Stylized Cartoon Pig 3D Rigged Character

Salman Animator in Characters


Documentation

1. Overview

This stylized pig/boar character is a rigged 3D model designed for animation, posing, rendering, and general 3D production.

The character features curled tusks, floppy ears, a curled tail, and stylized skin details. The native Blender file includes the character meshes, materials, textures, armature, custom rig controls, camera, and scene setup.

The model is supplied in Blender, FBX, OBJ, and GLB formats, with the original PNG textures included separately in a ZIP archive.


2. Included Files

Main Files

  • pig.blend — Native Blender scene with the character, rig, materials, and scene setup

  • pig.fbx — FBX export for use in other 3D applications

  • pig.obj — Static OBJ mesh

  • pig.mtl — Material file used by the OBJ

  • pig.glb — glTF 2.0 binary with mesh, rig, materials, and embedded textures

  • textures.zip — 5 source PNG textures


3. File Formats

Format Included Use
Blender .blend Yes Full native scene and rig workflow
FBX .fbx Yes Character and rig interchange
OBJ .obj + .mtl Yes Static mesh workflow
GLB .glb Yes Mesh, rig, materials, and embedded textures
PNG Yes Source texture maps

The OBJ format is static and does not contain the character rig or animation.


4. Materials

The model contains 7 materials:

  • pig body — Main body material with base color and normal maps

  • Material.004 — Dark flat-color material

  • seeng — Tusks/horn material with base color and normal maps

  • eyes — Eye material with base color

  • Material.002 — Flat-color material used on teeth

  • Material.003 — Flat-color material used on teeth

  • Material.001 — Tongue material

The materials use a standard PBR-style metallic/roughness setup in the GLB export.

The supplied materials use:

  • Metallic: 0.0

  • Roughness: 0.5

The main textured areas use the supplied PNG maps, while several smaller materials use direct color values instead of texture maps.


5. Textures

The package includes 5 PNG textures, all at 1024×1024 resolution:

Texture Type Use
pig body_Base_color.png Base Color Main body
pig body_Normal_OpenGL.png Normal Main body surface detail
seeng_Base_color.png Base Color Tusks
seeng_Normal_OpenGL.png Normal Tusks
eyes_Base_color.png Base Color Eyes

No separate roughness, metallic, AO, height/displacement, or emission texture maps are included.


6. Rig

The character includes a full deformation rig with 496 exported joints.

The rig uses Auto-Rig Pro-style naming and control structures and includes custom controls for posing the character.

Main Rig Features

  • IK/FK leg controls

  • Foot roll and foot bank controls

  • Pole controls

  • Leg stretch controls

  • 4-segment spine

  • 6-segment tail

  • Root and COG controls

  • Head and neck controls

  • Jaw controls

  • Lip controls

  • Eyelid controls

  • Eyebrow controls

  • Cheek controls

  • Nose controls

  • Ear controls

  • Eye aim/tracking controls

  • Teeth controls

  • Tongue controls

The facial setup is primarily bone-based, allowing the face to be posed using the supplied rig controls.


7. Bones

The exported GLB contains a 496-joint skin.

The rig includes bones for:

  • Legs and feet

  • Toes

  • Spine

  • Tail

  • Neck and head

  • Jaw

  • Teeth

  • Tongue

  • Lips

  • Eyelids

  • Eyebrows

  • Ears

  • Eyes

  • Cheeks

  • Nose

  • Root and COG

The Blender source may contain additional helper/reference bones that are not counted in the exported deformation-joint total.


8. Animation

No finished character animation clips are included in the supplied GLB.

The character is supplied with a rig so you can create your own:

  • Walk cycles

  • Run cycles

  • Idle animations

  • Facial movements

  • Tail movement

  • Custom poses

  • Character actions

A CameraAction data block is present in the Blender source, but it should not be treated as a character animation.


9. Shape Keys / Blendshapes

No product-specific facial blendshape set was confirmed.

A default Basis shape-key reference was found, but no separate facial blendshape library such as blink, smile, or viseme keys was identified.

Facial posing is therefore intended to be handled through the supplied facial bone controls.


10. UV

Each character mesh uses a single UV map.

The exported GLB uses TEXCOORD_0, with no second UV channel identified.

No UDIM texture setup was found.


11. Geometry

The GLB export contains approximately 13,782 vertices and 24,264 triangles across the six character mesh objects.

The main objects are:

  • Body

  • Tusks

  • Eyes

  • Lower teeth

  • Upper teeth

  • Tongue

The OBJ version contains the same character components in a non-triangulated mesh representation.


12. Customization

The character can be customized through the supplied materials, textures, and rig.

