M1A1 Thompson Submachine Gun 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
The weapon is separated into objects to make animation easier. They are arranged in the following hierarchy:
-bullets 1 - 30*
*The magazine contains 30 .45 ACP bullets. You can delete these if you don''''t need them to reduce polygon count. I''''ve also provided meshes with no bullets in the magazine.
|| Geometry ||
The polygon count in the right-hand panel is for weapon and magazine with 30 bullets.
M1A1 without magazine or bullets:
30 round magazine with no bullets:
.45 ACP catridge:
The cartridge model is made so that you can delete the bullet, leaving just the shell. This could be useful if you want to have ejected shell effects.
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)
Weapon Dimensions: 32'''' x 11'''' x 3''''
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 ||
Gun: 2048x2048 diffuse, roughness, metalness, normal and AO (ambient occlusion) maps
Magazine: 1024x1024 diffuse, roughness, metalness, normal and AO (ambient occlusion) maps
.45 ACP Catridge: 256x256 diffuse, roughness, metalness, normal and AO (ambient occlusion) maps
There is a separate download of the textures in specular/gloss PBR format for those who prefer that setup.
Textures designed for physically based rendering (PBR)
Textures in .tga format
Model texture paths are stripped
The textures were made with Substance Painter 2. The source files are available upon purchase.
I have exported specialized texture maps for Unreal Engine 4 and Unity 5. See the extra downloads section for those textures and instructions on using them.
There is another extra download for additional texture maps, which includes curvature, color ID, position, thickness and world space normal maps. These could be helpful for editing the textures if you don''t have Substance Painter 2.
++ BONUS ++
The high poly, cage and exploded low poly meshes used to bake texture maps are also available for download.
* 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.