Semi-next gen M4/AR-15 model
It has baked normals from a high-poly model for dynamically lit edging and small crevices, details and things. The normal map and UVing isn't perfect, but seems to work in the Source engine in my L4D1 release without major aliasing unlike my FAL.
This release has slightly updated textures from my L4D1 release of this model, but the mesh+UVs are exactly the same.
Model includes bullets in the magazine, and a simple tactical light both on separate UVs.
.blend .obj
Includes my meh default textures, as well as maps for making new ones.
**Fixed bolt release part (straight instead of slanted)
6/5 - From now on DO NOT re-release/compile without using my maps CORRECTLY. If this isn't possible for you, make your own maps from scratch. Examples WHAT NOT TO DO: don't release this with an all-white spec map and/or inverted green channel in the normal map. Don't mix and match the diffuse map, spec map, and gloss map, they AREN'T interchangeable. Don't pretend the spec map is good as $basetexture. Don't use any other assbackwards and broken material set-ups.
As a bare minimum, use the normal map (WITH CORRECT GREEN CHANNEL) AND spec map. You can brighten/darken/omit the gloss map if it's not looking right. ***_d.tga is to be used as $basetexture, DO NOT USE ***_s.tga as the basetexture.










