Stylized Butcher Man Character With Cleaver

Salman Animator in Weapons & Armor


Stylized Butcher Character 3D Model, Documentation


Stylized human butcher 3D character with a complete outfit, cleaver prop, Auto-Rig Pro-style humanoid rig, facial controls, finger and toe controls, facial shape keys, and baked animation clips.

Includes Blender, FBX, GLB, and OBJ/MTL formats with 18 materials, 2K–4K texture maps, and a separate texture archive.

Key Features

  • Stylized human butcher character

  • Complete butcher outfit

  • Cap, shirt, trousers, strap/harness and corded amulet

  • Cleaver prop included

  • Auto-Rig Pro-style humanoid rig

  • IK/FK arms and legs

  • Individual finger and toe controls

  • Detailed facial control rig

  • Facial corrective shape keys

  • Up to 12 named morph targets on the main head mesh

  • Separate 33-joint cleaver rope/strap rig

  • 18 materials

  • 2K–4K texture maps

  • 32 texture files in the texture archive

  • 27 embedded texture images in the GLB

  • 3 animation clips in the GLB

  • BLEND, FBX, GLB and OBJ/MTL formats

Technical Documentation

Included Files & Formats

Format Included File Purpose
BLEND stylized Character .blend Native editable Blender source
FBX stylized Character .fbx Rigged character interchange
GLB stylized Character .glb Self-contained glTF character with embedded textures and animation
OBJ + MTL stylized Character .obj + .mtl Static mesh workflow
Textures ZIP textures.zip 32 source texture files



Verified file sizes:

  • BLEND: approximately 352.6 MB

  • FBX: approximately 175.4 MB

  • GLB: approximately 232.0 MB

  • OBJ: approximately 7.1 MB

  • MTL: approximately 4.2 KB

  • Textures ZIP: approximately 269.6 MB

The native .blend file was present, but its internal scene structure could not be directly inspected because a functional Blender installation was unavailable during inspection.

Materials

The GLB contains 18 materials.

The material setup includes:

  • Base Color textures

  • Normal maps

  • Metallic/Roughness maps where used

  • Alpha-capable materials

  • Flat-color material values where no texture is assigned

The two materials flagged for alpha blending are:

  • topi

  • .HG_Teeth

The remaining materials are opaque.

The black material is the only material identified as single-sided. The other materials are double-sided in the GLB representation.

Material names include:

  • face

  • body

  • hand and feet

  • topi

  • scleraBright.001

  • irisBlue.001

  • pupil.001

  • .HG_Teeth

  • pant

  • shirt

  • taweez

  • rope

  • Wood

  • Leather

  • _cleaver01___Default

  • mettal

  • black

The original Blender shader-node graph could not be inspected directly, so the documented material information is based on the exported GLB and MTL data.

Textures

The texture archive contains 32 files in the textures/ folder.

The GLB contains 27 embedded texture images used by its 18 materials.

Texture resolutions range from 2048×2048 to 4096×4096.

Examples include:

Texture Resolution Type
face_Base_Color 4096×4096 Base Color
face_Normal_OpenGL 4096×4096 Normal
face_Roughness 4096×4096 Roughness
body_Base_Color 2048×2048 Base Color
body_Normal_OpenGL 2048×2048 Normal
shirt_Base_Color 2048×2048 Base Color
shirt_Normal_OpenGL 2048×2048 Normal
pant_Base_Color 2048×2048 Base Color
pant_Normal_OpenGL 2048×2048 Normal
Wood_albedo 4096×4096 Base Color
Wood_normal 4096×4096 Normal
Leather_albedo 4096×4096 Base Color
Leather_normal 4096×4096 Normal
Cleaver Base Color 4096×4096 Base Color
Cleaver Normal 4096×4096 Normal
Cleaver Metallic/Roughness 4096×4096 Metallic/Roughness

Additional maps in the texture archive include:

  • Ambient Occlusion

  • Transmission

  • Separate opacity

  • Additional normal and roughness maps

  • EXR bump source

No texture explicitly labeled as Displacement, Height, or Emission was found.

