FREEcommercial use · no sign-up

Airline Pilot

A full-body airline captain at 171 cm in a navy four-stripe uniform with a white shirt, navy tie and polished black flats, holding a black flight bag in a neutral A-pose. Every mesh and every 4K PBR texture is generated procedurally in code.

Airline Pilot 3D model

Left rail: colours and the 3 knobs the agent wrote into this model — they rebuild the geometry and go into your download. Right rail: looks for the viewer. Drag to orbit, scroll to zoom.

Triangles
148,200
Vertices
84,092
Meshes · materials
14 · 14
Size (W × H × D)
1.3 m × 1.7 m × 44 cm
File
GLB · 17.2 MB
Animation
Static
Collection
Characters

Palette · named materials

  • skin#b47f60
  • uniform-navy#1b2641
  • shirt#ecebe5
  • tie#17223a
  • gold#d8b26a
  • leather#0f0f11
  • hair#2c1b11
  • iris#62401f

Use it

import { GLTFLoader } from "three/addons/loaders/GLTFLoader.js";

const gltf = await new GLTFLoader().loadAsync(
  "https://assets.stoicsoft.com/1designtool/3d/models/airline-pilot/a64ca74754/model.glb"
);
scene.add(gltf.scene); // metres, +Y up, front faces +Z

How it was made

The brief given to 1DesignTool's “3D object” template:

A realistic full-body 3D character: a Latina woman in her early 40s, athletic, 171 cm tall. Brown eyes, defined eyebrows, warm olive skin with visible pores and a few fine lines. Dark brown hair in a low neat bun, modelled as hair cards. Clothing: a navy pilot uniform jacket with four plain gold sleeve stripes and plain gold buttons (no wings badge, no airline insignia), a white shirt with a navy tie, navy trousers, polished black flat shoes, an aviator watch, and a black flight bag held by its handle. Pose: neutral A-pose, arms at 45 degrees, fingers slightly spread, feet shoulder-width apart, neutral facial expression, mouth closed. Technical: 120,000 to 150,000 triangles total, with density concentrated in the face, hands and clothing folds. Clean quad-dominant topology with edge loops around the eyes, mouth, shoulders, elbows, knees and fingers so it deforms well when rigged. Separate meshes for body, eyes, teeth, hair and each clothing layer. Real-world scale in metres, origin at ground level between the feet. PBR textures at 4K: base colour, normal, roughness, metallic, ambient occlusion. No baked lighting or shadows in the base colour. No logos, brand names or readable text anywhere.
  • Agent: Claude Code · Claude Opus 5.5 in 1DesignTool
  • Generation: 30.32M tokens (98% cached) · ≈ $12.25 at API prices
  • Direction: Realistic · family characters
  • three-check PASS · glb-lint PASS
Make your own with 1DesignTool →

Named parts · 15

  • Airline Pilot
  • Body
  • Eyes
  • Corneas
  • Teeth
  • Hair
  • Brows and lashes
  • Shirt
  • Tie
  • Jacket
  • Sleeve stripes and buttons
  • Trousers
  • Shoes
  • Aviator watch
  • Flight bag

