tactical character 3d model
import bpy import math from mathutils import Vector # ============================================================ # PUBG-STYLE TACTICAL CHARACTER - PROCEDURAL BLENDER SCRIPT # ============================================================ # ---------- CLEAN SCENE ---------- bpy.ops.object.select_all(action='SELECT') bpy.ops.object.delete(use_global=False) # ---------- MATERIAL ---------- def mat(name, color, metallic=0.0, roughness=0.6): m = bpy.data.materials.new(name) m.diffuse_color = (*color, 1) m.use_nodes = True bsdf = m.node_tree.nodes.get("Principled BSDF") bsdf.inputs["Base Color"].default_value = (*color, 1) bsdf.inputs["Metallic"].default_value = metallic bsdf.inputs["Roughness"].default_value = roughness return m SKIN = mat("Skin", (0.55, 0.30, 0.20), 0, .55) HAIR = mat("Dark Red Hair", (0.12, 0.025, 0.02), 0, .45) BLACK = mat("Tactical Black", (0.025, 0.03, 0.035), 0, .8) CLOTH = mat("Dark Blue Cloth", (0.055, 0.065, 0.09), 0,
Tripo P2.0









