High quality low-poly model Custom 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.
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 62 293 and 31 125 verts.
Model is built in real scale (Europe cm).
71 separate parts ready for rigged and animation.
All objects, textures and materials named appropriately.
The model has a full UV unrapping.
Model unwrapping on 10 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 71 separate parts in this model ready for rig and animation. Total value of tris - 62 293 , verts - 31 125.
Reciever(with buffer tube and barrel): M4A1 standart Tris: 11 068, Verts: 5 565
Handguard(with picatinny rail): lvoa-s Tris: 18 944, Verts: 9 180
Buttstock : Fab defense gl-core Tris: 4 917, Verts: 2 468
Pistol grip: F-1 Firearms Skeletonized Grip Tris: 4 774, Verts: 2 361
Silencer ( with muzzle devices) : Griffin armament M4SD II Tris: 4 128, Verts: 2 064
RED DOT REFLEX SIGHT : Aimpoint Micro H-2 Tris: 6 630, Verts: 3 400
Magazine : Magpul PMAG D-60 Tris: 3 334 , Verts: 1 720
Tactical grip: Stark SE-5 Express Forward Tris: 2 790 , Verts: 1 421
Flashlight : SureFire X400 Tris: 4 432 , Verts: 2 304
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, Opacity (for alpha reticle in scope), emissive (for reticle in scope) - .png / 8bit (normal - 16bit)
Unreal Engine (BaseColor, OcclusionRougnessMetall, Normal) - .png / 8bit
Unity (AlbedoTransparency, MetallicSmoothness, Normal) - .png / 8bit
Model unwrapping made on 10 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
Handguard - 4096×4096 ,texel Density: 120 pixels/cm
buttstock - 4096×4096 ,texel Density: 133 pixels/cm
pistol_grip - 4096×4096 ,texel Density: 223 pixels/cm
silencer - 4096×4096 ,texel Density: 160 pixels/cm
reflex_sight - 4096×4096 ,texel Density: 177 pixels/cm
magazine - 4096×4096 ,texel Density: 120 pixels/cm
tactical_grip - 4096×4096 ,texel Density: 222 pixels/cm
flashlight - 4096×4096 ,texel Density: 232 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.