High-Poly to High-Performance: Optimizing Automotive 3D Models for Next-Gen Game Engines
High-Poly to High-Performance: Optimizing Automotive 3D Models for Next-Gen Game Engines
The allure of photorealistic vehicles racing across our screens in video games is undeniable. Modern game engines push the boundaries of visual fidelity, promising experiences that rival cinematic renders. However, beneath the gleaming surfaces and intricate reflections lies a complex challenge: transforming exquisitely detailed, high-polygon automotive CAD or subdivision models – often intended for static renders or film – into lightweight, performant real-time automotive assets that can run smoothly on a player’s machine.
This isn’t merely a matter of pressing a “reduce polygons” button. The journey from a high-fidelity design model to a game-ready asset is an intricate art form, balancing visual quality with stringent performance budgets. Game engines demand efficiency, not just beauty. Without proper optimization, even the most stunning vehicle model can cripple frame rates, leading to a frustrating user experience. This article delves into the essential techniques and best practices for achieving this delicate balance, ensuring your automotive creations shine in any next-gen game environment.
The High-Fidelity vs. Real-Time Dilemma: Bridging the Performance Gap
Imagine a designer’s high-poly automotive model, crafted with countless polygons to capture every curve, seam, and emblem with absolute precision. This level of detail is perfect for marketing visuals, animations, or close-up renders where computational power is less of a real-time constraint. However, directly importing such a model into a game engine like Unreal Engine or Unity would spell disaster for performance.
Game engines operate under strict real-time budgets. Every polygon, every draw call, every texture lookup contributes to the GPU and CPU load. A high-polygon count, while visually rich, directly translates to more data for the engine to process, render, and update every single frame. This isn’t just about the car itself; it’s about the environment, other vehicles, characters, effects, and the game logic all competing for resources.
The core conflict lies in preserving the visual integrity – the sleek lines, the intricate details, the distinctive character of an automotive design – while drastically reducing the geometric complexity. This isn’t about sacrificing quality; it’s about smart simplification and leveraging the engine’s capabilities to fake detail where raw geometry is too expensive. The goal of polygon reduction isn’t simply to make the model “smaller,” but to make it “smarter.”
A well-optimized automotive asset maintains its visual appeal from various distances and lighting conditions while consuming minimal resources. This is where a suite of techniques comes into play, transforming a render-ready model into a performant game asset. Sourcing high-quality base models, even if they are high-poly, from resources like 88cars3d.com, provides an excellent foundation for this optimization process, giving you the detail you need to start with before intelligently reducing it.
Mastering Geometric Optimization: Retopology and Intelligent Polygon Reduction
At the heart of transforming high-poly automotive models for real-time applications lies geometric optimization. This involves two primary, yet distinct, techniques: retopology and strategic polygon reduction. While both aim to lower the poly count, retopology focuses on creating an entirely new, clean mesh, whereas polygon reduction can also refer to automated decimation methods.
The Art and Science of Retopology
Retopology is arguably the most crucial step for complex high-poly models, especially those originating from CAD software or detailed sculpting. It’s the process of creating a new, optimized mesh with an efficient edge flow and polygon distribution, draped over the original high-resolution model. This new mesh serves as the game-ready asset, inheriting the high-poly’s form but with a significantly lower and more manageable polygon count.
- Why Retopology is Essential:
- Performance: Directly reduces the vertex and polygon count, leading to fewer draw calls and faster rendering.
- Deformation & Animation: A clean, quad-dominant topology with proper edge flow ensures the model deforms predictably and smoothly, which is critical for suspension, opening doors, or damage effects in games.
- UV Mapping: An organized mesh is far easier to unwrap efficiently, minimizing seams and maximizing texture space utilization.
- Baking: A clean low-poly mesh is essential for successful normal map baking, preventing artifacts and projection errors.
- Best Practices for Automotive Retopology:
- Quad-Dominant Geometry: Prioritize quads (four-sided polygons) as they generally deform better and are easier to work with than triangles or N-gons. Triangles are acceptable in flat, non-deforming areas.