Materials

You can change the colors of the supplied materials directly in Blender.

Textures

The PNG textures can be edited or replaced using an image editor and then reloaded in Blender.

Posing

Use the supplied rig controls in Pose Mode to change the character's body, tail, facial expressions, ears, eyes, and other supported areas.

Animation

New animations can be created from scratch using the included rig.


13. Texture Workflow

The original textures are supplied inside:

textures.zip

To edit a texture:

  1. Extract the ZIP archive.

  2. Open the required PNG in an image editor.

  3. Edit or repaint the texture.

  4. Save the updated texture.

  5. Reload it in Blender.

  6. Pack the textures into the .blend file if you want a self-contained Blender project.

For missing texture links in Blender, use:

File → External Data → Find Missing Files

and select the folder containing the extracted textures.


14. Material Workflow

To edit the materials in Blender:

  1. Open the .blend file.

  2. Select the character object.

  3. Open the Shading workspace.

  4. Select the required material.

  5. Adjust the Base Color or texture connection.

  6. Adjust roughness and other PBR values as needed.

The main textured materials are:

  • pig body

  • seeng

  • eyes

The remaining materials primarily use direct color values.


15. Blender Workflow

For the most complete workflow, use the native:

pig.blend

Recommended steps:

  1. Open the file in Blender.

  2. Check the character and materials.

  3. Select the rig armature.

  4. Enter Pose Mode.

  5. Use the custom rig controls to pose the character.

  6. Edit materials or textures if required.

  7. Create animation if needed.

  8. Export to FBX or GLB for another application.

The source file contains Blender 4.2 metadata.


16. FBX Workflow

Use the supplied pig.fbx when you need a rigged character in an application that supports FBX.

Basic workflow:

  1. Import the FBX.

  2. Check the character scale and orientation.

  3. Check the skeleton.

  4. Assign or relink textures if required.

  5. Review the materials.

  6. Set up animation or retargeting as needed.

Exact FBX behavior can vary between applications, especially for rig controls, IK systems, materials, and texture paths.


17. OBJ Workflow

The OBJ version is intended for static mesh workflows.

Files required:

  • pig.obj

  • pig.mtl

  • Texture files from textures.zip

Keep the OBJ and MTL together.

For the textures, extract the ZIP and place the texture folder beside the OBJ/MTL files. If the normal maps do not automatically load, assign them manually in the material settings.

Important: OBJ does not contain the character rig or animation.


18. GLB Workflow

The supplied pig.glb contains:

  • Character mesh

  • Materials

  • Embedded PNG textures

  • 496-joint skin/armature

The textures are embedded inside the GLB, so a separate texture folder is not required when using this format.

No character animation clips are included in the GLB.


19. Scene Setup

The Blender scene includes the character, rig, camera, and lighting-related scene elements.

An external forest.exr HDRI is referenced by the original Blender scene but is not included in the package. This affects scene lighting only and is not required for the character itself.

If the HDRI is missing when opening the scene, you can replace it with your own environment texture or lighting setup.


20. Compatibility

The asset is supplied in widely supported formats:

  • Blender: Native .blend source

  • FBX: Character interchange

  • OBJ: Static mesh workflows

  • GLB/glTF: Mesh, rig, materials, and embedded textures

Compatibility with individual engines or applications may vary. When moving the rig outside Blender, IK controls and other rig-specific behavior may require additional setup or retargeting.


21. Known Limitations

  • No verified character animation clips are included.

  • No separate facial blendshape library was confirmed.

  • OBJ texture paths may require manual texture relinking.

  • The external forest.exr HDRI is not included.

  • Real-world meter/centimeter scale is not explicitly confirmed.

  • FBX rig and material behavior can vary depending on the receiving application.


22. Quick Start

For Blender

Open → Check Textures → Select Rig → Pose → Customize → Animate → Export

For GLB

Import pig.glb → Check Materials → Check Skeleton → Use in your GLB-compatible workflow

For OBJ

Place OBJ + MTL together → Extract Textures → Import OBJ → Relink Textures if Needed

For FBX

Import FBX → Check Scale/Orientation → Check Skeleton → Relink Materials/Textures if Needed


23. Recommended Workflow

For the best editing experience, use the native Blender file.

Import → Materials → Rig → Pose → Customize → Animate → Export

The Blender source provides the most direct access to the character's rig, materials, textures, scene setup, and custom controls.

$4

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Details
Published 6 days ago
Blender Version 2.6x - 5.2
Render Engine Used Cycles, Eevee, Freestyle
Misc Data Rigged, Textured
License Royalty Free