Shepherd
Loading model…
Drag to rotate · Scroll or pinch to zoom · Arrow keys rotate

Reference prompt
Original image-generation prompt. The 3D model was developed from this reference; this is an artistic adaptation, not a historical reconstruction.
Use case: stylized-concept. Asset: shepherd, the main playable character in Watch Game's Shepherd Maze. Output: ONE isolated, full-body front-view character reference for image-to-3D reconstruction and automatic humanoid rigging; not a scene or a multi-view sheet. Selected style: follow-the-light-aa v001. Polished semi-realistic AA 3D game rendering, natural human proportions, restrained detail and strong readable forms, tactile matte linen, wool and leather. Grounded, hopeful, approachable biblical game art. Input image 1 (original shepherd reference sheet): use only the FRONT figure as the identity and wardrobe reference. Preserve his adult face, short curly dark hair, modest dark beard, lean sturdy build, oatmeal woven knee-length tunic with elbow-length sleeves, plain brown leather belt, short sleeveless natural sheepskin vest and leather sandals. Input image 2 (Follow the light village scene): material fidelity and visual style reference only. Do not reproduce the scene, nighttime lighting, pose, camera, buildings, sky or lamps. Pose and camera: exactly one character facing straight toward an orthographic camera, full body. Neutral T-pose, arms perfectly horizontal at shoulder height, elbows straight, palms facing down, hands relaxed and empty. Legs straight, feet modestly apart with clear separation of lower legs and sandals, weight evenly distributed; head level, neutral calm expression. Show every fingertip, top of hair and soles, with generous clear margin. Preserve the practical tunic; keep its hem and folds clear rather than gluing cloth to legs. No staff or other props. Presentation: square image, centered figure fills most of the frame, plain light neutral gray studio background. Soft even neutral illumination, very subtle contact shadow under feet, sharp readable anatomy and material boundaries. True natural material colors with no blue night tint, no golden rim lighting, no baked dramatic shadows, no glow. Quality: believable hands and limbs, symmetrical neutral stance, coherent garment construction, readable shoulders/elbows/knees/ankles, detailed but restrained textures appropriate to an AA game model. Character wardrobe is an artistic adaptation, not a historical reconstruction. Avoid: second character, side/back view, collage, inset portrait, text, labels, watermark, scenery, accessories, dramatic lighting, depth-of-field blur, cropped limbs, closed fist, fantasy armor, chibi proportions, exaggerated muscles, shiny plastic surfaces, hyperreal skin pores.