M16A1 Rifle 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 2. 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:
The polygon count in the right-hand panel is for the rifle, one bullet, and 20 round magazine combined. Here is a more detailed breakdown of the polygon count.
M16A1 with no attachments: -15900 tris -9549 polys -8516 verts
3x20 Scope: -3467 tris -1791 polys 1917 verts
Leatherwood Scope: -4078 tris -2152 polys -2216 verts
AN-PVS/2 Night Scope: -6672 tris -3543 polys -3613 verts
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) Rifle Dimensions: 40'' x 3'' x 9'' Tested in Marmoset Toolbag 2 (see renders) Tested in Unreal Engine 4 No special plug-ins needed to use this product .obj and .fbx versions exported from 3ds Max 2016
|| Textures ||
Rifle: 2048x2048 diffuse, roughness, metalness, normal and AO (ambient occlusion) maps Attachments: Additional sets of mostly 1024x1024 diffuse, roughness, metalness, normal and AO maps. There are also textures for the scope glass with opacity in the alpha channel.
There is 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
The textures were made with Substance Painter 2. The source files are available upon purchase.
* 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.