Stylized Female Surgeon 3D Model – Rigged Doctor in Surgical Scrubs
A production-ready female surgeon 3D model built in a clean, stylized style that sits comfortably between cartoon and realism. It is ideal for games, explainer animation, medical and hospital visualisations, VR training, and archviz population.
The character comes fully dressed for the operating room with a V-neck short-sleeve scrub top, matching scrub trousers, teal scrub cap, teal surgical face mask, white examination gloves, and blue OR clogs, finished with a brown ponytail.
The mesh features animation-friendly quad topology with clean deformation loops around the shoulders, elbows, hips, knees, and face. It is delivered as an editable Blender scene along with neutral interchange formats for major production pipelines.
Key Features
- Rigged and pose-ready: Auto-Rig Pro control rig with IK/FK switching for the arms and legs, foot roll, pole targets, master/root control, and basic facial controllers including eye-aim, cheek, and lip smile.
- Stylized hero look: Smooth, appealing forms designed to work well in close-up beauty renders and real-time engines.
- Real-world scale: Approximately 1.74 m tall, with Z-up orientation in Blender and the origin positioned at the feet on the world floor.
- 2K PBR texture set: 2048×2048 Base Color and Normal maps for skin, hair, scrubs, cap/gloves, mask, and shoes, plus a dedicated opacity mask for the surgical mask.
- Separated parts: Body, eyes, hair, mask, cap, gloves, top, trousers, and shoes are individual objects for easy hiding, swapping, or re-texturing.
- Efficient triangle count: Approximately 17.8k triangles at base resolution, making the character suitable for real-time use while retaining enough detail for cinematics.
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Multiple formats:
.blend,.fbx,.glb,.obj+.mtl, and.stl.
Included Formats
| Format | Contents | Best For |
|---|---|---|
.blend (Blender 5.1) |
Mesh, Auto-Rig Pro rig, materials, shape keys | Blender animation & rendering |
.fbx |
Mesh + skeleton, bind pose, no animation clips | Unreal Engine, Unity, Maya, 3ds Max, MotionBuilder |
.glb (glTF 2.0) |
Mesh + skin + embedded textures | Sketchfab, web/AR, Godot, three.js, Babylon.js |
.obj + .mtl
|
Static mesh, UVs, material references | ZBrush, Substance, Marmoset, and other DCCs |
.stl |
Single shell | Print test / scale reference |
textures.zip |
11 maps at 2048² | Re-authoring / re-linking textures |
Use Cases
- Medical and pharmaceutical explainer videos.
- Hospital and clinic archviz population.
- Surgery and first-responder training simulations.
- Desktop and VR healthcare applications.
- Mobile and PC games with hospital settings.
- Motion graphics and UI spots.
- Storyboarding and previz.
- Still renders for editorial and presentation decks.
- Stylized animation and cinematic scenes.
Engine & Import Notes
- Unreal Engine: Import the FBX with Skeletal Mesh enabled. The rig is not a native UE mannequin, so retarget it to your skeleton or bake Auto-Rig Pro to a Humanoid/Game rig first. Set Import Uniform Scale to 1.0.
- Unity: Use the FBX and set Rig → Animation Type to Generic, or Humanoid after baking a deform-only skeleton. Assign the 2K maps to a URP/HDRP Lit material and connect the mask opacity map to Alpha.
-
Blender: Open the
.blenddirectly. Textures load from thetextures/folder; keep it next to the file or re-point the texture paths. -
glTF / Sketchfab: Upload the
.glbas-is. Textures are embedded. Enable normal maps and configure the mask material using Blend or Mask with the opacity texture.
Honest Disclaimers
- This is a stylized artistic character, not a 3D scan and not an anatomical, surgical, or medical-training reference. Proportions are deliberately idealised.
- The character is not affiliated with, endorsed by, or representing any real hospital, brand, manufacturer, or person.
- Scrubs, mask, and footwear are generic and contain no real logos.
- No animation clips are included. The model is rigged and pose-ready only.
- Textures include Base Color + Normal only. No roughness, metallic, or AO maps are supplied.
- The FBX/GLB skin carries the full Auto-Rig Pro hierarchy. For game engines, baking to a deform-only skeleton may be required.
- Poly and triangle counts are quoted from the OBJ base mesh. Enabling subdivision in Blender will increase them.
- Real-world size and bone/shape-key details marked for confirmation should be verified against the
.blendbefore client delivery.
