Micro Uzi 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 2016. 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 trigger, hammer, bolt, cocking handle and magazine can be re-positioned and animated.
Low Poly Model (6 Objects)
|| Geometry ||
Weapon consists of separate objects linked in the following hierarchy:
10287 Total Tris
6495 Total Polys
5595 Total Verts
-There is a 9mm bullet placed in the magazine (you can duplicate it if you need more bullets)
-Polygons are all quads or tris, no n-gons
-Model unwrapped manually to make most efficient use of the UV space
-Model scaled to approximate real world size (inches)
-Approximate dimensions: W:9.0'' x L:1.4'' x H:9.1''
-All materials and objects named appropriately
-Tested in Marmoset Toolbag 2 (see renders)
-Tested in the Unreal Engine 4
-No special plug-ins needed to use this product
-.obj and .fbx versions exported from 3ds Max 2013
|| Textures ||
-2048x2048 diffuse, roughness, metalness, normal and AO (ambient occlusion) maps
-Textures in .tga format
-Model texture paths are stripped
-Textures designed for physically based rendering (PBR)
This texture was made with Substance Painter. The Substance Painter file is available as separate downloads upon purchase.
I have exported textures for 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.
|| 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 channel of the normal map in an image editor. Unreal Engine 4 and Source Engine will need the green channel inverted.