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samuelatanesbusiness
11-23 23:19
Model Name
wooden golem 3d model
Tags
character
character game asset
character game asset voxel
character voxel
game asset
game asset voxel
voxel
wooden golem
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Prompt
ULTIMATE 3D MODEL PROMPT (HYTALE UNDEAD MAGE) Create a 3D model identical to the character in the reference image (Hytale-style undead mage). Replicate proportions, textures, colors, materials, clothing, accessories, staff, and glowing effects exactly. STYLE & GENERAL LOOK A voxel/pixel-3D undead mage with strong Hytale aesthetic. Textures must be very low resolution (16×16 / 32×32 / 64×64), visibly pixelated, rough, and hand-painted. No smooth shading, no realism, no PBR maps. Everything must feel blocky, dirty, stylized and “game-ready” in the Hytale look. BODY & PROPORTIONS – Skeleton-like body structure but still blocky and chunky. – Skull head with exaggerated square jaw, rectangular cranium. – Glowing cyan-blue eyes deeply set in sockets. – Beard made of dark greenish-blue voxel strands. – Arms and legs built from blocky wooden or bone-like segments. – Torso with layered, torn fabrics and armor pieces. FACE & HEAD DETAILS – Square skull with pixelated cracks and shading. – Teeth exposed, rectangular, stylized. – Intense bright blue glowing eyes. – Crown made of aged wood and gold elements, jagged spikes on top. – A single glowing blue gem in the center of the crown. – Dark hood or cloth wrapping partially behind the head. COLORS & TEXTURES Color palette: – Bones/Wood: Light brown, dark brown, desaturated gold, dirty beige. – Beard: Dark teal / green-blue. – Eyes & gems: Bright cyan (#00F0FF-like). – Clothing: Dirty brown, black, dark gray. – Metallic details: Muted gold. Texture style: – Hand-painted pixels. – Very low resolution. – Rough edges. – Visible noise, scratches, dirt, wear. – No smooth normals. – Blocky shadows painted directly into the texture. CLOTHING & ARMOR DETAILS – Tattered brown cloth skirt with holes and ripped edges. – Leather and rope belts with golden square buckle. – Arm guards made of wood or bone with darker stripes. – Shoulder pads and small armor patches painted directly on textures. – Black/dark tunic underneath with torn sections. STAFF / WEAPON – Tall wooden staff with dark and light brown segments. – Decorative gold/wood elements wrapped around the top. – Crescent-shaped claw structure at the top holding a bright cyan-blue magical glow. – Pixelated light emission but keep textures low-res. – Bottom of staff ends with a rectangular carved weight. POSTURE – Character standing upright. – Right arm raised holding the staff diagonally upward. – Left arm extended outward, slightly bent. – Feet planted firmly, blocky stance. TECHNICAL REQUIREMENTS – Low-poly model (2k–6k polygons). – Clean UVs. – One diffuse/albedo texture set (no normals, no roughness). – Keep all shapes voxel-like with square edges. – Recreate EXACT silhouette, accessories, colors, and glowing eyes/gems exactly as in the reference. – Preserve the dirty, pixelated Hytale texture style. GOAL The final 3D model must look exactly like the character in the reference image: same skull shape, same crown, same glowing blue eyes and gem, same beard, same staff design, same colors, same damaged clothing, same voxel/pixel aesthetic, same proportions, same animation-ready blocky construction.
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