High quality low-poly model tactical SCAR-H, 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 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,barrel, pistol grip, silencer, scope, Tactical devices , vertical grip and 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 3.4
Preview rendered with Marmoset Toolbag 4!
High resolution textures 4k and 2k (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.
2 color options (black and FDE)
Optimized and clean topology
The whole model (including one bullet ) has tris 66 636 and 33 902 verts.
Model is built in real scale (Europe cm).
82 separate parts ready for rigged and animation.
All objects, textures and materials named appropriately.
Model unwrapping on 11 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 82 separate parts in this model ready for rig and animation. Total value of tris - 66636 , verts - 33902.
receiver (with cover, mechanical rear sight and bolt ) - SCAR-H / Tris: 18 165, Verts: 9 228
barrel (with flash hider ): FN SCAR-H 7.62x51 16 inch barrel / Tris: 7 070, Verts: 3 556
ammo : ammo_7.62_m993 / Tris: 1 488, Verts: 748
Buttstock : FN SCAR folding stock / Tris: 8 139, Verts: 4 137
Pistol grip: grip A-2 / Tris: 2 062, Verts: 1 033
Magazine :FN SCAR-H 7.62x51 20-round magazine 7.62x51 / Tris: 2 892 , Verts: 1448
Silencer : AAC 762 SDN-6 Sound Suppressor / Tris: 1 338 , Verts: 669
Tactical grip: Vertical Grip HK Style / Tris: 3 188 , Verts: 1 605
tactical device : EOTECH OGL / Tris: 13 142 , Verts: 6 822
Red Dot Sights : ROMEO8T / Tris: 5 548, Verts: 2 848
weaponlight: Insight WMX200 / Tris: 3 604, Verts: 1 808
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 11 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!
SCAR-H_receiver - 4096×4096 ,texel Density: 66 pixels/cm
SCAR-H_barrel - 2048×2048 ,texel Density: 60 pixels/cm
SCAR-H_buttstock - 4096×4096 ,texel Density: 94 pixels/cm
pistol_grip_A2 - 2048×2048 ,texel Density: 151 pixels/cm
SCAR-H_magazine_20 - 2048×2048 ,texel Density: 66 pixels/cm
vertical_grip_HK - 2048×2048 ,texel Density: 125 pixels/cm
silencer_AAC_SDN - 2048×2048 ,texel Density: 100 pixels/cm
ROMEO8T_red_dot - 4096×4096 ,texel Density: 168 pixels/cm (Additionally, there is a texture for lens 512x512 and reticle 512x512 )
EOTECH_OGL - 4096×4096 ,texel Density: 166 pixels/cm
weapon_light_insight - 2048×2048 ,texel Density: 108 pixels/cm
ammo_7.62_m993 - 1024×1024 ,texel Density: 155 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.