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Ammo Crates

3D Model License: Standard    Upgrade License
3ds Max 2018
Default Scanline
Additional Texture Maps (Curvature, ID, UV Templat
Diffuse, Specular, and Gloss PBR Textures
Unity Textures
Unreal Engine 4 Textures
Other Files
3D Model Specifications
1,527 Polygons
1,600 Vertices
Polygonal Geometry
UV Mapped
non-overlapping Unwrapped UVs
Product ID: 649343
283 Products
Since 2009

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Ammo Crates is a game-ready asset originally modeled in 3DS Max 2018. This product is intended for game/real time/background use. This model is not intended for subdivision.

Renders done in Marmoset Toolbag 3. Default renders in 3ds Max will NOT look like the preview images. The Marmoset Toolbag scene IS included.

The lid is openable. There are four different sets of textures.


|| Geometry ||

Geometry count:

-1527 polys
-2945 tris
-1600 verts

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 (centimeters)
Dimensions: 59cm x 18cm x 28cm
Tested in Marmoset Toolbag 3 (see renders)
Tested in Unreal Engine 4
Tested in Unity Engine
No special plugins needed.
.obj and .fbx versions exported from 3ds Max 2018

|| Textures ||

2048x2048 base color, roughness, metalness, normal and AO (ambient occlusion) maps

Alternate diffuse/specular/gloss PBR textures for those who prefer that setup. (extra download)

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

I have exported specialized texture maps for Unreal Engine 4 and Unity. See the extra downloads section for those textures and instructions on using them.

Substance Painter source files also available in the extra downloads so that you can easily alter the textures as you wish with Substance Painter.

++ BONUS ++

The high poly model used to bake texture maps for the Bren is also available for download. (3ds Max 2018/fbx/obj)

* 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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