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ciapfachile
10-04 16:45
Model Name
fantasy female warrior 3d model
Tags
assassin
character
character fantasy
character game asset
character game asset fantasy
fantasy
fantasy female warrior
female assassin
game asset
game asset fantasy
Prompt
Goal Create a production-ready 3D character for a boss-rush, dark-fantasy (Soulslike/Elden Ring-adjacent) game. Deliver a riggable, game-ready model compatible with Mixamo/humanoid rigs. Character & Look Adult female (25+), beautiful, athletic, elegant assassin. Blindfold over the eyes (silk band). No hood, no face mask. Minimal, sensual outfit (no nudity): Arms visible: sleeveless; forearm bracers only; small strapped elbow guards (don’t cover upper arms). Midriff visible: short leather bandeau / cropped top fully covering the bust but exposing the stomach (belly button visible). No corset/vest. Legs visible: no pants/leggings/stockings. Lower garment = short, layered loincloth/tasset panels (front and back) with high side slits, ending at upper-mid thigh. No long skirt/robe/coat/cape. Light knee guards, thigh straps/utility belts, ankle boots or sandals (not above mid-calf). Materials/Palette: matte black/dark leather; dark steel fittings; subtle gold filigree; faint rune stitching. Hair: styled away from shoulders/collarbones (avoid hiding joints/silhouette). Pose (for modeling/rigging reference) Front-facing, full-body, neutral idle suitable for Mixamo. Battle-ready dagger guard: feet shoulder-width, weight balanced; hips/shoulders square to camera; head level; neutral face. Both arms raised to mid-torso height, elbows ~60–90°; two daggers in hands, blades angled slightly outward (15–30°) so they do not cross the torso or face. Keep hands, elbows, knees, feet, and both blades fully visible. No dramatic lean, no bowing/kneeling/salute. Geometry & Topology Scale/Axis: Unity-friendly Y-up, Z-forward, 1 unit = 1 meter. Character height ≈ 1.70 m. Pivot at feet center (between heels), scene centered. Poly budget (LOD0): 45k–65k tris (character + outfit, excluding hair cards). LOD1: ~25k tris; LOD2: ~12k tris. Topology: quad-dominant, clean loops; even density; proper edge flow at shoulders, elbows, knees, hips. No long thin triangles. Separate meshes for: body, outfit pieces, each dagger, hair cards (if used), and accessories. Thickness on armor/leather where needed. UVs & Textures (PBR Metallic/Roughness) UVs: non-overlapping (except intentional mirrored parts), ≥10% padding, seams on low-visibility areas (inner thighs, underside of arms). Texture sets (suggested): Skin, Leather/Cloth, Metal, Hair, Eyes/Teeth, Weapons (daggers). Map list per set: BaseColor (sRGB), Normal (OpenGL +Y), Roughness, Metallic, AO, Emissive (subtle runes only). Resolutions: 4K for body/outfit/weapons (2K acceptable for hair/eyes). No AO baked into BaseColor. Materials & Details Leather: worn edges, pores, stitch normals. Metal: brushed/worn steel with micro-scratches; edge wear; subtle gold inlay. Cloth (loin panels/blindfold): weave normal, mild fray. No large capes/coats/skirts that hide limbs or joints. Rigging & Skinning (Mixamo-compatible) Provide Humanoid skeleton (Mixamo-friendly names if possible): Hips → Spine(1–2) → Chest → Neck → Head; clavicle_L/R; upperArm_L/R → lowerArm_L/R → hand_L/R → 5 finger chains; upperLeg_L/R → lowerLeg_L/R → foot_L/R → toe_L/R. Weights: max 4 influences/vertex; clean deformation on shoulders, elbows, knees. Cloth panels: simple bone chains (2–3 bones per panel) for animation (no sim required). Daggers: separate meshes with pivots at grip, parented to hand_r and hand_l; also provide unparented duplicates for inventory use. Deliverables Primary: FBX (preferred) with A-pose or Mixamo T-pose AND the idle battle-ready pose as a second take or separate FBX. Optional source: .blend or .ma/.mb. Game package: GLB/GLTF with embedded PBR textures. Textures: PNG/TGA (lossless), organized by material set. Renders (utility): orthographic front/back/left/right and one perspective 3/4, neutral three-point lighting and gray background (no dramatic contrast). Hard Constraints (to avoid wrong outputs) Must show: legs, midriff, and arms exposed as specified. Do NOT include: skirt, long skirt, dress, robe, gown, tabard, tunic, long coat, trench, cloak/cape/poncho/hood, pants/leggings/stockings, bodysuit, long sleeves, bulky armor, masks. No nudity: no areola/underboob/pubic exposure. No dramatic perspective; keep front-facing scale clean and usable for modeling.
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