The Core Challenge: Bridging the Fidelity-Performance Divide
The sleek lines, the meticulous engineering, the breathtaking finishes – high-end 3D car models are masterpieces of digital artistry. They captivate audiences in cinematic renders and product visualizations, showcasing every curve and reflection with photorealistic fidelity. Yet, transforming these showroom-ready assets into performance-friendly models suitable for real-time game engines presents a significant challenge.
Bridging the gap between the infinite polygon budgets of offline rendering and the strict performance demands of interactive simulations requires a specialized skill set and a robust workflow. Developers and 3D artists constantly grapple with balancing visual authenticity against the need for smooth frame rates. This comprehensive guide will walk you through the essential techniques and best practices for optimizing high-end 3D car models, ensuring they not only look stunning but also run efficiently in any modern game engine, from showroom to simulation.
The Core Challenge: Bridging the Fidelity-Performance Divide
High-fidelity 3D car models, especially those destined for marketing materials or film, are often built without significant performance constraints. They boast incredibly dense meshes, intricate overlapping geometries, and complex material setups designed for ray-traced glory. While this delivers unparalleled visual realism in static renders, these assets are bottlenecks waiting to happen in a real-time environment.
Game engines operate under strict time budgets per frame. Every polygon, every texture sample, every shader instruction contributes to the overall render time. An unoptimized car model can cripple a game’s performance, leading to stuttering, slow loading times, and a poor user experience. The primary challenge lies in intelligently reducing complexity without visibly compromising the aesthetic quality of the vehicle, a cornerstone of an efficient game asset pipeline.
Understanding the Demands of Real-Time Rendering
Unlike offline renderers that can spend minutes or hours calculating light bounces and surface interactions for a single image, game engines must render dozens or even hundreds of frames per second. This necessitates a radically different approach to asset creation.
- Polygon Count: High-poly models, often millions of triangles, must be drastically reduced to thousands or tens of thousands.
- Draw Calls: Each unique material and mesh part contributes to draw calls, which can quickly overwhelm the CPU. Consolidating materials and meshes is vital.
- Texture Resolution and Quantity: While high-resolution textures are desirable, an excessive number or unoptimized formats can consume vast amounts of GPU memory and bandwidth.
- Shader Complexity: Complex material networks with many instructions can be very expensive, especially on multiple layers or transparencies.
- Memory Footprint: The total memory consumed by meshes, textures, and other data must be kept in check to avoid performance hitches and crashes.
Successfully navigating these demands requires a deep understanding of optimization techniques, starting with the very structure of the 3D model itself. For those seeking a head start with meticulously crafted and pre-optimized models, resources like 88cars3d.com offer a range of high-quality vehicles that can serve as excellent bases for further game engine integration.
Mastering Geometric Optimization: Retopology and Poly Count
The first and most critical step in adapting a high-end car model for real-time performance is addressing its geometric complexity. This involves two closely related techniques: retopology and strategic poly count optimization.
The Art of Retopology
Retopology is the process of rebuilding the topology of an existing 3D model, creating a clean, low-polygon mesh that accurately captures the shape and detail of the original high-poly model. The goal is a mesh that is efficient for real-time rendering, easy to UV map, and suitable for animation or deformation, even if a car’s primary use isn’t often rigged for skeletal animation, a clean mesh is still crucial for shading and performance.
Original CAD or sculpted models often have uneven polygon distribution, n-gons, or overly dense areas that are detrimental to game performance. Retopology streamlines this, ensuring optimal edge flow and polygon density where it matters most.
Manual Retopology Techniques
Manual retopology offers the most control and is often preferred for critical assets like hero cars. This involves tracing new polygons over the high-poly surface using specialized tools within 3D software like Maya, Blender, or 3ds Max.
- Topological Considerations: Focus on maintaining critical silhouette edges, creases, and detail contours with fewer polygons.
- Quad-Dominant Mesh: Aim for an all-quad mesh as much as possible. Quads (four-sided polygons) are predictable, deform well, and are generally preferred by game engines. Triangles are inevitable, especially on flat surfaces, but should be managed strategically.
- Even Distribution: Distribute polygons evenly across flatter surfaces to prevent shading artifacts and optimize texture mapping.
- Strategic Density: Increase polygon density only where necessary to define critical curves and sharp edges (e.g., wheel arches, body panel seams).