- Maintain Key Silhouettes: Ensure that the low-poly mesh accurately captures the distinct curves and shape of the vehicle from all angles, especially its profile.
- Strategic Edge Flow: Guide edge loops along natural creases, panel lines, and areas of high curvature. This allows for detail to be held where it’s most visible and for polygons to be sparse in flat areas.
- Topology for Functionality: Consider areas that might animate (doors, wheels, steering wheel) or be damaged. These require specific edge loops to facilitate clean transformations or deformations.
- Symmetry: Utilize symmetry tools whenever possible to speed up the process and ensure consistency.
- Tools for Retopology:
Software like Autodesk Maya (Quad Draw tool), Blender (Retopoflow addon), ZBrush (ZRemesher for automated base, manual refinement), Modo, and dedicated tools like TopoGun offer robust features for manual and semi-automatic retopology.
Intelligent Polygon Reduction Strategies
Beyond full retopology, strategic polygon reduction tools can be used, particularly for less critical components or for generating lower LODs (Level of Detail). These tools algorithmically remove polygons while attempting to preserve the mesh’s overall shape.
- Decimation:
Decimation algorithms simplify a mesh by merging vertices and collapsing edges. While useful, it often creates messy triangle-based topology that’s not ideal for deformation or clean UVs. It’s best reserved for objects that won’t deform, or for the lowest LODs (Level of Detail) where visual fidelity is less critical due to distance.
- When to Use:
Consider decimation for complex mechanical parts that are rarely seen up close, engine components, or for quickly generating very aggressive lower LODs after the primary retopology is complete. Never rely on decimation alone for your primary game mesh unless the asset is extremely simple or completely static.
Efficient UV Mapping for Game Engines
Once your low-poly mesh is ready, efficient UV mapping is the next critical step. UVs dictate how textures are applied to your model. Poor UVs lead to wasted texture space, resolution issues, and difficult texture painting.
- Key Principles:
- Minimize Seams: Reduce the number of UV seams to prevent noticeable breaks in textures, especially for car paint. Strategically place seams in less visible areas (e.g., along panel lines, under the chassis).
- Maximize Space Utilization: Arrange UV islands efficiently within the 0-1 UV space, minimizing empty areas.
- Consistent Texel Density: Ensure that the texture resolution is consistent across the model. Larger, more important areas (like the hood or doors) should receive similar pixel density as smaller, detailed areas (like grilles), unless a specific artistic choice is made. This prevents some areas from looking blurry and others overly sharp.
- Avoid Overlapping UVs: Unless intentionally used for mirroring textures, overlapping UVs prevent unique texture baking and can cause lighting artifacts.
- Second UV Channel for Lightmaps: For Unreal Engine optimization and Unity, a dedicated, non-overlapping UV channel is often required for static lightmaps to prevent artifacts.
Leveraging LODs (Level of Detail) for Scalable Performance
LODs (Level of Detail) are a fundamental optimization technique in modern game development, acting as a cornerstone for Unreal Engine optimization and other real-time platforms. The concept is simple yet powerful: instead of rendering a single, high-resolution model regardless of its distance from the camera, the engine swaps in lower-polygon versions of the model as it moves further away. This ensures that only the necessary detail is rendered, drastically improving performance without a perceptible loss of quality from the player’s perspective.
What are LODs and How Do They Work?
An LOD group typically consists of several versions of the same asset, each with a progressively lower polygon count and sometimes simpler materials. For a complex real-time automotive asset, you might have:
- LOD0 (Base Mesh): The highest detail mesh, used when the car is close to the camera (e.g., player’s car, immediate surroundings). This is the mesh that underwent the primary retopology and normal map baking.
- LOD1: A slightly reduced version, used at medium distances. Details like subtle panel gaps might be simplified, or minor interior details removed.
- LOD2: A significantly reduced version, used when the car is further away. Headlights might become simple geometry, and the interior might be a solid block.
- LOD3/LOD4 (or Culling): Very low-poly proxy, or even just a billboard sprite, for cars at extreme distances, or the model might be completely culled (not rendered) if it’s too far away to be seen.
