Painter
A lanky 182 cm painter in his late sixties, with wild silver hair, a long grey beard and a blue paint smear on one cheek. He wears a paint-splattered canvas smock over a striped shirt with rust corduroy trousers, and holds a palette in a neutral A-pose.

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
- 145,800
- Vertices
- 92,233
- Meshes · materials
- 12 · 12
- Size (W × H × D)
- 1.5 m × 1.9 m × 46 cm
- File
- GLB · 18.7 MB
- Animation
- Static
- Style
- Realistic
- Collection
- Characters
Palette · named materials
- skin#dcb8a3
- hair#c4c0b9
- eye#7b93a6
- smock#e3dccb
- shirt#4f6f9c
- trousers#7e3c22
- boots#3e261a
- palette#9c7650
- paint-smear#2f5da8
Use it
import { GLTFLoader } from "three/addons/loaders/GLTFLoader.js";
const gltf = await new GLTFLoader().loadAsync(
"https://assets.stoicsoft.com/1designtool/3d/models/painter/9df90c6037/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 white man in his late 60s, lanky, 182 cm tall. Watery grey-blue eyes, a long untidy grey beard, pale skin with deep wrinkles, visible pores and a smear of blue paint on one cheek. Wild silver hair, modelled as hair cards. Clothing: a loose canvas painter's smock heavily splattered with oil paint over a striped shirt, baggy corduroy trousers in rust brown, scuffed leather boots, a few brushes tucked in the smock pocket, and a wooden palette with dabs of colour held in the left 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: 28.64M tokens (97% cached) · ≈ $17.14 at API prices
- Direction: Realistic · family characters
- three-check PASS · glb-lint PASS
Named parts · 13
- Painter
- Body
- Eyes
- Corneas
- Teeth
- Hair, brows and lashes
- Beard
- Striped shirt
- Canvas smock
- Corduroy trousers
- Leather boots
- Brushes
- Palette
Note: Triangles: 145,800 measured in the exported GLB (body+head 72,632, including about 23,000 in the head and about 9,100 per hand; clothing 45,148; hair 10,118; beard 6,410; eyes 3,072; corneas 1,216; teeth 3,040; brushes 960; palette 3,204). Before triangulation the topology is 98.4% quads (72,310 quads, 1,180 triangles). The base meshes are quad cages: Catmull-Clark subdivision on the body, and an SDF-projected head grid with concentric loops at the eyes and mouth. There are knuckle loops on all ten digits, plus loops at the shoulders, elbows and knees. Textures: every textured material has base colour, normal, roughness, metallic and AO maps, generated procedurally at 4096x4096. These are in textures-4k/<set>_<map>.png: 10 sets x 5 maps, with AO ray-traced per vertex and multiplied by procedural cavity. The GLB embeds 2048x2048 copies: JPEG for most maps and PNG for the hair base colour, which needs alpha. AO, roughness and metallic are packed into one ORM texture. The corneas are a clear untextured material with roughness 0.02 and opacity 0.12. Base colour carries no lighting or shadow. Limits: this is not scan-fidelity anatomy. The face is an analytic SDF sculpt, so likeness and fine form are stylised-realistic, and the pores and wrinkles live mostly in the normal map. Hair and beard are alpha-tested cards (alpha-to-coverage at runtime) and still look sparse or noisy up close compared with groomed strand hair. Clothing folds are sculpted static shells, not simulated cloth. The figure is not rigged or skinned, although the edge loops are placed for rigging. With hair the model stands 1.916 m tall; the body is 1.82 m. Both boots share one UV island, so their scuff pattern is mirrored. glb-lint warnings: the base mannequin-figure direction's 80k triangle and 6-material defaults are overridden by the brief in design-plan.md. The second 'hair' material appears because the runtime exporter clones the shared hair material per mesh. Overlapping parts are intended nesting (eyes, teeth and beard inside or on the head). The 'detached' corneas are a separate cap over each iris and are meant to sit apart from the eyeball.
About the Painter 3D model
Painter is a free realistic 3D model from the Characters set. It measures 1.5 m × 1.9 m × 46 cm (W × H × D) at real-world scale and is built from 145,800 triangles across 12 meshes, with 13 named parts. Download the 18.7 MB GLB and drop it into three.js, React Three Fiber, Godot or Blender — free for commercial use, no attribution required.
- Is the Painter 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), 18.7 MB: 145,800 triangles, 92,233 vertices and 12 materials, modelled in metres at 1.5 m × 1.9 m × 46 cm.
- Can I animate Painter?
- 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 Painter 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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Free under the 1DesignTool 3D library license. Model #40 of 1125.