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DCC Bridge
Kendallrwynn
01-17 13:26
Model Name
faun warrior 3d model
Tags
creatures & animals
game asset
fantasy
Prompt
Adult male faun character, full body humanoid 3D asset designed for Meta Horizon Worlds. Stylized semi realistic fantasy style, mature and grounded, not cartoonish and not sexualized. Standing upright in a relaxed idle pose, arms slightly away from torso, legs shoulder width apart. Height approximately 1.8 meters. Anatomy: upper body human male, adult proportions, lean but solid build with natural muscle definition. Broad shoulders, defined chest with visible natural chest hair, light to moderate body hair on arms and torso. Skin tone warm and earthy with subtle freckles and weathered details. Lower body goat from hips down with digitigrade legs, realistic joint flow, short coarse fur, strong calves, and dark cloven hooves. Fur blends naturally into skin at the waist and hips. Small tail. Head: human male face with mature features, strong jawline, straight nose, expressive eyes. Full short beard and mustache, neatly groomed but natural. Beard color matches hair. Slight crow’s feet and subtle age lines to indicate adulthood. Two medium curved ram horns emerging from temples, symmetrical, smooth ridged texture, slightly weathered. Long pointed faun ears angled slightly back. Hair: medium length wavy hair, slightly untamed, natural volume. Color dark auburn or deep brown. Eyebrows thick and expressive. Outfit: forest wanderer aesthetic suitable for gameplay avatar. Open leather chest harness that leaves upper chest partially visible, showing natural chest hair. Simple sleeveless linen vest worn open, short enough to avoid clipping. Belt with small utility pouch. Arm wraps and leather bracers. Optional light cloak draped over one shoulder, secured with a wooden clasp. No thin straps or dangling physics heavy accessories. Earth tone palette: browns, moss green, muted tan. Worn but well maintained. Materials: game ready PBR. Clear albedo, normal, roughness maps. Chest hair and body hair baked into texture maps, not alpha cards. No transparency. One or two texture sets maximum. Target 2048x2048 textures. Topology: low to mid poly optimized for realtime VR performance. Clean edge loops around face, shoulders, elbows, knees, and hips. Separate meshes allowed for horns, hair, beard, and cloak, but keep draw calls minimal. Avoid micro detail geometry, bake detail into normals. Rigging: humanoid skeleton compatible with Horizon Worlds avatar style rigs. Full body rig including fingers. Jaw bone optional. Tail optional. Clean weight painting especially around shoulders, beard, and digitigrade legs. Include basic facial blendshapes: blink, smile, frown, mouth open. Export: FBX or GLB format. Y up, meters, centered at origin with feet on ground plane. Neutral A pose preferred, T pose acceptable. Clean mesh names, no spaces, no special characters.
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