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Anonymous1761406313
01-15 19:58
Model Name
giant statue 3d model
Tags
props
rendering
realistic
Prompt
Create a highly realistic, full-body 3D character model of a post-apocalyptic Batman-inspired vigilante (original design, not copyrighted likeness), designed for cinematic realism and game-ready topology. Pose & Orientation Neutral A-pose (arms slightly away from body, palms facing inward, fingers relaxed and slightly curved). Feet flat on ground, shoulder-width apart. Head facing forward, neutral expression. Symmetrical, centered world alignment. Character standing upright, no dynamic motion. Body & Anatomy Adult male, realistic human proportions. Athletic but grounded build (not exaggerated superhero musculature). Broad shoulders, solid chest, strong forearms. Hands realistically sized with correct finger length and knuckle definition. Natural posture with slight weight balance. Head & Face Wears a tight, weathered black tactical cowl covering the head and upper face. Cowl has short pointed bat-like ears. Exposed lower face shows rough skin, visible pores, subtle wrinkles, stubble beard, and facial fatigue. Eye openings sharp and tight around the eyes, realistic eyelid thickness. Eyes neutral, forward-looking, intense but not stylized. Goggles Worn aviator-style goggles resting on top of the cowl. Thick leather frame, scratched and cracked glass lenses. Metal buckles and fabric straps, aged and dirty. Goggles sit slightly asymmetrically, not perfectly centered. Clothing – Upper Body Long, heavy brown leather trench coat: Open front, wide lapels. Realistic leather thickness and weight. Visible seam lines, stitching, and panel breaks. Frayed and damaged hem at the bottom. Natural gravity-based folds and wrinkles. Under the coat: Dark grey armored bodysuit with subtle bat-shaped chest paneling. Fabric appears reinforced, slightly rubberized or ballistic. Surface shows wear, dust, and abrasion. Neck & Scarf Thick, olive-brown fabric scarf wrapped loosely around the neck. Rough woven texture, dusty and worn. Slight asymmetry and natural cloth folds. Arms & Hands Forearms wrapped with worn fabric bandages or tactical wraps. Dark armored gauntlets beneath wraps. Gloves are fingered, worn leather with scuffs and dirt. Hands relaxed, anatomically accurate. Lower Body Tactical dark olive / brown pants: Reinforced knees with visible padding. Fabric folds at hips, knees, and ankles. Utility belt: Thick leather with metal buckle. Multiple pouches and worn edges. Thigh holster on right leg: Secured with straps and buckles. Empty or subtle utility storage (no weapons visible). Boots Heavy combat boots. Thick soles, reinforced toe caps. Mud, scratches, and edge wear visible. Materials & Textures (Very Important) Skin: high-resolution realistic skin with roughness variation, pores, micro detail. Leather: cracked, worn leather with uneven roughness and edge wear. Fabric: visible weave patterns, dirt buildup, cloth fuzz. Metal: slightly oxidized, scratched, matte metal surfaces. No clean or glossy materials. Everything looks used, dusty, and weather-exposed. Color Palette Muted, desaturated tones. Browns, dark greys, black, olive green. No bright colors, no saturation. Topology & Technical Requirements Clean, animation-friendly topology. Proper edge flow around shoulders, elbows, knees, and face. Separate geometry for: Head Coat Goggles Belt and pouches Suitable for rigging and animation. Game-ready mesh with realistic polygon distribution. No sculpt noise baked into geometry. Style & Quality Cinematic realism. Film-quality character asset. Physically based rendering (PBR-ready). No stylization, no cartoon features. No heroic poses, no exaggerated proportions. Background & Output Neutral studio background. Even lighting. Full-body character only. No environment, no props, no weapons
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