PSX Rigged Character Bases
A downloadable asset pack
Bring your PSX inspired games to life with these fully rigged and unwrapped character bases! All you have to do is paint on some textures and import into your game. The models are also very easy to modify to add variation to the body (things like baggy pants, bigger boobs, fat, skinny, etc)
The models included in this pack are the following:
Male:
- Nude/skin tight
- shorts
- pants
Female:
- Nude/Skin tight
- skirt
- pants
These models use the built in rigify plugin and includes the blend files for each individual model. Blend files are in Blender version 3.3
NOTE: These are not compatible with the UE5 Manny Skeleton
These are available for use in free or commercial projects, no credit needed. If there are any issues or problems please let me know in the comments.
Now with better heads!
I have added tutorials for how to use these characters which are here:
How to create your own textures in Blender:
How to Animate the Characters:
How to edit the meshes:
How to use the new heads:
| Status | Released |
| Category | Assets |
| Rating | Rated 4.9 out of 5 stars (14 total ratings) |
| Author | Ink Ribbon |
| Tags | 3D, Character Customization, Characters, Low-poly, Playstation Portable, PSX (PlayStation), psx-playstation, Retro |
Purchase
In order to download this asset pack you must purchase it at or above the minimum price of $9.99 USD. You will get access to the following files:
Development log
- New Heads Update!48 days ago
- Updated Rigs and Tutorials58 days ago
- Updated PSX Character PackFeb 24, 2024
- Releasing my first PS1 AssetsDec 08, 2022









Comments
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This is most likely a very silly question with a very simple answer, but I was working on animating one of your lovely characters when I lost the ability to see and move the rig properly. I know rigify is enabled and I'm almost positive I accidentally enabled or disabled something I shouldn't have. Anyone happen to know what?
Hmm I'm not sure but it could be that you weren't in pose mode?
The new heads update is great! One request that could be a big help: vould have a single mesh with blendshapes to change between male/female and clothing types that would be really great. That way it would be easier to do things like change clothing type (long sleeve, short sleeve, suit jacket, etc) on top independently of bottoms (shorts, long pants, or even skirt if possible). Also blend shapes for different body types (skinny, fat, muscular).
thanks for the new heads, my head designs look horrible
Do you have a license file I could read before I buy?
it's open for any use except re-selling as an asset
And just to confirm, does the download come with a license file? I just want to make sure.
Sorry to be a bother, and thank you!
You should still post a license so people know what the terms are before they download it, otherwise, you’re making what is legally an unusable asset.
Amazing resource! I was wondering as someone who is awful at character modeling do you have any plans to add on to this (or create new packs) with different body types? Skinny, plus size, etc?
Or have any tips on how I could alter the shape without it looking truly atrocious haha.
(Also there's something truly uncomfortable in seeing the pic with the ... uh flesh skirt texture lmao)
Bro the rigs are broken right now, i cant make my game currently because of it, still waiting for the updated version, hopefully it will be fixed within a week.
updating the files now and I'll make a video tutorial explaining how to edit and animate the models.
Should have it all up in a few hours!
just bought these but all the male variants are completely wrong, all of them the pants, nude and the shorts but the female models are completely fine
i' m gonna buy this for my dream game i' m working on right now
and i' m just wondering if i can modify its shape and stuff without any copyright infringement like add armor and turrets stuff like that
Of course that's exactly what these are for
and also do you think these will work in a first person shooter game?
of course. Just stick the camera into the characters head lol
Tons of tutorials on how to do that
i meant because the fingers aren't rigged as you said so do you think it could work because first person shooters need a lot of finger movement
you need to look at the style of game you want to create befor adding animations and other things, by having g low poly hands but cool reload animations i think would still be a very good hit.
You've noted it's not compatible with the EU5 Manny skeleton but couldn't I just import it's existing skeleton and use that???
You can import it as it's own skeleton and then retarget it to the UE5 Manny skeleton.
Here's a tutorial for it:
Can I remove the riggify setup so that I am left with only deform bones? I was trying to swap the head of the character with another head mesh. In order to do so I thought I would need to repaint the weights to the DEF bones but I can't really interact with them in any way.
