M16A2 is a high quality, low poly asset originally modeled in 3DS Max 2018. 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.
Renders done in Marmoset Toolbag 3. Default renders in 3ds Max will NOT look like the preview images. The Marmoset Toolbag scene IS included.
Low Poly Model
The weapon is separated into objects to make animation easier. They are arranged in the following hierarchy:
The geometry has been triangulated to ensure it shades as accurately as possible in game engines. So the polygon count and triangle count are the same.
M16A2: -31929 tris -16811 verts
There is also a quaded version of the mesh in the extra downloads section.
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) Weapon Dimensions: 100cm x 28cm x 7cm Tested in Marmoset Toolbag 3 (see renders) Tested in Unreal Engine 4 Tested in Unity Engine 5 No special plugins needed. .obj and .fbx versions exported from 3ds Max 2018
|| Textures ||
M16A2: 4096x4096 base color, roughness, metalness, normal and AO (ambient occlusion) maps
5.56 Cartridge: 512x512 PBR textures.
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 .png format Model texture paths are stripped
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.
Substance Painter 2 source file 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 is also available for download. (3ds Max 2018)
* 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.