100mm Gun

All Extended Uses
Included Formats
3ds Max 2015 Default Scanline
Autodesk FBX
Other Files
High Poly Model

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3D Model Specifications
Product ID:966373
Geometry:Polygonal Quads/Tris
UV Mapped:Yes
Unwrapped UVs:Yes, overlapping
TurboSquid Member Since January 2009
Currently sells 257 products
Product Rating
100mm Gun 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. This product is intended for game/real time/background use. This model is not intended for subdivision.

The gun, turret and mount and separate objects so that you can turn and reposition the gun if needed.

The main renders and wireframes were done in Marmoset Toolbag 2.


Low Poly Model (3 Objects)


|| Geometry ||

There are 3 different LOD's (level of details) of the model which successively use fewer polygons.

Lod 0:

18724 Total Tris
9586 Total Polys
11314 Total Verts

Lod 1:

10198 Total Tris
5306 Total Polys
6377 Total Verts

Lod 2:

3672 Total Tris
1948 Total Polys
2373 Total 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: 322'' x 182'' x 136''
Tested in Marmoset Toolbag 2 (see renders)
Tested in Unreal Engine 4
Tested in Unity Engine
Tested in Source Engine
No special plug-ins needed to use this product
.obj and .fbx versions exported from 3ds Max 2015

|| Textures ||

4096x4096 diffuse, specular, gloss, normal and AO (ambient occlusion) maps
Textures designed for physically based rendering (PBR)
Textures in .tga format
Model texture paths are stripped

|| Bonus ||

The high poly model used to bake the texture maps is also included as a separate download upon purchase of this product.

* 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. Unreal Engine 4 and Source Engine will need the green channel inverted.
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