS (stay dark + amber accents only) ❌ NO EXAGGERATED MUSCULATURE (scout/mage build, not tank) ❌ NO ADDITIONAL ACCESSORIES (no floating elements) ===== STYLE & REFERENCE ===== Aesthetic: Dark fantasy, arcane, mystical oracle Visual Style: High-quality 3D game character (similar to Diablo 4, Baldur's Gate 3, Dark Souls) NOT cartoon, NOT stylized — grounded dark fantasy Lighting: Studio lighting, dramatic but clear Background: Neutral gray or transparent (prefer transparent for compositing) ===== DELIVERY ===== Format: GLB (preferred) or FBX Resolution: Full quality (NOT preview/draft mode) Quality Setting: HIGHEST available in Tripo Expected output: Single mesh with clean topology, PBR textures baked, ready for: - Rigging in Blender - Import into Godot 4 - Animation setup - Game integration ===== CRITICAL REMINDERS ===== 1. THIRD EYE on forehead MUST BE VISIBLE and GLOWING 2. Two main eyes under hood MUST GLOW 3. Match reference colors exactly (blacks, bronze, amber) 4. Body ONLY — no cape, no staff 5. Clean, game-ready topology 6. PBR textures, 2K minimum 7. Ready for rigging and animation
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