Micro Uzi

All Extended Uses
Included Formats
Jun 20, 2014
CheckMate Lite Certified
3ds Max 2013 Native Default Scanline
Other Formats
Autodesk FBX
3D Model Specifications
Product ID:583368
Geometry:Polygonal Quads/Tris
UV Mapped:Yes
Unwrapped UVs:Yes, non-overlapping
TurboSquid Member Since January 2009
Currently sells 236 products
2 Ratings Submitted
Product Rating
Nov 19, 2014
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 2013. 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, fire selector, cocking knob and magazine can be re-positioned and animated.


Low Poly Model (7 Objects)

|| Geometry ||

Weapon consists of separate objects linked in the following hierarchy (3ds Max and .fbx versions only):

• gun
    • magazine
          • bullet
    • trigger
    • cocking knob
    • fire selector
    • bolt

• 7081 Total Tris
• 4134 Total Polys
• 3951 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 Unity (see renders)
• Tested in the Unreal Engine 4 (see renders)
• No special plug-ins needed to use this product
• .obj and .fbx versions exported from 3ds Max 2013

|| Textures ||

• 2048x2048 diffuse, specular, normal, gloss and (optional) ambient occlusion textures
• Textures in .tga format
• Model texture paths are stripped

One final note: Unfortunately there's no universal standard for normal map orientation between game engines. If the normals don't look correct try inverting the green and/or red channels of the normal map in an image editor.
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