To swap the heads would be easier if you just delete the old head and parent the new one to the head bone with automatic weights, but I'm not as familiar with rigify as I am with Auto Rig Pro (Which is 100% worth buying btw)
First time of my life I actually buy an asset pack, so I was a bit afraid and… you just saved me so much time. Those are highly customizable and high quality, it’s perfect !
wow looks great! And I'm glad it was able to save you time, that's the whole reason I make assets!
Will these also work with Godot?
Unfortunately I'm not familiar with Godot, but I don't think so. I think Godot uses fbx files now but I'm not 100% sure
Ok and thank you for the reply. I'll check the godot doc just in case I missed it.
godot use any model file, not only fbx, u can use .blender, .fbx, .gltf. glb, .obj, and a lot of other models.
You can import and modify anything in Blender, and Godot natively supports .glb/.gltf, but can also work with .fbx, .obj, .blend and maybe also .dae
This is amazing. Works great with Unreal. Big thank you for making such great rig and model, saves a lot of time.
I have very little experience with texturing, but could you please hint me, how you create the head with face texture? So maybe I can put my own head texture.
Thank you. Well the easiest way is to take a photo of a face and just overlay it, then blend out the edges, which is what I'd reccommend if you are a beginner artist.

Otherwise you could try painting your own for a more stylized artistic look.
When I was making this pack I used the Sims 1 as a reference on how to texture
Hey mate, in the description you say the models are easy to modify to add variation (e.g. fat, skinny etc.), I was wondering if these are available in the form of blend shapes on the assets?
I'm looking to randomly apply variation to the character through the Godot engine (I'll have a bunch of NPCs), so if the models use blend shapes, that would be perfect for this.
I don't have any blendshapes by default but yeah! I've used a few in a game I'm working on right now and they work great, especially with so few polygons it's easy to work with.
I've done these in unreal though, not godot, but I'm assuming they work the same way.
If they don't use blend shapes, do you think there's a way then to make those body changes in-engine? Like, if the models are exported with multiple meshes, I can see being able to scale them or something, but basically I'm wondering if the body variations can be utilized without manually touching the model in Blender.
Hmm.. the easiest way would probably be just scaling bones, but I'm not a doctor
Will these work well with Unity and Mixamo? Just wanted to check before I bought them.
Some people have had some issues with Unity but if you know your way around rigs and skeletons you should be fine. I don't see any reason why Mixamo wouldn't work though!
Thx! I appreciate you getting back with me
Hey! I really like this pack, but is there any way you can add more head textures with hair in them? Like blonde hair, brown hair, or black hair you can just attach to the original textures in like Photoshop? That would be awesome! Thanks again!
Hey thanks. I did include some extra textures in there (I think they include heads?)
But I do plan to update this whole pack including a selection of heads that are already premade, I am just trying to get my own games finished so it'll be a while!
Cool! I can't wait!
Male Skeleton is not included. It will not import into Unreal Engine even when selecting a skeleton. Also, you said in a previous comment it is rigged to the UE skeleton but it isn't.
I just double checked and all the blend files I have include the skeletons. It is using the free rigify add-on, so you might have to enable that.
As for importing to unreal, I use these for my own games pretty frequently and I've never had any issues. When I import I always select the 'thirdPersonMannequin' skeleton that's included in the standard third person template and it works.
If it's still not working let me know and I'll see if I can help
When I import "male_nude_base.fbx" into UE and select the default UE skeleton it doesn't import any skeleton. It does when I import "female_nude_base.fbx" but even then the female skeleton isn't rigged to the UE5 default skeleton and causes the bones to mess up. (I get the "Failed to merge bones" error message and when you regenerate the skeleton it only causes the skeleton to bug out, naturally. EDIT: Just opened the male asset in Blender and there is no skeleton at all. Its a static mesh.
Hmm that's strange. Are you using an older version of Blender? I use 4.1 and 4.2 mainly, but not sure if that matters.
I have to step out but I'll reply when I'm back. In the meantime I added an extra file to the downloads if you want to try importing it directly into unreal engine. I should also mention I don't use unreal 5, I'm still using UE4 (because UE5 is too powerful to make PS1 games imo)
That extra file was rigged with a different system so we will see if that one works. I'm sorry about this! It's the reason I haven't sold more rigged assets, because it's a compatibility nightmare lol
Yeah, the UE4 skeleton you included is just too different from UE5 to retarget properly. The animations are just not correct when retargeting to the new file. Should probably put a disclaimer now how the skeleton is for UE4 not UE5 instead of just "Unreal Engine".
is fingers rigged?
