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PARAMEDIC 3D MODEL — RIGGED STYLIZED MALE EMERGENCY-MEDICAL CHARACTER
LONG DESCRIPTION
Paramedic 3D model — a rigged, stylized male emergency-medical character built for real-time engines, animation, previs, motion graphics and archviz crowd work.
He wears a dark-green ambulance-service uniform: a button-through shirt with chest pockets, epaulettes and a badge, cargo trousers, a black duty belt with a metal buckle, a peaked cap, and lace-up tactical boots. Yellow hi-vis bands wrap the upper arms and lower legs.
Proportions are lightly stylized, clean and slightly heroic rather than photoreal, so he works well alongside both cartoon and semi-realistic characters.
The mesh is quad-dominant with clean, animation-friendly edge flow. It contains roughly 8.9k faces (approximately 16.7k triangles) across the body, separate hair, eyes, teeth and tongue, and modular garment shells for the cap, shirt, trousers and belt.
Topology loops are concentrated around key deformation areas including the shoulders, elbows, hips, knees, mouth and eyes.
RIGGING
The character ships with a full-body skeleton, facial rig with brow, eye, jaw and mouth controllers, and individually articulated fingers.
The glTF export carries 551 joints, including deform and control bones combined.
No animation is included. The character is supplied with a clean rig ready for your own keyframes, motion-capture retargeting, or control-rig workflows.
FEATURES
- Rigged stylized male paramedic / EMT / ambulance officer character.
- Clean quad topology, approximately 8.9k polys / 16.7k tris.
- Game- and subdivision-friendly topology.
- Full-body and facial rig with articulated fingers.
- 551 joints in the GLB skin, including deform and control bones.
- 2048 × 2048 textures with base colour and OpenGL normal maps for body, hair, uniform and boots.
- Separate objects for eyes, teeth, tongue and hair.
- Modular cap, shirt, trousers and belt.
- Real-world scale of approximately 1.74 m.
- Feet positioned on the ground plane with the origin centered.
- Delivered in .blend, .fbx, .glb, .obj/.mtl and .stl formats.
- 14-shot render gallery with beauty, clay, wireframe and rig views at up to 4K.
INCLUDED FORMATS
BLENDERFile: Paramedic-2.blend (+ BK backup)Best for: Native rig, materials and full editing.
FBXFile: Paramedic-2 Bk .fbxBest for: Character animation and skeletal workflows.
GLTF 2.0File: Paramedic-2 Bk .glbBest for: Real-time and web workflows with embedded textures.
OBJ + MTLFile: Paramedic-2 Bk .obj / .mtlBest for: Static mesh, sculpting, texturing and universal exchange.
STLFile: Paramedic-2 Bk .stlBest for: Blockout, mockups, previs and 3D-print tests.
TEXTURESFile: textures.zipContains: 8 × 2K maps with base colour and normal textures.
USE CASES
- Real-time and cinematic game characters.
- NPC and crowd fill for hospital, disaster, city and emergency-services scenes.
- Medical training and safety visualisation.
- Explainer and motion-graphic content.
- Storyboards and animatics.
- VR/AR responder characters.
- Stylized short films.
ENGINE AND IMPORT NOTES
- Scene workflow: Open the .blend file for the intended rig and materials.
- Real-time workflow: Import the FBX or GLB. The deform skeleton binds cleanly.
- Rebuild materials from the base-colour and normal maps using the target material workflow.
- Enable normal import where required and set the normal maps to the correct OpenGL green-channel convention. Flip the Y channel when required by DirectX-based pipelines.
- For FBX imports, check unit scale during import.
- Normal maps use the OpenGL convention.
HONEST DISCLAIMERS
- This is not a 3D scan. Proportions are stylized and are not an anatomical or medical reference.
- Badges, epaulettes, cap emblem and patches are generic decorative artwork. They do not represent any real ambulance service, government agency, brand or uniform standard and must not be used for identification or official purposes.
- Only base-colour and normal maps are provided. No roughness, metallic, AO or ORM maps are included.
- The rig is provided without animation. Control-rig behaviour such as IK/FK and face sliders is guaranteed only inside the native scene file. FBX and GLB carry the skinned skeleton.
- The STL is a triangulated posed mesh with separate garment shells. Treat it as a mockup or blockout asset, not a verified watertight print file. Manifold and printability have not been confirmed.
- Poly counts are measured from the OBJ/STL. Final scene counts may vary if subdivision or other modifiers are used.
REVIEWS & COMMENTS
accuracy, and usability.
