Mk. II Grenade

All Extended Uses
Included Formats
3ds Max 2016 Default Scanline
Autodesk FBX
Other Files
Photoshop Source File
High Poly Model
Substance Painer Source File
3D Model Specifications
Product ID:980491
Geometry:Polygonal Quads/Tris
UV Mapped:Yes
Unwrapped UVs:Yes, non-overlapping
TurboSquid Member Since January 2009
Currently sells 236 products
Product Rating
Mk. 2 Grenade is a high quality, low poly asset originally modeled in 3DS Max 2015. 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.


Low Poly Model (4 Objects)


|| Geometry ||

There are 3 different LOD's (level of details) of the model which successively use fewer polygons.

Lod 0:

9936 Total Tris
8488 Total Polys
5067 Total Verts

Lod 1:

4586 Total Tris
2600 Total Polys
2364 Total Verts

Lod 2:

1924 Total Tris
1126 Total Polys
1047 Total 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: 2.5'' x 2.2'' x 4.3''
Tested in Marmoset Toolbag 2 (see renders)
Tested in Unreal Engine 4
No special plug-ins needed to use this product
.obj and .fbx versions exported from 3ds Max 2016

|| Textures ||

2048x2048 diffuse, specular, gloss, normal and AO (ambient occlusion) maps
Textures designed for physically based rendering (PBR)
Textures in .tga format
Model texture paths are stripped

This texture was made with Substance Painter with final adjustments made in Photoshop. Both the Substance Painter and Photoshop files are available as separate downloads upon purchase.

|| 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 and/or red channels of the normal map in an image editor. Unreal Engine 4 and Source Engine will need the green channel inverted.
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