The hands are rigged but movement is limited because individual fingers weren't introduced until the PS2 era lol
do you know if the rig maps onto unitys humanoid rig? I believe you’re using unreal does it map onto unreal Humanoid rig(can’t remember what it’s called). It would be nice to see how you remap the bones for retargeting in both or either engine
yes I export it with the settings for unreal and when you import it just make sure it's set to the mannequin skeleton and it'll work just fine.
Nice model. Loads fine into Blender 4.4 (except I have to reassign the texture).
Do you mind sharing on how you made the textures? Baked from a higher poly model + stencil painting? I need a little higher resolution than your provided version and my workflow kinda sucks.
So I start with the nude base and I use texture painting in blender to simply paint onto the model. I know that sounds scary but it's really not that hard. the main 3 steps are :
1. Solid blockout
2. Paint shadows/dark areas
3. Paint on the highlights
Once you crunch it all down into ps1 style it usually hides any blemishes you may have added.
If that's too much you can also add a second material for the clothes, create the textures first, then align the UV maps to make them fit.
One last thing that you can do is texture baking, which I also do a lot. Take a high poly model that's finished, align it to the PS1 mesh, and if you bake the diffuse only it will basically copy all the detail and textures to your PS1 model. The downside is that you need a highpoly model for that.
Hey thanks for your in depth reply! :)
The idea with using a higher poly model is quite a nice idea. I guess you did that with the base nude texture (I noticed that it's quite detailed in 1024px but seems to be downscaled and then upscaled again with bilinear filtering)
I have quite a collection of skin textures (reference sets of real humans from 3d.sk ) and tried to texture paint them onto models, but it's a mess (because of the lighting in the images) unless I base paint everything with a tiled skin texture first and then use stencil masking to apply the details like eyebrows, elbow, nipples, finger details and so on.
I will try to bake a highres model :) The next annoying part will be the hairstyle x_X
The .blend files are empty, you have to import the .fbx
hmm I just opened them to make sure and they are all there?
They are in Blender 4.2 but they should work with newer versions of blender.
If you're having issues you could also open blender, then drag the blend files into it and open it that way
Well this is how I realized I was still on version 2.83
😅😅😅
Does this work with Unreal Engine? Or do I have to modify it?
I use it with unreal engine and have no problems. Just make sure to export it in the right skeleton and assign it in Unreal
how many verticals and polygons are in your models?
I don't know the number off the top of my head but I think they are around 1000 polygons each?
I know that's not 100% accurate to PS1 graphics but considering how powerful game engines are now I think it's ok
Hi, what animations have you used in the gifs? I can’t find any in the rigs in Unity. Thanks.
Sorry those were just some quick animations I made to show off the rig
Awh thats a shame, thought I was getting some when buying. Rigs work fine in Mixamo so isn’t all bad.
if it makes you feel better I'm a terrible animator haha
The rig doesn't import correctly into Unity, and the Male Base Nude is missing its rig entirely.
hmm that's strange. What is the issue in Unity?
Ehhhh, I didn't manage to buy it at a discount(
Would you be willing to add extra hair options, and clothing textures? I suck at digital painting. Problem is I don't really want to use the Lara croft texture because of copyright.
There should be an extra folder of some outfits and hair/head textures included. I do plan on adding more in the future but I haven't had a chance yet
Is this work with mixamo animations?
I haven't tried it but I don't see why not. You might have to rig it in mixamo though
Could you upload a base texture to modify the skirt, pants and other clothing of the female model as you did the male's?
Will this work in Godot 3d?
I don't use Godot so I'm not sure what the formatting is, but they should be compatible with any game engine that uses a normal skeleton format
Couldn't pay through stripe, I would try and contact itch io if I were you, based on the comments it sounds like you're missing out on some sales here.
I've not had an issue buying from other creators on itch via stripe.
yeah I'm not sure what's going on but I just sent an email to itch to see if something is wrong. Thanks for letting me know!
The payments through stripe aren't working again.
Hey I think there is something wrong with your Stripe payment method. I tried to pay with two different credit cards and it gave me an error along the lines of...
