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Ruger .357 Blackhawk 3D Model

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Specifications

  • Geometrypolygonal_quads/tris
  • Polygons8,990
  • Vertices7,266
  • TexturesYes
  • RiggedNo
  • AnimatedNo
  • 3D Printable ReadyNo
  • Game Ready (low poly)No
  • UV MappedYes
  • Unwrapped UVsmixed

Formats & Files

3ds Max
(.max)
43 MB

default_scanline
blackhawk_2016_max.zip
FBX
(.fbx)
43 MB

blackhawk_fbx.zip
OBJ
(.obj)
42 MB

blackhawk_obj.zip

Description

Ruger Blackhawk 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 (12 Objects) The weapon is separated into objects to make animation easier. They are arranged in the following hierarchy: -blackhawk -cylinder -bullet1 -bullet2 -bullet3 -bullet4 -bullet5 -bullet6 -gate -hammer -trigger -ejectorrod || Geometry || Geometry count: 14086 Tris 8990 Polys 7266 Verts 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) Dimensions: 13'' x 2'' x 6'' Tested in Marmoset Toolbag 2 (see renders) Tested in Unreal Engine 4 No special plug-ins needed to use this product .obj and .fbx versions exported from 3ds Max 2016 || Textures || 2048x2048 diffuse, roughness, metalness, normal and AO (ambient occlusion) maps Textures designed for physically based rendering (PBR) Textures in .tga format Model texture paths are stripped I have exported textures for Unreal Engine 4 and Unity 5 from Substance Painter to make the import process for that engine easier. See the extra downloads for those textures and instructions on how to use them. * 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.
Sep 25, 2018 date added
Mar 02, 2022 last update

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