Normal maps labeled OpenGL use the OpenGL convention. A DirectX-based workflow may require green-channel adjustment.

Rig

The main character uses an Auto-Rig Pro-style humanoid rig, identified through its exported bone naming structure.

The main character skin uses 761 joint nodes.

The rig provides:

  • IK/FK arms

  • IK/FK legs

  • Spine controls

  • Head and neck controls

  • Hand controls

  • Individual fingers

  • Individual toes

  • Facial controls

  • Eyelid controls

  • Eyebrow controls

  • Lip controls

  • Jaw controls

  • Tongue controls

  • Teeth controls

  • Nose controls

  • Ear controls

  • Cheek controls

The exported GLB contains 815 nodes matching the Auto-Rig Pro-style .x, .l, and .r naming pattern, including control, reference, deform and mechanism-related bones.

Secondary Prop Rig

A separate 33-joint weapon/prop skin is included for the cleaver's rope or strap.

It uses a tail/spline chain with controls such as:

  • c_tail_00.x through c_tail_14.x

  • c_tail_master.x

  • c_pos

  • c_traj

This system provides secondary movement for the cleaver's rope/strap.

Bones

The character has:

  • 761 main character skin joints

  • 33 weapon/prop joints

  • Full hand/finger chains

  • Full toe chains

  • Facial bone controls

  • Spine and neck chains

  • Arm and leg IK/FK chains

  • Root and trajectory controls

The rig contains extensive facial controls, including eyelids, lips, eyebrows, jaw, nose, cheeks, tongue, teeth and ears.

Animation

The GLB contains 3 animation clips:

Animation Approx. Duration Description
animation block 13.59 sec Main baked full-rig animation
Eh Single instant Static baked pose
Grabber_HandleAction 0.067 sec Short cleaver hand-grip action

The main animation block contains baked animation data across 762 nodes, with translation, rotation, scale and one shape-key weight channel.

Eh is a single-frame/static pose and should not be presented as a normal playable animation.

Grabber_HandleAction affects the Grabber_Handle object and contains a short translation action.

FPS and Blender-native frame-range information could not be verified from the GLB.

Shape Keys / Blendshapes

Shape keys are present on 5 meshes.

The main head mesh contains 12 named facial corrective morph targets, including controls for:

  • Under-eye areas

  • Left/right eyes

  • Smile controls

  • Lip raise/lower controls

Another body mesh contains 11 facial shape keys, including forehead, eye and smile controls.

Three additional meshes contain unnamed Key 1 shape keys.

Only the shape keys on body.002 are referenced by animation weight data in the supplied GLB. Other available shape keys can be adjusted manually.

UV

The real content meshes contain one UV channel using TEXCOORD_0.

No second UV channel was found.

No UDIM setup was detected, and the exported UV coordinates use standard single-tile 0–1 space.

UV stretching, overlaps and seam quality were not visually inspected.

Geometry

The GLB contains 106 mesh objects, including rig control/widget meshes. Of these, 16 are identified as real content meshes.

The main character mesh contains approximately:

  • 25,664 vertices

  • 47,116 triangles

Other character, outfit and prop meshes make up the remaining geometry.

The OBJ export contains:

  • 49,653 vertices

  • 34,870 UV coordinates

  • 48,304 normals

  • 51,467 faces

  • 14 named objects

No LOD meshes were found.

The source scene's modifier stack could not be directly inspected, so the use of Subdivision, Mirror, Geometry Nodes or other Blender modifiers was not independently confirmed.

Dimensions & Scale

The supplied files do not provide a verified real-world character height or complete scene-unit metadata.

Therefore, no specific character height should be assumed from the exported coordinates.

The FBX is reported with an original unit scale factor of 1.0, but the source Blender scene's exact unit-system configuration could not be independently verified.

Object Structure

The GLB contains several main scene groups, including:

  • weapon rig_grp

  • cs_grp.001

  • char_grp

  • Target_Empty

  • Grabber_Handle

Target_Empty contains the main character, outfit and prop hierarchy.