Automated Tools and Considerations
Many 3D packages offer automatic retopology tools (e.g., ZBrush’s ZRemesher, Blender’s QuadRemesher addon). These can be a great starting point, especially for complex organic shapes, but often require manual cleanup and refinement to achieve optimal results for hard-surface models like cars.
- Pre-processing: Clean up the high-poly mesh before auto-retopology to ensure better results (e.g., merge overlapping geometry, fix normals).
- Guide Lines: Use guides or curves to direct the flow of polygons, especially around critical features and edges.
- Iterative Process: Auto-retopology is rarely a one-shot solution. It often requires several passes and manual adjustments.
Poly Count Optimization Strategies
Once you have a clean, retopologized base mesh, the next step is to perform comprehensive poly count optimization. This isn’t just about making the car low-poly; it’s about making it *appropriately* low-poly for its intended use and the target platform.
Different parts of a car model can tolerate different levels of detail. The main body panels need to maintain smooth curves, while less visible components like undercarriage elements or engine parts might be aggressively optimized.
Target Poly Counts for Different Platforms
There’s no single “magic number” for poly count, as it depends heavily on the project, target platform (PC, console, mobile), and the number of vehicles on screen simultaneously. However, here are some general guidelines:
- Hero Car (Close-up, Primary Focus):
- High-End PC/Current-Gen Console: 80,000 – 150,000 triangles (or more for extremely detailed interiors/engines).
- Mid-Range PC/Last-Gen Console: 40,000 – 80,000 triangles.
- NPC/Background Car (Distant, Secondary Focus):
- High-End PC/Current-Gen Console: 15,000 – 40,000 triangles.
- Mobile/VR: 5,000 – 20,000 triangles (often achieved through Level of Detail (LOD)).
These counts typically include wheels, interior elements visible from outside, and basic undercarriage details. Engine bays or fully modeled interiors might significantly increase these numbers and are often separated into distinct LODs or entirely removed for distant views.
Capturing Detail: Normal Map Baking and Texture Workflow
With an optimized low-poly mesh, the challenge shifts to preserving the intricate surface details of the high-poly model. This is where Normal map baking becomes indispensable. It allows us to simulate high-resolution geometry using textures, providing stunning visual fidelity without adding a single polygon.
The Power of Normal Map Baking
A normal map is a special texture that stores surface normal information in its RGB channels. When applied to a low-poly model, it tells the renderer how light should interact with the surface as if the high-poly details were actually there. This is a cornerstone of modern real-time rendering and a crucial part of any efficient game asset pipeline.
The Baking Process: High-Poly to Low-Poly
The process of baking involves projecting the surface details from the high-resolution source mesh onto the low-resolution target mesh. This is typically done in dedicated baking tools or within 3D software.
- Prepare High and Low Poly Models: Ensure both models are in the same location and orientation. The low-poly mesh should fully encapsulate the high-poly mesh, especially in areas where details are projected.
- UV Unwrapping: The low-poly model must have a clean, non-overlapping UV map. This is where the normal map texture will be painted.
- Cage Setup (Optional but Recommended): A “cage” mesh helps control the projection distance, preventing baking errors. This is often an inflated version of the low-poly mesh.
- Bake: Use your chosen software (e.g., Substance Painter, Marmoset Toolbag, XNormal) to project the high-poly normals onto the low-poly UVs, generating the normal map.
- Review and Refine: Carefully inspect the baked normal map for artifacts (skewing, overlapping, incorrect lighting). Adjust the cage, UVs, or even the source meshes if necessary, and re-bake.
Common Baking Pitfalls and Solutions
- Skewing/Artifacts: Often caused by overlapping UVs, insufficient cage distance, or geometry intersections. Ensure clean UVs and correctly configured cages.
- Incorrect Tangent Space: Ensure both your baking software and game engine use the same tangent space (e.g., MikkTSpace is common for PBR workflows).
- Seam Issues: Hard edges on the low-poly model require UV seams. Splitting vertex normals at these seams can help prevent lighting artifacts.
Efficient UV Unwrapping and Texture Atlas Creation
Beyond normal maps, an efficient texture workflow is vital. This begins with thoughtful UV unwrapping and often culminates in the creation of texture atlases.
UV Mapping Strategies for Cars
UV mapping is the process of flattening the 3D surface of your model into 2D space, allowing textures to be applied. For cars, strategic UV layout is key:
- Maximize UV Space: Arrange UV islands efficiently to utilize as much of the 0-1 UV square as possible.
