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Anonymous1756134970
03-13 09:35
Model Name
retro-futuristic cockpit 3d model
Tags
machine
rendering
sci-fi
Prompt
Here is a highly detailed prompt for a 3D modeling AI to generate the mesh for the scene in the image, with specific descriptions of geometric details and embossed text. *** **Scene Summary:** A photorealistic, highly detailed first-person perspective view of a complex, retro-futuristic (sci-fi) cockpit or control room console. The scene is characterized by a grungy, worn, industrial, and retro aesthetic with a network of pipes, cables, and detailed panels. The core subjects are two large, distinct CRT-style screens and a multi-layered mechanical keyboard, set against a backdrop of a window with a space view and crew photos. --- **Detailed Mesh Requirements:** 1. **Main Console Structure & Wall Panels:** * A massive, integrated heavy metal console structure that serves as the desk and immediate surround. The mesh should have deeply recessed panels, filleted corners, and a combinations of flat and curved surfaces. * The wall behind the console is composed of modular, riveted metal plates, each with distinct seams, vents, and access hatches. The rivets should be individually modeled with visible heads. * Specify all surfaces have a heavily weathered, painted metal patina with physical damage, including chipped paint edges (recessed below the surface) and numerous scratches (as fine, embossed or displaced geometry). 2. **Primary CRT Screen (Left - Green/Blue UI):** * **Geometry:** A large, multi-component CRT-style unit with a prominent curved glass screen. The screen glass itself must have a correct, subtle convex curvature. * **Bezel:** A robust, wide, metal frame with distinct beveled edges and numerous visible, individually modeled hex-head bolts and phillips screws securing it to the console. * **UI Frame:** A precise, raised, and glowing green-line geometric frame structure around the text and UI elements. Specify that this is physical, glowing geometry, not just a flat plane. * **Embossed Text (Crucial):** All text elements on this screen must be modeled as deeply embossed (embossed from the screen surface geometry). This includes: * Heading: `S.S. KESTREL STATION - MAIN TERMINAL` * Menu Items: `[ PLAY - BEGIN INVESTIGATION ]`, `[ OPTIONS - CONFIGURE SYSTEMS ]`, `[ EXIT - CEASE OPERATION ]` * Smaller text blocks: Detail all visible smaller data and system labels as embossed details. 3. **Secondary CRT Screen (Right - Red/Yellow UI):** * **Geometry:** A similarly constructed but distinct CRT unit, angled slightly relative to the first screen, creating a different perspective. It has a robust, different bezel design with fewer but larger bolts. * **Bezel & Angling:** A detailed, weathered metal frame with multiple beveled edges. The entire unit is angled toward the viewer, revealing more of the side housing mesh. * **UI Frame:** A precise, raised, and glowing red-line geometric frame structure, similar in style to the primary screen. * **Embossed Text (Crucial):** All text elements on this screen must be modeled as deeply embossed geometric details. This includes: * Heading: `SYSTEM CONFIGURATION MATRIX` * Table Data: Detailed, multi-column data lists (Audio, Input, etc.) with all text modeled as embossed detail. * Center Box: The large, central box `AWAITING INPUT FROM PRIMARY TERMINAL. SELECT OPTION MENU TO BEGIN CALIBRATION.` with all text as embossed detail. 4. **Keyboard & Controls:** * **Geometry:** A detailed, multi-layered mechanical keyboard integrated into the console desk, angled for user access. The keys should have a retro, high-profile, layered cap shape. Specify multiple keyboard layouts, with the main space bar as a distinct, larger component. * **Keycaps:** All visible keycap shapes are unique. Specify that the text `S.S. KESTREL STATION`, `MAIN TERMINAL`, and other keycap labels must be molded-in, embossed geometric detail. * **Desk Controls:** Add surrounding desk controls, including multiple push-buttons (with different-colored, glowing lens options), toggles, and multi-position knobs, all with distinct shapes. 5. **Surrounding Detailed Environment (Crucial for grunginess):** * **Tangled Pipe Network:** Create a complex, intricate network of tubular mesh pipes and braided conduits of various sizes (some thick metal, some smaller bundles of multi-colored, braided wires) running along the walls and floor, secured by highly detailed clamps with visible fasteners. * **Thick Red Cable:** A single, prominent, thick red mesh cable tube must run across the bottom right of the keyboard area, modeled as a separate element. * **Crew Photos:** Two small polaroid-style crew photos (planes with visible textured frames) must be placed on the desk to the right, showing two different people, with highly detailed, aged, and weathered texture/mesh damage. * **Window and Window Frame:** A multi-paned, weathered window frame set high and to the right. The glass must be heavily weathered with detailed, realistic crack patterns and shatter geometry. * **Space Background (Mesh Group):** Visible through the window frame is a distant, complex group of spaceship debris (mangled hull sections, destroyed structures) floating in a starfield, modeled as a dense, high-poly mesh group in the far background. 6. **Overall Finish & Output Details:** * **Geometry:** A high-poly, production-ready mesh with clean topology for all detailed elements. Request UV maps with accurate padding for all materials. * **Finish:** Specify a combination of grungy, chipped painted metal, bare metal, dust, grime, and scratches as physical geometric modifications and displacement maps across all surfaces. * **Lighting Source Mesh:** Specify the small LED indicator lights are actual emissive geometry, not just textures. * **Camera Angle:** Specify a precise first-person perspective, close-up shot focused on the two screens and keyboard. --- **Output Format:** high-resolution .OBJ or .FBX, with detailed materials and textures, suitable for text-to-mesh input.
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