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DCC Bridge
manuelcouceiro999
09-19 01:59
Model Name
anime jester character 3d model
Tags
character
character game asset
character game asset stylized
character stylized
game asset
game asset stylized
jester girl
stylized
Input
Prompt
Use only the provided reference image and match it exactly. Image description (front view): stylized anime jester girl (VTuber look). Near-black long hair with inner rose-pink streaks; split jester hat (left red, right black) with gold bells; white kitsune half-mask with red markings and a small red flower on the right side. Face with big pink irises and heart/diamond pupils, pale skin, small smile. Choker with bell/lock. Outfit: black–red–gold harlequin dress, sweetheart corset with golden “X” straps, puff sleeves with white scalloped cuffs, pleated skirt with gold trim, black gloves. Asymmetry: right thigh-high black boot with two red diamonds; left leg bare with red ankle cuff and gold bell; ankle boots. Animation note: A-pose with arms away from body; keep a clear gap so the skirt does not intersect the arms. Texturing – PBR (metallic-roughness), improve ALL body parts: — Global: Avoid sticker/decal look. BaseColor/Albedo = flat cel colors only (no baked light, gradients, AO or photo noise). Put shading/definition into Normal, Roughness and AO. Dielectrics (skin, cloth, hair, eyes, mask, leather) metallic=0; Metals only on bells and gold trims (metallic=1). — Skin: matte (roughness ≈0.75), uniform tone; no specular highlights painted; tiny AO only. — Hair: near-black base #1A1A1A (not pure #000) with inner pink #F29DB2; matte (roughness ≈0.65) with a single painted highlight band; no baked reflections. — Eyes (crisp): sclera #F4F4F4; iris pink #E35686 with sharp heart/diamond pupils; clean line art, no blur or glow halos; subtle emission just for readability. If supported, simulate a cornea highlight (low roughness 0.10–0.20) while keeping iris diffuse. — Cloth (dress, cuffs, stockings, gloves): non-metal; matte to satin (roughness ≈0.80), clean borders; no gradient shading in BaseColor. — Gold trims & bells: metal (metallic=1) with mid gloss (roughness ≈0.35); use a Metallic mask only on these parts. — Leather boots & choker: dielectric; roughness ≈0.55–0.65 (soft sheen), no metal. — Kitsune mask: ceramic/painted matte (roughness ≈0.75), crisp red markings; avoid plastic shine. UVs: unwrap with consistent texel density across head/torso/skirt/boots; face on a single UV island; place seams on hidden edges (back hair, inner skirt, under arms). Avoid stretching on skirt hem and corset borders. Color locks (do not auto-darken): dress red #C63232, dress black #202024, gold #D4AF37, cuffs #F4F4F4. Output: 4K maps — BaseColor, Normal (medium strength, crisp edges), Roughness, Metallic (binary mask only on bells/trim), AO (subtle). Keep outline lines clean and non-blurry. No extra props, tails or capes. Backside simple and consistent with the front motifs.
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