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Firefighter

A realistic full-body Māori firefighter, 1.88 m tall, in tan turnout gear with yellow-silver reflective bands, red suspenders over a navy t-shirt, black rubber boots and gloves clipped to the coat, holding a plain yellow helmet under his left arm in a neutral A-pose.

Firefighter 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
146,624
Vertices
104,591
Meshes · materials
14 · 14
Size (W × H × D)
1.5 m × 1.9 m × 42 cm
File
GLB · 15.4 MB
Animation
Static
Collection
Characters

Palette · named materials

  • skin#845840
  • hair#151210
  • turnout-shell#b79b68
  • trim-yellow#d4de2c
  • trim-silver#c8cac8
  • tshirt#1c243c
  • suspenders#a81e1c
  • boots#141415
  • gloves#7a542e
  • helmet#eeba16
  • hardware#b2b2ae

Use it

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

const gltf = await new GLTFLoader().loadAsync(
  "https://assets.stoicsoft.com/1designtool/3d/models/firefighter/d39aa9b094/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 Māori man in his early 30s, powerfully built, 188 cm tall. Dark brown eyes, a short black beard, warm brown skin with visible pores, soot smudges on the forehead and cheeks. Short black hair, modelled as hair cards, with a helmet held under one arm. Clothing: tan structural turnout coat and trousers with reflective yellow-silver bands, red suspenders over a navy t-shirt visible at the open collar, heavy black rubber boots, thick leather gloves clipped to the coat, and a plain yellow helmet with no badge or numbers. 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: 51.44M tokens (98% cached) · ≈ $22.80 at API prices · 5-hour plan +54%
  • Direction: Realistic · family characters
  • three-check PASS · glb-lint PASS (0 errors, 4 warnings; verdict UNVERIFIED — no requirements contract)
Make your own with 1DesignTool →

Named parts · 14

  • Firefighter
  • Body
  • Eyes
  • Teeth
  • T-shirt
  • Turnout trousers
  • Turnout coat
  • Hair
  • Beard
  • Suspenders
  • Rubber boots
  • Leather gloves
  • Helmet
  • Clips and buckles

Note: Triangles: 146624 measured on the exported meshes at default parameters (72574 quads + 1476 native triangles before triangulation, so the topology is 98.0% quads). Density is concentrated in the head (eye and mouth loop patches) and hands: body 51204, coat 28292, hair 12604, trousers 11440, gloves 7944, boots 6640, beard 6944, helmet 5300, t-shirt 4400, eyes 3712, teeth 3532, hardware 2940, suspenders 1672. Scale: metres, +Y up, facing +Z, feet on y = 0 with the origin between them. Body height is 1.88 m barefoot; the boots add 2.8 cm and the hair about 0.5 cm, so the bounding box is taller than 1.88 m. Textures: every map is generated by code in tools/bake (no images or scans). 4096² PNG masters per mesh in dist/textures-4k/<mesh>_{basecolor,normal,roughness,metallic,ao}.png (60 files). The GLB embeds 2048² copies: base colour JPEG (hair PNG with alpha), normal JPEG, and roughness/metallic/AO packed as one ORM JPEG per material (glTF convention). It is 16.2 MB. The beard uses the hair material and maps, so there is no separate beard_* set. AO is baked from geometry and lives only in the AO channel; base colour holds no lighting or shadows. The normal maps use the glTF +Y convention. Topology: the body is one continuous quad mesh. Edge loops ring each eye (concentric lid loops) and the closed mouth. The shoulders are arm loops grown from armholes, with extra loops at the elbows, knees and every finger joint. Ears and nails are separate shells inside the body mesh. Small triangle bands remain at the neck and wrist ring-count changes, the crown pole and the finger caps. Limits: this is not scan fidelity. The face is an analytic sculpt and the likeness is generic, not a specific person. Hair, beard, brows and lashes are alpha-tested cards plus shells, with no strand simulation. Cloth folds are sculpted displacement, not simulated drape. The coat and trousers have a full outer shell, but the inner lining is modelled only as a facing band near each opening. Fingers are posed (slightly spread and curled) but there is no skeleton, skin weights or blend shapes, so the model is rig-ready topology, not a rig. Teeth sit inside the closed mouth and cannot be seen. Small tonal slivers are visible at the finger webs in close-ups. Brief reconciliation: an exact 45° A-pose cannot clamp a helmet against the ribs. The helmet is therefore held on its side, wedged between the inner left forearm and the coat at the left hip, crown facing forward. The leather gloves hang from a clip on the right hip of the coat. The helmet, coat, boots and gloves carry no badge, numbers, logos or text. glb-lint: 0 errors. Its 4 warnings are the two recorded direction overrides (14 materials, triangle count), nested clothing layers whose boxes overlap by design, and hair and beard sharing one material. The runtime exporter clones that material per mesh, so it appears twice in the file. The tool verdict is UNVERIFIED only because no requirements contract was supplied. Parameters rebuild the geometry live (height, build, beard length, collar opening). Textures are baked for the default parameters, so AO is exact only at the defaults.

About the Firefighter 3D model

Firefighter is a free realistic 3D model from the Characters set. It measures 1.5 m × 1.9 m × 42 cm (W × H × D) at real-world scale and is built from 146,624 triangles across 14 meshes, with 14 named parts. Download the 15.4 MB GLB and drop it into three.js, React Three Fiber, Godot or Blender — free for commercial use, no attribution required.

Is the Firefighter 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), 15.4 MB: 146,624 triangles, 104,591 vertices and 14 materials, modelled in metres at 1.5 m × 1.9 m × 42 cm.
Can I animate Firefighter?
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 Firefighter 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 #31 of 1059.