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ППШ-41 3D модель

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ППШ-41 royalty-free 3d model - Preview no. 1
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Бесплатная лицензияТолько для редакции
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Luchador

Характеристики

  • Геометрияpolygonal_quads/tris
  • Полигоны9,258
  • вершины7,704
  • текстурыYes
  • подстроенныйNo
  • мультипликационныйNo
  • Готов к печати в 3DNo
  • Игра готова (низкополигональная)No
  • UV MappedYes
  • Развернутые уфmixed

Форматы и файлы

3ds Max
(.max)
85 MB

default_scanline
ppsh41_2015_max.zip
FBX
(.fbx)
86 MB

ppsh41_fbx.zip
OBJ
(.obj)
85 MB

ppsh41_obj.zip

Описание

PPSh-41 is intended for game/realtime/background use. This model is not intended for subdivision. This is a high quality, low poly asset originally modeled in 3DS Max 2015. The normal map was baked from a high poly model, making this product look very detailed without using many polygons. The main renders and wireframes were done using Marmoset Toolbag 2. This weapon is designed to be ready for animation. The magazine, bolt and trigger can be re-positioned and animated. ||SPECS|| Low Poly Model (5 Objects) Weapon consists of separate objects linked in the following hierarchy (3ds Max and .fbx versions only): • ppsh41 • trigger • magazine • bullet • bolt || Geometry || • 14700 Total Tris • 9258 Total Polys • 7704 Total Verts • There is a 7.62x25mm Tokarev round in the drum magazine. • Polygons are all quads or tris, no n-gons • Model unwrapped manually to make most efficient use of the UV space. Only the shells have overlapping UV's. • Model scaled to approximate real world size (inches) • Approximate dimensions: W:6'' x L:33'' x H:8'' • All materials and objects named appropriately • 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 2015 || Textures || • 4096x4096 diffuse, specular, normal, gloss and ambient occlusion (AO) maps • Textures in .tga format • Model texture paths are stripped • Textures made for physically based rendering (PBR) One final note: Unfortunately there's no universal standard for normal map orientation between game engines. If the normals don't look correct try inverting the green and/or red channels of the normal map in an image editor.
Sep 25, 2018 Дата Добавлена
Feb 02, 2022 последнее обновление

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