Unreal Engine 3D Weapons Assets
In this subcategory of our site you can download Unreal Engine weapons assets: 3d models of pistols, machine guns, assault rifles, shotguns, edged weapons, grenades, explosives, machine guns, arms with FPS weapon animation and more. Moreover, you can do it absolutely for free and you do not even need to register.
[UE] DARK FANTASY MEDIEVAL WEAPONS - Skeletal weapon ready [Sword,Shield,Axe,Bow...] v4.26-4.27, 5.0-5.3
[UE] Stylized Bows & Crossbows - RPG Weapons + Stylized Axes + Stylized Staves + Stylized Spellbooks & Wands + Stylized Scythes (UE)
Free Download weapons 3D assets for Unreal Engine
Weapon is one of the main elements of any action game. The player's impression of the project and the level of immersion in the created world directly depends on the quality of weapons. After all, in first-person shooters the armament of the hero is always in full view and occupies a significant area on the screen.
But how is it created in the first place?
Here is the process of how 3D weapon models are designed for Unreal Engine and other engines:
- The very first step in designing a 3D weapon model is to gather all the necessary information about the object. For example, what type of weapon it is (assault rifle, shotgun, compact pistol, etc., where the character's hands should be located, the maximum size of the weapon, etc.
- It is also important to find out additional details that will help you better design your future weapon. For example, whether the gun has moving parts when firing, whether there should be a separate ammo slot, whether the weapon has a backstory, and more. All of these things are very important and should be kept in mind and relied upon while working on the design.
- The next important step is to create its prototype from scratch and add various little things to it that will convey the essence of the weapon. This will also help breathe life into it.
- Once the design is complete, you will need to apply textures to the resulting prototype. Textures give the weapon an extra level of detail and help differentiate parts that seemed to be the same. For example, you could make the black rubber grip look different from the gray metal body of the weapon. You can decide what type of material this or that part of the weapon will be made of by working with the level of diffusion and specularity. The more radiant the material, the more concentrated the glare will be on it, and the more diffuse the glare, the more matte the surface will be.
- Once the design project turns out to be ready, the case is transferred to the professional creators of 3D models, which bring the project to life, using popular programs like 3ds Max.
How do I balance the weapon?
After you have downloaded content in the form of weapons from our site, you will probably face the question, "How do I add it to the game intelligently and succinctly, so that it is balanced?"
We're here to help you with that.
If you follow these notices, you'll be able to do it perfectly.
Too strong is far worse than too weak
At first glance, it seems that too weak and too strong are equally bad in terms of game balance: both mean that there is a balance error somewhere and it needs to be improved. This is true, but in practice, too strong elements have a much stronger impact than too weak ones.
The balance automatically gets worse over time
Even if you think you've balanced your weapons well, if you leave them unchanged, they will deteriorate. Over time, players get better at mastering the game, learning new tricks and communicating with each other. This changes the way the game is played, and therefore the feel of the balance. And usually not for the better: if you don't change the balance over time, it usually gets worse.
Don't forget about T2K
If you are designing a network shooter, you need to remember about such parameter as T2K. It means the time it takes to kill the enemy. This is one of the key elements of any shooter that allows you to evaluate how fast the shootings are. To find the right T2K is a science, and there is no telling what is the best to keep it within.
You need to determine the general approach to weapon balance. So, for a conditional single-player shooter with a linear progression, the power of weapons must gradually increase - the weapons are balanced in relation to the increasing difficulty of obstacles. For a network arena shooter, in which weapons are available almost simultaneously, weapons are balanced more with each other than with the environment.