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Anonymous1765905256
01-20 23:03
Model Name
tall humanoid creature 3d model
Tags
creatures animals
creatures animals game asset
creatures animals game asset realistic
creatures animals realistic
game asset
game asset realistic
realistic
tall humanoid creature
Input
Prompt
Create a terrifying, extremely tall and haunting horror creature designed for a AAA survival horror game. The creature must be shown in full-body view, completely visible from head to feet, centered in the frame. Anatomy Accuracy (Strict Priority): The creature must have exactly two arms and two legs. Anatomy must follow correct humanoid skeletal logic, even if distorted in shape. Clear structure: pelvis → thighs → knees → calves → ankles → feet. Knees must bend in the correct human direction (forward). No extra joints, no reversed legs, no melted or fused anatomy. Limbs must be symmetrical and properly attached to the torso. Legs & Feet (Very High Priority): Legs must look stable, load-bearing, and capable of supporting the creature’s massive height. Feet must be fully visible, flat on the ground, and correctly proportioned. Feet should follow a humanoid structure (heel, arch, toes), but appear monstrous in shape. Toes must be clearly separated and readable. No floating, incomplete, blurred, or amorphous feet. Eyes (Extreme Simplicity Required): Eyes must be minimal and disturbing. Each eye contains only a single small white dot as the pupil. No visible iris, no sclera detail, no glow, no color variation. The white pupil dot must appear fixed, emotionless, and unreactive to light. The stare should feel cold, predatory, and intentional. Presence & Proportions: The creature must feel unnaturally tall and dominant. Proportions should emphasize height and inevitability, not speed. Posture should feel heavy, oppressive, and controlled. Style Rules: Realistic, grounded, biologically disturbing horror. No fantasy elements. No supernatural glow or effects. Clean, readable silhouette suitable for professional 3D modeling and rigging reference. Strict Avoidance Rules: Avoid malformed anatomy. Avoid extra limbs or missing limbs. Avoid distorted joints. Avoid ugly or expressive eyes. Avoid cartoon proportions or stylization. The creature must be shown in full-body view, completely visible from head to feet, with both legs and feet fully inside the frame. Leg Structure (High Priority): The creature must have two clearly defined legs, symmetrical and correctly aligned. Leg anatomy should follow a humanoid structural logic (hip → thigh → knee → lower leg → ankle → foot), even if distorted and monstrous. Knees must be clearly visible and correctly positioned. Legs should appear load-bearing, stable, and capable of supporting the creature’s massive height and weight. Feet Requirements (High Priority): Feet must be fully visible and grounded on the floor. Feet should be humanoid in structure (heel, midfoot, toes) but monstrous in shape. Toes must be clearly separated and readable, not merged or amorphous. No floating, melting, blurred, or incomplete feet. The creature’s height must feel unnatural and towering, with elongated proportions that emphasize dominance and dread. The silhouette should be clear and readable, especially at the legs and feet, even in low light. Maintain a realistic, grounded, and biologically disturbing style. No fantasy elements, no supernatural effects. The goal is a clean, readable, game-ready creature silhouette, suitable for professional 3D modeling and rigging reference. The creature must appear unnaturally high, with elongated proportions that emphasize its overwhelming height and dominance. Show the monster in a full-body view, completely visible from head to feet, with no parts cropped or obscured. Its silhouette should communicate fear and inevitability, making the environment feel small in comparison. The creature’s posture should feel heavy, oppressive, and unnatural, reinforcing its disturbing presence. Lighting should enhance the sense of scale and height without hiding any part of the body. Style must remain realistic, grounded, and suitable for AAA survival horror game design. No fantasy elements, no supernatural effects — the fear comes purely from its size, shape, and presence.
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