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Beekeeper

A 172 cm beekeeper in her early sixties, with cropped silver hair and freckled, weathered skin. She wears a white bee jacket with its round mesh veil unzipped and pushed back behind her head, tan canvas trousers tucked into green rubber boots, gauntlets clipped to her belt and a dented smoker on a belt hook. Static A-pose, procedurally modelled and textured.

Beekeeper 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
149,170
Vertices
90,456
Meshes · materials
13 · 13
Size (W × H × D)
1.4 m × 1.7 m × 52 cm
File
GLB · 17.3 MB
Animation
Static
Collection
Characters

Palette · named materials

  • skin#c4927a
  • iris#8fb0c8
  • hair#b9b7b2
  • cotton-white#e6e3da
  • veil-mesh#141416
  • canvas-tan#a88d62
  • rubber-green#3d5a38
  • leather-belt#5c3920
  • leather-gauntlet#a07447
  • smoker-steel#9e9e98

Use it

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

const gltf = await new GLTFLoader().loadAsync(
  "https://assets.stoicsoft.com/1designtool/3d/models/beekeeper/d151e4c668/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 female beekeeper in her early 60s, tall and wiry, 172 cm tall. Pale blue eyes, freckled weathered skin with fine wrinkles and visible pores, a calm face. Short cropped silver hair, modelled as hair cards. Clothing: a white cotton bee jacket with a zip-up mesh veil pushed back off the face, the fabric slightly stained with wax and propolis, elasticated cuffs, tan canvas trousers tucked into green rubber boots, thick leather gauntlets clipped to the belt, and a dented metal bee smoker hanging from a hook on the belt. 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: 6.93M tokens (96% cached) · ≈ $4.32 at API prices · 5-hour plan +23%
  • Direction: Realistic · family characters
  • three-check PASS · glb-lint PASS (0 errors, 3 warnings; verdict unverified without a requirements contract)
Make your own with 1DesignTool →

Named parts · 14

  • Beekeeper
  • Body
  • Eyes
  • Corneas
  • Teeth
  • Hair, brows and lashes
  • Bee jacket
  • Round veil (brim, crown, netting)
  • Zips, buckle, hook and snaps
  • Canvas trousers
  • Rubber boots
  • Belt
  • Leather gauntlets
  • Bee smoker

Note: Triangles: 149,170 in total, measured in the exported GLB and within the 120k–150k brief. Body 61,606 (about 28k in the head and face, 4.4k in the ears, 5.3k in the hands), jacket 26,416, trousers 13,344, hair cards 10,004, boots 8,080, gauntlets 6,914, veil 5,328, eyes 4,080, belt 3,634, smoker 3,548, hardware 2,600, corneas 2,160, teeth 1,456. Before triangulation the topology is 99.6% quads. The tube and grid meshes (body, jacket, trousers, boots, belt, veil) have edge loops at the eyes, mouth, shoulders, elbows, knees, wrists and every finger joint. The gauntlets are a surface-nets isosurface: all quads, but without loop flow. Scale is metres, +Y up, facing +Z, with the soles on y = 0 and the origin between the feet. The body is 1.72 m to the crown and the hair top reaches 1.732 m. Hair: short cropped silver hair built from about 1,890 alpha-tested strand cards in three layers. A short, dense under-coat lies flat, a longer top-coat lifts off the crown, and sparse fine wisps feather the hairline at the forehead, temples and nape; fringe cards shorten toward the forehead. The strand atlas has clumped, tapering strands with gaps between clumps, and its columns run from near-white to pepper-grey. A grey stubble tint in the scalp's base colour fills the gaps. Brows and lashes are cards too. Veil: a round veil, unzipped at the front and pushed back. A fabric-bound brim (rolled wire-hoop edge, topstitched rings) and a soft cotton crown hang behind the head on the upper back, crown facing back. The dark knitted netting is gathered from the brim's rim down to a cotton band, which is zipped onto the jacket's stand collar with modelled zip pulls at the two open front ends. The netting has real holes in the base-colour alpha (glTF alphaMode BLEND), with a faint smoky backing; holes are discarded in the web scene so they never write depth. Skin: warm weathered base with sun-exposed tone, dense freckles and age spots, pores and crepey micro-creases in both the base colour and the normal map, and forehead, crow's-foot, under-eye, upper-lip and neck lines in the normal map. Textures: base colour, normal, roughness, metallic and AO for all 13 meshes are generated procedurally in JS (tools/bake.mjs, assets/three/bee/texgen.js). They are written at 4096² to textures-4k/<mesh>_<map>.png (65 files, 145 MB). The hair and veil base colours carry alpha. The GLB embeds 2048² copies: JPEG base colour (PNG with alpha for hair and veil), JPEG normal, and AO/roughness/metallic packed into one JPEG ORM texture. The GLB is 18.1 MB. Base colour holds albedo only, with no lighting or shadow; geometric AO is ray-marched per vertex and stored in the AO map. There are no logos, labels or text. Honest limits: this is a code-sculpted approximation, not scan fidelity. The face is calm and plausibly a weathered woman in her sixties, but it reads lean and somewhat androgynous. The chin and lips are simplified and the profile is flat below the nose. Pores, freckles and fine wrinkles live in the maps, not the geometry. Hair is static cards with no simulation and reads light silver under bright studio light. The veil brim is a stiff modelled shape; the netting gathers are sculpted, not simulated drape, and look somewhat crumpled where they meet the collar under the chin. Fine netting can show screen-space moiré at some distances. There is no rig, skin weights or blend shapes: the topology is rig-ready, but the asset is not rigged. Hidden body regions under the clothes stay modelled because the brief asks for a separate full body mesh. glb-lint reports 0 errors and 3 expected warnings: 13 materials and 149k triangles exceed the mannequin-figure defaults that design-plan.md overrides, plus intended nesting such as the eyes and teeth inside the head. Its verdict is 'unverified' only because no requirements contract exists.

About the Beekeeper 3D model

Beekeeper is a free realistic 3D model from the Characters set. It measures 1.4 m × 1.7 m × 52 cm (W × H × D) at real-world scale and is built from 149,170 triangles across 13 meshes, with 14 named parts. Download the 17.3 MB GLB and drop it into three.js, React Three Fiber, Godot or Blender — free for commercial use, no attribution required.

Is the Beekeeper 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), 17.3 MB: 149,170 triangles, 90,456 vertices and 13 materials, modelled in metres at 1.4 m × 1.7 m × 52 cm.
Can I animate Beekeeper?
It ships as a static mesh. Its 14 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 Beekeeper 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 #82 of 1378.