High quality low-poly model standart M4A1 , created as close as possible to the original with exact dimensions, with highly detailed PBR textures(including textures for Unity and UE5 game engines). I create my models as realistic as possible. You won't see the magazine shaft , barrel, chamber or bolt , covered by the texture or geometry. If you even need to see the rifling in the barrel or any other small details of the weapon. Then this model is exactly for your project. Maximum manifold geometry in model. Open (non-manifold) geometry is only present in rare cases,but you will never see it even with any weapon animation and other manipulations. Game ready model M4A1 for PBR game engines, renderers, first Person Shooters, VR games, and your other projects.
The modularity and uniqueness of this assembly lies in the fact that all minor parts such as the stock, handguard, pistol grip, flashhider, mechanical sight, magazine have a unique separate texture atlas. You can easily replace one of the parts with another, even leaving only one receiver.
Features:
This model is not intended for 3d printing!
Originally created in Blender 3.1.2
Preview rendered with Marmoset Toolbag 4!
High resolution textures 4k (you can downscale the textures from 4K to 2K or 1K depending on your needs) exported out of Substance Painter for PBR MetallRoughness, Unreal Engine, and Unity.
Geometry is fully triangulated to ensure best shading.
Optimized and clean topology.
The whole model (including one bullet) has tris 37 846 and 18 891 verts.
Model is built in real scale (Europe cm).
48 separate parts ready for rigged and animation.
All objects, textures and materials named appropriately.
The model has a full UV unrapping.
Model unwrapping on 8 texture atlases (More details in the description of the textures)
Overlapping is using only in appropriate parts and not noticeable.
Parts info:
All parts of the model have correct names. There are 48 separate parts in this model ready for rig and animation. Total value of tris - 37 846 , verts - 18 891.
Reciever(with buffer tube and barrel): M4A1 standart Tris: 11 068, Verts: 5 565
Handguard: KACris Tris: 9 386, Verts: 4 620
Buttstock : Standard M4SS Stock 4 762, Verts: 2 391
Pistol grip: grip a-2 2 240, Verts: 1 122
Magazine : standart magazine m4 stanag 30 round Tris: 1 902 , Verts: 951
gas block and front sight : M4A1standart front sight with gas block Tris: 5 572 , Verts: 2 792
flash hider : AR-15 Colt USGI A2 Tris: 1 640, Verts: 808
Ammo: 5.56 x 45(m855a1) Tris: 1 272 , Verts: 642
Textures and UV mapping info:
High resolution textures made for physically based rendering (PBR) shader system exported out of Substance Painter(7.1.1) as such required texture maps as:
Albedo(base color), NormalMap (OpenGL and DirectX), Roughness, Metalness, Ambient Occlusion, - .png / 8bit (normal - 16bit)
Unreal Engine (BaseColor, OcclusionRougnessMetall, Normal) - .png / 8bit
Unity (AlbedoTransparency, MetallicSmoothness, Normal) - .png / 8bit
Model unwrapping made on 8 texture atlases. For better use of UV space, some inconspicuous parts that are on the other side, repeated small details have been unwrapped by overlapping. Also Scale of inner unnoticeable parts decreased in UV space. That does not affect the quality of the textures and the general appearance of the model.
You can scale down the original texture (two or even three times) depending on your needs!
ar15_Reciever - 4096×4096 ,texel Density: 80 pixels/cm (Also in the blender and FBX files there is an additional gas block MK12 Low Profile Gas Block (the textures for it belong to the atlas ar15_Reciever))
handguard_KACris - 4096×4096 , texel Density: 143 pixels/cm
stock_M4standart - 4096×4096 , texel Density: 150 pixels/cm
grip_a2 - 2048×2048 , texel Density: 153 pixels/cm
flash_hider_USGI - 1024x1024 , texel Density: 95 pixels/cm
gasblock_mechanical_sight - 4096×4096 ,texel Density: 215 pixels/cm
magazine_stanag30 - 4096×4096 ,texel Density: 163 pixels/cm
ammo - 1024×1024 ,texel Density: 189 pixels/cm
After importing the model and the textures into the target engine you have to follow the official engine documentation on how to set the material up!
All content of this model is packed into .rar archives, names of textures, formats, materials, etc. have the correct names. Folders and archives have very easy to understand names.Also for your comfort there are Readme files in every archive with the description of what this archive contains.