The GLB also contains numerous rig custom-shape objects used as visual control widgets.

No cameras or lights are present in the GLB.

Collections

Blender collections are not preserved as directly inspectable collection data in the exported GLB/OBJ files.

Because the native .blend scene could not be opened, its original Blender collection structure could not be verified.

Constraints

The exported files do not preserve the complete Blender constraint definitions.

The presence of IK/FK bone naming and Auto-Rig Pro-style control structures supports the supplied rig description, but the original Blender constraint graph was not directly inspected.

Drivers

Blender drivers are not preserved in GLB or OBJ exports.

The native .blend file was not opened, so the presence or absence of Blender drivers in the original scene could not be independently confirmed.

Cameras & Lights

No cameras or lights were found in the GLB.

The supplied files therefore do not provide a verified ready-made camera or lighting setup for rendering.

Whether the original .blend contains cameras or lights that were excluded during export could not be confirmed.


File Dependencies

GLB

The GLB is self-contained.

Its mesh, rig, animation data and 27 embedded images are stored inside the single GLB file.

OBJ

The OBJ depends on its MTL file and external textures.

The MTL uses relative paths such as:

textures/

Extract textures.zip so the textures/ folder is available next to the OBJ/MTL files.

FBX

The FBX texture paths were not directly inspected. Depending on the importing application and saved paths, texture relinking may be required.

BLEND

The native Blender texture paths could not be inspected directly.


Import Workflow

Blender

  1. Open stylized Character .blend.

  2. Check that the texture paths are resolving correctly.

  3. Select the character armature.

  4. Enter Pose Mode.

  5. Test the IK/FK, finger, toe and facial controls.

  6. Preview the available animation actions.

  7. Edit materials, textures, shape keys or poses as required.

FBX

  1. Import the FBX.

  2. Enable armature and skinning import.

  3. Check the imported scale.

  4. Verify the skeleton hierarchy.

  5. Relink textures from textures.zip if required.

  6. Test the rig and any supported animation data.

The FBX was confirmed as a binary FBX with format version 7400, but its internal mesh/rig structure was not independently parsed during inspection.

OBJ

  1. Keep the OBJ and MTL together.

  2. Extract textures.zip.

  3. Place the textures/ folder beside the OBJ/MTL.

  4. Import the OBJ.

  5. Confirm the material textures are found.

The OBJ is a static mesh export and does not contain the rig, skinning, animation or shape keys.

GLB

  1. Import the GLB into a compatible glTF application.

  2. No external texture linking is required.

  3. Check the character rig and animation list.

  4. Preview animation block for the main animation.

  5. Use the embedded materials and textures directly.

The GLB contains the complete embedded texture and animation data in one file.


Software / Version Information

Verified metadata includes:

  • OBJ/MTL header: Blender 4.5.5 LTS

  • GLB generator: Khronos glTF Blender I/O v4.5.49

  • FBX binary format: 7400

These are metadata observations, not claims that the character was fully compatibility-tested in those versions.

Engine Workflow

The FBX and GLB formats can be used with applications that support those formats.

For real-time engines:

  • GLB provides a convenient self-contained option.

  • FBX provides a conventional rigged-character interchange option.

  • OBJ should be used when only static geometry is required.

Engine-specific behavior for materials, facial morphs, IK/FK systems, joint limits and animation retargeting was not independently tested.

The asset should therefore not be described as engine-tested or universally game-ready.


Customization

The character can be customized through its supplied materials, textures, rig and shape keys.

Possible workflows include:

  • Recoloring the outfit

  • Editing Base Color textures

  • Adjusting normal and roughness maps

  • Posing the character

  • Adjusting fingers and toes

  • Creating facial expressions

  • Editing available shape keys

  • Repositioning the cleaver

  • Adjusting the cleaver rope/strap rig

  • Editing the included animation

  • Creating new animations

  • Re-exporting to FBX or GLB

The package does not contain separate alternate outfit variants or additional character clothing sets.

