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Carpenter

A broad, 186 cm Scandinavian carpenter in his mid 40s with a greying ginger-blond beard, standing in a neutral A-pose. He wears a faded check flannel over a grey henley, a canvas tool apron with nails and a folding ruler, brown work trousers and leather boots.

Carpenter 3D model

Left rail: colours and the 4 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
146,384
Vertices
115,940
Meshes · materials
17 · 17
Size (W × H × D)
1.5 m × 1.9 m × 37 cm
File
GLB · 27.0 MB
Animation
Static
Collection
Characters

Palette · named materials

  • skin#D9A58C
  • beard#A4683A
  • hair#B08A58
  • iris#7E9FB4
  • flannel-red#8B453C
  • flannel-dark#3A3332
  • henley#8D8E8C
  • apron-canvas#B49A6E
  • trousers#6A4F37
  • boots#5A3A24

Use it

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

const gltf = await new GLTFLoader().loadAsync(
  "https://assets.stoicsoft.com/1designtool/3d/models/carpenter/ac18caf59b/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 Scandinavian man in his mid 40s, broad and solid, 186 cm tall. Pale blue eyes, a full ginger-blond beard with a few grey hairs, fair ruddy skin with freckles, visible pores and sawdust on the forearms. Shoulder-length sandy hair tied back, modelled as hair cards. Clothing: a faded red-and-black flannel shirt with rolled sleeves over a grey henley, a canvas carpenter's apron with nails and a folding ruler, worn brown work trousers with a hammer loop, leather work boots, and a flat carpenter's pencil tucked behind the ear. 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: 10.06M tokens (98% cached) · ≈ $4.45 at API prices · 5-hour plan +91%
  • Direction: Realistic · family characters
  • three-check PASS · glb-lint PASS
Make your own with 1DesignTool →

Named parts · 18

  • Carpenter
  • Body
  • Eyes
  • Corneas
  • Teeth
  • Hair
  • Beard
  • Beard tufts
  • Eyebrows and lashes
  • Henley
  • Flannel shirt
  • Carpenter's apron
  • Work trousers
  • Work boots
  • Buttons, rivets and buckle
  • Nails
  • Folding ruler
  • Carpenter's pencil

Note: Triangles: 146,384 total, measured on the exported GLB (body 63,440, shirt 18,696, trousers 15,224, hair 9,620, boots 8,784, hardware 5,240, apron 4,584, beard shell 4,380, beard tufts 4,592, rest in eyes, corneas, henley, teeth, brows, nails, ruler and pencil). Before triangulation the mesh is 96.3% quads (body 99%), built as quad grids and loops with edge loops around the eyes, mouth, shoulders, elbows, knees and fingers. 41% of the body's quads are in the head and face and 21% in the hands. Scale: metres, +Y up, facing +Z, origin on the ground between the feet, boot soles on y = 0. The barefoot body measures 1.858 m; the boots add 3.4 cm, and the overall bounds reach 1.90 m with the hair. Textures: every map is procedural. 4096x4096 PNG masters are in dist/textures-4k/<set>_{basecolor,normal,roughness,metallic,ao}.png: 12 material sets, 60 files. The GLB embeds 2048x2048 copies: JPEG base colour, normal and packed occlusion/roughness/metallic, plus PNG with alpha for the hair and beard cards; 33 images, model.glb is 28.3 MB. The base colour has no baked lighting; occlusion lives only in the AO map. Metallic is non-zero only on the props set (buttons, rivets, buckle, nails, ruler hinges). Texture sets are per material, not per mesh: 'props' is shared by nails, ruler, pencil and hardware; 'hair' is shared by hair, beard tufts and brows/lashes. The corneas render with a clear physical material and use no textures in the GLB; their 4K maps are still delivered. Honest limits: (1) This is a sculpted-in-code realistic human, not a scan. The face reads as stylised-realistic rather than photoreal, with slight pinching at the inner eye corners and finger webs. (2) The hair is alpha-tested cards, and the beard is a shell with a strand texture plus cards and a moustache. At close range the crown cards still show patchy, brushy shading, and there is no strand-level hair. (3) Clothing folds are sculpted into the geometry, not cloth-simulated. The layers are separate meshes with real thickness that nest closely, which is why glb-lint's heuristic reports bounding-box overlaps. (4) There is no skeleton, skin weights or blendshapes: the topology is rig-ready, but the model is not rigged. (5) Textures are baked for the default parameters. Topology is identical at every parameter value, so the same atlas is reused and maps stretch slightly at the extremes of height and build. (6) There are no logos or readable text anywhere; the folding ruler carries tick marks only. glb-lint shows 0 errors and 4 warnings. Two of them come from the base direction mannequin-figure's defaults (6 materials, 80k triangles); design-plan.md overrides both, but glb-lint does not read overrides. The other two are heuristics: one material per mesh shared by role, and nested clothing layers. three-check: PASS, 22/22.

About the Carpenter 3D model

Carpenter is a free realistic 3D model from the Characters set. It measures 1.5 m × 1.9 m × 37 cm (W × H × D) at real-world scale and is built from 146,384 triangles across 17 meshes, with 18 named parts. Download the 27.0 MB GLB and drop it into three.js, React Three Fiber, Godot or Blender — free for commercial use, no attribution required.

Is the Carpenter 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), 27.0 MB: 146,384 triangles, 115,940 vertices and 17 materials, modelled in metres at 1.5 m × 1.9 m × 37 cm.
Can I animate Carpenter?
It ships as a static mesh. Its 18 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 Carpenter 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 #15 of 1186.