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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.**\n\n**The modularity and uniqueness of this assembly lies in the fact that all minor parts such as the stock, receiver, red dot, silencer, handguard ,flashhider, riflescope, ammo, pistol grip, scope mount, tactical 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.**\n\n\n**Features:**\n\n- **This model is not intended for 3d printing!**\n\n- Originally created in Blender 3.6\n\n- Preview rendered with Marmoset Toolbag 4!\n\n- 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.\n\n- Geometry is fully triangulated to ensure best shading.\n\n- Optimized and clean topology\n\n- all parts (including one bullet ) has tris 76 010 and 38 410 verts. ( Version with  transparent full magazine has tris 105 732  and 53 482 verts )\n\n- Model is built in real scale (Europe cm).\n\n- 75 separate parts ready for rigged and animation.\n\n- All objects, textures and materials named appropriately.\n\n- Model unwrapping on 13 texture atlases (More details in the description of the textures)\n\n- Overlapping is using only in appropriate parts and not noticeable.\n\n**Parts info:**\n\n- G28_receiver \\ Tris: 17 706\n\n- G28_magazine \\ Tris: 3 388\n\n- G28_full_transparent_magazine \\ Tris: 33 024\n\n- G28_adjustable_stock \\ Tris: 7 852\n\n- G28_barrel  \\ Tris: 3 624\n\n- G28_handguard \\ Tris: 7 548\n\n- Pistol_grip_HK_BGB \\ Tris: 3 516\n\n- HK_flashhider_prolong \\ Tris: 2 524\n\n- G28_silencer_BT_QD \\ Tris: 4 096\n\n- vertical_grip_HK  \\ Tris: 3 188\n\n- scope_mount_34mm_recknagel  \\ Tris: 5 148\n\n- riflescope_schmidtbender_PM2_3-20×50  \\ Tris: 11 428\n\n- Aimpoint_Micro_H-2_with_frame_recknagel  \\ Tris: 4 504\n\n- ammo_762_m993 \\ Tris: 1 488\n\n**Textures and UV mapping info:**\n\nHigh resolution textures made for physically based rendering (PBR) shader system exported out of Substance Painter(7.1.1) as such required texture maps as:\n\n- 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)\n\n- Unreal Engine (BaseColor, OcclusionRougnessMetall, Normal) - .png / 8bit\n\n- Unity (AlbedoTransparency, MetallicSmoothness, Normal) - .png / 8bit\n\nModel unwrapping made on 13 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.\n\n**You can scale down the original texture (two or even three times) depending on your needs!**\n\n- G28_receiver - 4096×4096 ,texel Density: 65 pixels/cm\n\n- G28_magazine - 2048×2048 ,texel Density: 59 pixels/cm\n\n- G28_adjustable_stock - 4096×4096 ,texel Density: 98 pixels/cm\n\n- G28_barrel - 2048×2048 ,texel Density: 73 pixels/cm\n\n- G28_handguard - 4096×4096 ,texel Density: 74 pixels/cm\n\n-  Pistol_grip_HK_BGB - 2048×2048 ,texel Density: 105 pixels/cm\n\n- HK_flashhider_prolong - 1024×1024 ,texel Density: 70  pixels/cm\n\n- G28_silencer_BT_QD - 2048×2048 ,texel Density: 75 pixels/cm\n\n- vertical_grip_HK - 2048×2048 ,texel Density: 125 pixels/cm\n\n- scope_mount_34mm_recknagel - 2048×2048 ,texel Density: 94 pixels/cm\n\n- riflescope_schmidtbender_PM2_3-20×50 - 4096×4096 ,texel Density: 100 pixels/cm\n\n- Aimpoint_Micro_H-2_with_frame_recknagel - 2048×2048 ,texel Density: 103 pixels/cm\n\n- ammo_762_m993 1024×1024 ,texel Density: 155 pixels/cm\n\n**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!**\n\n**All content of this model is packed into .rar archives, names of textures, formats, materials, etc. have the correct names. 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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.**\n\n**The modularity and uniqueness of this assembly lies in the fact that all minor parts such as the stock, receiver, handguard ,flashhider, riflescope, ammo, pistol grip, scope mount, barrel and magazine have a unique separate texture atlas. You can easily replace one of the parts with another, even leaving only one receiver.**\n\n**Features:**\n\n- **This model is not intended for 3d printing!**\n\n- Originally created in Blender 3.6\n\n- Preview rendered with Marmoset Toolbag 4!\n\n- 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.\n\n- Geometry is fully triangulated to ensure best shading.\n\n- Optimized and clean topology\n\n- all parts (including one bullet ) has tris 59 750 and 30 131 verts. ( Version with transparent full magazine has tris 105 732 and 53 482 verts )\n\n- Model is built in real scale (Europe cm).\n\n- 57 separate parts ready for rigged and animation.\n\n- All objects, textures and materials named appropriately.\n\n- Model unwrapping on 10 texture atlases (More details in the description of the textures)\n\n- Overlapping is using only in appropriate parts and not noticeable.\n\n**Parts info:**\n\n- G28_receiver \\ Tris: 17 706\n\n- G28_magazine \\ Tris: 3 388\n\n- G28_full_transparent_magazine \\ Tris: 33 024\n\n- G28_stock_E2 \\ Tris: 9 052\n\n- G28_barrel \\ Tris: 3 624\n\n- G28_handguard_patrol \\ Tris:  6766\n\n- Pistol_grip_HK_BGB \\ Tris: 3 516\n\n- HK_flashhider_prolong \\ Tris: 2 524\n\n- scope_mount_30mm_recknagel \\ Tris: 5 148\n\n- riflescope_schmidtbender_PM2_1-8×24  \\ Tris: 6 538\n\n- ammo_762_m993 \\ Tris: 1 488\n\n**Textures and UV mapping info:**\n\nHigh resolution textures made for physically based rendering (PBR) shader system exported out of Substance Painter(7.1.1) as such required texture maps as:\n\n- 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)\n\n- Unreal Engine (BaseColor, OcclusionRougnessMetall, Normal) - .png / 8bit\n\n- Unity (AlbedoTransparency, MetallicSmoothness, Normal) - .png / 8bit\n\nModel 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.\n\n**You can scale down the original texture (two or even three times) depending on your needs!**\n\n- G28_receiver - 4096×4096 ,texel Density: 65 pixels/cm\n\n- G28_magazine - 2048×2048 ,texel Density: 59 pixels/cm\n\n- G28_stock_E2 - 4096×4096 ,texel Density: 117 pixels/cm\n\n- G28_barrel - 2048×2048 ,texel Density: 73 pixels/cm\n\n- G28_handguard_patrol - 4096×4096 ,texel Density: 117 pixels/cm\n\n- Pistol_grip_HK_BGB - 2048×2048 ,texel Density: 105 pixels/cm\n\n- HK_flashhider_prolong - 1024×1024 ,texel Density: 70 pixels/cm\n\n- scope_mount_30mm_recknagel - 2048×2048 ,texel Density: 94 pixels/cm\n\n- riflescope_schmidtbender_PM2_1-8×24 - 4096×4096 ,texel Density: 133 pixels/cm\n\n- ammo_762_m993 1024×1024 ,texel Density: 155 pixels/cm\n\n**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!**\n\n**All content of this model is packed into .rar archives, names of textures, formats, materials, etc. have the correct names. 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