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Line Cook

A heavy-set line cook in his early 40s with warm light brown skin and a short-trimmed full black beard, in a white double-breasted chef jacket with rolled sleeves and sauce stains, a blue-and-white striped apron with a tucked kitchen towel, black bandana, chef trousers and kitchen clogs. Realistic static A-pose model at 1.76 m with procedurally generated 4K PBR maps.

Line Cook 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
149,178
Vertices
100,623
Meshes · materials
11 · 11
Size (W × H × D)
1.4 m × 1.8 m × 40 cm
File
GLB · 14.3 MB
Animation
Static
Collection
Characters

Palette · named materials

  • skin#936345
  • hair#1A1512
  • iris#362012
  • jacket#E9E9E2
  • apron-stripe#213B75
  • apron-ground#E6E6E0
  • towel#E6E2D6
  • trousers#0B0B0D
  • bandana#09090A
  • clogs#060607
  • stain#B84C29

Use it

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

const gltf = await new GLTFLoader().loadAsync(
  "https://assets.stoicsoft.com/1designtool/3d/models/line-cook/2c518585c5/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 male line cook in his early 40s, heavy-set, 176 cm tall. Dark eyes, a full black beard trimmed short, light brown skin with visible pores and a faint burn scar on the left forearm. Short black hair under a black bandana, modelled as hair cards. Clothing: a white double-breasted chef jacket with rolled sleeves and a few sauce stains, a striped blue and white apron tied at the front with a folded kitchen towel tucked in, black chef trousers, and black non-slip kitchen clogs. 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: 7.62M tokens (97% cached) · ≈ $4.13 at API prices · 5-hour plan +8%
  • Direction: Realistic · family characters
  • three-check PASS · glb-lint PASS
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Named parts · 13

  • Line Cook
  • Figure group
  • Clothing group
  • Body (skin)
  • Eyes
  • Teeth
  • Hair, beard, brows and lashes
  • Bandana
  • Chef jacket
  • Striped apron
  • Kitchen towel
  • Chef trousers
  • Kitchen clogs

Note: Triangles: 149,178 (body 63,152; jacket incl. collar, overlap flap, 10 buttons and rolled cuffs 31,452; hair 14,042; trousers 9,632; apron with string, knot and tails 8,234; clogs 6,936; bandana 4,644; teeth 4,352; eyes 3,816; towel 2,918). Before triangulation for export the polygon meshes are 99.3% quads (67,112 quads, 912 triangles); hair cards are two-triangle strips. Topology: the body is a quad cage subdivided with Catmull-Clark and shrink-wrapped onto an analytic SDF anatomy, with edge loops at the shoulders, elbows, wrists, knuckles, every finger joint and the knees. The head is a quad grid, denser in the face, with concentric loops around the eyes and mouth and inner eyelid and lip rolls. The hidden torso, legs and feet are subdivided one level (arms and hands two) and joined under the sleeve by a small triangle zipper; the head joins the body at the neck the same way, under the collar. The ears are separate closed shells. Eyes: sclera and iris spheres with a recessed iris, plus separate transparent corneas. Teeth: upper and lower arches with gums, behind the closed lips. Hair: 7,021 alpha-tested strand cards (glTF MASK, cutoff 0.5). The trimmed full beard has a dense inner layer lying close to the skin and a lifted outer layer for about 3-4 mm of volume. Fine wisp cards run along the cheek line and the neckline, where card density, length and vertex alpha fade over about 1 cm so skin shows through. The moustache is made of curved two-segment cards that run down over the lip line and join the beard at the mouth corners. Short scalp-hair cards show below the bandana at the temples, the sideburns, around the ears and at the nape. Lashes are cards too. Under the cards the skin maps carry a dark follicle underlay that thins to single follicles at the borders. The strand atlas has 8 variants in each of 3 rows: scalp crop, dense beard clumps and sparse wisps. A per-card vertex colour (COLOR_0) varies the tone from clump to clump. Every card vertex is pushed outside the skin field, so no card cuts into the face. The brows are painted into the skin maps, because cards read as scribbles at this scale. Skin: warm light brown pigment (#936345 base). Pores are in the normal, roughness and AO maps, with a slight pigment darkening, finer on the face. There are age spots, freckles on the forearms, and a faint, slightly glossy burn scar on the left forearm. Clothing: separate meshes offset from the body, with real edge thickness and folds in the geometry. Scale: stature 1.762 m. He stands in clogs on a 3 cm footbed, so the bandana top sits at 1.802 m. Metres, +Y up, facing +Z, origin on the ground between the feet, soles at y = 0. Textures: all generated in code (scripts/bake-textures.mjs) from the same geometry modules the scene builds. 10 materials x 5 maps (basecolor, normal, roughness, metallic, ao) at 4096x4096 are in dist/textures-4k/<mesh>_<map>.png (50 PNGs, about 91 MB). The GLB (about 14 MB) embeds 2048x2048 copies: JPEG base colour and normal, plus one packed occlusion/roughness/metallic texture per material, as glTF requires. The hair base colour is a PNG with alpha. The cornea is a transparent material without maps. Ambient occlusion is ray-cast per vertex across all opaque meshes and multiplied by texel cavity. It is stored only in the AO maps; no base colour contains lighting or shadow. Normal maps are stored in glTF image orientation with green as image-up; the scene uses normalScale (1, -1), as three's GLTFLoader does. Limits: this is a static sculpt, not a scan. Pores, wrinkles, scar and freckles are procedural (about 0.15 mm per texel on the face at 4K), and the face reads slightly stylised in extreme close-ups. The hair cards are alpha-tested, not blended or dithered. At thumbnail distance they mip down to clump shapes, so the beard reads as a dark textured mass with a soft broken edge; individual strands show only in close-ups. Black hair keeps a slight grey sheen on the moustache under the top key light. Alpha-to-coverage was tried and dropped, because it lets the page show through the transparent viewer canvas. There is no skeleton, skin weights or blendshapes, so the edge loops are ready for rigging but no rig ships. There is no hair or cloth simulation. Small interpenetrations can remain where the jacket hem meets the trousers at the hips and at the apron's back edges. Maps are baked for the default parameters: changing build or sleeve roll moves geometry and cylindrical UV charts slightly, so maps can shift a little, and the beard-length param rescales the cards over the same baked underlay. Height scales uniformly. glb-lint reports 0 errors and 3 warnings. The material-count and triangle-budget warnings measure against the mannequin-figure defaults that the plan overrides. The overlap warning is the eyes, teeth and hair nested inside the body, by design. Its overall verdict reads UNVERIFIED only because no requirements contract was supplied. The kit's plan-check rejects hyphens in part ids, so the plan declares the group ids linecook.figure and linecook.clothing, while every mesh carries the brief's line-cook.* id. Review fixes in this version: the opaque beard and side-hair shells were replaced by layered strand cards with soft edges; the skin base was shifted from a pale tone to warm light brown with stronger pores; short hair now shows at the temples and nape.

About the Line Cook 3D model

Line Cook is a free realistic 3D model from the Characters set. It measures 1.4 m × 1.8 m × 40 cm (W × H × D) at real-world scale and is built from 149,178 triangles across 11 meshes, with 13 named parts. Download the 14.3 MB GLB and drop it into three.js, React Three Fiber, Godot or Blender — free for commercial use, no attribution required.

Is the Line Cook 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), 14.3 MB: 149,178 triangles, 100,623 vertices and 11 materials, modelled in metres at 1.4 m × 1.8 m × 40 cm.
Can I animate Line Cook?
It ships as a static mesh. Its 13 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 Line Cook 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 #60 of 1125.