Red Muscle Giant Rigged Character Model

Salman Animator in Humans


Stylized Red Muscle Giant — 3D Character Documentation

1. Overview

A stylized muscular red giant character with a detailed body, facial features, hair, mustache, denim-style pants, and a fully rigged character setup.

The package includes Blender, FBX, GLB, and OBJ/MTL versions, along with the complete 27-file texture set and preview renders.

The character is suitable for character posing, animation work, rendering, visualization, and general 3D projects.


2. Included Files

File / Folder Format Purpose
.blend Blender Full source scene with character, rig, materials, and source actions
stylized inspired.fbx FBX Binary Rigged character with materials and k pose
stylized inspired.glb glTF 2.0 Self-contained character with PBR materials, rig, and pose
stylized inspired.obj OBJ Static mesh export
stylized inspired.mtl MTL Material definitions for the OBJ
textures.zip ZIP 27 source texture images

3. File Formats

BLEND

.blend contains the main source scene, including:

  • Character meshes

  • Materials

  • Rig

  • Source animation actions

  • Editable Blender scene data

The supplied .blend contains additional named actions such as  walk and  walk spine.

FBX

stylized inspired.fbx is a Binary FBX export containing:

  • Character mesh

  • Materials

  • Skin/armature

  • 813-joint rig structure

  • One exported action:  pose

GLB

stylized inspired.glb is a glTF 2.0 binary file containing:

  • Character mesh

  • PBR materials

  • Embedded textures

  • 813-joint skin

  • h pose animation

The GLB is the most self-contained option because its required textures are embedded.

OBJ + MTL

The OBJ version is a static mesh export.

It includes:

  • Mesh geometry

  • UVs

  • Material assignments

  • MTL material definitions

OBJ does not contain the character rig or animation.


4. Materials

The character uses 12 materials in the GLB.

Main material groups include:

  • body

  • face

  • arms_and_leg

  • hand_and_feet

  • pant

  • mustach

  • Material.001 / hair

  • .HG_Teeth

  • black

  • irisBlue.001

  • pupil.001

  • scleraBright.001

The materials use PBR-style shading.

The main body materials use Base Color, Normal, and Roughness information. Additional eye and teeth materials use dedicated maps for their appearance.

The pant and .HG_Teeth materials support transparency in the GLB.


5. Textures

A separate textures.zip archive contains 27 texture files.

The supplied texture set includes:

  • Base Color

  • Roughness

  • Normal

  • Opacity

  • Eye textures

  • Teeth/tongue textures

  • Eye bump/normal information

  • Eye transmission information

Examples include:

  • body_Base_Color.png

  • body_Roughness.png

  • body_Normal_OpenGL.png

  • face_Base_Color.png

  • face_Roughness.png

  • face_Normal_OpenGL.png

  • pant_Base_Color.png

  • pant_Opacity.png

  • pant_Normal_OpenGL.png

  • mustach_Base_Color.png

  • hair_Base_Color.png

  • TeethTongueSet_C_2K.png

  • TeethTongueSet_N_2K.png

  • scleraBright_albedo_2k.png

  • sclera_bump_2k.exr

  • blueIris_Albedo_2k.png

Normal maps are supplied in the OpenGL convention.


6. Rig

The character includes a large control rig named:

 rig_rig

The exported skin contains 813 joints.

The rig structure includes:

  • Root and trajectory controls

  • IK/FK-style limb chains

  • Finger controls

  • Toe controls

  • Spine and body controls

  • Facial and eyelid reference bones

  • Left/right side naming using .l and .r

Examples of control/bone naming include:

c_root.x
c_root_master.x
c_traj
c_pos
thigh_ik.l
thigh_fk.l
leg_ik.l
leg_fk.l

The package also contains cs_ custom control-shape objects used to visually represent rig controls in the viewport.


7. Bones

The exported character contains 813 joints.

The bone naming system uses several patterns, including:

  • c_ control bones

  • _ik IK-related names

  • _fk FK-related names

  • .l and .r side identifiers

  • Facial/eyelid reference bones

  • Finger and toe chains

  • Root, pelvis, and spine controls

The rig provides detailed control for body posing as well as smaller areas such as fingers, toes, and eyelids.


8. Animation

The FBX and GLB exports contain one animation/action:

 pose

This is a baked static pose, rather than a walking or looping animation.

The source k.blend also contains named actions including:

  • k pose

  • k walk

  • k walk spine

The additional walk-related actions were found in the source Blender file but were not included as exported animations in the FBX/GLB.

Therefore:

FBX/GLB: one static pose
BLEND: contains additional source actions


9. Shape Keys / Blendshapes

No shape keys, blendshapes, or morph targets were found in the supplied exports.

Facial and eyelid control is handled through the rig's bone structure rather than blendshape targets.


10. UV

The character is UV-mapped.

The OBJ contains:

  • 26,197 UV coordinate entries

  • One UV coordinate set in the OBJ structure

No second UV channel or UDIM setup was verified from the supplied files.

UV overlap and packing efficiency were not separately measured.


11. Geometry

The OBJ export contains:

  • 31,714 vertices

  • 31,758 polygon faces

  • 32,300 normals

  • 26,197 UV coordinates

The OBJ contains 9 named mesh objects:

  • body

  • body.001

  • upper_teeth

  • lowerteeth

  • tong

  • eyebrow

  • eyes

  • pant

  • hairs

The OBJ contains triangles, quads, and n-gons rather than being fully triangulated.

