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goverbid
11-06 10:06
Model Name
medieval monk 3d model
Tags
character
character game asset
character game asset medieval
character medieval
game asset
game asset medieval
medieval
medieval monk
Input
Prompt
Game-ready 3D character: mysterious dark monk, realistic proportions, medieval dark fantasy. Provide a fully separate anatomically correct base body (male, realistic proportions) under the clothing. Clothing sits on top of the body as independent meshes — no boolean merged geometry. All parts named and separated for game export. Meshes (required, separate objects, explicit names): • body_geo — full body mesh (naked base), topology optimized for skinning and deformation, clean edge loops for joints (shoulders, elbows, hips, knees, ankles). • eyes_geo — separate eye meshes, pupils as separate material slot; eyes must be slightly inset in eye sockets. • robe_outer_geo — outer layer long hooded robe (long skirt), with inner lining as separate mesh robe_inner_geo if needed for cloth thickness. Robe must have a clearly modeled gap from body at rest (0.5–2 cm) and an inner surface to prevent clipping. • hood_geo — hood as separate mesh attached to robe (but separate object). Hood mouth opening must have clean rim so face/neck do not clip into hood. • sleeves_geo — sleeves separate from robe skirt (named and separated), with clear seam edges and inner thickness. • gloves_geo — left/right glove meshes (glove_L_geo, glove_R_geo) separate from arms, with wrist gap and correct cuff geometry. • boots_geo — left/right boot meshes (boot_L_geo, boot_R_geo) separate from legs, with sole and heel modeled and small gap above leg when standing. • belt_geo — belt and strap as separate object, named belt_geo. • cross_geo — decorative golden cross object on chest and second cross on back: separate mesh(s) cross_chest_geo, cross_back_geo. Cross should be slightly raised from fabric (0.5–2 mm) and have its own material. • accessories_geo — any ropes/necklace chain as separate objects. Mesh separation & naming conventions (strict): use underscores, lowercase, suffix _geo for visible geometry, _col for collision meshes, _mat for material names. Example: robe_outer_geo, body_geo, boot_L_geo, robe_outer_col. Topology & polycount: game-ready. Provide 3 LODs. Suggested tri ranges: • LOD0 (high): 25k–40k tris (PC mid), LOD1: ~12k–20k, LOD2: ~3k–6k (mobile/preview). Keep clean quad-based topology on LOD0 for baking. Avoid nGons at deformation areas. Thickness and shell: Clothing must be modeled with real thickness (not 2D planes). Recommended thickness: 0.02–0.05 m (or 2–5 cm in game scale), scaled consistently. Inner and outer surface or properly modeled single manifold shell to allow normal baking and cloth simulation. UVs & Textures: non-overlapping UV islands for body and each clothing part (no shared UVs across different materials unless intentionally tiled). Texture sets (default): • body: 2K (2048×2048) or 4K preferred for main. • robe_outer, robe_inner, hood, sleeves, gloves, boots, belt, cross: 2K each (4K for robe outer if budget allows). Provide texture maps: Albedo/BaseColor, Normal (tangent space), RMA/ORM (Roughness, Metallic, Ambient Occlusion combined) or separate Roughness + Metallic + AO, Emissive map for eyes (and small emissive detail if needed), Height/Displacement optional for highpoly baking. Provide packed ORM map in R/G/B channels if desired. Materials: PBR materials. Each part has its own material slot (example: mat_body_skin, mat_robe_outer, mat_cross_gold). Cross uses metallic value near 1.0 and appropriate gold albedo and roughness. Eyes use emissive map for subtle red glow behind pupils (do not make full emissive; just rim/pupil glow). Rigging & Skinning: rigged for animation — standard biped skeleton (Humanoid) with finger bones and facial bones for eyelids and minimal face expressions optional. Provide properly weight-painted skinning: avoid 100% rigid binding at joints (smooth falloff). Separate clothing can be rigged either: (A) skinned to same skeleton with reduced influence for cloth; (B) cloth sim setup with vertex groups for simulation. If skinned, ensure clothing has weight isolation from body: clothing vertex groups must not contain overlapping vertices shared with body_geo. Fluxxx, [06.11.2025 16:34] Blendshapes / Face: at least eye blink blendshape or bone for eyelids; eyes must rotate independently. Emissive intensity controlled via material parameter. Collision & physics: provide simplified collision meshes for major parts (body_col, robe_col, hood_col) — convex or capsule primitives. Name collisions with _col. Provide cloth weight/paint maps for robe/hood to control pinned vertices and dynamic sections (e.g., pin shoulder/neck area, free skirt bottom). Baking & maps: bake highpoly detail (folds, seams) into normal maps and height if needed. Provide clean cage for baking. Bake AO and curvature map. Tangent space normal map. Ensure no ray projection errors from intersecting geometry at bake time (so body and clothing should not intersect). Export / formats: deliver FBX (rigged, skinned, textures packed), glTF 2.0 (PBR ready), and source .blend or .ma/.mb if possible. Include texture PNG/TGA at specified resolutions. Provide a simple scene file showing T-pose and material setup. LODs & optimization: include LOD0/LOD1/LOD2 with proper normal/post-process smoothing, preserved silhouette. Provide simplified collision proxies per LOD. Provide an atlas option for mobile (combine robe/hood/inner into 1 atlas) — optional. Naming & export checklist (must be true): • All visible parts are separate objects and named as above. • No shared vertices between body_geo and clothing meshes. • Clothing has thickness / inner surface or manifold shell. • UV shells non-overlapping per material. • PBR maps included and named <part>_albedo.png, <part>_normal.png, <part>_orm.png. • Rigged skeleton named root_humanoid or skeleton_humanoid. • LODs present and labeled lod0, lod1, lod2. • Collision meshes present and named *_col. • Cross on chest/back is separate mesh and slightly raised from fabric. • Emissive map used for subtle red glowing eyes only. Prevent clipping / merging rules (explicit): • For each clothing piece ensure a minimum rest gap from the body: 0.5–20 mm (0.5–2 cm recommended) in model units. • Model inner surface of robe and sleeves (double-sided shell) or keep a non-penetrating offset. • Do not boolean union clothing to body. Keep separate materials and separate vertex groups. • Provide pinned vertex group for neck/shoulder to avoid hood pulling through head during animation. Additional artist notes: aim for realistic cloth folds (broad folds for robe skirt, tighter folds near belt), natural fall of robe in T-pose, clear rim around hood mouth so face/neck do not intersect. Gold cross should have slight bevel and worn patina texture (PBR). Leather gloves/boots with stitching details baked to normal map. Files to deliver: FBX (rigged, skinned), glTF 2.0, textures folders, source scene file, a short README with polycounts, texture sizes, and notes about cloth pins/weight maps.
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