High quality low-poly model tactical MK47 mutant , created as close as possible to the original with exact dimensions, with highly detailed PBR textures(including textures for Unity and UE5 game engines).Game ready model MK47 mutant 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, handguard, pistol grip, silencer, mechanical sight, rifle scope and magazine have a unique separate texture atlas. You can easily replace one of the parts with another, even leaving only one receiver.
This model is not intended for 3d printing!
Originally created in Blender 3.4
Preview rendered with Marmoset Toolbag 4!
High resolution textures 4k (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.
The whole model (including one bullet and magazine 33 rounds) has tris 55 800 and 28 116 verts.
Model is built in real scale (Europe cm).
79 separate parts ready for rigged and animation.
All objects, textures and materials named appropriately.
Model unwrapping on 9 texture atlases (More details in the description of the textures)
Overlapping is using only in appropriate parts and not noticeable.
All parts of the model have correct names. There are 79 separate parts in this model ready for rig and animation. Total value of tris - 55 800 , verts - 28 116.
receiver(with buffer tube, gas block, charging handle,flash hider and barrel) : CMMG Mk47 Mutant Tris: 12 752, Verts: 6 417
ammo : 7x62 BP Tris: 1 080, Verts: 544
handguard : AR-10 CMMG MK3 RML9 9 inch M-LOK Tris: 10 224 , Verts: 4 984
Buttstock : CMMG rip-stock Tris: 1 666, Verts: 823
Pistol grip: MOE GRIP AR15 Tris: 1 904, Verts: 954
Magazine : pmag30 genM3 7x62 Tris: 4 536 , Verts: 2 272
Silencer ( with muzzle devices) : Knights Armament 762 QDC/CRS Tris: 4 354 , Verts: 2 196
Tactical grip: Magpul M-Lock AFG Tris: 1 896 , Verts: 954
mechanical sight: iron sight KRISS Tris: 4 472 , Verts: 2 234
rifle scope: Leupold Mark 4 HAMR Scope and DeltaPoint Red Dot Sight Tris: 13 887, Verts: 7 216
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 9 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!
MK47_receiver - 4096×4096 ,texel Density: 77 pixels/cm (Also in the blender and FBX files there is an additional standart flash hider (the textures for it belong to the atlas ar15_Reciever))
MK47_handguard - 2048x2048 ,texel Density: 71 pixels/cm
pistol_grip_MOE - 2048x2048 ,texel Density: 130 pixels/cm
stock_CMMG - 2048x2048 ,texel Density: 84 pixels/cm
magazine_pmag30_genM3 - 4096×4096 ,texel Density: 151 pixels/cm
ammo_7.62_BP - 1024×1024 ,texel Density: 183 pixels/cm
mechanical_sight_kriss - 2048x2048 ,texel Density: 163 pixels/cm
suppressor_KAC_PRS - 4096×4096 ,texel Density: 164 pixels/cm
tactical_grip_magpul_AFG - 2048x2048 ,texel Density: 144 pixels/cm
rifle_scope_HAMR - 4096×4096 ,texel Density: 149 pixels/cm (lens 512x512) (reticle - 256 for deltapoint and 512 for HAMR)
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.