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DCC Bridge
Anonymous1771407338
02-18 10:28
Model Name
mining rig frame 3d model
Tags
props
game asset
realistic
Prompt
Create a realistic, game-ready 3D prop of an open-air GPU mining rig frame that matches the provided reference images. The prop is a black powder-coated steel, stackable rack with a front fan wall containing 7 fans in a row, and an open interior with simple PC components (PSU box, motherboard tray, and a top GPU rail with multiple GPU blocks). No branding, logos, or text anywhere. 1) Overall Form / Silhouette (must match reference) Object is an open rectangular rack made from square steel tubing. Single rig consists of: A bottom rectangular base frame (floor rails). Four vertical corner posts. A top horizontal frame supporting: A front-mounted fan wall with 7 fans across (exactly seven). A top interior rail behind/above the fans where GPU units sit in a row. A mid interior shelf/rail where a motherboard tray sits. It is stackable: each corner post extends slightly above the top frame (like short “stubs”) so another identical rig can stack on top (as per reference “stackable” image). Deliver one single-rig prop; optionally also provide an alternate stacked variant (two rigs stacked) if requested. 2) Real-World Scale (important for FiveM placement) Model at real scale in meters (Blender/Maya): Length: ~0.90 m (driven by 7×120mm fans + margins) Depth: ~0.35 m Height (single rig): ~0.40–0.45 m Keep proportions visually identical to the references. Pivot/origin at center of footprint on the ground. 3) Frame Construction Details Frame made from square steel tube (approx 20–25mm thickness). Visible construction: Clean 90-degree corners, straight runs, minimal weld detail (can be implied). Lower base rails: rectangular perimeter with an extra inner rail for strength. Top rails: perimeter frame supporting fan wall. Feet/contact points: subtle flat ends; no rubber feet needed unless you want small caps. Finish: matte / satin black powder coat with subtle edge wear (very light). 4) Fan Wall (signature feature — match closely) Front panel contains 7 identical 120mm fans in a single row. Each fan should include: A square fan housing (black). A circular grill/guard on the front (black wire/metal look). Blue fan blades (opaque plastic look; slight sheen). Central hub (black) with no logo. Corner mounting screws/bolts (subtle). The fan wall is held by a rectangular mounting frame: thin black bar around the fan row with small fasteners and slight bevels. 5) Top GPU Row (keep recognizable but generic) Behind/above the fans sits a row of GPU placeholder units: Use simple, repeating GPU “blocks” (stylized but believable), with a dark shroud and lighter grey front bevel as in the reference. Add minimal vent patterning (e.g., hex or slats) but keep it low-cost. No brand markings. The GPUs are supported by a top rail running the length of the rig. 6) Interior Components (simplified but present) Inside the rig, include simplified components visible in the reference: PSU box (rear/left area in reference): matte black rectangular box with a vent cutout/grill pattern. Keep it simple. Motherboard tray in center: Flat board, minimal chipset shapes, a CPU heatsink/block (silver/grey), and a couple of RAM stick forms. Avoid tiny readable text; just suggest detail through normal map / shapes. Cables: optional and minimal (a couple thick cables max). Avoid messy spaghetti. 7) Materials / Textures (game-ready) Use a clean material split (keep draw calls low): Material 1 (Metal frame + brackets): Matte/satin black powder coat Subtle roughness variation, soft highlights Very light edge wear on corners (don’t overdo grime) Material 2 (Plastics + fans + components): Black plastics (fan housings, GPU shrouds, PSU) Blue fan blades: solid blue plastic with mild specular Texture set requirements: 1× 2048² atlas is preferred (or 2× 2048² max if absolutely needed) Include Normal + AO (and either Roughness/Metalness or Spec/Gloss depending on pipeline) No baked-in lighting; keep it neutral for GTA environments 8) Topology / Optimization (GTA V / FiveM constraints) Produce three LODs + collision: LOD0 (hero): ~15k–30k tris (enough for close-up), with real geometry for fans/grills (but not insane density) LOD1: ~6k–12k tris (reduce grill complexity; simplify internals) LOD2: ~1k–3k tris (fans become simple discs; internals mostly removed) COL: very low poly (boxes/hulls), no thin grill collisions Hard-surface shading: Correct smoothing groups / weighted normals so the frame looks crisp. No shading artifacts on the square tubing edges. 9) Rigging / Animation (optional) Default deliverable is static. OPTIONAL: separate each fan blade as its own mesh (or a single shared blade mesh per fan) so it can be rotated/animated later in FiveM if desired. Keep this optional and non-blocking. 10) Export / Deliverables Deliver: Source file: .blend (preferred) or .fbx Export-ready meshes: mining_rig_lod0 mining_rig_lod1 mining_rig_lod2 mining_rig_col Textures in PNG/TGA, named cleanly (e.g., mining_rig_d, mining_rig_n, mining_rig_orm or mining_rig_spec) Object orientation: Z up, forward facing the fan wall, pivot at ground center. 11) Visual Target Must read clearly as a stackable mining rig: black steel rack + 7 blue fans across the front is the key identity. Looks good in GTA interiors (warehouses, hacker rooms, server rooms). No text overlays, no “STACKABLE” label, no product branding.
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