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themeltingdoggaming
02-23 22:45
Model Name
animatronic penguin 3d model
Tags
animatronics
character
character game asset
character game asset stylized
character stylized
game asset
game asset stylized
stylized
Prompt
(Inspired by 90s family arcade stage animatronics like those seen at) Chuck E. Cheese — but must be completely original and not resemble any existing mascot. 🔹 Core Objective Generate a fully modeled, textured, rigged, and LOD-optimized 3D animatronic penguin mascot named Jerry. This must be a unique original character with no resemblance to trademarked characters. Designed for real-time engines (Unity / Unreal / WebGL / VR). 🐧 CHARACTER DESIGN — JERRY Personality & Style Friendly, energetic stage performer Slightly goofy but lovable Designed as a singing arcade mascot Stylized-cartoon proportions but physically believable animatronic construction Physical Design Height: 1.5–1.7 meters (real-world scale, 1 unit = 1 meter) Big expressive LED eyes Rounded plush body Orange plastic beak with segmented mechanical jaw Flipper-style arms with internal hinge joints Large stage shoes (plastic or rubberized) Optional accessory: bow tie, small vest, or retro microphone headset Removable back panel exposing stylized servo motors, wires, and internal frame 🧱 MODELING REQUIREMENTS Poly Targets LOD0 (Hero Model): 35k–60k triangles LOD1: ~50% reduction LOD2: 10–20% silhouette-preserving version Optional High-Poly sculpt (500k–1M) for baking Topology Clean quad-based topology Edge loops around: Eyes Beak Jaw hinge Shoulder joints Hip joints Deformation-ready mesh for facial animation UV Mapping Non-overlapping UVs for face and body Overlapping allowed for tiling fabric 4–8px padding at target resolution Seams hidden along natural plush stitch lines 🎨 TEXTURE & PBR REQUIREMENTS (MANDATORY) Workflow Metallic-Roughness PBR (glTF compatible) NO baked lighting inside albedo. Required Texture Maps (Per Material) Base Color (Albedo) – Clean color only, no shadows Normal Map (Tangent Space) – High precision preferred (16-bit) Roughness Map Metalness Map Ambient Occlusion Emissive Map (for LED eyes or stage lighting) Optional Height/Displacement Map (for plush fibers & stitching) Texture Resolutions Head & Face: 4096x4096 Body: 4096x4096 Clothing/Accessories: 2048x2048 Internal Mechanisms: 2048x2048 Small Props: 1024x1024 Texel Density: Face: 8–16 px/cm Body: 6–10 px/cm Material Breakdown 🧸 Plush Fabric (Body) Soft diffuse albedo Micro fiber normal detail Medium-high roughness Subtle color variation Visible stitched seam normals 🟠 Beak (Plastic) Smooth plastic Slight edge wear Semi-gloss roughness 👀 LED Eyes Dark base color Emissive texture for glow Optional animated emissive mask ⚙ Internal Metal Frame Metallic = 1 Brushed metal roughness variation Bolt detail baked into normal map 👞 Shoes Rubber or plastic Slight scuff wear Slight specular highlight Optional Packed Map Provide ORM packed texture: R = AO G = Roughness B = Metalness Also provide separate maps. 🦴 RIGGING REQUIREMENTS Skeleton Must Include: Root Pelvis Spine (3 bones) Neck Head Jaw Eye_L / Eye_R Eyelid_L / Eyelid_R Shoulder_L / Shoulder_R UpperArm / LowerArm / Flipper bones Hips / Legs / Feet Toe bones Servo and hinge bones for mechanical parts Blendshapes (Minimum 8) Smile Frown Mouth Open Blink L Blink R Eyebrow raise Cheek puff Angry Provide Sample Animations Idle sway (2 sec) Head turn Singing loop (mouth movement) Flipper wave 🛠 MECHANICAL DETAIL Include visible: Servo motors Hinges at flippers Internal chest hinge Bolts and screws Wiring bundles Removable back maintenance panel Mechanical elements must: Have correct metal PBR values Show wear and subtle dirt accumulation Look believable but stylized 📦 EXPORT REQUIREMENTS Export: FBX (2020+) glTF 2.0 / GLB with embedded textures Separate texture folder Collision mesh LOD files JSON manifest listing: Poly counts Texture sizes Map types Rig bone list 🎭 Texture Variants Generate 2 texture sets: Clean Stage Version Slightly Worn Arcade Version Mild fading Light scratches Slight fabric discoloration 🎬 Preview Requirement Provide: Front render 3/4 render Back render Neutral HDR lighting 1024x1024 preview thumbnails 🚨 Important Instruction to Meshy Create a completely original penguin animatronic named Jerry. Do not copy or resemble any existing copyrighted mascot. Focus on originality, production-ready topology, and correct PBR implementation.
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