Female Doctor- Rigged Female Physician
Files
| File | Format | Size | Contents |
|---|---|---|---|
Female General Physician-2.blend |
BLEND | 19.4 MB | Full scene: meshes, 5 materials, 547-bone armature with face rig, lights, camera |
Female General Physician-2 Bk .blend |
BLEND | 19.4 MB | Backup scene (verify differences) |
Female General Physician-2 Bk .fbx |
FBX | 18.5 MB | Mesh (+ skeleton/skin — TODO: confirm) |
Female General Physician-2 Bk .glb |
GLB | 15.4 MB | Mesh + embedded textures (+ rig — TODO: confirm) |
Female General Physician-2 Bk .obj |
OBJ | 1.0 MB | Static mesh, 5 objects, 7,599 v / 7,898 f |
Female General Physician-2 Bk .mtl |
MTL | 1 KB | 5 materials, relative textures/ paths |
textures.zip |
ZIP | 13.5 MB | 9 JPG maps |
SEO-rename-map.csv |
CSV | — | Reversible render-image rename map |
embed_image_metadata.py |
Python | — | Image-SEO metadata embedder (Pillow) |
Import steps
Blender (native) — open the .blend. Rig, materials and scene load as-is. Select the armature, enter Pose Mode to animate.
Unreal Engine 5 — Import …Bk .fbx. Skeletal Mesh, Import Normals, "Use T0AsRefPose" off. Create a Material with Base Color + Normal from the JPG maps. TODO: confirm the FBX skeleton hierarchy for retargeting.
Unity (URP/HDRP) — drag in …Bk .fbx or …Bk .glb. Set model scale to 1, rig type Humanoid (if the skeleton maps) or Generic. Mark *normal*.jpg textures as Normal Map. Assign Base Color + Normal to a Standard/Lit material.
Maya / 3ds Max / Cinema 4D — import the FBX. Check up-axis (Y-up on import; rotate -90° X if needed) and unit scale (cm vs m). Reconnect the JPG maps.
ZBrush / sculpt — import the OBJ as a subtool base.
glTF / web / Godot — use the GLB directly; textures are embedded.
Scale & orientation
- Measured bounding box (OBJ): 1.70 units tall, 1.26 wide (fingertip to fingertip in A-pose), 0.33 deep. Interpreted as ~1.70 m → real-world scale.
- Model origin: floor level, centered between the feet.
- OBJ/FBX/GLB: Y-up. Blender scene: Z-up.
- TODO: confirm metric unit scale is applied and object transforms are frozen.
Rig
- Blender armature
female doc rig_rig.003, 547 bones (per viewport UI), Auto-Rig Pro-style naming. - Body controllers (spine, arms, legs, hands, feet) + face rig for expressions.
- A-pose bind pose.
- Not confirmed animated — no verified keyframed clips.
- TODO: confirm: IK/FK, control layers, Mixamo/mocap retarget friendliness, and whether the FBX/GLB include a clean deform skeleton with skin weights.
- OBJ is not rigged (static mesh only).
Textures (textures.zip → textures/)
| Map | File | Channel |
|---|---|---|
| Body / skin — base color | female doctor.jpg |
Albedo |
| Body / skin — normal | female doctor normal.jpg |
Tangent normal |
| Scrub top + trousers — base color | gernal physition-2.jpg |
Albedo |
| Scrub top + trousers — normal | gernal physition-2 noraml.jpg |
Tangent normal |
| Hair — base color | female hairs.jpg |
Albedo |
| Hair — normal | female hairs-normal.jpg |
Tangent normal |
| Shoes — base color | shoes.jpg |
Albedo |
| Shoes — normal | shoes-normal.jpg |
Tangent normal |
| Stethoscope — base color | Gooshi_Pezeshki_MAT_albedo.jpg |
Albedo |
- 5 base color + 4 normal maps. No roughness / metalness / AO / ORM maps are included — tune those per engine.
- Eyes use the body material (no dedicated eye texture).
- Texture resolution: TODO: confirm (not encoded in file names; JPG).
Known issues / to verify
- Two
.blendfiles and two armatures in the scene — confirm which is the "clean" deliverable and remove the duplicate/backup. - FBX/GLB rig + skin export not verified.
- No animation clips verified;
Animationaction may be empty. - Facial blendshapes/shape keys not verified (face is rig-driven).
- Subdivision modifier state unknown — affects final poly count.
- UV layout / texture-sheet image not provided; UVs assumed unwrapped.
- Not tested for 3D printing (no manifold/watertight guarantee).
- Texture file name typos ("gernal physition", "noraml") — cosmetic only.
- Non-ASCII characters and trailing space in some file names — rename for web/engine safety if needed.