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DCC Bridge
Anonymous1759067941
09-28 14:33
Model Name
demon knight 3d model
Tags
armaduras
armor
cape
character
character game asset
character game asset sci fi
character sci fi
demon knight
demon knight armor
devil costume
game asset
game asset sci fi
sci fi
skull masked
sword shaped
Prompt
import bpy import bmesh from math import radians # Delete default cube bpy.ops.object.select_all(action='SELECT') bpy.ops.object.delete() # --- Create Humanoid Base (simple placeholder) --- bpy.ops.mesh.primitive_uv_sphere_add(radius=1, location=(0,0,1.8)) head = bpy.context.active_object head.name = "Head" bpy.ops.mesh.primitive_cube_add(size=1, location=(0,0,1)) torso = bpy.context.active_object torso.scale = (0.6, 0.4, 1.2) torso.name = "Torso" bpy.ops.mesh.primitive_cube_add(size=1, location=(0,0,0)) hips = bpy.context.active_object hips.scale = (0.5,0.3,0.5) hips.name = "Hips" # Legs for i in [-0.25, 0.25]: bpy.ops.mesh.primitive_cube_add(size=1, location=(i,0,-0.75)) leg = bpy.context.active_object leg.scale = (0.2,0.2,1.0) leg.name = f"Leg_{i}" # Arms for i in [-0.9, 0.9]: bpy.ops.mesh.primitive_cube_add(size=1, location=(i,0,1)) arm = bpy.context.active_object arm.scale = (0.2,0.2,0.8) arm.name = f"Arm_{i}" # --- Demon Horns --- for i in [-0.4, 0.4]: bpy.ops.mesh.primitive_cone_add(radius1=0.1, depth=0.6, location=(i,0,2.2)) horn = bpy.context.active_object horn.rotation_euler[0] = radians(20) horn.name = f"Horn_{i}" # --- Helmet --- bpy.ops.mesh.primitive_uv_sphere_add(radius=1.05, location=(0,0,1.8)) helmet = bpy.context.active_object helmet.scale = (1,1,1.2) helmet.name = "Helmet" # Boolean to hollow out helmet mod = helmet.modifiers.new("Bool", 'BOOLEAN') mod.operation = 'DIFFERENCE' mod.object = head bpy.context.view_layer.objects.active = helmet bpy.ops.object.modifier_apply(modifier="Bool") # --- Glowing Eyes --- for i in [-0.25, 0.25]: bpy.ops.mesh.primitive_uv_sphere_add(radius=0.1, location=(i,0.5,1.8)) eye = bpy.context.active_object eye.name = f"Eye_{i}" mat = bpy.data.materials.new(name="Glow") mat.use_nodes = True emission = mat.node_tree.nodes.new("ShaderNodeEmission") emission.inputs[0].default_value = (1,0,0,1) # Red glow emission.inputs[1].default_value = 5.0 mat.node_tree.links.new(emission.outputs[0], mat.node_tree.nodes["Material Output"].inputs[0]) eye.data.materials.append(mat) # --- Suit Material --- suit_mat = bpy.data.materials.new(name="Suit") suit_mat.use_nodes = True bsdf = suit_mat.node_tree.nodes["Principled BSDF"] bsdf.inputs[0].default_value = (0.02,0.02,0.02,1) # Almost black bsdf.inputs[4].default_value = 0.7 # Roughness torso.data.materials.append(suit_mat) hips.data.materials.append(suit_mat) print("✅ PUBG Demon Suit Model generated. Export as FBX from File > Export > FBX")
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