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Mountain Ranger

A procedural, full-body mountain ranger in an olive canvas jacket, reinforced trousers and leather hiking boots. Includes a tied-back hairstyle, short beard, pack, knife sheath and coiled rope.

Mountain Ranger 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
147,990
Vertices
85,469
Meshes · materials
30 · 20
Size (W × H × D)
1.4 m × 1.8 m × 48 cm
File
GLB · 18.6 MB
Animation
Static
Collection
Characters

Palette · named materials

  • skin#ac7964
  • canvas#4b5239
  • wool#5d5949
  • trousers#68674e
  • leather#4c3121
  • hair#1a1714
  • beard#332e27
  • rope#98855f
  • brass#9c793b

Use it

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

const gltf = await new GLTFLoader().loadAsync(
  "https://assets.stoicsoft.com/1designtool/3d/models/mountain-ranger/0f886365d8/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 mountain ranger in his late 40s, lean and weathered, 180 cm tall. Deep-set grey eyes, crow's feet, a broken nose, short salt-and-pepper beard, sun-damaged skin with visible pores and a thin scar across the left eyebrow. Shoulder-length dark hair tied back, modelled as hair cards. Clothing: a waxed olive canvas jacket with worn seams and brass snaps, a wool sweater underneath, heavy brown leather belt with a knife sheath, canvas trousers with reinforced knees, scuffed leather hiking boots with frayed laces. A coiled rope and a small pack on his back. 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.
  • Agent: Codex · GPT-6-Astra in 1DesignTool
  • Direction: Realistic · family characters
  • three-check PASS · glb-lint PASS
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Named parts · 30

  • Body and sculpted head
  • Eye globes
  • Grey irises
  • Pupils
  • Corneas
  • Teeth
  • Closed lips
  • Nostril recesses
  • Facial creases and hand joints
  • Left eyebrow scar
  • Fingernails
  • Tied-back hair cards
  • Sculpted short beard
  • Eyebrows
  • Hair tie
  • Waxed canvas jacket
  • Wool sweater
  • Canvas trousers
  • Reinforced knee panels
  • Leather belt
  • Knife sheath
  • Knife handle
  • Hiking boot uppers
  • Boot soles and tread
  • Frayed laces
  • Small canvas pack
  • Pack straps
  • Coiled rope
  • Brass snaps and buckles
  • Worn sewn edges

Note: Original offline procedural character, 147,990 measured GLB triangles; 73,995 indexed authoring quads, 30 meshes and 20 material variants. Default height 1.80 m, +Y up, facing +Z, sole contact at y=0. Static A-pose with separate hidden teeth; no rig or animation. The requested realistic human target is NOT fully reached: the head, eye region, ears and beard boundary remain visibly stylized; exact late-forties likeness and scan-level pores/anatomy are not achieved. Head, torso, limbs and hands are analytic quad patches merged into a body object, not a globally welded anatomical manifold. Eye/lip/finger/joint loops exist as local patches; shoulders, groin, neck and finger roots need welding and production retopology before skinning. Surface seams, pole degeneracies and hidden layer intersections remain. Garment hems have local thickness, but not every garment is a closed, uniformly thick shell. No deformation tests were performed. Hair is alpha-tested strand cards with a tied-back tail; the short beard is primarily a textured sculpted shell. Cloth folds, seam wear, boot scuffs and lace frays are procedural approximations. Twelve shared material sets supply 60 original 4096x4096 PNGs (basecolor, tangent normal, roughness, metallic, AO) in textures-4k. GLB embeds 36 2048x2048 JPEG/PNG copies: basecolor, normal, and packed AO/roughness/metallic; ORM values are lightly quantized and JPEG is lossy. Cornea/scar use scalar optical/colour overrides, and anatomical variants share maps. Albedo contains pigment/weave detail, no authored baked lighting or shadows. Runtime/structural PASS does not certify visual realism or rig readiness. The linter retains three non-blocking warnings: base-direction material count, its lower triangle budget, and a sibling-contact heuristic affected by the inspection groups. Requested mountain-ranger.* mesh ids are preserved under ranger.* checker-compatible group aliases.

Free under the 1DesignTool 3D library license. Model #29 of 105.