- Editorial Uses AllowedExtended Uses May Need Clearances
The intellectual property depicted in this model, including the brand "mikhail kalashnikov", is not affiliated with or endorsed by the original rights holders. Editorial uses of this product are allowed, but other uses (such as within computer games) may require legal clearances from third party intellectual property owners. Learn more.
Kalashnikov goal was to design a cheaply manufactured, automatic weapon that fired the new Soviet 7.62x39mm intermediate power round. This round was intended to be a compromise between the pistols rounds fired from submachine gun, which were controllable but lacked power, and the rifle cartridges fired from heavier machine guns, which were either too heavy to fire while on the move or, if lightened, uncontrollable during automatic fire. The conventional wisdom is that the Nazi's originated the concept of an assault rifle with their MP44 machine-pistol design, (which fired the 7.92x33 '8mm Kurz' round) and the Soviets copied them, but this is disputed by Ezell -- both sides may have developed such weapons concurrently. Furthermore, Kalashnikov was hardly the only _Soviet_ designer working toward this end at this time. Other designers looking at the 7.62x39 cartridge included Simonov (designer of the SKS) and Tokarev (designer of the weapons that bear his name). Kalashnikov's weapon was designed from the outset to be: * light * select-fire * simple to operate, clean, and repair * reliable * made from as much stamped metal and as little milled metal as possible to reduce the cost to manufacture The original model was built in 1947. (Info from kalashnikov.guns.ru)
The Vectorium3D collection features low poly models optimized to look great but render fast.
Ready for games or real-time applications. Even when poly-restrictions are not a factor, optimized low-poly models render faster and make scenes easier to work with.
Vectorium3D low-poly models are fully UV-unwrapped, non-overlapping, with quality texture maps featuring consistent level of detail.
It's possible to achieve more realistic results with procedural shaders, advanced lighting and renderers - but those improvements come at a significant cost in terms of render time. We worked with basic materials only, no procedural maps, no Fresnel shaders, no advanced lighting – all optimized to keep render speed fast yet produce quality results.
Models are to scale (or very close), all materials are well named, all texture maps are well named and organized, all reflection maps (if used) reference the same map so you can easily change reflections on all materials - and we took care to test the converted formats to insure the conversions were successful. We're confident you'll find the models easy to work with and customize to your needs.
We're confident the models will import correctly, take a minimum amount of effort to integrate and customize in your scene, and will render well. If you encounter any difficulties or require the models in another format, let us know and we'll do our best to help quickly - we know the deadline is always near. Thanks for your business!