MAS-49/56 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.
Low Poly Model (10 Objects)
Some elements are separated to make setting up animations easier.
-mas4956 (main gun)
-bullet (7.5x54mm French)
-glsights (grenade launcher sights)
In addition, there are three optional attachments. They are the bayonet, 20mm grenade, and scope.
|| Geometry ||
Polygon count with all attachments included:
29937 Total Tris
16832 Total Polys
15917 Total Verts
Polygon count for just the rifle:
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: 48'' x 3 '' x 11 ''
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, specular, glossiness, normal and AO (ambient occlusion) maps for the rifle
1024x1024 texture set for the scope
1024x1024 texture set for the bayonet
1024x1024 texture set for the grenade
Textures designed for physically based rendering (PBR)
Textures in .tga format
Model texture paths are stripped
I have exported textures for Unreal Engine 4 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.
|| Bonus ||
The high poly model/baking scene 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 channel of the normal map in an image editor.