Game engines use a screen-space metric (often based on a percentage of the screen the object occupies) to determine which LOD to display. As the object shrinks on screen, the engine seamlessly switches to a lower LOD.
Strategies for Creating Effective LODs
Creating effective LODs (Level of Detail) requires a strategic approach to ensure smooth transitions and optimal performance.
- Manual Creation:
For critical assets like player vehicles, manual creation of LODs often yields the best results. This allows artists to specifically decide what details to remove at each stage, ensuring crucial silhouette fidelity is maintained. For example, rather than just decimation, an artist might manually remove interior components, simplify wheel geometry, or flatten complex grilles.
- Automated Generation (Engine-Native):
Most modern game engines, including Unreal Engine and Unity, offer automated LOD generation tools. These tools can automatically decimate the mesh by a specified percentage or target polygon count for each LOD level. While convenient for background assets, careful tweaking and visual inspection are always necessary to avoid unsightly artifacts or “popping” during transitions.
- Key Considerations for LOD Creation:
- Silhouette Preservation: The most important aspect is to maintain the distinct silhouette of the vehicle at all LODs. Even a low-poly distant car should still be recognizable.
- Pop Mitigation: Minimize visual “popping” or sudden changes when the engine switches LODs. This can be achieved through careful poly count reduction and by ensuring consistent material properties.
- Material Simplification: For lower LODs, you can often simplify materials by reducing texture resolution, removing complex shader effects (like clear coats or intricate reflections), or even baking them into a single diffuse texture.
- Collision Meshes: Ensure your collision meshes are also optimized. They don’t need the detail of visual meshes and should have their own LODs or simplified geometry.
- Poly Count Targets: There’s no one-size-fits-all, but a common target for LOD0 of a player car might be 50k-150k triangles, while LOD1 could be 20k-50k, LOD2 5k-10k, and LOD3 under 1k, depending on the game’s scope and target platform.
Implementing LODs (Level of Detail) effectively is a game-changer for performance, particularly when many vehicles are present in a scene. It’s a non-negotiable step in creating truly performant real-time automotive assets.
The Power of Baked Textures: Normal Map Baking and Beyond
Once a high-poly automotive model has been intelligently retopologized to a low-poly game mesh, the next challenge is to transfer all that intricate surface detail without increasing the polygon count. This is where texture baking, particularly normal map baking, becomes indispensable. It allows us to “fake” high-resolution detail onto a low-polygon surface, giving the illusion of depth and complexity that would otherwise require millions of polygons.
Understanding Normal Map Baking
A normal map is a special texture that stores surface orientation information (normals) as RGB values. When a game engine renders a surface with a normal map, it interprets these values to make the low-poly surface react to light as if it had the fine details of the high-poly model. This is crucial for capturing elements like subtle panel gaps, bolt heads, intricate grilles, and surface imperfections on real-time automotive assets.
- The Baking Process:
- High-Poly and Low-Poly Alignment: The high-poly source model and the low-poly target model must be perfectly aligned in space.
- Baking Cage/Envelope: A “cage” or “envelope” mesh is typically created around the low-poly model. This cage defines the maximum distance the baking software will project details from the high-poly onto the low-poly. Proper cage setup is critical to avoid baking errors or missing details.
- Baking Software: Dedicated tools like Marmoset Toolbag, Substance Painter, XNormal, or integrated features in Maya, Blender, and 3ds Max are used to perform the bake.
- Output: The software calculates the normal differences between the high and low poly models and bakes this information into an image file (the normal map).
- Common Baking Pitfalls and Solutions:
- Skewing/Warping: Often caused by an improperly sized or shaped baking cage. Ensure the cage covers all high-poly details without clipping.
- Exploded Meshes: For complex models like cars, it’s often beneficial to “explode” overlapping parts (e.g., separate a headlight from its housing) during the bake to prevent self-occlusion or projection errors, then reassemble them for the game engine.
- Seams: Normal maps can exhibit visible seams if UVs are not laid out carefully, or if padding between UV islands is insufficient.
