me-SMG SciFi Sub Machine Gun
3D Game Asset


  • Discuss: Unity Community
  • IMPORTANT: Deferred Rendering only!
  • Contents: sub machine gun, scope, flashlight, reflex sight, horizontal foregrop, mystery accessory 1 (sight/camera?), mystery accessory 2 (sensor/tracker?)
  • Mesh Format: .fbx
  • Polygon Count(Triangles):
    Sub Machine Gun: 12499
    Sub Machine Gun with rails: 18110
    Scope: 3617
    Flashlight: 2486
    Reflex Sight: 1520
    Foregrip: 1730
    mystery accessory 1: 1628
    mystery accessory 2: 1500
  • Material Themes: 8
  • Textures:
    SMG: 2 x 1024 + 1 x 512 decal atlas textures, 1 x 1024 surface mask
    Accessories: 2 x 1024 + 1 x 512 decal atlas textures, 1 x 512 surface mask
    4 x 256 tilable grunge maps (reusable)
    9 x 128 tileble detail maps (reusable)
  • Image Format: .png
  • PBR: Metall/Roughness
  • Customize:
    Surface Materials: color, roughness, metalness, grunge, edge wear on decals and geo, dirt on decals, geo and vertex colors
    Decal Materials: decal subset color, roughness, metalness, ao, simple wear, transparency

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.

This asset is quite detailed and created with an eye towards current and next-generation needs in the gaming and real-time film spaces.

This asset is built using deferred mesh decals and REQUIRES deferred rendering. It will not work in forward rendering!

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.

Asset Stores

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