Escape From Tarkov Character Multirig (Blender)
Made in Blender 4.1
Almost every single piece of clothing, equipment, and head models all in one rig (500+ meshes and 1000+ textures)! Almost every asset is organized in labeled collections to make it easy to build your own character (although the names of the assets are unchanged so some might not match exactly from the game). It uses Rigify too so you'll also have access to all those tools that come with that.
This is my first ever finished rig and the first time I'm releasing something so sorry if there are any issues. I will be fixing any problems that come to my attention and will update the rig.
Notes:
Not all of the face shields are positioned correctly, since some can be put on more than one specific helmet, same with other pieces such as NVGs. Meshes under the "Pieces" collection has a constraint to follow the head, so all you'll have to do is move them into position. Meshes under the "Misc" collection are not following the head and will require manually setting constraints and moving them into place to build them.
The forearm twists are a bit weird since the bones that were supposed to be used for it were marked as extras, so if you need to twist the forearm, you'll need to manually rotate the bone found in the extras tab closest to the hand. I'll see if I can easily fix this at some point but for now it'll just have to be left like that.
Some pieces of clothing (mostly from non-playable characters) have different proportions and will not work well with other clothing that isn't supposed to go with them.
Some combination of clothing and equipment may have some more clipping than others (i.e. armor clipping into baggy clothing) and most rigs don't fit well when armor is also applied. One way to get around this is by simply moving and scaling that piece of equipment up until its not clipping anymore.
Some pieces of armor with neck covers don't have skinning for when the head moves around, which makes it possible to have the head clip through it. One way around this is by using shape keys and sculpting the armor until it looks good. Here is a little demonstration of that (I recommend looking more into shape keys if you don't know how to use them though):
Big Pipe's head has some weird shading near his beard because of the subsurface scattering. I don't know how to fix this other than to just disable subsurface scattering on his whole head. It is turned on by default, but if you need to disable it, turn the "Weight" option to 0 in the Principled BSDF node under the "Subsurface" section.
Credits:
Battlestate Games - Character meshes, textures, Red Rebel Pick in the 2nd image
tarkin - EFT to Blender knowledge and material script
hisanimations - Rigi-All addon which made the process of making the control rig SO MUCH faster
Ludwig Conradsohn - PP91-Kedr model in 3rd image