Workshop Mechanic
A full-body female workshop mechanic in a neutral A-pose, with tied coveralls, tools, gloves and boots. Authored entirely with procedural geometry and textures.

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
- 149,896
- Vertices
- 94,289
- Meshes · materials
- 91 · 17
- Size (W × H × D)
- 1.3 m × 1.7 m × 28 cm
- File
- GLB · 19.5 MB
- Animation
- Static
- Style
- Realistic
- Collection
- Characters
Palette · named materials
- skin#8b5940
- face#915e45
- hair#12100e
- tank#6a6e6d
- coveralls#1a2838
- leather#53351f
- metal#a7aeb1
- rag#a2957d
Use it
import { GLTFLoader } from "three/addons/loaders/GLTFLoader.js";
const gltf = await new GLTFLoader().loadAsync(
"https://assets.stoicsoft.com/1designtool/3d/models/workshop-mechanic/88d5d2e5cf/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 female mechanic in her early 30s, athletic build, 168 cm tall. Warm brown skin with freckles across the nose, dark brown eyes, strong eyebrows, a small grease smudge on the right cheek. Black hair in a short undercut with the longer top swept to one side, modelled as hair cards. Clothing: navy work coveralls tied at the waist by the sleeves, a fitted grey ribbed tank top, a worn leather tool belt holding a wrench, screwdrivers and a rag, fingerless work gloves, steel-toe boots with oil stains. Safety goggles pushed up on her forehead. A forearm tattoo of geometric lines on the left arm. 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 fabric wrinkles. 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, goggles, tool belt 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 · 14
- Workshop Mechanic
- Body
- Eyes and corneas
- Teeth
- Swept undercut hair cards
- Safety goggles
- Ribbed tank top
- Coverall trousers
- Coverall jacket tied at waist
- Leather tool belt
- Fingerless work gloves
- Steel-toe work boots
- Wrench and screwdrivers
- Workshop rag
Note: Measured export: 149,896 triangles, 91 mesh primitives, 17 materials, 20,419,192 bytes (20.42 MB); height exactly 1.680 m and minY=0. Static, with no clips. All 15 material roles have five 4096² PNG PBR master maps in textures-4k; the GLB embeds 2048² JPEG/PNG copies (46 images), using packed ORM channels. Hair cards include RGBA alpha masking; two additional 4K hair images are supplied. Source-quads.obj retains 66,200 quads and 17,496 triangles before export triangulation (79.1% of source faces are quads). The target was a realistic sculpted human, beyond the mannequin preset. The result retains visible procedural stylization in anatomy, facial planes, hair volume and fabric folds; scan-level/photoreal finish is not achieved. Skin has no subsurface scattering. Eyelid loops connect directly to the head, and limbs/fingers use longitudinal ring topology, but concealed body/limb, palm/digit and garment junctions contain overlapping surfaces and open internal boundaries. Globally welded production retopology and rig deformation quality are not achieved or verified; no rig, weights or morph targets are supplied. Clothing interiors, seam wear and AO remain simplified; AO is conservative rather than a complete assembly bake. Base colour contains pigment, freckles and wear, with no baked lighting or shadows. Part ids use workshopmechanic.* because the kit plan validator disallows hyphens; the library slug remains workshop-mechanic. GLB lint has five non-blocking warnings for preset budget/material overrides, a shared hair response, nested bounds and accessory bounds; technical PASS does not certify the requested realism or deformation readiness.
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