Note: Review fix (this delivery): the head mesh was rebuilt. The face is now a loft of keyed horizontal sections (forehead, cheekbones, jaw, chin) with explicit relief for the brow ridge, nose bridge, tip, alae, columella and nostrils, a philtrum, both lips with a vermilion border, white roll, Cupid's bow and corners, nasolabial folds, cheekbones with a hollow below, and a chin and jawline. Proportions: eyes on the vertical midline of the head (eye centres 4 mm above the crown-to-chin midpoint), 63 mm between pupils, a 28 mm fissure, and inner corners about one eye-width apart. Lids are a shell resting on the globe with a rounded lid margin and an upper-lid crease. The eye and mouth patches carry 8 and 9 concentric edge loops that run the full length of the fissure and lip line. Brows and lashes are now individual alpha cards with a strand texture: 112 short strand cards per brow follow the natural growth pattern, and 24 upper and 13 lower clumped lash cards per eye are rooted on the lid margins. The skin maps were rebaked for the new face (warm olive base, pores, freckles, fine lines, lip colour on the new vermilion, a closed-lip seam). The uniform, bun, flight bag and every other mesh are unchanged from the previous delivery. Triangles: 148,200 total (built as 73,548 quads + 1,104 triangles, 98.5% quads, triangulated only for export). Per mesh: body 56,720 (head and neck about 30.7k, both hands 7.5k, the hidden torso, arms and legs about 18.5k), jacket 30,140, hair 13,920, trousers 13,712, shirt 11,000, shoes 5,048, bag 3,924, eyes 3,680, gold trim 2,904, brows and lashes 1,788, teeth 1,568, tie 1,416, corneas 1,344, watch 1,036. Edge loops run around the eyes, mouth, shoulders, elbows, knees, wrists and every finger joint. Textures: 65 PNG maps at 4096x4096 in textures-4k/<mesh>_<map>.png: base colour, normal, roughness, metallic and ambient occlusion for each of 13 materials. They are baked in code from world-space noise (tools/bake.mjs) with ray-traced ambient occlusion, and the base colour holds no lighting or shadow. The GLB embeds 2048x2048 copies: 38 JPEG plus the hair/brow/lash base colour as an RGBA PNG. In the GLB, roughness, metallic and ambient occlusion are packed into one standard ORM texture per material. model.glb is 18.0 MB. Honest limits: the face is a procedural sculpt, not a scan. It reads as a plausible adult woman with a neutral expression but not as a photographic likeness. The ears are unchanged from the previous delivery and stay fairly flat. At full-body distance the fine brow and lash strands thin out under alpha-testing with mipmaps. Skin has no subsurface scattering (glTF metallic-roughness only). The mesh is rig-ready but ships unrigged, with no skin weights, blend shapes or clips. Hair is static alpha-tested cards (about 220 cards over a scalp cap), and the low bun is a card-wrapped core with no simulation. Cloth folds are sculpted into the geometry, not simulated. Corneas are alpha-blended rather than refractive. Because the right hand grips the bag handle, only the left hand shows slightly spread fingers. Body skin under the clothes is pulled in by 5 mm so it never shows through. The teeth are modelled but hidden behind the closed lips. The kit's part-id grammar forbids a hyphen in the root segment, so ids use 'airlinepilot.*' rather than 'airline-pilot.*'. heightMeters is the bounding height including hair (the skull top is at 1.709 m). The height parameter scales uniformly, and textures stay aligned for every parameter because UVs come from construction parameters. glb-lint: 0 errors and 4 advisory warnings: the direction triangle and material budgets (both overridden in design-plan.md), the brows sharing the hair material (the exporter writes a second copy), and bounding-box nesting (eyes in the head, clothes over the body), which is intentional. Its overall verdict line reads UNVERIFIED only because no requirements contract was supplied. fixRounds counts the two earlier verify rounds plus this review round. No logos, insignia, wings badge or readable text: the watch dial has bar indices only.

About the Airline Pilot 3D model

Airline Pilot is a free realistic 3D model from the Characters set. It measures 1.3 m × 1.7 m × 44 cm (W × H × D) at real-world scale and is built from 148,200 triangles across 14 meshes, with 15 named parts. Download the 17.2 MB GLB and drop it into three.js, React Three Fiber, Godot or Blender — free for commercial use, no attribution required.

Is the Airline Pilot 3D model free for commercial use?
Yes. It is free under the 1DesignTool 3D library license: use it in personal and commercial work — games, apps, websites, renders, ads and client projects — and modify it as you like, with no credit required. What you can't do is re-sell or re-distribute the file on its own or inside a model pack.
What file format is it, and how big is it?
A single binary glTF 2.0 file (.glb), 17.2 MB: 148,200 triangles, 84,092 vertices and 14 materials, modelled in metres at 1.3 m × 1.7 m × 44 cm.
Can I animate Airline Pilot?
It ships as a static mesh. Its 15 named parts are separate nodes, so you can move or animate each one in your engine.
Which engines and tools can open it?
Anything that reads glTF 2.0. three.js, React Three Fiber, Babylon.js, Godot 4 and Blender import the GLB directly; Unity and Unreal Engine load it through their glTF importers. The snippets above show the exact code for three.js, React Three Fiber, Godot and Blender.
How was the Airline Pilot 3D model made?
Claude Code (Claude Opus 5.5) generated it inside 1DesignTool's 3D template from a written brief, then the design kit's checks verified the geometry and the GLB before it was published. You can make your own the same way with 1DesignTool.

Free under the 1DesignTool 3D library license. Model #11 of 1218.