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Anonymous1761331208
11-18 19:25
Model Name
ancient egyptian pharaoh 3d model
Tags
character
rendering
realistic
Prompt
A full-body, highly realistic 3D model of a young ancient Egyptian pharaoh standing in a natural relaxed stance with both arms extended slightly outward at the sides (not T-pose, not A-pose — a natural idle standing pose with arms comfortably opened). Legs relaxed, weight slightly shifted, standing firmly and naturally. Skin & Texture Requirements (extremely important): Warm medium-brown skin tone with completely matte finish. No glossiness, no wet reflections, no oily highlights, no specular shine at all. Use very low specular, high roughness, and soft subsurface scattering only. Skin surface should show very fine pores, natural micro-texture, subtle imperfections, tiny bumps, and realistic shading — NOT smooth plastic skin. Add micro details like: Soft micro-roughness Slight tonal variation Faint freckles or tiny moles (very subtle) Gentle color changes around joints (knees, elbows) Facial Features (more detailed): Young adult male with realistic attractive features. Almond-shaped eyes, slightly heavy eyelids, calm royal expression. Defined eyebrows (not overly sharp). Straight, well-proportioned nose. Fuller natural lips with matte texture (avoid shine). Subtle nasolabial folds, soft cheekbones, and a clean jawline. Very faint stubble or facial texture for realism (not a beard — just skin detail). No stylized proportions, no cartoon exaggeration. Body Anatomy: Athletic but natural build — lean muscles, not bodybuilder. Realistic ribcage, clavicles, shoulder definition, and natural muscle transitions. Accurate hand anatomy with proper knuckles, tendons, and nail detail. Fully human proportions. Clothing (matching described style): Nemes headcloth in teal blue with gold horizontal stripes. Central matte gold ornament on the forehead. Colorful shendyt-style skirt: Blue outer flaps Red central panel Gold belt and gold trim Matte gold arm cuffs, upper arm bands, and shin guards. Gold should be satin-metal, not mirror shiny. Use high roughness on metallic maps. Barefoot. Material & Texture Maps (very specific): Generate high-resolution textures: Albedo map: natural color variation, no baked lighting. Normal map: fine detail (pores, fabric weave, gold engravings). Roughness map: Skin = very high roughness Gold = medium roughness (satin) Linen clothing = visible fibers Metallic map: ONLY for jewelry (low-metallic intensity). No specular map that adds shine to the skin. No reflective/glossy materials anywhere. Modeling Requirements: Clean quad-based topology, good edge loops for deformation. Manifold mesh, no non-manifold edges. Clean non-overlapping UVs. Production-ready riggable mesh. No clipping between fabric and skin. Lighting & Render Requirements: Neutral studio lighting (three-point or HDRI neutral). No dramatic shadows or rim lights. Plain background. Neutral expression. Additional Notes (critical): Do NOT make the skin shiny — it must stay completely matte. Arms must be slightly opened in a natural relaxed pose, not holding anything. Keep the exact color palette described. No exaggerated stylization — fully realistic human.
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