Manual Automatic Grenade Launcher Savan Caliber 32mm 3d model
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Manual Automatic Grenade Launcher Savan Caliber 32mm

Manual Automatic Grenade Launcher Savan Caliber 32mm

by CG Trader
Last crawled date: 1 year, 6 months ago
3d lowpoly model of an automatic grenade launcher caliber 32 mm. Principle of operation: Equipment from the store, automatic reloading - short rollback of the barrel. Two shutter positions: the first is for manual replacement of a grenade, the second is on the shutter delay from an empty magazine. There are switches on the case: Fuse, Release from the slide stop, Snap off the magazine, Partial disassembly. The length of the grenade launcher is 75 cm. The model comes with a magazine for 10 grenades and three types of textures for grenades. The design is completely author's, including the cartridge and its caliber, the appearance as well as its name. And it can be used in any projects without restrictions. Technical specifications:
The grenade launcher model consists of 25 objects and contains 15399 points and 31114 polygons (after triangulation).
The grenade model consists of 1 object and contains 786 points and 1568 polygons (after triangulation).
The magazin consists of 2 objects and contains 2416 points and 4824 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. grenade launcher weapon gun big cannon grenades army military bazooka explosive rpg

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