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Two-lap circuit with first/third-person camera switch. |
Two-lap circuit race against two rivals. Player car is a downloaded 3D vehicle on a normal racetrack. C/V switches first-person cockpit and third-person chase; the unattended demo shows both. |
2.5D ring fight, skinned punch/kick, sun shadows off. |
Best-of-three side-scroller on a 3D ring. Two skinned characters with walk, punch and flying-kick (jump) clips; W/S steps into the stage. Sun shadows off so the fighters stay readable. |
Forest explorer: chest, Meshy knights, slash and light-arrow. |
Third-person enchanted glade. A Black Eagle knight opens one supply chest |
at the start (no weapon pickup), then fights Celestial Steel hostiles; |
melee slash and a glowing light-arrow projectile. Bright daylight. |
# 3D Object Generation Requirements — gameC_fighting_arena |
## Overview |
Generate game-ready 3D models for the fighting arena game. All character models |
are generated from T-pose reference images using TRELLIS.2 or Hunyuan3D-2.1. |
Weapon, prop, and architectural models are generated from reference images |
using TRELLIS.2, TripoSG, or Meshy. |
## Model Backend |
- **Characters**: TRELLIS.2 / Hunyuan3D-2.1 (T-pose image → 3D model) |
- **Weapons / Props**: TRELLIS.2 / TripoSG (ref image → 3D model) |
- **Architecture**: Meshy image-to-3D (ref image → textured GLB) |
## Quality Requirements |
### Character Models (Warrior, Ninja) |
- Triangle count: ≤100,000 tris |
- PBR textures: 2048×2048 |
- T-pose orientation: arms along X-axis, feet on ground plane |
- UV-mapped, game-ready, rigged-ready topology |
- Realistic style matching Mortal Kombat visual reference |
### Weapon / Prop Models |
- Triangle count: ≤10,000–15,000 tris |
- PBR textures: 2048×2048 |
- UV-mapped, game-ready |
### Architectural Models |
- Triangle count: ≤70,000 tris |
- Embedded PBR textures with readable wood, stone, metal, and roof surfaces |
- Preserve open interiors and continuous walkable floors |
- Use meters for target scale; gameplay collision is authored separately in-engine |
## Assets to Generate |
### 1. Muscular Warrior (demoFighting_001) |
- Source: T-pose reference image (generated by tpose task) |
- Prompt: "Muscular male warrior in traditional Japanese fighting hakama, bare-chested with arm bandages and battle tattoos, aggressive expression, short hair, realistic style, T-pose, game-ready, PBR textures" |
- Decimation target: 100000 |
- Texture size: 2048 |
### 2. Ninja (demoFighting_002) |
- Source: T-pose reference image (generated by tpose task) |
- Prompt: "Lean male ninja in full black bodysuit with face mask only showing eyes, wrist gauntlets with hidden blades, ninja headband, realistic style, T-pose, game-ready, PBR textures" |
- Decimation target: 100000 |
- Texture size: 2048 |
### 3. Ninja Short Sword / Blade (demoFighting_003) |
- Source: reference image |
- Prompt: "Traditional Japanese ninja tanto short sword with black scabbard, curved blade, wrapped handle, realistic, game-ready, PBR textures" |
- Decimation target: 10000 |
- Texture size: 2048 |
### 4. Stone Lantern Prop (demoFighting_004) |
- Source: reference image |
- Prompt: "Traditional Japanese stone lantern (toro), weathered granite texture, hexagonal cap, game-ready, PBR textures" |
- Decimation target: 10000 |
- Texture size: 2048 |
### 5. Two-Story Fighting Pavilion (demoFighting_005) |
- Source: `ref_images/gatehouse_pavilion_ref.png` |
- Target bounds: approximately 13 m wide × 4.6 m deep × 6.2 m high |
- Layout: fully open front with solid left, right, and rear walls |
- Ground floor: broad, flat, unobstructed combat space |
- Upper floor: continuous combat platform at approximately 2.7 m |
- Access: 1.4 m wide left staircase plus direct double-jump access |
- Materials: weathered timber, stone foundation, ceramic tiles, aged metal trim |
- Decimation target: 70000 |
- Texture size: 2048 |
- Preserve the architectural floor; do not apply inferred ground-plate removal |
- Generate visual geometry only. Unity supplies simplified colliders for both |
floors, stairs, walls, columns, railings, and the open front boundary. |
### 6. U-Shaped Fighting Courtyard (demoFighting_006) |
- Source: `ref_images/courtyard_enclosure_ref.png` |
- Target bounds: approximately 34 m wide × 18 m deep × 3.4 m high |
- Layout: one continuous stone-tile floor with solid left, right, and rear walls |
- Front boundary: fully open, with no generated gate or obstruction |
- Composition: the separate 26 m wide pavilion is centered on this floor while |
both side lanes remain open for movement and combat |
- Materials: weathered dark stone, muted vermilion timber, charcoal wall caps, |
and restrained aged-bronze trim matching the pavilion |
- Decimation target: 70000 |
- Texture size: 2048 |
- Preserve the generated floor; it replaces the old plain visual arena plane |
- Generate visual geometry only. Unity supplies one continuous gameplay floor |
and simplified left, right, and rear wall colliders. |
### 7. Ninja Shuriken (demoFighting_007) |
Subsets and Splits
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