M2 Carbine is a high quality, low poly asset originally modeled in 3DS Max 2016. 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.
The main renders and wireframes were done in Marmoset Toolbag 3. Default renders in 3ds Max will NOT look like the preview images. The Marmoset scenes for the renders and wireframes ARE included with the model.
Low Poly Model
The weapon is separated into objects to make animation easier. They are arranged in the following hierarchy:
30 Round Magazine: -1440 polys -2299 tris -1190 verts
.30 Carbine Cartridge -254 polys -492 tris -257 verts
The cartridge model is made so that you can delete the bullet, leaving just the shell. This could be useful if you want to have ejected shell effects.
Polygons are all quads or tris, 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 (inches) Weapon Dimensions: 3'' x 36'' x 8'' Tested in Marmoset Toolbag 3 (see renders) Tested in Unreal Engine 4 Tested in Unity Engine 5 No special plug-ins needed to use this product .obj and .fbx versions exported from 3ds Max 2016
|| Textures ||
M2: 4096x4096 base color, roughness, metalness, normal and AO (ambient occlusion) maps
Magazine: 1024x1024 base color, roughness, metalness, normal and AO (ambient occlusion) maps
.30 Carbine Cartridge: 512x512 base color, roughness, metalness, normal and AO maps
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 .tga 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.
* 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.