* Your account cannot currently make live charges
* Payment Code: P-20535991
* Contact itch support
I dont think the error is on my end as I have recently used my credit cards to pay for other things.
I have also since used PayPal to purchase this asset from you and that attempt went through. So I think its just paying with credit cards through your Stripe account thats having issues. Figured I'd let you know.
Anyway I have looked through the assets briefly and imported it into both Blender and Godot, and so far I like what I see. I can't wait to do more with it. Thank you and good job!
Hey thanks for letting me know. Stripe is very finicky but it seems like everything went through. Thanks for the support and good luck on your project!
The DEF bones are in disconnected hierarchies, breaking Unity humanoid animations.The rig makes it easy to create new animations but very difficult to use existing ones due to the skeletal hierarchy (disconnected deformation bone hierarchies - head and neck do not deform head and neck, instead root->...->DEF-spine.005 does).
Do anyone knows why this happens and how to fix?

it looks like the arm twist bones might not be registering right. You might have exported to a different format.
I'd offer more advice but I only use unreal engine
I'd recommend this tutorial on how to export to Unity:
do you have a recommended tutorial for unreal engine
Hi! I can't pay with a card:
P-17922906
Looks like an issue with StripeI can't use PayPal for now, because I've just moved to another country and didn't open bank account.Thank you!
Hey there,
I'm sorry that's out of my control itch handles the payments. Maybe wait a day and see if the issue is cleared?
Are there no rigged male pants/shorts models? I only see the one nude one.
Wow the male shorts and pants rigged models are not included and I had no idea you are the first to tell me! I'm so sorry (to you and everyone) I'll update it first thing tomorrow and update the pack
Yeah I just checked to verify, I included the base models but forgot the rigged ones. Whoops!
Hey,
Great pack!
Has been fun to experiment with paintovers and stamping on some new faces. Exactly what I needed to help accelerate prototyping on my project.
I have some questions:
1. Are you still planning on updating/adding new variations to this at all?
2. What are the license terms with regard to sharing paint overs or characters I create from this base mesh?
I would be happy to share texture maps/assets for other users of the pack for free. Is this allowed?
If I modify, resculpt, retopo, rerig and repaint using this mesh as a starting point - am I allowed to share the final characters on itch.Io?
Thanks for creating a cool pack!
Thanks so much for buying!
I do plan on updating it, I'm just busy working on my game at the moment so it'll be a while unfortunately since I'm just a solo dev.
License is completely open to use in commercial and non-commercial projects, credit not necessary (but appreciated)
And if you are doing that much work on a character that's fine since you are basically making a new thing 😎
Thanks for taking the time to reply.


License terms sound good!
Today I started working on some soldiers, scientists, swat guys, spies & agents for a project I am developing!
When I finish up my texture packs for the default base meshes I'll share the results in case any other users find them helpful.
For any heavily modified meshes/characters, I may share the updated mesh, props, & rig if it's impractical to use your baseMesh as is.
I will be sure to get clearance & provide credit with any derived assets related to this pack.
PsychoDive looks fascinating and I will be sure to follow its progress here and on your YouTube.
Best of luck & Happy Gaming!
This comment is from almost a year ago I know, but if you are still working on it, could you please release these?
Hey, the project files for these skins are on an older PC. Is there a specific skin you needed?
Feel free to contact me on Discord with details of your project. I might be able to create some custom skins for it.
Can you change the models to the point of them being like fantasy races? Like elves, dwarfs, orcs.
You could but it would require a little work. Mainly making the ears pointy and editing the hue of the skin to make it the right color
Alright, sounds fine to me :) thank you replying too. My goal is to make a fantasy shooter and need some different races and I'm still to modeling, so when i get paid I'm gonna snag these. I want your videos a lot too. Enjoy the outbreak let's play.
Has anyone rigged this to the unreal mannequin skeleton in ue5? Im having issues with bone orientation. I know its something im doing wrong. :/
Hey I'm so sorry to hear that, I've only used UE4 but looking online it seems to be a rigify compatibility issue, but it could also just be a general blender to game engine problem.
If you haven't watched already this video may help.
No problem, its also been on the back of my list of things for my game. Right now focusing on programming stuff and i have a place holder model i got from sketchfab. When i get more gameplay implemented ill try the rigging stuff again.
haha looks great!