3D Workspace
Home
Assets
Affiliate Program
Creator Program
Sign up/Log in
View Plans
DCC Bridge
twelveshotsbeats
11-16 02:01
Model Name
gothic courtyard 3d model
Tags
architecture
architecture fantasy
architecture game asset
architecture game asset fantasy
fantasy
game asset
game asset fantasy
gothic vampire
ritual circle
Prompt
Dark gothic vampire-themed 3D scene for a modern top‑down shooter. Night. Cold moonlight, damp wet cobblestones, dried blood stains/decals, wrought iron fences with spikes, ruined cathedral arches, side mausoleums, broken statues/gargoyles, chains, candlelight (subtle emissive). Scene size ~40×40 m, diorama/level blockout with clear top‑down readability: central open courtyard (ritual circle), 2–3 navigable lanes, cover blocks (coffins/crates/fence segments), no tall occluders that hide the floor. Subtle ground fog, slight godrays near arches, overall high contrast silhouettes without neon. Materials feel: worn stone, wet stone, iron, aged wood, tattered banners. Tech/output: Game‑ready, PBR. Provide meshes (FBX/GLB) + textures (Albedo, Normal OpenGL, Roughness, Metallic, AO, Emissive for candles). Atlases 2K (4K for hero pieces, 1K for small props). Non‑overlapping UVs, clean pivots at bases, meters scale, Y‑Up, place at world origin (0,0,0). Mid‑poly target: whole scene ≤ 400k tris; hero assets 5–20k, props 500–5k. Modular kits: arches, pillars, wall segments (2m/4m), fence straight/corner, gates, floor tiles. Include 6–10 blood/battle decals as transparent planes (PNG textures) sized 0.5–2 m. Deliver assembled scene + separate modular assets; folders: /Meshes, /Materials, /Textures. Naming prefix GTH_ (e.g., GTH_Fence_Straight_2m, GTH_Arch_A01, GTH_Decal_Blood_03). Camera hint for previews: top‑down tilt 45–60°, height 18–22 m. Keep ground clearly visible. Стиль: dark gothic, vampire, baroque, soulslike mood, wet stone, iron, candle emissive, high readability, subtle fog. Негативный промт daylight, neon, sci‑fi, steampunk, cute/cartoon, pastel, low‑res textures, baked text/logos, messy pivots, wrong scale, single giant merged mesh, overlapping UVs, excessive fog hiding the floor, tall occluders, noisy micro‑detail, saturated candy colors.Ground rule: keep the playable floor completely clear of freestanding props; no small clutter on the ground plane. All scenery (statues, pillars, fences, candles) should be on perimeters, walls, or raised bases/ledges, leaving the central floor open for navigation and combat.ground clutter, props on the floor, scattered debris on ground, small objects blocking navigation.
Detailed Info
Related Models
Enter invite code
Enter invite code to get credits!