Female Nurse Rigged Stylized Character
Files
| File | What It Is |
|---|---|
female nurse-3.blend / female nurse-3 BK .blend
|
Native Blender scene with rig, materials, and linked textures. Modeled/exported with Blender 4.3–5.1. |
female nurse-3 BK .fbx |
Skinned mesh + armature. No baked animation. |
female nurse-3 BK .glb |
glTF 2.0, skinned, textures embedded, 6 mesh primitives, 4 materials. |
female nurse-3 BK .obj + .mtl
|
Static, un-triangulated mesh with UVs. .mtl points to the textures/ folder. |
female nurse-3 BK .stl |
Mesh only, without UVs, materials, or rig. |
textures.zip |
textures/ folder containing 8 JPG maps at 2048². |
Import Steps
Blender:
Use File ▸ Open and load the .blend. Everything is pre-linked. If textures appear pink, use File ▸ External Data ▸ Find Missing Files and select the unzipped textures/ folder.
Unreal Engine 5:
Import female nurse-3 BK .fbx as a Skeletal Mesh and enable Import Normals. Create a material and connect the supplied base-color and normal maps to the appropriate inputs. Repeat for each material zone.
Unity URP/HDRP:
Drag the .fbx or .glb into the project. For .fbx, set Rig ▸ Animation Type to Generic or Humanoid and map the bones if required. Assign the albedo and normal maps to a Lit material and mark normal textures as Normal Map.
Maya / 3ds Max:
Import the .fbx; the skeleton and skin weights are included.
ZBrush / Substance 3D Painter / Marmoset:
Import the .obj for a clean static mesh with UVs.
Sketchfab / three.js / Godot 4:
Use the .glb directly.
Scale & Orientation
- FBX, OBJ, and GLB are Y-up.
- Blender scene is Z-up.
- Character faces approximately -Y / camera in the exports.
- Model appears to use metric / real-world scale.
- Exact height in metres is TODO: confirm.
- Adjust import unit scale if the model appears too small or too large.
Rig Description
-
Armature:
female doc rig_rig - Skinned to all mesh parts.
- Custom bone-shape control rig with FK/IK-style controls.
- Includes wrist/hand circles, hip and shoulder box controls, foot-roll controls, and a single root/ground control.
- Bind pose: A-pose.
- No animation clips included.
- Exact deform-bone count and IK/FK switch setup: TODO: confirm.
-
.objand.stlare static and not rigged.
Textures / Maps
| Zone | Base Color (2048²) | Normal (2048²) |
|---|---|---|
| Skin | female doctor.jpg |
female doctor normal.jpg |
| Uniform | female nurse-3.jpg |
gernal physition-noraml.jpg |
| Hair | female hairs.jpg |
female hairs-normal.jpg |
| Shoes | shoes.jpg |
shoes-normal.jpg |
No metalness, roughness, or AO maps are supplied. The character is mostly dielectric, so roughness and other additional material properties can be authored in-engine if required.
Known Issues / Notes
- Hair is modeled geometry with an alpha-style texture. In clay or unlit views, it may appear visually busy around the face.
- The uniform normal-map filename is inconsistent:
gernal physition-noraml.jpg. The supplied content is identified as the correct uniform normal map. - The
.stlis a single combined mesh without a thickness/solidify pass. Verify manifold geometry before printing. - The GLB contains a high node/joint count due to control and helper bones. For strict runtime budgets, consider rebinding to a reduced deform-only skeleton.
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