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DCC Bridge
llanthony401
03-10 16:06
Model Name
roblox prison guardroom 3d model
Tags
architecture
architecture game asset
architecture game asset stylized
architecture stylized
game asset
game asset stylized
prison
stylized
Input
Prompt
A complete, modular Roblox-style 3D model of a high-security prison guardroom and control center, strictly adhering to the architectural layout, furniture placement, and equipment seen in image_4.png. Overall Style: Exclusively "Roblox-styled": blocky geometry, chunky proportions, clean edges, and no organic or high-resolution textures. Highly optimized for a game engine (low triangle count). Main Area (The Desks): The center features two distinct, long, L-shaped blocky control desks, exactly as positioned in image_4.png. Each desk must hold multiple primitive blocky computers, monitors, and stylized simplified keyboards and mice. It must also include the 6 blocky blue office chairs. Integrated Armory: The left side features the secure weapon cage made of thick, blocky grey metal bars, following the design in image_4.png. Inside the cage, include simplified, geometric representations of the 3 large rifles mounted vertically, the multiple handguns, and the heavy ammo storage lockers seen in image_4.png. Room Details: Storage: The exact placement of the grey blocky storage lockers (sets of 4 on the back wall and 4 on the right wall) must be maintained. Windows: Include the three windows. Crucially, the middle and right windows must feature simplified, blocky representations of prison cell doors visible behind them, just as seen in image_4.png. Texture and Detail: Minimalist but accurate Roblox textures: flat white square tile floor, matte grey metal lockers, and flat light-blue seating. The ceiling features multiple repeating rectangular ceiling lights (as seen in image_4.png), represented as simple emitting blocks. Lighting: Clear, bright daytime lighting, optimized as a "drag-and-drop" game prop with a clean, grid-aligned bounding box. No realistic shadows; all elements are composed of primitives and simple meshes.
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