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Made with text-to-3d ยท CC0 ยท 8 Sept 2026
Generated from prompt: Single static 3D game enemy: a clearly recognizable human fantasy-undead villager cursed by the Blight. It must have a real, visibly modeled human face and body, not a mannequin, blank mask, smooth action figure, or bare skull. Preserve adult human anatomy with two arms, two legs, five-finger hands, a worn villager tunic and trousers, and a tired forward slump. Model the facial structure into the mesh rather than relying on color: pronounced brow ridge, eyelids and deep eye sockets, asymmetrical cheekbones, a proper nose bridge and nostrils, visible lips and a slack jaw, ears, forehead creases, cheek folds, and several uneven aged teeth. Give the face an expressive weary undead look with one cloudy eye and subtle asymmetry, while keeping it non-graphic and free of blood or gore. Model body landmarks too: sagging shoulders, bent elbows and knees, uneven posture, weathered skin folds, worn joints, and crooked but human fingers. Make the silhouette lopsided and human at a glance, with layered damaged cloth and a few restrained surface cracks; do not add animal anatomy, horns, spines, extra limbs, armor, weapons, pedestal, scenery, or text. Chunky faceted low-poly geometry with enough local mesh detail for the face and hands to read in a battle close-up. Flat matte materials: desaturated ash-grey skin, charcoal creases, dead-brown and taupe cloth, muted sickly olive accents, and only a tiny subdued violet undertone. Neutral planted rest pose, modest stoop, Y-up, feet on Y=0, silhouette-compatible with the existing 65-bone humanoid/zombie animation sources. Static GLB only: no rig and no animation data.
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