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Anonymous1757119698
10-18 02:13
Model Name
modelo 3d de guardia rojo
Tags
character
character game asset
character game asset stylized
character stylized
devil costume
game asset
game asset stylized
red hooded
red hooded figure
stylized
Prompt
import bpy import math # Limpia la escena bpy.ops.object.select_all(action='SELECT') bpy.ops.object.delete(use_global=False) # Crea la cabeza (forma esférica grande) bpy.ops.mesh.primitive_uv_sphere_add(radius=1.2, location=(0, 0, 2)) head = bpy.context.active_object head.name = "Head" # Aplica subdivisión para suavizar bpy.ops.object.modifier_add(type='SUBSURF') head.modifiers["Subdivision"].levels = 3 bpy.ops.object.shade_smooth() # Crea el cuerpo (cilindro corto) bpy.ops.mesh.primitive_cylinder_add(radius=0.6, depth=1.2, location=(0, 0, 0.6)) body = bpy.context.active_object body.name = "Body" # Crea los brazos (esferas pequeñas) for side in [-1, 1]: bpy.ops.mesh.primitive_uv_sphere_add(radius=0.25, location=(side * 0.8, 0, 1.2)) arm = bpy.context.active_object arm.name = f"Arm_{'L' if side == -1 else 'R'}" bpy.ops.object.shade_smooth() # Crea las piernas (cilindros cortos) for side in [-0.3, 0.3]: bpy.ops.mesh.primitive_cylinder_add(radius=0.2, depth=0.6, location=(side, 0, 0.3)) leg = bpy.context.active_object leg.name = f"Leg_{'L' if side < 0 else 'R'}" bpy.ops.object.shade_smooth() # Crea la capucha (capa sobre la cabeza) bpy.ops.mesh.primitive_uv_sphere_add(radius=1.3, location=(0, 0, 2)) hood = bpy.context.active_object hood.name = "Hood" bpy.ops.object.modifier_add(type='BOOLEAN') bool_mod = hood.modifiers.new(name="CutHead", type='BOOLEAN') bool_mod.operation = 'DIFFERENCE' bool_mod.object = head bpy.context.view_layer.objects.active = hood bpy.ops.object.modifier_apply(modifier="CutHead") bpy.ops.object.shade_smooth() # Crea el triángulo en la máscara mesh = bpy.data.meshes.new("Triangle") obj = bpy.data.objects.new("TriangleSymbol", mesh) bpy.context.collection.objects.link(obj) verts = [(0, 0.1, 2.4), (-0.1, -0.1, 2.4), (0.1, -0.1, 2.4)] edges = [] faces = [(0, 1, 2)] mesh.from_pydata(verts, edges, faces) mesh.update() bpy.ops.object.select_all(action='DESELECT') obj.select_set(True) bpy.context.view_layer.objects.active = obj bpy.ops.object.shade_smooth() # Agrupa todo en una colección collection = bpy.data.collections.new("SquidGameGuard") bpy.context.scene.collection.children.link(collection) for obj in [head, body, hood] + [o for o in bpy.data.objects if "Arm" in o.name or "Leg" in o.name or "Triangle" in o.name]: bpy.data.collections['Collection'].objects.unlink(obj) collection.objects.link(obj) # Ajustes finales bpy.context.scene.render.engine = 'CYCLES' bpy.context.scene.cycles.samples = 128
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