3D Workspace
Home
Assets
Affiliate Program
Creator Program
Sign up/Log in
View Plans
DCC Bridge
Anonymous1774542088
03-26 16:32
Model Name
supermarket manager 3d model
Tags
boss
character
character game asset
character game asset stylized
character stylized
game asset
game asset stylized
stylized
Prompt
Create a full-body 3D game character of a female supermarket manager boss for a top-down multiplayer horror action-adventure game set inside a dark supermarket. Style: Stylized but believable, appealing and readable from a top-down camera, with slightly exaggerated proportions for strong silhouette recognition in gameplay. The character should feel intimidating, memorable, and grounded, not cartoonish in a goofy way and not hyper-realistic. Aim for a polished indie horror-coop aesthetic consistent with a cast of stylized 3D characters. Character design: - Adult woman, supermarket director / manager - Chubby / heavyset build, broad torso, rounded arms, thick legs, imposing but not athletic - Distinctive face with glasses and a very noticeable mole on her face - Strong facial features that remain readable from medium and long gameplay distance - Hair should feel tidy but severe: tight bun, short curled set, or carefully styled manager haircut - Expression should communicate authority, irritation, and controlled menace, as if she is constantly judging and monitoring the store - Outfit should feel like a supermarket authority figure twisted into a horror boss design: manager uniform, blouse or shirt, practical skirt or slacks, store vest or blazer, name tag, sensible shoes - Add subtle visual storytelling details: keys on belt, employee badge, store radio clipped at waist, slightly wrinkled uniform, pen in pocket, scuffed shoes from pacing the store for years - The silhouette should clearly separate head, shoulders, torso, megaphone, and lower body - The mole should be visually prominent and part of her identity - Glasses should be thick enough to read clearly in gameplay, giving her a sharp and severe look Weapon / signature prop: - Her weapon is a megaphone - The megaphone should feel like an iconic boss prop, recognizable at a glance - It can be industrial-looking, slightly worn, and customized with supermarket branding or management stickers - It should feel threatening not because it is physically sharp, but because it is used to command, alert, intimidate, and weaponize noise - The way she holds it should suggest control and authority - The megaphone should be large enough to read clearly from a top-down gameplay camera Mood and role: This character is one of the major bosses of the game: the terrifying supermarket director who rules the aisles like her personal domain. She should feel like a strict authority figure turned monstrous presence, combining everyday retail familiarity with oppressive horror. The design should communicate dominance, vigilance, discipline, and the constant threat of being spotted, shamed, or called out. Gameplay readability: - Strong silhouette visible from top-down perspective - Recognizable head shape, hairstyle, glasses, torso, and megaphone from a distance - The megaphone should immediately identify her role and attack style - Outfit should have clear shape separation and not become visually noisy - Design should work well in dim supermarket lighting and flashlight-based visibility - Avoid overly tiny details that disappear in gameplay - Her pose and proportions should make her look heavier, slower, but powerful and threatening Model requirements: - Game-ready 3D character - Full body - Neutral A-pose or T-pose - Clean topology suitable for rigging and animation - Optimized for real-time rendering - Separate readable materials for skin, hair, glasses, clothes, shoes, badge, and megaphone - Stylized PBR textures - Medium polycount suitable for an indie multiplayer game - Face should be expressive enough for boss reactions and threatening animation - Hands should be large enough to read clearly in gameplay, especially when holding the megaphone - Outfit and proportions should support exaggerated but believable movement and attack animations Color palette: Muted, slightly desaturated workplace colors suitable for a horror atmosphere: - dark green, burgundy, beige, faded navy, dirty cream, store-uniform gray - small accents in warning red or supermarket branding colors - megaphone may use faded white, dirty yellow, or dull red for contrast - avoid bright saturated colors except for one or two controlled accent details - the overall palette should feel oppressive, institutional, and slightly old-fashioned Accessories: - Large megaphone - Name tag / manager badge - Belt keys or utility ring - Store radio or walkie-talkie - Pen, checklist, or clipboard accessory - Optional reading glasses chain or subtle jewelry if it supports the character without softening her silhouette - Optional store logo detail on vest, badge, or megaphone Technical presentation: Generate the character as a clean front-facing, side, back, and 3/4 readable design translated into a production-ready 3D model. Prioritize silhouette, proportions, facial identity, and material separation. No background needed, studio neutral lighting preferred. Do not make the character sexy, glamorous, youthful, comedic, or exaggerated like a parody. Keep her design respectful, intimidating, expressive, and suitable for a horror game where the fear comes from oppressive authority, environmental tension, and her aggressive control of sound and space.
Detailed Info
Related Models
Enter invite code
Enter invite code to get credits!