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PPSh-41

Royalty Free License
- All Extended Uses
Included Formats
3ds Max 2015 Default Scanline
Autodesk FBX
OBJ

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3D Model Specifications
Product ID:622125
Published:
Geometry:Polygonal Quads/Tris
Polygons:9,258
Vertices:7,704
Textures:Yes
Materials:Yes
Rigged:No
Animated:No
UV Mapped:Yes
Unwrapped UVs:Mixed
Artist
TurboSquid Member Since January 2009
Currently sells 269 products
Achievements:
Product Rating
1 Rating Submitted
appstore
Aug 19, 2016
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Description
PPSh-41 is intended for game/realtime/background use. This model is not intended for subdivision.

This is a high quality, low poly asset originally modeled in 3DS Max 2015. The normal map was baked from a high poly model, making this product look very detailed without using many polygons.

The main renders and wireframes were done using Marmoset Toolbag 2.

This weapon is designed to be ready for animation. The magazine, bolt and trigger can be re-positioned and animated.

||SPECS||

Low Poly Model (5 Objects)

Weapon consists of separate objects linked in the following hierarchy (3ds Max and .fbx versions only):

• ppsh41
    • trigger
    • magazine
    • bullet
    • bolt

|| Geometry ||

• 14700 Total Tris
• 9258 Total Polys
• 7704 Total Verts

• There is a 7.62x25mm Tokarev round in the drum magazine.
• Polygons are all quads or tris, no n-gons
• Model unwrapped manually to make most efficient use of the UV space. Only the shells have overlapping UV's.
• Model scaled to approximate real world size (inches)
• Approximate dimensions: W:6'' x L:33'' x H:8''
• All materials and objects named appropriately
• 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 2015

|| Textures ||

• 4096x4096 diffuse, specular, normal, gloss and ambient occlusion (AO) maps
• Textures in .tga format
• Model texture paths are stripped
• Textures made for physically based rendering (PBR)

One final note: Unfortunately there's no universal standard for normal map orientation between game engines. If the normals don't look correct try inverting the green and/or red channels of the normal map in an image editor.
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