Tactical version - https://www.cgtrader.com/3d-model-collections/tactical-modular-sniper-rifle-hk-g28-and-g28-patrol
High quality low-poly model G 28 , 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, receiver, silencer, handguard ,flashhider, ammo, pistol grip, barrel 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 3.6
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.
Optimized and clean topology
1 variation - all parts (including one bullet ) has tris 47 646 and 24 015 verts. ( Version with transparent full magazine has tris 77 282 )
2 variation - all parts (including one bullet ) has tris 48 064 and 24 214 verts. ( Version with transparent full magazine has tris 77 700)
Model is built in real scale (Europe cm).
35 separate parts ready for rigged and animation.
All objects, textures and materials named appropriately.
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:
G28_receiver \ Tris: 17 706
G28_magazine \ Tris: 3 388
G28_full_transparent_magazine \ Tris: 33 024
G28_adjustable_stock \ Tris: 7 852
G28_stock_E2 \ Tris: 9 052
G28_barrel \ Tris: 3 624
G28_handguard \ Tris: 7 548
G28_handguard_patrol \ Tris: 6766
Pistol_grip_HK_BGB \ Tris: 3 516
HK_flashhider_prolong \ Tris: 2 524
ammo_762_m993 \ Tris: 1 488
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!
G28_receiver - 4096×4096 ,texel Density: 65 pixels/cm
G28_magazine - 2048×2048 ,texel Density: 59 pixels/cm
G28_adjustable_stock - 4096×4096 ,texel Density: 98 pixels/cm
G28_stock_E2 - 4096×4096 ,texel Density: 117 pixels/cm
G28_barrel - 2048×2048 ,texel Density: 73 pixels/cm
G28_handguard - 4096×4096 ,texel Density: 74 pixels/cm
G28_handguard_patrol - 4096×4096 ,texel Density: 117 pixels/cm
Pistol_grip_HK_BGB - 2048×2048 ,texel Density: 105 pixels/cm
HK_flashhider_prolong - 1024×1024 ,texel Density: 70 pixels/cm
ammo_762_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.