Beyond Normal Maps: Other Baked Textures
While normal maps handle surface detail, other types of baked maps contribute significantly to the visual richness of real-time automotive assets:
- Ambient Occlusion (AO) Maps:
These maps simulate soft shadows caused by ambient light being blocked by nearby geometry. Baking an AO map from the high-poly model captures realistic contact shadows (e.g., where a door meets the fender), adding depth and realism without costly real-time calculations.
- Curvature Maps:
Also known as “edge wear” maps, these indicate convex and concave areas of the mesh. They are incredibly useful for procedural texturing, allowing artists to add subtle wear and tear to exposed edges, or dirt and grime in recessed areas, further enhancing the realism of PBR materials.
- Thickness/Subsurface Maps:
These maps store information about the thickness of a mesh. They can be used for effects like subsurface scattering in transparent materials (e.g., plastic lenses, rubber) or for faking light transmission through thin objects.
- Cavity/Convexity Maps:
Similar to AO and curvature, these maps highlight recessed or protruding areas, offering another layer of data for intelligent material creation and localized detail application.
The combination of these baked texture maps dramatically increases the perceived detail and realism of a low-polygon automotive model. This technique is central to optimizing your models while maintaining the high visual standards expected in next-gen game engines, ensuring your assets look fantastic without compromising on performance.
Crafting PBR Materials for Photorealism in Real-Time
Achieving photorealism for real-time automotive assets goes beyond just optimized geometry and baked normal maps; it fundamentally relies on creating accurate Physically Based Rendering (PBR) materials. PBR is the standard for modern game engines because it simulates how light interacts with surfaces in a way that is physically plausible, resulting in consistent and realistic rendering across various lighting conditions.
The Foundations of PBR
PBR workflows typically utilize a set of texture maps that define a surface’s properties, rather than just its color. The most common maps include:
- Albedo/Base Color: This map defines the pure color of the surface, excluding any lighting information. For metals, this map is typically dark or black, as their color comes from reflections.
- Metallic: A grayscale map where white (1) indicates a metallic surface and black (0) indicates a dielectric (non-metallic) surface. This tells the engine whether to use a metallic or dielectric shader model.
- Roughness: A grayscale map that defines how smooth or rough a surface is. Rougher surfaces scatter light more diffusely, resulting in blurry reflections. Smoother surfaces reflect light sharply, leading to clear reflections.
- Normal: As discussed, this map provides surface detail by faking high-poly geometry.
- Ambient Occlusion (AO): Also discussed, this map adds soft contact shadows, enhancing depth.
Specific Challenges for Automotive PBR Materials
Automotive materials are particularly challenging due to their diverse and often complex properties. Capturing these accurately is key to realistic real-time automotive assets.
- Car Paint:
Modern car paint is multi-layered, consisting of a base coat (color, sometimes metallic flakes) and a clear coat. Simulating this requires advanced PBR materials. In Unreal Engine, this often involves complex material graphs using multiple reflection lobes, subsurface scattering approximations for flake effects, and careful control over roughness to simulate the clear coat’s gloss.
- Glass and Transparencies:
Windshields and windows require accurate reflections and refractions, which are computationally expensive. Optimization techniques include using simpler shader models for distant glass, faking refraction with parallax mapping or pre-baked environment maps, and ensuring proper sorting for transparency rendering.
- Tires and Rubber:
Tires have a distinct matte, slightly rough appearance. Their PBR materials need to accurately reflect this, often incorporating subtle normal map details for tread patterns and an AO map for contact shadows in the sidewall lettering.
- Chrome and Polished Metals:
These require very low roughness values and high metallic values. The challenge is ensuring they reflect the environment accurately without being overly bright or having aliasing issues at different distances.
- Interiors:
Automotive interiors feature a wide range of materials: leather, plastics, fabrics, carbon fiber. Each needs its own set of PBR textures and careful shader setup to differentiate them realistically.
Optimizing PBR Materials for Game Engines
While PBR aims for realism, optimization is still crucial for performance.