No dedicated LOD versions were identified in the supplied exports.


12. Dimensions & Scale

The OBJ bounding box measures approximately:

Axis Size
Width 1.856 units
Height 2.244 units
Depth 0.703 units

The supplied interchange files do not specify a confirmed real-world unit scale.

Do not assume the character is exactly 2.244 meters tall without checking the scene's unit settings in Blender.


13. Object Structure

The OBJ version is separated into individual named objects for major character parts.

The GLB contains the character meshes together with the rig and control structure.

The GLB contains:

  • 12 mesh nodes

  • 813 skin joints

  • Rig control/helper objects

  • Additional scene nodes

The OBJ version is intentionally simpler because it contains the static mesh without the rig.


14. Customization

The supplied files allow several customization options.

Materials

Materials can be recolored or replaced using the supplied texture maps or new textures.

Body Parts

Separate objects such as the following can be edited independently:

  • Hair

  • Mustache

  • Eyebrow

  • Pants

  • Eyes

  • Teeth

  • Tongue

Rig

The character can be posed using the included 813-joint rig in Blender.

Clothing

The pants are a separate object and can be hidden, recolored, or edited independently.

There is no modular clothing system included.


15. Material & Texture Workflow

In Blender

  1. Open k.blend.

  2. Select the required character object.

  3. Open the Material Properties or Shading workspace.

  4. Select the required material.

  5. Check the connected texture files.

  6. If textures are missing, use File → External Data → Find Missing Files.

  7. Select the extracted texture folder.

  8. Use Pack Resources if you want to embed the external resources into the Blender file.

Important

The source Blender file contains external texture references from the original computer, so textures may need to be relinked when the file is opened on another machine.


16. Import Workflow

Blender

  1. Open k.blend.

  2. Relink missing textures if required.

  3. Selet k rig_rig.

  4. Enter Pose Mode.

  5. Use the rig controls to pose the character.

FBX

  1. Import stylized k inspired.fbx.

  2. Enable animation import if required.

  3. Check the imported armature and materials.

  4. The exported animation is k pose.

OBJ

  1. Import stylized k inspired.obj.

  2. Keep the .mtl file in the same folder.

  3. Extract textures.zip.

  4. Make sure the texture paths match the MTL references.

  5. Remember that OBJ contains no rig or animation.

GLB

  1. Import stylizedk inspired.glb.

  2. The textures are embedded in the GLB.

  3. The character, skin, and k pose are included.

  4. No separate texture folder is required for the GLB.


17. Engine Workflow

No Unity, Unreal Engine, or Godot project files are included.

The provided FBX, OBJ, and GLB formats can be used as interchange files in applications that support those formats.

For game engines, materials may need to be rebuilt using the engine's own material system.

The 813-joint rig may also require skeleton mapping or retargeting depending on the target engine.

No specific engine version or real-time performance has been tested.


18. Troubleshooting

Textures are Missing

Extract textures.zip and relink the missing image files in Blender.

OBJ Looks Partially Untextured

Some Base Color textures are not connected through the OBJ/MTL export even though the corresponding texture files are included.

The GLB contains the PBR texture connections more completely.

No Walk Animation

This is expected for the FBX/GLB exports.

Only k pose was exported. The additional walk actions are present in the source .blend.

Rig Does Not Pose Correctly

Make sure you are selecting the actual rig controls rather than the cs_ custom-shape objects.

Scale Looks Different

The supplied files do not define a confirmed real-world unit scale. Check the import scale settings in your target application.

Blender Shows Missing Textures

Use:

File → External Data → Find Missing Files

and select the extracted texture folder.


19. Compatibility

Included

  • Blender source

  • Binary FBX

  • OBJ + MTL

  • glTF 2.0 GLB

  • PNG/EXR textures

Format Compatibility

The FBX, OBJ, and GLB files are intended for applications supporting their respective standard formats.

Not Included

  • Unity project

  • Unreal Engine project

  • Godot project

  • .blend addon package

  • .stl

  • .dae

  • .abc

  • .usd / .usdc

  • .max

  • .ma / .mb



20. Quick Start

For the easiest preview:
Import the GLB. Its textures are embedded and the rig and exported pose are included.

For full editing:
Open k.blend in Blender.

For game/engine workflows:
Start with FBX or GLB and rebuild/adjust materials and skeleton settings for the target application.

For a static mesh:
Use the OBJ + MTL and the supplied texture archive.


21. Known Limitations

  • FBX and GLB contain only the exported k pose static pose.

  • Additional walk actions are available only in the source .blend.

  • No shape keys or blendshapes are included.

  • OBJ is mesh-only and contains no rig or animation.

  • Some OBJ/MTL Base Color connections are incomplete; the texture files are still included.

  • The Blender source may require texture relinking on another computer.

  • Real-world scale is not confirmed.

  • No engine-specific project files are included.

  • No dedicated LOD files were identified.

$4

Have questions about this product?
Login to message

Details
Published 5 days ago
Blender Version 2.6x - 5.2
Render Engine Used Cycles, Eevee, Freestyle
Misc Data Rigged, Textured
License Royalty Free