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Oct 27, 2017
CheckMate Lite Certified
3ds Max 2018  |  Default Scanline
Specular/Gloss PBR Textures
Unity Engine Textures
Unreal Engine Textures
Other Files
3D Model Specifications
5,797 Polygons
5,969 Vertices
Polygonal Quads/Tris Geometry
UV Mapped
non-overlapping Unwrapped UVs
Product ID: 686497
283 Products
Since 2009

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Model 24 Stielhandgranate is a game-ready asset originally modeled in 3DS Max 2018. This product is intended for game/real time/background use. This model is not intended for subdivision.

Renders done in Marmoset Toolbag 3. Default renders in 3ds Max will NOT look like the preview images. The Marmoset Toolbag scene IS included.

This grenade has the cap and pull cord modeled so it can have a realistic arming animation.


Low Poly Model

The weapon is separated into objects to make animation easier. They are arranged in the following hierarchy:


|| Geometry ||

Geometry count:
-5797 polys
-11462 tris
-5969 verts

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 (centimeters)
Weapon Dimensions: 4.1cm x 32.8cm x 4.1cm
Tested in Marmoset Toolbag 3 (see renders)
Tested in Unreal Engine 4
Tested in Unity Engine
No special plugins needed.
.obj and .fbx versions exported from 3ds Max 2018

|| Textures ||

2048x2048 base color, roughness, metalness, normal and AO (ambient occlusion) 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 .png format
Model texture paths are stripped

I have exported specialized texture maps for Unreal Engine 4 and Unity. See the extra downloads section for those textures and instructions on using them.

Substance Painter source files also available in the extra downloads so that you can easily alter the textures as you wish with Substance Painter.

++ BONUS ++

The high poly model used to bake texture maps for the Stielhandgranate is also available for download

* 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.
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