This is a low poly game ready Color-it-yourself Fn scar L-CQC assault rifle with 4 LODs and various detail maps
....::: FILES & FORMATS :::....
- FBX
- OBJ
- Marmoset Toolbag 2.08
- Maya 2013
- 3ds Max 2013
....::: UV MAPS :::....
- The model relies on1 UV map.
- All LODs use the same UV map so you only have to paint/texture once.
-Some similar meshes of this product has been mirrored and offset into 0,1 UV space, inspect UV map screen grab above to see.
....::: MAPS :::....
Texture maps with a _UE4 suffix are baked with Unreal Engine 4 specific settings
*Each detail map comes in two version, "with noise" and "without noise", separated into two different folders.
FnScar_Normal.tga ----> (8192x8182) & (4096x4096)
FnScar_Normal_UE4.tga ----> (8192x8182) & (4096x4096)
FnScar_AO.tga ----> (8192x8182) & (4096x4096)
FnScar_Curvature.tga ----> (4096x4096)
FnScar_ColorID.tga ----> (8192x8182) & (4096x4096)
....::: Level Of Detail :::....
* LODs 2 to 4 are triangulated
LOD1
8,046 polys
14,330 tris
7,480 verts
LOD2
11,302 tris
5900 verts
LOD3
7,957 tris
4,247 verts
LOD4
5,680 tris
2,985 verts
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....::: No Color Only Detail Maps :::....
This product is a Color-It-Yourself asset that does not come with an Albedo, Metalness or Glossiness map. As shown above in Marmoset, Unreal Engine 4 and Unity 5, simple color swatches and float values were used in the Albedo, Metalness and Glossiness parameters.
Albedo = RGB(49,49,49) to RGB(70,70,70)
Metalness/Reflection = 0.01 to 0.2
Glossiness/Smoothness = 0.3 to 0.5
Roughness = 0.5 to 0.7
....::: 3ds Max and Maya Formats :::....
This is a real-time asset that is intended for use in video games and other real-time applications. The maya and 3ds max versions contain all LODs with a standard material applied to them and no maps connected to the standard material.
These formats are only intended to be hold the original geometry and serve as a workroom. They will not produce the kind of real-time renders shown above unless a Mental Ray, Arnold or Vray scene setup and workflow is used with Indirect illumination and HDRI lighting and reflections.