Surgeon Rigged Stylized Doctor Character
Files
| File | Format | Rig | Materials | Notes |
|---|---|---|---|---|
Surgeon-1.blend |
Blender | ✔ Control rig | ✔ | Saved from Blender 5.1 header; UI screenshot shows 4.3.2. Exact version unconfirmed |
Surgeon-1.fbx |
FBX binary | ✔ Skinned skeleton | ✔ | Y-up, 551 nodes, no animation |
Surgeon-1.glb |
glTF 2.0 | ✔ Skin | ✔ | Y-up, 0 animations, 0 morph targets |
Surgeon-1.obj |
OBJ | ✘ | Via .mtl
|
Y-up, triangles + quads |
Surgeon-1.mtl |
MTL | — | 5 definitions | Paths point to textures/
|
Surgeon-1.stl |
STL | ✘ | ✘ | Print / CAD; manifold status unconfirmed |
textures.zip |
ZIP | — | — | Unzip so textures/ sits beside the model files |
Texture / Map List
All textures are 2048 × 2048.
| Material | Base Color | Normal |
|---|---|---|
| Skin | doctor body.jpg |
doctor body male_Normal_OpenGL.png |
| Scrubs | surgeon-1.jpg |
surgeon-1 normal.jpg |
| Shoes | shoes.jpg |
shoes-normal.jpg |
| Hair + Brows | hair-1_Base_color.png |
hair-1_Normal_OpenGL.png |
| Eyes | Shader colour only | No texture |
- Normal maps use the OpenGL convention.
- Hair Base Color contains alpha.
- No Roughness, Metallic, AO, or Opacity maps are included.
Import Steps
-
Blender: Open
Surgeon-1.blenddirectly. Rig and materials are ready. -
3ds Max / Maya / Cinema 4D: Import
Surgeon-1.fbx, set system units to metres/cm, and reconnect maps if required. - Unreal Engine: Import FBX as Skeletal Mesh with Import Normals. Create a material using Base Color + Normal and flip the green channel for the OpenGL normal maps.
-
Unity: Import
Surgeon-1.glbor.fbx. Use Generic rig; Humanoid mapping is currently unconfirmed. -
Godot: Import
Surgeon-1.glb. -
Substance 3D Painter / ZBrush / Marmoset: Import
Surgeon-1.obj. -
3D Printing: Load
Surgeon-1.stl, scale as needed, and check manifold status before slicing.
Scale & Orientation
- 1 unit = 1 metre
- Character height approximately 1.74 m
- Origin at floor level between the feet
-
.blend: Z-up - OBJ / FBX / GLB: Y-up
- A-pose with arms approximately 30–40° down from T
Rig Description
- Full-body IK/FK control rig in the
.blend - Rig name:
dco male rig_rig - Hand IK and foot IK
- Elbow and knee pole targets
- Root / COG control
- Spine and head FK
- FBX and GLB contain the skinned skeleton with 551 joints
- No animation
- No facial blendshapes
- Face/finger bone details and Mixamo/Humanoid retargeting are currently unconfirmed
Known Issues / Limitations
- Delivered mesh is the base cage: approximately 8,052 polygons / 15,545 triangles
- Previews use subdivision and smooth shading
- Only Base Color + Normal maps are supplied
- Normal maps are OpenGL; flip green channel for DirectX / Unreal workflows
- Cap, mask, and gloves sit over the full body mesh underneath; minor interpenetration is expected
- Body can be hidden if a lighter mesh is required
- OBJ and STL contain no rig
- STL contains no materials
- Eyes use shader-only material
- Teeth and tongue are simple low-detail geometry
-
.blendversion is unconfirmed; MTL header shows 5.1.1 while UI screenshot shows 4.3.2 - STL manifold / watertight status is currently unconfirmed
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