M107A1 Rifle 3D Model
1
Specifications
- Geometrypolygonal_quads/tris
- Polygons22,618
- Vertices20,048
- TexturesYes
- RiggedNo
- AnimatedNo
- 3D Printable ReadyNo
- Game Ready (low poly)No
- UV MappedYes
- Unwrapped UVsoverlapping
Description
M107A1 Rifle is a high quality, low poly asset originally modeled in 3DS Max 2016. The normal map was baked from a high poly model, making this product look very detailed without using many polygons. This product is intended for game/real time/background use. This model is not intended for subdivision.
The main renders and wireframes were done in Marmoset Toolbag 2. Default renders in 3ds Max will NOT look like the preview images. The Marmoset scenes for the renders and wireframes ARE included with the model.
||SPECS||
Low Poly Model
The weapon is separated into objects to make animation easier. They are arranged in the following hierarchy:
-m107a1
-magazine
-bolt_assembly
-bipod_left
-bipod_right
-frontsight
-rearsight
-rearsightaperture
-safety
-trigger
-scope
-50BMG (.50 caliber cartridge)
|| Geometry ||
The polygon count in the right-hand panel is for weapon and magazine with 30 bullets.
Geometry count:
M107A1:
-29535 tris
-17580 polys
-15602 verts
Scope:
-7158 tris
-4540 polys
-3926 verts
50 BMG:
-1144 tris
-572 polys
-576 verts
The cartridge model is made so that you can delete the bullet, leaving just the shell. This could be useful if you want to have ejected shell effects.
Polygons are all quads or tris, no n-gons
Model unwrapped manually to make most efficient use of the UV space.
All materials and objects named appropriately
Scaled to approximate real world size (inches)
Weapon Dimensions: 56'' x 15'' x 11''
Tested in Marmoset Toolbag 2 (see renders)
Tested in Unreal Engine 4
Tested in Unity Engine 5
No special plug-ins needed to use this product
.obj and .fbx versions exported from 3ds Max 2016
|| Textures ||
Gun: 2048x2048 diffuse, roughness, metalness, normal and AO (ambient occlusion) maps
Scope: 1024x1024 diffuse, roughness, metalness, normal and AO (ambient occlusion) maps
*The scope's lenses use a separate material so that they can be transparent.
.50 BMG Catridge: 512x512 diffuse, roughness, metalness, normal and AO (ambient occlusion) maps
There is a separate download of the textures in specular/gloss PBR format for those who prefer that setup.
Textures designed for physically based rendering (PBR)
Textures in .tga format
Model texture paths are stripped
The textures were made with Substance Painter 2. The source files are available upon purchase.
I have exported specialized texture maps for Unreal Engine 4 and Unity 5. See the extra downloads section for those textures and instructions on using them.
There is another extra download for additional texture maps, which includes curvature, color ID, UV template, position, thickness and world space normal maps. These could be helpful for editing the textures if you don't have Substance Painter 2.
++ BONUS ++
The high poly model used to bake texture maps is also available for download.
* Unfortunately there's no universal standard for normal map orientation between game engines. If the normals don't look correct try inverting the green channel of the normal map in an image editor.
Dec 20, 2019
date added
Mar 04, 2022
last update
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