Female Surgeon Stylized Rigged Doctor
Files
| File | Purpose | Rig | Textures |
|---|---|---|---|
female Surgeon-1 BK .blend |
Master file, Blender 5.1.1 | Auto-Rig Pro | Linked from /textures
|
female Surgeon-1 BK .fbx |
Engine/DCC exchange, skinned | Yes | External /textures
|
female Surgeon-1 BK .glb |
Real-time / web | Skin included, no animation | Embedded |
female Surgeon-1 BK .obj / .mtl
|
Static mesh + UVs | No | External /textures
|
female Surgeon-1 BK .stl |
Print/CAD base mesh | No | None |
textures.zip |
11 × 2048² maps | — | Albedo + normal + opacity |
1920x1080/ |
14 × 4K preview renders | — | — |
1200x600/ |
14 × banner-crop previews | — | — |
Stylized Responder.png |
1000×1000 thumbnail | — | — |
Import Steps
Blender 5.1.1+
-
File ▸ Openthe.blend. - If textures appear pink, use
File ▸ External Data ▸ Find Missing Filesand point to thetextures/folder. - Select the armature, enter Pose Mode, and use the Auto-Rig Pro panel for IK/FK controls.
Unreal Engine 5
- Unzip
textures.zipnext to the FBX. - Import the FBX with Skeletal Mesh enabled and Import Normals enabled.
- Set the uniform scale so the character height is approximately 171–174 cm.
- Create a material and connect albedo to Base Color and normal to Normal.
- Bake the Auto-Rig Pro rig to a game skeleton before retargeting if required.
Unity 2021+ / URP / HDRP
- Place the FBX and
textures/folder intoAssets. - Set the Rig tab to Humanoid or Generic.
- Assign the albedo to Base Map and the normal map to Normal Map.
- Use the mask opacity map with an appropriate Transparent/Cutout material setup.
Maya / 3ds Max
- Import the FBX using Y-up.
- Set the scale to match your scene.
- Skin and skeleton are included; control bones can be hidden or baked as required.
glTF Viewers / Sketchfab / Godot
- Use the
.glbdirectly. - Textures are embedded and the skin is included.
- No animation is included.
ZBrush / Static Rendering
- Import the
.objusing Y-up. - Keep the
.mtlandtextures/folder alongside the OBJ for material references.
Scale & Orientation
- Modelled to real-world metric scale.
- Character height: approximately 1.74 m.
- Feet are positioned on the world floor.
- Native
.blend: Z-up. -
.obj: Y-up. - FBX uses metric scale; verify the axis during import.
Rig Description
The character uses an Auto-Rig Pro armature with body and facial controls, including:
- IK/FK arms and legs.
- Foot roll.
- Pole targets.
- Master/root control.
- Arm and leg stretch/twist controls.
- Finger controls.
- Eye-aim controls.
- Cheek and lip-smile facial controls.
Skin weights are included in the .blend, .fbx, and .glb.
The model is not animated.
Texture / Map List
-
Skin:
female doctor.jpg+female doctor normal.jpg— 2048². -
Scrubs:
surgeon-1.jpg+surgeon-1 normal.jpg— 2048². -
Hair:
female hairs.jpg+female hairs-normal.jpg— 2048². -
Shoes:
shoes.jpg+shoes-normal.jpg— 2048². - Surgical mask: dedicated 2K opacity mask.
- Cap/gloves: included in the 2K texture set.
No roughness, metallic, or AO maps are supplied. Eyes use a material slot without a bundled texture map.
Known Issues / Notes
- The
1920x1080/folder actually contains 3840×2160 images; this is a naming mismatch only. - The
blender file bk/folder is empty. - Gloves appear untextured/white in some wireframe views; glove UVs and material should be confirmed.
- The mesh contains 8 n-gons, with the remaining geometry consisting of quads and triangles.
- The GLB/FBX uses the full Auto-Rig Pro hierarchy; some engines may require a reduced deform-only skeleton.
- The STL is not print-prepared and has no guarantee of manifold geometry or wall thickness.
- The body mesh contains 2 shape keys (
Key 1/Key 2); their exact function should be confirmed in the.blend. - Subdivision in Blender will increase the polygon and triangle count.
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