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Anonymous1764611115
12-01 17:55
Model Name
sword 3d model
Tags
weapon
rendering
realistic
Input
Prompt
Scene Title: "Rama breaks Shiva's bow — Swayamvara, Ayodhya" Description: Photorealistic, scripture-accurate depiction of the moment Lord Rama lifts and breaks Shiva's bow at Sita's swayamvara in King Janaka's royal courtyard. Realistic human proportions, life-scale characters, subtle mythic aura (no overt fantasy glow). The scene is cinematic and suitable for XR — single short loop (8–12 seconds) with a character animation: Rama lifts the bow, strains, arrow cracks the bow, crowd reacts. Characters: - Rama: tall, athletic, skin with subtle bluish undertone (not cartoonish), traditional dhoti and golden-brocade angavastram, single quiver, holding a large intricately-carved wooden/metal bow (Shiva Dhanush). Natural skin SSS, slight sheen from light sweat. - Sita: standing near princess seat, elegant saree in muted red with gold border, hair braided, expression surprised/awed. - King Janaka, courtiers, priests: 6–8 background characters in traditional ancient Indian royal attire, reacting (clapping, astonished). Environment: - Grand wooden-pillared royal courtyard (Ayodhya), high ceilings, carved stone & wood, silk banners, oil lamps, marble floor with subtle dust & pollen in light shafts. - Time of day: morning; warm golden sunlight streaming through high lattice windows, volumetric light shafts and dust-motes. - Set dressing: ceremonial stage, garlands, flower petals on the floor, low smoke from incense. Camera & Shot: - Cinematic 3/4 view, medium-wide framing (Rama slightly off-center). Camera slowly dollies in during the bow-break moment. Focal length ~50mm equivalent, slight depth-of-field, filmic shutter for motion blur. - One 8–12s loop: camera push + Rama animation + subtle crowd reaction. Visual Style & Materials: - Photoreal PBR materials, high-detail cloth weave, gold-metal specularity for ornaments, realistic skin with subsurface scattering, believable cloth physics (subtle movement). - Textures: 2K for hero character albedo/normal/roughness, 1K for secondary characters, 1–2K for large set pieces. - No heavy cartoon stylization; aim for cinematic realism. Animation: - Rama: strong controlled lifting animation, realistic muscle deformations; bow snaps with physically plausible motion and a small particle effect (wood splinters + dust). - Crowd: simple blendshapes / looped reactions (cheer, surprise). - Loopable 8–12s timeline. Performance Target: - Real-time XR friendly: target 72–90 FPS on modern standalone headsets (Quest 2/3), and higher fidelity for PC/vision builds. Provide LODs and baked lightmaps. Output requirements: - Export as optimized glTF or FBX with PBR textures, rigged skeleton, baked animation clip(s), LODs, and separate collision meshes for important props. - Include normal/roughness/metallic maps and an AO map.
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