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goodniteh07
10-02 11:15
Model Name
dark knight 3d model
Tags
armaduras
armor
character
character fantasy
character game asset
character game asset fantasy
dark knight
fantasy
game asset
game asset fantasy
knight
knight inspired
sword shaped
un guerrero
Prompt
Create a highly detailed stylized 3D character model: "Dark Knight Web-Dev Avatar". Style: cinematic, slightly stylized realism (not photo-real), noble & mysterious, dark armor with carved gold accents, cloth cape with subtle tattered edges, sword with a faint golden glow. Silhouette: tall, broad shoulders, medieval-fantasy armor fused with futuristic motifs (circuit-like etchings on plates). Mood: calm aggression, poetic, regal — elegant but battle-ready. Key features: - Armor base color palette: deep charcoal/black (#202221 / #303531 / #4D574E) with warm golden accents (#654922 / #956E2F / #B6884B). - Materials: brushed metal for armor, worn leather for straps, matte cloth for cape, emissive gold trim for ornamentation (subtle). - Helmet: angular hooded helm or stylized crown with face shadowed (no visible face) — keep silhouette iconic and slightly mysterious. - Pose: T-pose or relaxed A-pose for rigging; produce a separate posed render showing a subtle heroic stance (one hand on sword, cape drifting). - Required outputs: textured, quad-based, clean topology, baked PBR maps (albedo/base, normal, roughness, metallic, AO, emissive). Provide GLTF/GLB and FBX exports. - Polycount targets: high-poly sculpt and a game-ready low-poly retopology (see production brief). - Rigging: full body bone rig, basic finger bones, root, spine, neck, head, clavicle, shoulders, arm, hand IK, and weapon bone. - Animations requested (baked): idle_breathe (subtle chest/shoulder), idle_sword_shift (small weight shift), sword_swing_light (1s), look_left_right (subtle head turn). - Texture sizes: 4K for main, 2K for secondary maps; include trim sheet if used. - Style notes: keep details readable in silhouette at website thumbnail size; emissive glow subtle enough to read but not overpower. - Naming & export: Use clean node names and provide a GLTF/GLB with embedded textures and a separate FBX. Extra: include a small particle effect setup or animation (floating golden dust that can be baked as an animated texture or particle cache) for web integration.
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