Revolver_Frame_1

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Author name
3d-gun
Source
CGTrader
Polygon Count
30,416
Release Date
2023-04-28
License
Royalty Free License
Package price
$ 35
revolversconceptdesigncartridgeammoboxgunweaponhandgunweaponrywestfuturemilitary

Package Overview

Low Poly Revolvers 3d model with Ammo box and cartridge. Six-shot revolver of original design and construction. A dueling pair of revolvers in a box. In the file, the scene is as in the preview: Two revolvers in an open box, each revolver contains 6 rounds. The design is completely author's, including the cartridge and its caliber, the appearance of the revolver and holster, as well as its name. And it can be used in any projects without restrictions.

Technical specifications: The revolver model consists of 17 objects and contains 11650 points and 23312 polygons (after triangulation). The cartridge model consists of 2 objects and contains 596 points and 1184 polygons (after triangulation). The ammo box model consists of 5 objects and contains 1292 points and 2568 polygons (after triangulation). The total size of the whole scene 31744 points and 63400 polygons (after triangulation). 3D models are not triangulated. The nonplanarity of the quads does not exceed 10 degrees. Format 3D models FBX, OBJ.

PNG texture format for PBR material. Textures are exported from Substance Painter in maximum quality. The model and textures are packed into an archive. The archive contains a model and three folders with textures. The Render folder contains 6 textures: AO, BaseColor, Height, Metalness, Roughness, Normal (GL) that can be used in most PBR renders. There are 3 textures in the UE4 folder: BaseColor, Normal (DX), OcclusionRoughnessMetallic. For the Unreal Engine. There are 3 textures in the Unity folder: BaseMap, MaskMap, Normal (GL), For the Unity engine.

Keep in mind that textures are not automatically loaded with the model. You need to import the model, create a material for it, and load the textures into the appropriate material settings channels. And for use in a game engine, you may need to optimize the textures: change the format, resolution, etc. The appearance of materials on the model depends on the way it is lit. To display metals, you need to use an HDRI map in lighting. Depending on the HDRI map used, the display of model materials may differ from the images in the presentation.