Rook Classic Revolver Bluing with Bandolier and Speedloader 3d model
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Rook Classic Revolver Bluing with Bandolier and Speedloader

Rook Classic Revolver Bluing with Bandolier and Speedloader

by CG Trader
Last crawled date: 1 year, 7 months ago
Low Poly Revolver 3d model with accessories.
Six-shot revolver with a classic double-action mechanism. Optional: Cartridge for a revolver. Bandolier and Speedloader for cartridges. Holster for a revolver.
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 12 objects and contains 10909 points and 21814 polygons (after triangulation).
The cartridge model consists of 2 objects and contains 596 points and 1184 polygons (after triangulation).
The bandolier consists of 1 object and contains 1314 points and 2632 polygons (after triangulation).
The speedloader consists of 3 objects and contains 2668 points and 5348 polygons (after triangulation).
The revolver holster model consists of 1 object and contains 973 points and 1946 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. revolver gun handgun bandolier speedloader weapon weaponry cowboy war ammo bullet cartridge military

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