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DCC Bridge
Anonymous1763869670
11-23 03:53
Model Name
undead humanoid 3d model
Tags
character
character game asset
character game asset realistic
character realistic
game asset
game asset realistic
realistic
undead humanoid
Input
Prompt
FRONT VIEW — Detailed 3D Model Description A tall, extremely emaciated humanoid creature standing upright. The body is skeletal, with thin elongated arms reaching almost to the knees. The fingers are long, bony, and claw-like. The creature’s legs are thin but slightly muscular around the calves, ending in large, bare feet with long toes. The creature wears a tattered, sleeveless dress-like cloth that hangs loosely, ending in uneven ripped edges around the upper thighs. The fabric is thin, old, and stretched, appearing almost glued to its ribcage. The torso is extremely thin, showing visible ribs, hollowed chest, and sharply defined collarbones. The shoulders are bony and slightly slouched forward. The neck is long and thin. The head is bald, with sunken eye sockets, pronounced cheekbones, and an exposed skeletal jaw structure. The expression is hollow and lifeless, with the mouth slightly open showing thin, decayed-looking teeth. Overall silhouette is narrow, tall, and corpse-like. 🔹 BACK VIEW — Detailed 3D Model Description The creature’s back is equally thin and skeletal, with the spine clearly visible through the skin from the neck to the lower back. Shoulder blades protrude sharply. The tattered cloth continues from the front to the back, hanging loosely and showing stretched, torn fabric around the edges. The back of the arms is bony, with visibly defined elbow joints and thin forearms. Muscles are almost absent. The hands hang low with long, curved fingers. The back of the legs shows thin thighs and slightly more defined calf muscles, still extremely underweight. The feet are large with visible tendons and long toes. The head from behind is smooth and bald, with a slightly elongated skull shape. The neck remains thin and bony. GENERAL NOTES FOR RIGGING / MIXAMO Use a standard humanoid T-pose for export. Maintain elongated proportions (arms long, fingers long). Cloth should be modeled as a separate but attached mesh (no physics needed for Mixamo). Keep topology clean around shoulders, elbows, knees, pelvis for better Mixamo deformation. Make sure mesh is closed (no holes inside the cloth tears).
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