High quality low-poly model scope mount , created as close as possible to the original with exact dimensions, with highly detailed PBR textures(including textures for Unity and UE5 game engines).Game ready model 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 3.4
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 has tris 12 570 and 6 379 verts.
Model is built in real scale (Europe cm)
22 separate parts ready for rigged and animation.
The model has a full UV unrapping.
Parts info:
All parts of the model have correct names. There are 22 separate parts in this model ready for rig and animation.
Geissele Super Precision Mount Tris: 8 906, Verts: 4459
TRIJICON RMR red dot sight Tris: 3 664, Verts: 1 920
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 1 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!
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!