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Anonymous1774013804
03-20 14:37
Model Name
cyberpunk soldier 3d model
Tags
armor
character
character cyberpunk
character game asset
character game asset cyberpunk
cyberpunk
cyberpunk soldier
game asset
game asset cyberpunk
Prompt
Create one high-quality, game-ready 3D character model of “Raiden Kuro” for a futuristic neon-cyberpunk action game. Style target: semi-realistic hero character (not cartoon, not photoreal scan), clean silhouette readability from distance, premium AAA game character quality. IDENTITY + ROLE - Name: Raiden Kuro - Archetype: Ronin Vanguard - Gender presentation: male - Age range look: 26-34 - Personality read in pose/face: calm, elite, battle-hardened, disciplined - Visual theme: tactical cyber-samurai with modern urban military design BODY + PROPORTIONS - Height feel: slightly above average male - Build: athletic mesomorph (broad shoulders, strong core, functional muscle definition) - Proportions realistic human: no exaggerated fantasy anatomy - Hands and feet proportionate and practical for combat - Natural neck, clavicle slope, shoulder and pelvis transitions - Keep topology animation-friendly at elbows, knees, shoulders, hips, neck, wrists, ankles FACE + HEAD - Masculine facial structure: defined jawline, medium cheekbones, straight nose bridge - Expression neutral but focused - Hair: short tactical undercut, slightly textured, practical combat hairstyle - Eyebrows: clean and sharp - Eyes: realistic size and placement, subtle intensity - No helmet on head by default, face fully visible - Optional visor module mounted or folded (not covering face permanently) OUTFIT OVERVIEW (RONIN VANGUARD) - Full outfit is a layered tactical combat suit with cyber-samurai influences - Upper layer: segmented armored jacket/chest rig - Mid layer: flexible under-suit visible at joints - Lower layer: tactical armored pants with mobility paneling - Armor language: angular but realistic, functional panel breaks, no oversized fantasy plates CHEST + TORSO DETAILS - Main chest plate segmented into upper chest + abdominal armor modules - Harness straps crossing chest and connecting to side utility points - Shoulder armor asymmetry subtle (one side slightly heavier for vanguard identity) - Back module/backpack compact tactical power unit (not huge sci-fi backpack) - Include believable fasteners: clips, bolts, seams, stitch lines ARMS + HANDS - Forearm bracers/gauntlets with reinforced plating - One forearm can be slightly heavier with tactical module (scanner or shield emitter look) - Gloves: combat gloves with knuckle and finger segment detail - Keep finger geometry usable for rigging (not fused mitten hands) WAIST + LEGS - Tactical belt with buckle and small pouches - Thigh straps/holster-style support elements - Knee guards integrated into suit - Shin armor practical and slim enough for running - Boots: durable, tactical, medium height, reinforced toe and heel, believable sole thickness MATERIALS + SURFACES (PBR-READY) - Mix of materials: 1) painted metal armor 2) matte polymer hard-surface parts 3) woven technical fabric under-suit 4) rubberized boot/glove components - Add subtle wear: edge wear, light scratches, grime in creases, used-but-maintained look - Avoid overly clean toy-like finish - Avoid extreme dirt or post-apocalyptic damage COLOR PALETTE - Primary armor tone: deep tactical charcoal/graphite - Secondary tone: muted gunmetal and dark steel - Accent color (signature): luminous gamma green (#8CFF4B style) - Accent usage: narrow light strips, tiny status LEDs, emblem lines, visor edge - Keep accents controlled (5-12% of visible surface), not glowing everywhere SILHOUETTE + READABILITY - Should read clearly as “frontline cyber ronin” from mid/far distance - Distinct shoulder line + chest armor + forearm bracer + tactical lower body - No clutter that breaks animation or readability WEAPON INTEGRATION CONTEXT - Character should support right-hand weapon hold and left/back katana carry - Add visual socket-ready zones: - right hand grip alignment area - back-left katana mount area - No need to fuse weapon into body mesh TOPOLOGY + TECH REQUIREMENTS - Output as game-ready mesh with clean topology and proper normals - Target polycount for main hero LOD0: 35k-55k triangles - Provide clean UVs with logical islands - Preserve hard-surface edges where needed without shading artifacts - Keep mesh manifold, no floating broken geo RIGGING READINESS - Neutral A-pose or relaxed T-pose - Symmetry where appropriate - Deformation loops around joints - Separate logical mesh elements if helpful (body/gear), but export unified clean scene TEXTURE OUTPUT TARGET - PBR workflow - Intended map set: BaseColor, Normal, ORM (AO/Roughness/Metallic), Emissive - Texture resolution target: 4K preferred for hero character SCENE + OUTPUT - Single character only, full body visible - No environment, no base pedestal - Neutral lighting for asset review - Export style should be ready for later GLB conversion/use in game engine - Final output should look like a handcrafted custom character model, not primitive block construction NEGATIVE CONSTRAINTS (IMPORTANT) - Do not make cartoon/chibi proportions - Do not use fantasy oversized armor spikes - Do not use medieval-only samurai armor; keep modern tactical cyberpunk fusion - Do not overuse neon glow - Do not generate low-detail mannequin body - Do not hide face with full helmet
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