11,000 種類を超える 5 つ星アセット
8.5 万人以上の顧客による評価
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すべてのアセットを Unity が審査済み
このコンテンツはサードパーティのプロバイダーによってホストされており、ターゲティングクッキーを使用することに同意しない限り動画の視聴が許可されません。これらのプロバイダーの動画の視聴を希望する場合は、ターゲティングクッキーのクッキーの設定をオンにしてください。
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The M3 me-SMG is a modular energy sub machine gun from MACHIN3 Weapon Manufacturing.
It was designed as a compact but powerful firearm for special forces, vehicle crews, operators of crew-served weapons and support personnel, special forces.
Offering semi- and full automatic firing modes, the gun can be used in a variety of strategic and combat scenarios, making the gun an excellent fit for a huge variety of missions.
Through its extendable rail system, the weapon's capabilities can be broadened and enhanced through combination of available accessories, such as the FLX-10 multi-spectrum flashlight for low visibility conditions or Ashiyama Industries' ZX-12 scope for precision work.
Please see the Unity Community Thread for a detailed, illustrated and up-to-date overview of this asset.
This asset is quite detailed and created with an eye towards current and next-generation needs in the gaming real-time film spaces.
This asset is built using deferred mesh decals and REQUIRES deferred rendering. It will not work in forward rendering!
The Asset comes in 7 main parts:
* the sub machine gun
* a scope
* a flashlight
* a reflex sight
* a horizontal foregrip
* a mystery accessory 1, sight/camera?
* a mystery accessory 2, sensor/tracker?
8 material themes are supplied via prefabs. Additional themes can be created easily by tweaking various parameters in real time and at runtime and by assigning materials to areas of the asset.
Material Weathering is achieved using low-res tileable grunge maps, masked by medium resolution AO and Curvature bakes.
Surface Shader
* PBR, material color, roughness and metalness
* built in ASE
* grunge (roughness variations)
* edge wear on decals and geometry
* dirt on decals, geometry and vertex color based
Decal Shader
* PBR, decal subset color, roughness and metalness
* decal AO
* simple, curvature map based wear
* textured shader variant for even finer, artistic control
Please see the Unity Community Thread for a details on material customization and the supplied shaders.
Polygon- and Object Count
* SMG: 12499 tris, 18 objects
* SMG with rails: 18110 tris, 23 objects
* Scope: 3617 tris, 5 objects
* Flashlight: 2486 tris, 4 objects
* Reflex Sight: 1520 tris, 2 objects
* Foregrip: 1730 tris, 4 objects
* mystery accessory 1: 1628 tris, 2 objects
* mystery accessory 2: 1500 tris, 4 objects
Textures
* SMG: 2 x 1024px + 1x 512 decal atlas textures, 1 x 1024px surface mask
* Accessories: 2 x 1024px + 1x 512 decal atlas textures, 1 x 512 surface mask
* 4 x 256px tileable grunge maps (reusable)
* 9 x 128px tileable detail maps (reusable)
* PNG format
It was designed as a compact but powerful firearm for special forces, vehicle crews, operators of crew-served weapons and support personnel, special forces.
Offering semi- and full automatic firing modes, the gun can be used in a variety of strategic and combat scenarios, making the gun an excellent fit for a huge variety of missions.
Through its extendable rail system, the weapon's capabilities can be broadened and enhanced through combination of available accessories, such as the FLX-10 multi-spectrum flashlight for low visibility conditions or Ashiyama Industries' ZX-12 scope for precision work.
Please see the Unity Community Thread for a detailed, illustrated and up-to-date overview of this asset.
This asset is quite detailed and created with an eye towards current and next-generation needs in the gaming real-time film spaces.
This asset is built using deferred mesh decals and REQUIRES deferred rendering. It will not work in forward rendering!
The Asset comes in 7 main parts:
* the sub machine gun
* a scope
* a flashlight
* a reflex sight
* a horizontal foregrip
* a mystery accessory 1, sight/camera?
* a mystery accessory 2, sensor/tracker?
8 material themes are supplied via prefabs. Additional themes can be created easily by tweaking various parameters in real time and at runtime and by assigning materials to areas of the asset.
Material Weathering is achieved using low-res tileable grunge maps, masked by medium resolution AO and Curvature bakes.
Surface Shader
* PBR, material color, roughness and metalness
* built in ASE
* grunge (roughness variations)
* edge wear on decals and geometry
* dirt on decals, geometry and vertex color based
Decal Shader
* PBR, decal subset color, roughness and metalness
* decal AO
* simple, curvature map based wear
* textured shader variant for even finer, artistic control
Please see the Unity Community Thread for a details on material customization and the supplied shaders.
Polygon- and Object Count
* SMG: 12499 tris, 18 objects
* SMG with rails: 18110 tris, 23 objects
* Scope: 3617 tris, 5 objects
* Flashlight: 2486 tris, 4 objects
* Reflex Sight: 1520 tris, 2 objects
* Foregrip: 1730 tris, 4 objects
* mystery accessory 1: 1628 tris, 2 objects
* mystery accessory 2: 1500 tris, 4 objects
Textures
* SMG: 2 x 1024px + 1x 512 decal atlas textures, 1 x 1024px surface mask
* Accessories: 2 x 1024px + 1x 512 decal atlas textures, 1 x 512 surface mask
* 4 x 256px tileable grunge maps (reusable)
* 9 x 128px tileable detail maps (reusable)
* PNG format
M3 me-SMG (SciFi Sub Machine Gun)
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