Vz 61. Skorpion

All Extended Uses
Included Formats
3ds Max 2016 Default Scanline
Autodesk FBX
Other Files
Supporting Texture Maps - Color ID, Curvature, Pos
Unreal Engine 4 Optimized Textures
Unity Engine 5 Optimized Textures (Metallic/Smooth

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3D Model Specifications
Product ID:768275
Geometry:Polygonal Quads/Tris
UV Mapped:Yes
Unwrapped UVs:Yes, non-overlapping
TurboSquid Member Since January 2009
Currently sells 257 products
1 Rating Submitted
Product Rating
Nov 19, 2014
VZ 61 Skorpion 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 (9 Objects)

Some elements are separated to make setting up animations easier. Pivot points are positioned at logical locations.

-vz61 (main gun)
-bullet (7.65mm)

|| Geometry ||

Polygon count for just the rifle:
16763 Tris
10493 Polys
8706 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: 10.5'' x 1.5 '' x 7 ''
Tested in Marmoset Toolbag 2 (see renders)
Tested in Unreal Engine 4
Tested in Unity 5
No special plug-ins needed to use this product
.obj and .fbx versions exported from 3ds Max 2016

|| Textures ||

2048x2048 base color, normal, metalness, roughness, AO (Ambient Occlusion) maps for the VZ. 61
256x256 base color, normal, metalness, roughness, AO (Ambient Occlusion) maps for the bullet

Textures designed for physically based rendering (PBR)
Textures in .tga format
Model texture paths are stripped

I have exported textures for Unreal Engine 4 and Unity 5 from Substance Painter 2 to make the import process for those engines easier. See the extra downloads for those textures and instructions on how to use them.

There's also an additional download containing extra textures, including a color ID map, which may make editing the textures easier if you don't have Substance Painter 2.

* 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.
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