Old Fisherman
A full-body procedural elderly fisherman in yellow oilskins, a navy cap and black rubber boots, with a white beard and a shoulder net. Posed at 1.70 metres in a static A-pose.

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
- 149,134
- Vertices
- 84,455
- Meshes · materials
- 23 · 18
- Size (W × H × D)
- 1.5 m × 1.7 m × 43 cm
- File
- GLB · 12.9 MB
- Animation
- Static
- Style
- Realistic
- Collection
- Characters
Palette · named materials
- skin#b5826b
- oilskin#af8427
- wool#c0b59a
- bib#222d2b
- rubber#181c1b
- beard#d7d3c4
- cap#1a2534
- net#656b53
- eye#6b99ad
- hardware#909284
Use it
import { GLTFLoader } from "three/addons/loaders/GLTFLoader.js";
const gltf = await new GLTFLoader().loadAsync(
"https://assets.stoicsoft.com/1designtool/3d/models/old-fisherman/578648d398/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 fisherman in his early 70s, stocky with a slight stoop, 170 cm tall. Deeply lined face, heavy eyelids, pale blue eyes, a bulbous nose, a full white beard and thinning white hair under a knitted navy cap. Thick, calloused hands with swollen knuckles and age spots. Clothing: a yellow oilskin rain jacket, cracked and faded at the creases, over a thick cream cable-knit sweater. Dark waterproof bib trousers with braces, tall black rubber boots, a wet-looking sheen on the lower legs. A coil of net slung over one shoulder. 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, beard and knit pattern. 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, beard, cap 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
Named parts · 24
- Old Fisherman
- Body
- Sculpted head
- Calloused hands
- Weathered yellow oilskin jacket
- Cream cable-knit sweater
- Waterproof bib trousers and braces
- Tall rubber boots
- Full white beard
- Navy knitted cap
- Coil of fishing net
- Snaps and buckles
- Thinning white hair
- Ear folds and lobes
- Eyes
- Pale blue irises
- Pupils
- Corneal domes
- Heavy eyelids and eye bags
- Closed lips
- Closed mouth crease
- Teeth behind closed lips
- Recessed nostrils
- Fingernails
Note: 149,134 actual exported triangles; 23 named mesh parts plus a registered root, 18 materials. Source textures are 60 procedurally generated 4096×4096 PNG files (12 shared material atlases × base colour, normal, roughness, metallic, AO). The 13,577,556-byte GLB embeds 53 images at 2048×2048 in JPEG/PNG, including packed metallic/roughness copies; colour-tinted optical and facial submaterials share those atlases. No baked lighting or cast shadows in base colour. Metres, +Y up, facing +Z, soles at y=0, total height 1.70000005 m within float precision. No ground, lights, cameras, bones or clips are exported. Honest limits: this is a procedural sculpt with visibly stylized facial anatomy, shell-and-strand beard and simplified cloth, not photoreal or scan fidelity. Analytic surfaces are authored as quad grids with local eyelid, limb and finger rings before GLB triangulation; however the complete body, shoulder junctions and palm/finger webs are not a welded anatomical retopology, mouth loops are separate surface patches, poles and UV seams require cleanup, and clothing is not uniformly manifold. It is not production-ready for deformation without retopology, skinning and rig tests. Knitted fibres, callus detail, oilskin cracking and hair density remain approximations. Lint PASS means zero blocking structural errors, with three warnings for the overridden mannequin material/triangle defaults and intended layer overlaps; it does not certify photorealism or deformation quality. Registered part IDs use oldfisherman.* because the kit rejects hyphens; the library slug remains old-fisherman. Visual target is only partially reached; see design-check/design-report.md.
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