Files
| File |
Type |
Rig |
Textures / Materials |
Notes |
Pharmacist-2.blend |
Blender native scene |
✔ Full control rig |
Linked |
Recommended main file |
Pharmacist-2 Bk.blend |
Blender native scene |
✔ |
Linked |
Secondary / backup file |
Pharmacist-2 Bk.fbx |
FBX |
✔ Skinned skeleton |
External |
Exchange format |
Pharmacist-2 Bk.glb |
glTF binary |
✔ Skin, no clips |
Embedded |
Self-contained |
Pharmacist-2 Bk.obj / .mtl
|
Wavefront |
✘ Static |
External references |
Geometry only |
Pharmacist-2 Bk.stl |
STL |
✘ |
None |
Reference geometry |
textures.zip |
ZIP |
— |
Base Color + Normal ×4 |
8 × 2K PNG/JPG maps |
Import Steps
-
Blender 3.x–5.x: Open
Pharmacist-2.blend or append the required collection. Keep the textures/ folder alongside the scene or use File ▸ External Data ▸ Find Missing Files. Select the rig and enter Pose Mode to use the control bones.
-
Unreal Engine 5: Import
Pharmacist-2 Bk.fbx as a Skeletal Mesh with Import Normals. Import the four texture sets, set Normal maps to Normalmap compression, and retarget the custom skeleton using IK Rig / IK Retargeter.
-
Unity: Import the FBX and configure the rig as Humanoid or Generic as appropriate. Assign Base Color + Normal maps to the material and mark Normal textures as Normal maps.
-
Maya / 3ds Max / Cinema 4D: Import the FBX, verify the scene units, and reconnect Base Color + Normal maps if necessary.
-
Godot / three.js / Web: Use
Pharmacist-2 Bk.glb directly; textures and skin are embedded.
-
Substance / ZBrush / Marmoset: Import
Pharmacist-2 Bk.obj.
Scale & Orientation
- Expected character height approximately 1.8 m
- Blender: Z-up, -Y forward
- FBX / GLB use standard axis conversion
- Verify units and transforms after import
- Exact height is currently marked for confirmation
Rig Description
- Armature:
dco male rig_rig
- Auto-Rig Pro-style naming conventions
- IK/FK arms and legs
- Pole targets
- Foot roll and bank
- Five-bone spine
- Neck and head controls
- Full finger and toe chains
- Facial controls for jaw, lips, eyelids, eyebrows, cheeks, ears, tongue, and eye-aim
- Bone-driven facial posing
- No blendshapes
- No animation actions or clips included
Texture / Map List
| Material |
Base Color |
Normal |
| Skin |
doctor body.jpg |
doctor body male_Normal_OpenGL.png |
| Clothing |
pharmasisit-2.jpg |
pharmasisit-2 normal.jpg |
| Hair |
hair-1_Base_color.png |
hair-1_Normal_OpenGL.png |
| Shoes |
shoes.jpg |
shoes-normal.jpg |
| Eyes |
Shader values only |
No map |
- All maps are 2048 × 2048
- Normal maps use OpenGL (+Y)
- Hair Base Color includes alpha
- No Roughness, Metallic, or AO maps are included
- Eyes use shader values only
Known Issues / Limitations
- Two
Extract3_003 mesh parts are unnamed by function and should be confirmed.
- No Roughness / Metallic / AO texture maps are supplied.
- Rig is not mapped to the Unreal Mannequin or Unity Humanoid out of the box; retargeting is expected.
-
.stl is reference geometry only and may not be print-solid; confirm manifold status before printing.
- Two
.blend files are included; Pharmacist-2.blend is the recommended main file.
- Exact Blender save version is not confirmed.
- Exact character height is approximately 1.8 m and should be verified.
- Exact deform-bone counts should be verified against the source file.