Model of the KA-BAR knife more formally known as the USMC Mark 2 Combat Knife.
This 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 (1 Object)
|| Geometry ||
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: 7'' x 1'' x 1''
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 ||
2048x2048 base color, roughness, metalness, normal and AO (ambient occlusion) maps
Alternate set of 2048x2048 diffuse, gloss, specular, normal and AO (ambient occlusion) maps for those who prefer the specular/gloss PBR workflow
Textures designed for physically based rendering (PBR)
Textures in .tga format
Model texture paths are stripped
The Substance Painter source file is available upon purchase.
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.
Additional texture maps that may help with texture editing (curvature, color ID, position, thickness, and world space normal) are available as an extra download.
|| Bonus ||
The high poly model used to bake the textures is also included as a separate download upon purchase.
* 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.