3D Workspace
Home
Assets
Affiliate Program
Sign up/Log in
?
Upgrade
DCC Bridge
Anonymous1757859893
09-28 15:55
Model Name
stylized arena 3d model
Tags
architecture
game asset
stylized
Prompt
Create a stylized, game-ready 3D top-down arena battlefield inspired by Clash Royale. The model must be symmetrical along the center river and optimized for real-time use (game/engine-ready). Layout & scale: grid-based arena 32 tiles (length, Y) × 18 tiles (width, X); treat 1 tile = 1 meter (final arena = 32 m × 18 m). Include a horizontal river cutting the battlefield in half at Y = 0. Place two wooden bridges crossing the river at the two lanes, positioned symmetrically left and right of center (bridges should be 2 tiles wide by default; allow an alternate 3-tile width variant). Towers & placement: include the full set of towers (6 total): each player side has two Arena/Crown towers (left/right, nearer the river) and one King’s Tower centered behind them. Towers should occupy tile footprints consistent with in-game building sizes (base collision ~3×3 tiles). The King’s Tower sits behind the Arena Towers, centered horizontally. Art style & materials: stylized / hand-painted cartoony look — saturated colors, soft silhouettes, painted normals rather than photo-real PBR. Provide PBR-ready maps (albedo, normal, roughness) but favor stylized shading. Materials: grass lawn with subtle tiling, stone walkway near towers, wooden plank bridges with visible seams, shallow water shader with subtle normal animation and Fresnel highlight. Modeling & topology: low-to-mid poly, clean quad/tri topology, separate named sub-meshes: ground_base, river_plane, bridge_L, bridge_R, tower_king_L, tower_arena_L1, tower_arena_L2, 𝑠 𝑎 𝑚 𝑒 𝑓 𝑜 𝑟 𝑜 𝑝 𝑝 𝑜 𝑛 𝑒 𝑛 𝑡 sameforopponent, props_decor_*. Provide simplified collision meshes (convex hulls) and LODs: LOD0 ~ full detail, LOD1 ~ 50% tris, LOD2 ~ billboard for distant camera. Target total tris for a game-ready scene: ~15k–40k triangles depending on detail level. UV & textures: tile-based UVs for repeating ground textures; unique UV islands for towers and large props. Provide 2K (2048) textures as a minimum; 4K variant for hero renders. Bake high-res normals/AO into textures. Output & naming: export as GLTF/GLB (preferred for web) and FBX for engine import. Include separate OBJ for each major asset. Name files logically (arena_ground.glb, bridge_left.fbx, tower_king_blue.fbx, tower_princess_blue.png, etc.). Presentation renders: produce one orthographic top-down render (for blueprint), one 45° perspective hero render on a neutral grey background, and one turntable animation of the arena. Notes: keep overall silhouette friendly for readability at small in-game camera distances; include a few interchangeable decorative props to reflect different arena skins (trees, torches, rocks). No text or logos
Detailed Info
Related Models
Enter invite code
Enter invite code to get credits!