Lab Scientist
A petite 1.58 m woman scientist in a neutral A-pose: white knee-length lab coat over a teal cable-knit sweater, clear safety glasses, blue nitrile gloves, a blank lanyard ID card and a glass conical flask in one hand. Procedural sculpted body, hair cards and 4K PBR textures, built at real-world scale.

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
- 146,140
- Vertices
- 92,418
- Meshes · materials
- 32 · 32
- Size (W × H × D)
- 1.2 m × 1.6 m × 34 cm
- File
- GLB · 26.9 MB
- Animation
- Static
- Style
- Realistic
- Collection
- Characters
Palette · named materials
- skin#d9ae93
- lips#b16b66
- iris#4a2c18
- hair#1b130e
- lab-coat#f0f0eb
- sweater#24797a
- trousers#3a3c41
- gloves#4a7cd0
- shoes#141416
- lanyard#2b5c8a
Use it
import { GLTFLoader } from "three/addons/loaders/GLTFLoader.js";
const gltf = await new GLTFLoader().loadAsync(
"https://assets.stoicsoft.com/1designtool/3d/models/lab-scientist/b8240cbcb6/model.glb"
);
scene.add(gltf.scene); // metres, +Y up, front faces +ZHow it was made
The brief given to 1DesignTool's “3D object” template:
A realistic full-body 3D character: a Chinese woman in her late 30s, petite, 158 cm tall. Dark brown eyes behind clear safety glasses, straight eyebrows, light skin with visible pores and faint dark circles. Black shoulder-length hair tucked behind the ears, modelled as hair cards. Clothing: a white knee-length lab coat with pens in the breast pocket over a teal knit sweater, dark grey trousers, black closed-toe shoes, blue nitrile gloves, a blank lanyard ID card, and a glass conical flask with clear liquid held in one hand. 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: 96.51M tokens (98% cached) · ≈ $38.75 at API prices
- Direction: Realistic · family characters
- three-check PASS · glb-lint PASS
Named parts · 19
- Lab Scientist
- Body
- Eyes
- Teeth
- Hair
- Brows and lashes
- Teal knit sweater
- Trousers
- Socks
- Lab coat
- Coat buttons
- Pens
- Shoes
- Nitrile gloves
- Lanyard
- ID card
- Safety glasses
- Conical flask
- Flask liquid
Note: Triangles: 146,140 in total (GLB, triangulated), inside the brief's 120k-150k. Before triangulation the meshes are 97.8% quads (72,257 of 73,883 faces). The densest meshes are the coat with its folds, collar, lapels and pockets (28,544 tris), the head/face (14,450), the gloved hands (14,240) and the 555 hair cards (12,210). The body and head are one continuous sculpted surface: a Catmull-Clark subdivided quad cage (16-segment torso rings, 10-segment limb rings with loops on the shoulder, elbow, wrist, knee and ankle joints, 4-ring fingers with knuckles) welded to an analytic sculpted head. The eyes and mouth are concentric ring patches (eyelid loops that wrap the eyeball, lip loops on a closed slit with a short mouth bag). Eyes are separate spheres with an iris plane and a clear cornea shell; the teeth are a separate mesh behind closed lips. Clothing is separate offset meshes with thickness, sculpted folds, seams, turned hems, pockets, buttons and buttonholes. Hair is 555 alpha-tested cards over a scalp shell and a painted hair cap; brows and lashes are cards too. Textures: 17 procedural PBR sets were authored at 4096x4096 and written to dist/textures-4k/<set>_{basecolor,normal,roughness,metallic,ao}.png (85 PNGs). They are in glTF orientation with OpenGL-convention normals, so they drop straight onto the GLB's UVs. Sets are named by mesh role: skin_head, skin_body, eyes, teeth, hair, sweater_knit, sweater_rib, trousers, coat, gloves, socks, shoes_leather, shoes_sole, plastic, metal, glass, lanyard. The small parts share neutral detail sets: plastic (buttons, pens, glasses frame, ID card), metal (clips) and glass (flask, lenses, card holder). dist/model.glb (28.3 MB) embeds 2048x2048 copies downsampled from the same maps: base colour, normal and a packed occlusion/roughness/metallic image per set (glTF has no separate roughness/metallic/AO slots), as JPEG except the hair base colour, which stays PNG for its alpha. The base colour holds pigment only; AO is a separate map (ray-cast against the head, eyes, teeth and ears for the face). No logos or text anywhere; the ID card is blank. Scale: metres, +Y up, facing +Z, origin between the feet, soles on y = 0. Barefoot stature is 1.58 m (crown 1.60 m in shoes; the bounding height including hair is 1.617 m), about 7 head-heights for a petite adult, not the 7.5 of the mannequin-figure base. Honest limits: this is a procedural, code-only sculpt, not scan fidelity. The face is a believable East Asian woman in her late thirties but simplified (analytic features, no fine wrinkle geometry, no subsurface scattering). The hair cards are static and groomed procedurally, and the cloth is sculpted, not simulated. The model is rig-ready by topology only: no skeleton, skin weights or blendshapes are included. The cornea and the flask liquid are factor-only materials without maps, and the gums share the enamel texture (hidden behind the closed lips). Feet and socks are slightly squeezed inside the shoes to prevent poke-through. Part ids use 'labscientist.*' rather than 'lab-scientist.*' because the kit's plan-check only accepts ids matching /^[a-z][a-z0-9]*(\.[a-z0-9_]+)*$/ (no hyphens); the slug stays lab-scientist. Direction: mannequin-figure with overrides recorded in design-plan.md (sculpted continuous human, cloth/hair/face, 16+ material roles, 150k triangle budget). glb-lint therefore warns on material count (32 vs 6) and triangle budget (146k vs 80k), plus the expected heuristics for nested and floating parts. Checks: three-check PASS (22/22); it was run with NODE_OPTIONS=--max-old-space-size=16384 because the checker marshals the 28 MB GLB through the page and exceeds Node's default heap. glb-lint PASS (0 errors) against the brief-derived contract in design-check/requirements.json.
About the Lab Scientist 3D model
Lab Scientist is a free realistic 3D model from the Characters set. It measures 1.2 m × 1.6 m × 34 cm (W × H × D) at real-world scale and is built from 146,140 triangles across 32 meshes, with 19 named parts. Download the 26.9 MB GLB and drop it into three.js, React Three Fiber, Godot or Blender — free for commercial use, no attribution required.
- Is the Lab Scientist 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), 26.9 MB: 146,140 triangles, 92,418 vertices and 32 materials, modelled in metres at 1.2 m × 1.6 m × 34 cm.
- Can I animate Lab Scientist?
- It ships as a static mesh. Its 19 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 Lab Scientist 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.
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All of Characters →Free under the 1DesignTool 3D library license. Model #39 of 1125.







