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DCC Bridge
Anonymous1748107431
03-01 14:04
Model Name
full body suit 3d model
Tags
clothing
rendering
realistic
Prompt
TOPOLOGY & MODELING CONSTRAINTS: - Low-topology, animation-ready: QUADS only, clean edge flow for deformation. Total target: 6k–10k triangles (full body incl. clothes, hair). Head: ~1.5k–3k tris. - Face must be a single continuous mesh (no detached verts) with clean edge loops: eye rim (3 concentric loops), eyelids, brow flow, mouth loops (3–4 rings), chin and jaw loops. Place poles away from deformation zones. - Separate meshes for hair, hood, torso, sleeves, pants, sneakers, soles. No internal faces. Simple hair groups (3–6 chunks or hair-cards). - Include 2–3 rings of geometry around major joints (shoulder, elbow, knee, hip) and twist joints support areas (forearm/thigh) for smooth rotation. RIGGING & FACIAL SUPPORT: - Export rig-ready topology: supports skinning and blendshape workflows. Include clear loops for eyelids, lips, and brows. - Provide blendshapes (shapekeys) for facial animation (see list). Face should support clear, readable expressions and phonemes. - Rigging expectations: FK/IK hybrid (IK legs + FK arms with IK switch), 3–5 spine joints, 2 neck joints, head joint, jaw joint. Provide joint placement guides if possible. REQUIRED BLENDSHAPES / PHONEMES (minimum): Neutral, Blink (L/R/Full), Smile L/R, Smile Full, Frown, BrowUp L/R, Squint, JawOpen, MouthWide, MouthNarrow, LipPucker, LipCornerDown, CheekSquint. VISEMES/phonemes: AA, EE, OH, OO, MBP (closed), FV, L, S, CH/J, TH (≈10). TEXTURES & UVs: - Clean, non-overlapping UV islands, texel density consistent across body. Minimal seams in deform areas. - Export maps: Base color (albedo), Roughness, Normal (baked from a moderate sculpt), AO (optional), Optional SSS mask for warm stylized skin. - Suggested texture sizes: head 2k, body 2k (or single 2k atlas for whole character for low-memory use). Keep map count minimal. LOD + EXPORT: - LOD0 ~10k tris, LOD1 ~5–6k tris, LOD2 ~2k tris. - Export formats: FBX (with skin weights + blendshapes/morph targets + skeleton), glTF/GLB for realtime, OBJ (mesh only) if needed. - Include: wireframe screenshot, UV layout screenshot, a frame with neutral pose and T-pose, and a short test animation .fbx/.glb (3–4 clips: blink, smile, short phrase phoneme test, 2-sec idle loop). SHADING & LOOKDEV: - Stylized PBR: non-metallic cloth/leather, low roughness variation; skin with subtle SSS-ish feel (small SSS or multiply), no photoreal micro-detail. Painted stylized textures welcome (hand-painted + subtle micro normal). - Keep material count low; avoid layered complex shaders. FAIL / NEGATIVE PROMPTS: - NOT photorealistic; AVOID hyper-detailed Disney-level sculpting, micro-portraits, realistic pore-level skin, high-poly sculpted hair strands. Do NOT produce excessive topology or disconnected internal geometry. FINAL NOTES: - Provide final model with clear naming conventions and a short README listing triangle count, texture sizes, included files, and rig notes. - Prioritize clean deformation and expressive facial rigging over high-res detail.
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