Animation Workflow

  1. Open the native Blender file or import the GLB.

  2. Locate the available animation actions.

  3. Use animation block for the main approximately 13.6-second animation.

  4. Use Eh as a static pose reference.

  5. Use Grabber_HandleAction for the short cleaver-grip movement.

  6. Edit the animation as required.

  7. Export the edited character and animation using the required format.

Rig Workflow

  1. Select the main character rig.

  2. Enter Pose Mode.

  3. Use the c_ control bones.

  4. Pose the arms and legs with the available IK/FK systems.

  5. Adjust fingers and toes individually.

  6. Use the facial controls for expressions.

  7. Use shape keys where required.

  8. Select the separate weapon rig when adjusting the cleaver rope/strap.

  9. Keyframe the controls to create new animation.

Texture Workflow

  1. Extract textures.zip.

  2. Use the supplied texture files according to their material names.

  3. Relink missing images in Blender when necessary.

  4. Replace Base Color, Normal, Roughness or Metallic maps as required.

  5. Keep the correct 2K or 4K resolution for the material being edited.

  6. Repack resources into the Blender file if a self-contained .blend is desired.

Material Workflow

The main material names can be located in Blender's Material and Shading workspaces.

Materials with texture maps can be customized by replacing their image textures, while materials without Base Color textures use their material color values directly.

For real-time engines, verify the engine's PBR channel setup because material interpretation can vary between applications.


Troubleshooting

Textures are missing

For OBJ, extract textures.zip and keep the textures/ folder beside the OBJ/MTL files.

For Blender or FBX, relink missing texture paths when required.

Model appears grey

Check whether texture paths are broken. Some materials also use flat color values rather than Base Color textures.

Transparency looks incorrect

topi and .HG_Teeth use alpha blending in the GLB. Check the target application's alpha/blend settings.

Normal maps look wrong

The supplied OpenGL normal maps may require green-channel adjustment for applications using a DirectX normal convention.

Rig controls do not behave as expected

The complete Blender constraint and driver setup could not be inspected directly. Rig behavior may differ outside Blender or without the required rigging setup.

Shape keys are missing

OBJ does not support shape keys, and the supplied FBX does not contain them. Shape keys are available in the BLEND and GLB versions.

Animation is not playing

Use animation block for the main animation. Eh is a single static pose, while Grabber_HandleAction is only a very short prop-grip action.

Scale is incorrect

The supplied files do not provide a verified real-world character height. Check the target application's unit and import-scale settings.

GLB contains extra objects

The GLB contains many small rig custom-shape/widget meshes in addition to the character geometry. These may appear as extra objects in applications that import the complete scene hierarchy.


Known Limitations

  • No verified real-world character dimensions are provided.

  • No cameras or lights are present in the GLB.

  • OBJ is static and does not contain rigging, skinning, animation or shape keys.

  • The FBX's internal rig/material structure was not directly parsed during inspection.

  • The native Blender scene could not be opened for direct verification.

  • Blender collections, modifier stacks, constraints and drivers could not be fully verified from the exported files.

  • Only animation block is a normal multi-frame animation.

  • Eh is a single static pose.

  • Grabber_HandleAction is approximately 0.067 seconds.

  • Shape keys are present on 5 meshes, but only one mesh's shape-key weights are driven by supplied animation data.

  • The GLB contains 27 embedded images, while the texture archive contains 32 source texture files.

  • Some additional texture maps in the archive are not embedded in the GLB.

  • Specific game-engine compatibility and performance were not tested.

  • No README, PDF, TXT or separate documentation file was included in the supplied package.


Quick Start

For the most complete editing workflow, use the native BLEND file.

For a self-contained interchange file with embedded textures and animation, use GLB.

For a traditional rigged character transfer, use FBX.

For a static model, use OBJ + MTL with the extracted texture folder.


$4

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Details
Published 3 days ago
Blender Version 2.6x - 5.2
Render Engine Used Cycles, Eevee, Freestyle
Misc Data Rigged, Textured
License Royalty Free