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Anonymous1771995042
02-25 05:01
Model Name
voxel dragon 3d model
Tags
creatures & animals
game asset
voxel
Prompt
reate a voxel / low-poly Minecraft-style creature model inspired by Cobblemon. The model must be built from blocky cuboids (no smooth curves), with pixel-art textures (64x64) and strong silhouettes. Character Mega Aggron Ω (custom mega form) Base Body (do not change the core shape) Keep the original Aggron body proportions: Very heavy, armored, bulky dinosaur-like body Wide torso, thick limbs, short powerful legs Large angular head with armor plates Thick segmented tail 3-claw hands and feet (triangular claws) Dragon Influence (subtle, no full redesign) Keep Aggron’s body, but add dragon cues: Slightly more aggressive head silhouette Extra brow ridges and a short neck segment Maintain the same overall body mass and stance Armor Material Entire armor looks like obsidian metal: Very dark black with subtle deep-purple speckles Slight glossy shine like volcanic glass All plates are sharp and angular Lava Crack Details (emissive) Add small irregular lava cracks across armor plates: Cracks glow from inside (emissive) Color: yellow core → orange mid → dark red edge Cracks must look jagged, not symmetric, not straight lines Add emissive glow to: cracks on chest/arms/legs/head/tail eyes inside mouth underside of feet Dragon Rock Wings (replace the “big blade wings”) Replace any large mechanical blade wings with dragon wings made of rock: Wings are solid rocky plates, not thin membranes Use multiple broken stone slabs layered together Edges must be jagged like cracked volcanic rock Each wing should have 3–6 “rock plates” with different angles Add small spikes on the outer edge of the wings The wings must match the obsidian-black material Cracks on wings glow like lava (emissive) Pose (default) Aggressive forward stance Head slightly lowered, looking forward Wings partially open One leg slightly forward TEXTURE GUIDE (64x64, pixel art) Base armor: near-black (#0f0f10) with dark purple speckles Highlights: slightly lighter edges (blocky shading) Lava cracks: bright yellow core, orange mid, dark red outer pixels No gradients; everything is pixel clusters Emissive Texture (separate map) Create a second emissive map where only these parts are bright: cracks eyes inside mouth underside of feet Everything else is black. SHINY VARIANT RULES Create a Shiny version: Armor base color: white metal (cold marble/ceramic look) Accent lines: blue Eyes: blue Cracks: change from red/orange to electric blue glow Emissive: blue cracks, blue eyes, blue mouth glow ANIMATION REQUEST (if supported) Create 3 animations: 1) Idle (loop) Subtle breathing: body moves up/down slightly Small tail sway 2) Wing Open (one-shot) Wings rotate outward ~45 degrees Slight body recoil 3) Mega Transformation (one-shot, dramatic) Inspired by Mega Showdown style: Body “power pulse”: scale up slightly then return to normal Head tilt down then up like a roar Wings open wide (up to ~120 degrees) then settle to a combat-open pose Add a burst of red particles (lava/flame) at the peak moment (if particles are supported)
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