Characters and Anatomy
High Poly Models
Game ready
Base Meshes

Male Basemesh + Rigged for Rigify


A male basemesh ready for your projects!

The model is the perfect starting point for your next character and comes with all the industry standard features and some extra features that will really speed up your workflow:

  • Clean quad topology
  • Symmetrical
  • UVs
  • Polygroup splitted (UV based)
  • Low to High Poly
  • Hand Painted Polypaint
  • Skin Detail Pass With this basemesh you can start sculpting without worrying about proportions, anatomy and topology and with already layed down skin tones and details you can jump directly to the final touch ups, scan projections, super high frequency details, etc. Thanks to the UV layout you can easily export full resolution textures without losing any time in retopology and unwrapping.

This version includes the Rigged in Blender Rigify Basemesh, with a fully functional rig made and compatible with the Rigify free add-on. The scene includes the demo poses shown in the thumbnails, providing you with a powerful and flexible tool to easily pose and change the proportions of the basemesh on the fly, in order to speed up even more your workflow and do awesome posed characters in no time.


The files you'll get are:

  • OBJ Basemesh LowPoly
  • OBJ Basemesh HiPoly
  • OBJ Eyes and Teeth
  • ZTL file
  • Original ZPR file
  • 4K Color, Normal and Displacement Map
  • BLEND file with Rigged version If you had any problems or you need different file extentions please contact me.


The friendly reminder is that this is a basemesh intended as a starting point NOT a hires model or scan, it's meant to be used for further refinements and detail/texture projections. My personal workflow with this basemesh is usually to start sculpting on Sdiv2 or 3 without caring too much about skin details. Once I'm happy with the sculpt I go all the way up to Sdiv5, subdivide one more time and the start cranking up the details with scan projections/alpha brushes/procedurals. Eventually it also can be used for reprojecting Dynamesh scuplts or scans (I usually do it with ZWrap and works quite nice).

Another friendly reminder for the rigged version: the main goal of the product is to be able to create as quickly as possible a good starting point for further refinements, changing poses, proportions and expresions of the basemesh. As stated before the product is a rig and it has its own limitations. The demo poses show mostly its limits and as any rig compromises has been done in order to mantain a good deformation vs. believability ratio: in extreme poses it may occur stretching and/or overlapping, areas may run out of polygons and any other common "rig related" issues. Also the face rig is quite solid, especially with the smooth corrective modifier on, but not 100% accurate and some stretching in tight areas may occur. In any case it's fully possible to use it to alter the facial features of the model while retaining UVs and topology.

Usually I use this rig in a Blender to Zbrush workflow, starting posing the character in Blender (also modifing the proportions scaling the tweak bones), then I import the posed mesh in the Zbrush basemesh file switching the A-posed basemesh with the posed one while retaining all the details (in case it won't work I use ZWrap to reproject it on the posed one). Same workflow for eventual assets, modeled in Blender and then detailed in Zbrush, then posed with the rigged model in Blender and switched with the hipoly versions in Zbrush.

You will get 2 files

All files previously purchased will always be available for download in your Library

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