- Texture Resolution and Compression:
Use appropriate texture resolutions (e.g., 4K for hero car body, 2K for wheels, 1K for interior details, 512px for undercarriage). Utilize engine-specific texture compression (e.g., BC7 for normal maps, BC1/BC3 for color maps in DirectX) to reduce memory footprint without significant visual loss.
- Material Instancing:
In engines like Unreal Engine, use material instances. Create a master material with all the complex shader logic, then create instances that inherit from it, allowing you to change texture maps, colors, and scalar values without recompiling the shader, saving draw calls and increasing flexibility.
- Packed Textures:
Combine multiple grayscale maps (e.g., Metallic, Roughness, AO) into different channels of a single RGB texture. This reduces the number of texture lookups and memory bandwidth. For example, Roughness in Red, Metallic in Green, AO in Blue.
- Shader Complexity:
Keep shader node networks as efficient as possible. Avoid unnecessary calculations, use cheaper alternatives for effects where possible, and profile your materials to identify bottlenecks.
Mastering PBR materials is paramount for creating visually compelling and performant real-time automotive assets. It’s the final layer of realism that brings your optimized models to life in next-gen game engines.
Workflow, Tools, and Unreal Engine Optimization Best Practices
The journey from a high-fidelity automotive model to a high-performance game asset involves a well-defined workflow and a strategic choice of tools. Understanding how to integrate these steps and apply engine-specific optimizations, particularly for a leading platform like Unreal Engine, is critical for success.
The Integrated Optimization Workflow
A typical streamlined workflow for creating real-time automotive assets looks something like this:
- High-Poly Source Model: Start with a detailed CAD model or a cleanly modeled subdivision surface asset. Resources like 88cars3d.com provide an excellent starting point with professional-grade models, often suitable for direct render or film, which then need optimization for games.
- Retopology & Low-Poly Creation: Using specialized software, create a new, optimized low-poly mesh over the high-poly model, focusing on clean topology, polygon reduction, and edge flow for deformation.
- UV Mapping: Efficiently unwrap the low-poly mesh, minimizing seams and maximizing texture space utilization. Create a second UV channel for lightmaps if needed.
- Texture Baking: Bake normal maps, ambient occlusion maps, curvature maps, and any other relevant detail maps from the high-poly to the low-poly mesh.
- PBR Texturing: Create the necessary PBR texture maps (Albedo, Metallic, Roughness, etc.) using the baked maps as a foundation, ensuring realistic material properties.
- LOD Generation: Create multiple LODs (Level of Detail) for the asset, progressively reducing polygon count and simplifying materials.
- Engine Integration & Optimization: Import the optimized model and its textures into the target game engine (e.g., Unreal Engine), set up materials, collisions, and apply engine-specific optimizations.
Key Software Tools for the Pipeline
- Modeling & Retopology:
- Autodesk Maya/3ds Max: Industry standards with robust modeling tools, Quad Draw for retopology, and integrated baking.
- Blender: Powerful open-source alternative with excellent modeling, sculpting, and retopology tools (e.g., Retopoflow addon).
- ZBrush: Primarily for sculpting, but its ZRemesher can provide a good base for automated retopology, which then needs manual refinement.
- Modo: Known for its exceptional modeling and retopology capabilities.
- TopoGun: A dedicated, highly efficient retopology application.
- Baking:
- Marmoset Toolbag: An industry favorite for real-time scene rendering, baking, and material preview.
- Substance Painter: Excellent for texturing and baking, with a highly iterative workflow.
- XNormal: A free, powerful, and highly performant baking tool.
- Texturing:
- Substance Painter/Designer: Adobe’s suite for procedural and hand-painted PBR texturing.
- Quixel Mixer: Free PBR texturing tool, tightly integrated with Quixel Megascans.
- Adobe Photoshop/GIMP: For traditional texture editing and touch-ups.
- Game Engines:
- Unreal Engine: A leading engine for high-fidelity real-time graphics.
- Unity: Another popular engine, versatile for various project types.
