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Weapon Special Attachments

Royalty Free License
- All Extended Uses
Included Formats
3ds Max 2012 Default Scanline 2012
Unreal 4.15
ZBrush 4R7
Unity 5
FBX 2016
OBJ 2012
Textures for Unity 5 in separate archive

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3D Model Specifications
Product ID:1136092
Geometry:Polygonal Quads/Tris
UV Mapped:Yes
Unwrapped UVs:Yes, non-overlapping
TurboSquid Member Since November 2014
Currently sells 42 products
Product Rating
Pack of special attachments with different skins for customizing your weapon. All assets are PBR-ready.

This pack includes low poly assets suitable for games and realtime rendering. This product contains Unreal Engine 4.15 assets, Unity 5 package, 3dsMAX source files, ZBrush highpoly source files, FBX and OBJ files.

These models are not replicas but an artistic representation of real devices.


NOTICE: Pack for Unity contain only prefabs, meshes, collisions, materials and textures and doesn't contain any interactive elements or user-interface implementations.

This pack includes 7 assets of weapon attachments : action lasers, flashlight, holographic sight and silencers.

Sights, lasers and flashlight have correct mount for Picatinny rail. Silencers have appropriate recess for mounting on modern assault rifle barrel.

Each asset have a simple blueprint setup which allows skin change and prevents user from assigning wrong skin. Also, lasers and flashlight have an ability of toggling visibility of light and laser beams and changing their lightness and color.

Silencers blueprints contain only skin change interface.
All possible modification actions organized in rollout called Modification which is unique for every newly added blueprint actor class.

Collimator sight contains 5 different texture aim marks.

Collimator, lasers and flashlight blueprints contain trigger volumes with overlapping of which system enabling or disabling keyboard input. The size of trigger volumes, events and input keys can be easly changed by user.

Each asset contains additional LOD and custom collision mesh.

[Technical Details]

Physically-Based Rendering : Yes

Current key mapping: Double Action Laser - '1' and '2' (red and green laser toggling)
Laser Sight - '3'
Flashlight - '4'
Collimator Sight - '5' (change aim mark)


All models built in real world scale.

Meshes : 21 (7 original meshes, 7 additional lods and 7 collisions)
Materials and Material Instances: 15
Textures : 41
Texture Sizes: 10x4096 , 25x2048 , 1x512, 5x64
LODs : Yes
Collision mesh: Yes

Vertex Count (in order [lod0, lod1, ucx]):
Double Action Laser DBAL: 4 322, 2 676, 70
Holographic Collimator Sight: 1 326, 928, 38
Laser Sight: 510, 354, 36
Flashlight: 956, 667, 38
Silencer Round 1: 576, 365, 58
Silencer Round 2: 464, 288, 34
Silencer Square: 346, 218, 48

[Textures naming convention]
_A - Albedo or Base Color (Diffuse)
_M - Metallic or Metallness
_R - Roughness (inverse of Glossiness)
_N - Normal Map
_AO - Ambient Occlusion
_P - Packed channel map for Unreal Engine where
    Red is for Metallic
    Green - for Roughness
    Blue - Ambient Occlusion

_unity_P Packed channel map for Unity 5 where
    Red is for Metallic
    Green for Ambient Occlusion
    Blue empty
    Alpha Smoothness (inverted Roughness)

_unity_N Normal Map for Unity 5 (inverted Green channel)
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