Texturesintermediate9 min readupdated 11 Sept 2026

Keeping FiveM weapon models light

The short answer

Aim for a high LOD in the low tens of thousands of triangles for a primary weapon, fewer for pistols and attachments, with medium and low LODs below that. Remove hidden internals, bake small bevels and screws into normal maps, merge materials to keep draw calls low (ideally one to three per weapon), and keep textures within budget. Measure before and after in Blender or CodeWalker.

Weapons converted from other games or high-poly marketplaces can arrive with hundreds of thousands of triangles and a dozen materials. In a firefight with twenty players, that multiplies fast. Most of that geometry is invisible at game distances and can move into a normal map instead.

Keeping FiveM weapon models light — illustrated with a FiveM-compatible minimap render

#Budgets that hold up

ItemHigh LOD (triangles)Materials
Pistol≈ 5,000–15,0001–2
SMG / rifle≈ 10,000–30,0001–3
Attachment (scope, suppressor)≈ 1,000–5,0001
_hi first-person modelCan be higher; only the holder sees it up close1–3

Guidelines from common practice, not engine limits.

#Where polygons are wasted

  • Internal parts — springs, firing pins, the inside of the barrel beyond a few centimetres.
  • Round screws, rivets and text modelled in geometry instead of the normal map.
  • Over-subdivided cylinders: 16–24 sides are plenty for a barrel.
  • Duplicate or overlapping faces from conversions.
  • Separate materials for parts that could share one texture sheet.

#Bake detail instead of modelling it

Keep the high-poly model for baking: project its detail onto the low-poly game model as a normal map. Knurling, engravings and bevels then cost texture memory instead of triangles. See normal and specular maps.

#Measuring

Blender’s statistics overlay shows triangle counts per object; CodeWalker shows model details for .ydr files. Check the whole weapon plus its components, and remember LODs — see weapon LOD models.

#Optimising purchased packs

If a pack is heavy, first cut texture sizes (the biggest win with no modelling), then drop unused variants, then look at geometry. Pack-level budgets are in weapon pack performance. Escrowed packs cannot be edited — ask the creator for optimised versions.

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Questions

How many polygons should a FiveM weapon have?
Roughly 5,000–15,000 triangles for pistols and 10,000–30,000 for rifles on the high LOD, with lighter lower LODs.
Do weapon models affect FPS?
Yes, in groups: many players with heavy weapons, many materials and no LODs add up.
What is a draw call?
One batch of geometry sent to the GPU, roughly one per material per model. Fewer materials mean fewer draw calls.
What should I optimise first?
Textures, then unused variants, then geometry.

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