Unreal Engine Optimization Specifics
Unreal Engine optimization offers a powerful suite of tools and best practices to ensure your real-time automotive assets perform optimally:
- Static Mesh Editor:
- LOD Setup: Use the built-in LOD generation and editing tools. Configure screen size thresholds for each LOD.
- Collision: Set up simplified collision meshes (e.g., convex hull, auto-generated primitives) to reduce physics calculation overhead compared to per-poly collision.
- Lightmap UVs: Ensure your second UV channel is properly set up for lightmap baking, avoiding overlaps for static lighting.
- Build Settings: Adjust options like “Generate Missing Lightmap UVs” and “Min Lightmap Resolution” as needed.
- Material Editor & Instances:
- Master Materials & Instances: Create complex “Master Materials” and then generate “Material Instances” for each variation (e.g., different car colors, tire types). This vastly reduces draw calls and material shader permutations.
- Parameterization: Expose common parameters (texture inputs, colors, scalars) in your master materials so artists can easily tweak instances without touching the complex shader logic.
- Shader Complexity Viewmode: Use this in the viewport to identify and optimize expensive material shaders.
- Texture Settings:
- Compression: Configure appropriate texture compression settings (e.g., BC7 for normal maps, DXT5 for opacity).
- Streaming: Enable texture streaming to only load textures at the required resolution, saving memory.
- Mipmaps: Ensure mipmaps are generated to allow textures to scale appropriately with distance, reducing aliasing and improving performance.
- Instancing and Culling:
- Static Mesh Instancing: For multiple identical objects (e.g., a fleet of cars), use instancing to render them with a single draw call, dramatically improving performance.
- Hierarchical Instanced Static Meshes (HISMs): Useful for large numbers of instances in a cluster, offering further optimization.
- Occlusion Culling & Frustum Culling: Unreal Engine automatically handles these, but ensuring your models have proper bounds and simplified collision helps the engine make accurate culling decisions.
- Profiling:
- Stat Commands: Use `stat unit`, `stat gpu`, `stat rhi`, `stat scene rendering` to identify performance bottlenecks in real-time.
- GPU Profiler: Analyze GPU performance in detail to pinpoint expensive passes or materials.
By diligently following these steps and leveraging Unreal Engine’s powerful optimization features, you can transform intricate high-poly automotive designs into stunning, performant real-time automotive assets that deliver an exceptional gaming experience. Remember, starting with high-quality, well-structured models from a reliable source like 88cars3d.com can give you a significant head start in this complex, yet rewarding, optimization journey.
Conclusion: Driving Performance with Precision
The journey from a meticulously crafted high-polygon automotive design to a high-performance, game-ready asset is a testament to the blend of artistic skill and technical expertise. It’s about more than just reducing polygon counts; it’s about intelligent retopology, strategic LODs (Level of Detail), masterful normal map baking, and the precise application of PBR materials. These techniques, when applied thoughtfully, ensure that the stunning visual fidelity of automotive designs can be experienced in real-time without compromising the smooth performance expected of next-gen game engines.
The goal is always to strike that perfect balance: retaining the unique character and intricate details of a vehicle while adhering to the stringent performance budgets of platforms like Unreal Engine optimization. By adopting a disciplined workflow, leveraging the right tools, and understanding the core principles of optimization, artists and developers can transform seemingly unwieldy high-poly models into truly captivating real-time automotive assets that enhance the immersion and thrill of any virtual experience.
Don’t let complex models be a barrier to incredible game experiences. Start optimizing your automotive assets today to unlock their full potential. For high-quality base models that are perfect for starting your optimization journey, or for highly detailed assets ready for rendering, explore the extensive collection at 88cars3d.com – your resource for premium 3D automotive models.
