Files
| File |
Type |
Rig |
Materials |
Notes |
Paramedic-3.blend |
Native |
✔ rig, 551 bones |
✔ Principled BSDF |
Save version unconfirmed |
Paramedic-3.fbx |
Exchange |
✔ Skinned |
✔ Slots |
Y-up |
Paramedic-3.glb |
glTF binary |
✔ Skin, 551 joints |
✔ Embedded |
Triangulated, 20,643 tris |
Paramedic-3.obj / .mtl
|
Static |
✘ |
Reference only |
Y-up |
Paramedic-3.stl |
Static |
✘ |
✘ |
See printing note |
textures/ ZIP |
8 × 2048² |
— |
Base Color + Normal ×4 sets |
JPG + PNG, OpenGL normals |
Import Steps
-
Blender: Use
File ▸ Open to open the .blend; the rig, materials, and textures are already linked. Alternatively, import FBX/glTF and re-link maps from textures/ if needed.
-
Unreal Engine: Import
.fbx, enable Skeletal Mesh + Import Normals, and create a new skeleton on import. Retarget from your source rig using IK Rig / IK Retargeter. Set normal textures to TC_Normalmap and flip the green channel for OpenGL-to-DirectX workflow.
-
Unity: Import
.fbx and use Rig ▸ Generic. Humanoid auto-mapping is unverified with the custom bone names. Set _Normal textures to Normal map and assign Base Color + Normal to a URP/HDRP Lit material.
-
Maya / 3ds Max / C4D: Import
.fbx and re-assign the four texture sets to the material slots.
-
Godot / three.js / Web / AR: Use
.glb directly; textures are embedded.
Scale & Orientation
- 1 unit = 1 metre
- Character height approximately 1.74 m
- Blender is Z-up
- FBX / OBJ / GLB are Y-up
- Origin is between the feet at floor level
- A-pose with arms approximately 40° from vertical
Rig Description
- Armature named
rig
- 551 bones
- Smooth-skinned to every mesh
- Body and facial control rig
- Facial controls include jaw, brow, eyelid, lip, cheek, and eye-aim controls
- On-face circular gizmos are included
- No baked animation
- No shape keys
- Eyes, teeth, and tongue are separate meshes parented to the rig
- Rig system, IK/FK switching, and custom UI panel are currently unconfirmed
Texture / Map List
| Material |
Base Color |
Normal |
| Uniform |
Paramedic-1.jpg |
Paramedic-1 normal.jpg |
| Skin |
doctor body.jpg |
doctor body male_Normal_OpenGL.png |
| Hair |
hair-1_Base_color.png |
hair-1_Normal_OpenGL.png |
| Boots |
shoes.jpg |
shoes-normal.jpg |
- All maps are 2048 × 2048
- Normal maps use the OpenGL (+Y) convention
- No Roughness, Metallic, AO, or Opacity maps are included
- Eyes use shader values only
Known Issues / Limitations
- Source
.blend version is unconfirmed; the provided references show 5.1.1 in the header and 4.3.2 in UI screenshots.
- Unity Humanoid auto-mapping is unverified against the custom skeleton.
-
.stl consists of separate, overlapping, non-manifold parts and is not print-ready as a single solid.
- Remesh, boolean, or mesh-repair work may be required before printing.
- Only one hair style (
hair-1) is included.
- Cap, hair, and gloves are not swappable variants.
- No PBR Roughness, Metallic, or AO maps are included.
- No UV-layout sheet is included.
-
.obj and .stl contain no rig.
-
.obj contains no embedded textures; re-link maps from textures/.
- The 551-bone rig is a content-creation rig and may be heavy for real-time use until baked.