|| MP-28 ||
MP-28, Game Ready asset is a high quality, low poly asset originally modeled in 3DS Max 2017.
The normal map was baked from a high poly model in Substance Painter 2018, making this product look very detailed without using many polygons. This product is intended for game/real time/ usage. This model is not intended for subdivision.The polycount is similar to the modern FPS AAA games.
The renders and wireframes were done in Marmoset Toolbag 3. (The triangulation of the the mesh topology is caused by Marmoset).
||SPECS||
Low Poly Model:
All the main objects are separately and named correctly for an easy usage.
-This weapon is designed to be modular and ready for animation. Parts such as magazine are ready to be rigged and animated.
Includes: .obj, .max, .fbx, .3ds files.
.obj,.fbx and .3ds versions exported from 3ds Max 2017 .
Marmoset scene can be downloaded.
An Unreal Engine 4 project is also included with textures. Ready to be used in your game.
An Unity package is also available.
|| Geometry ||
Total with full mag:
14.145Total Polys
15.235 Total Verts
30.259 Total Tris
Weapon without accessories (Full mag):
11.273 Total Polys
12.306 Total Verts
24.521 Total Tris
Bullet:
253 Total Polys
253 Total Verts
502 Total Tris
Model unwrapped manually to make most efficient use of the UV space.
Model scaled to approximate real world size. All materials and objects named appropriately.
Tested in Marmoset Toolbag 3 (see renders).
No special plug-ins needed to use this product.
|| Textures ||
Textures for Unity 5 and Unreal Engine 4 can be downloaded.
Texture set for the scope is separate from the one of the rifle so it can be interchangable.
Textures in .targa format:
4k Texture set for the Weapon (Basecolor, ambient occlusion, metallic, roughness, normal)
2k Texture set for the Bayonet and the Strap (Basecolor, ambient occlusion, metallic, roughness, normal)
1k Texture set for the Bullets (Basecolor, ambient occlusion, metallic, roughness, normal)
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Eachsuch product built using content must be a standalone creative work (such a game, simulation, or video) in which content is merely a component and not the primary focus. For example, it may not be a content pack for distribution to engine users.
Users are free to modify any content they purchase.
All items sold are non-transferable, and users cannot sub-license the content for further redistribution, whether or not they have modified it. Users cannot buy the content and then distribute it to other developers to use in other projects, for example by listing it on the Marketplace or another store themselves.