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Toyota Premio 2010 3D Model
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Material: Yes
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Toyota Opa 2000 3D Model
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Volkswagen Polo 5 Door 2010 3D Model
Texture: Yes
Material: Yes
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Toyota Prius 2024 3D Model
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Toyota Yaris 1999 3D Model
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Toyota Supra 2020 3D Model
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Volkswagen New Beetle 2000 3D Model
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Volkswagen Jetta 2005 3D Model
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Volkswagen Golf 3-Door 3D Model
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Volvo V70 2005 3D Model
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Volkswagen Bora 2004 3D Model
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Volkswagen Lupo 3D Model
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Volkswagen Passat B5 2000 3D Model
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Volkswagen Passat CC 3D Model
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Volkswagen Golf V 2006 3D Model
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Volvo S60 R-Design 2024 3D Model
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Volkswagen Passat 2025 3D Model
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Volkswagen Passat Variant B6 2005 3D Model
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Volkswagen Phaeton W12 2004 3D Model
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Volkswagen Scirocco 2015 3D Model
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Volvo S60 2024 3D Model
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Volkswagen Polo 3D Model
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Volkswagen Golf 5-Doors 2018 3D Model
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Volvo C70 T5 2000 3D Model
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Volvo S40 Sedan 2004 3D Model
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Volvo C30 BEV 2012 3D Model
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Volvo C70 1998 3D Model
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Mazda B-Series 3D Model
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Mercsedes Benz Z3-006 3D Model
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Mazda RX-7 3D Model
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Volvo VCC-003 3D Model
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Mercedes-Benz SLR McLaren 2005 3D Model
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GAZ 3110 Pickup 2000 3D Model
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Mazda 626 GF 1997 3D Model
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Volvo S80 2011 3D Model
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Volkswagen Touran restyle-006 3D Model
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Skoda Octavia Scout 3D Model
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Volkswagen Golf V 2006 3D Model
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Mazda CX-7 3D Model
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Mazda Familia 3D Model
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GAS 21 3D Model
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Mercedes-Benz SL500 AMG (R129) 3D Model
Texture: Yes
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Mercedes-Benz S-Class W221 2005 3D Model
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Mercedes-Benz E-Class W212 2009 3D Model
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Mercedes-Benz E-class Estate S212 2009 3D Model
Texture: Yes
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Mercedes-Benz 190 W201 3D Model
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Mercedes-Benz C230 SportCoupé 2005 3D Model
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Mercedes-Benz SLK 3D Model
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Mercedes 600 SEC W140 1992 3D Model
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Mercedes S-Class 2010 3D Model
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McLaren MP4-12C-001 3D Model
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Mercedes-Benz SLK 350 2005 3D Model
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Mercedes-Benz SL 65 AMG 3D Model
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Mercedes-Benz S500 3D Model
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Mercedes-Benz S55 W220 AMG 1999 3D Model
Texture: Yes
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Mercedes-Benz CLA45 AMG 2017 3D Model
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Mercedes-Benz CL65 C215 AMG 3D Model
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Mercedes-Benz A45 2021 3D Model
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Mercedes-Benz 300SL 1955 3D Model
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Mercedes-Benz 190SL 1955 3D Model
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Mercedes-Benz W124 Brabus V12 3D Model
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Mercedes-Benz SLS AMG GT3-002 3D Model
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Mercedes-Benz C-Class-001 3D Model
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Mercedes-Benz B-Klasse 2023 3D Model
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Mercedes-Benz A-Klasse W168 3D Model
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Mercedes-Benz 500SL 2000 3D Model
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Mercedes-Benz 500SEC 3D Model
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Mercedes-Benz Citan 2025 3D Model
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Mercedes-Benz C63 AMG 2012 3D Model
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Mercedes-Benz E-Class S211 3D Model
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Mercedes-Benz CLS63 AMG (C218) 2014 3D Model
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Mercedes-Benz CLS-Klasse 3D Model
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Mercedes-Benz CLS 500 3D Model
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Mercedes-Benz CL-Klasse 2001 3D Model
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Mercedes-Benz C-Klasse Sportcoupe 2000 3D Model
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Mercedes-Benz C-Klasse 204 2011 3D Model
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Mercedes-Benz C-Class Sedan 2000 3D Model
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Mercedes E-Class w124 Kombi 3D Model
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Mercedes-Benz CL6540-005 3D Model
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