- Consistent Texel Density: Maintain a consistent texture resolution across all visible parts of the car. Larger, more prominent areas should have higher texel density.
- Minimize Seams: Place seams in less visible areas (e.g., undercarriage, hidden edges) to avoid visual breaks in textures.
- Material Separation: Group UVs for different material types (e.g., car paint, glass, rubber, chrome) into separate UV sets or utilize UDIMs if supported by the engine and workflow, though atlases are often preferred for performance.
Texture Atlas Creation for Performance
A texture atlas combines multiple smaller textures (e.g., for different car parts like headlights, grilles, emblems) into a single, larger texture map. This drastically reduces draw calls, as the engine only needs to bind one texture instead of many, significantly improving performance.
- Consolidate Materials: Identify parts of the car that can share a single material. For example, all chrome elements or all rubber parts.
- Pack UVs: Arrange the UVs for these consolidated parts into a single UV space within one atlas texture.
- Careful Planning: Atlas creation requires careful planning during the UV unwrapping phase to ensure different parts don’t bleed into each other when packed.
Dynamic Scaling: Implementing Level of Detail (LOD)
Even with meticulous retopology and normal map baking, a single optimized mesh might still be too dense for all viewing distances. This is where Level of Detail (LOD) becomes critical. LODs are simplified versions of your model that are swapped in and out based on the camera’s distance, maintaining visual quality up close while boosting performance far away.
LOD Group Setup and Principles
The core principle of LOD is to progressively reduce geometric complexity as an object moves further from the camera. A typical car model might have 3-5 LOD levels.
- LOD0 (Highest Detail): The most detailed mesh, visible when the car is close to the camera. This is your primary retopologized model.
- LOD1 (Medium Detail): A simplified version of LOD0, with fewer polygons but still retaining major shapes.
- LOD2 (Low Detail): Further simplified, potentially removing small details and merging elements.
- LOD3+ (Aggressive Reduction): Very low poly count, possibly a billboard or impostor for extreme distances.
Most game engines (including Unreal Engine and Unity) have built-in LOD systems that automate the switching process. You define the meshes for each LOD and set the screen size thresholds at which they swap.
Strategic LOD Creation for Cars
Creating effective LODs for cars requires a strategic approach, focusing on what details are perceivable at different distances.
Exterior LODs:
- LOD0: Full detail, all separate parts (body, wheels, calipers, badges). This is where your master poly count optimization is applied.
- LOD1 (50-70% reduction): Merge smaller details like emblems, windshield wipers. Reduce polygon count on curves and flat surfaces. Less detailed interior, or removed entirely.
- LOD2 (70-90% reduction): Aggressively simplify the body. Merge headlights, taillights into the main body mesh. Wheels might become single cylinders or simple discs. Remove visible interior details.
- LOD3 (90%+ reduction): A very rough silhouette, possibly just a blocky representation with a single material. Potentially a billboard texture.
Interior and Engine LODs:
For high-end car models, the interior and engine bay can be extremely detailed. These are often the first candidates for aggressive LOD reduction or removal.
- Interior: For LOD0, a full interior is expected. For LOD1, simplify seats, dashboard, and steering wheel. For LOD2+, remove the interior entirely or replace it with a simple black box.
- Engine Bay: Fully detailed engine only for extreme close-ups (LOD0). For typical gameplay, remove the engine or replace it with a simple, blocked-out shape.
When creating LODs, it’s crucial to minimize the visual “pop” or “snapping” when they switch. This can be mitigated by careful polygon reduction and ensuring UVs are consistent across LODs where possible to prevent texture shifting.
Achieving Visual Fidelity with PBR Materials
Once the geometry is optimized, and details are baked, the next step is to ensure the car looks stunning in the game engine. This is achieved through the PBR workflow (Physically Based Rendering), the modern standard for realistic materials in real-time graphics.
Understanding PBR Channels
PBR materials aim to simulate how light interacts with real-world surfaces based on physical properties. This typically involves several texture maps, or “channels,” that define these properties:
- Albedo/Base Color: Defines the base color of the surface without any lighting information. For car paint, this would be the pure color of the paint.
- Normal Map: (As discussed) Provides high-frequency surface detail, simulating bumps and grooves.
- Roughness Map: Controls the microscopic surface irregularities, influencing how light scatters. A glossy surface has low roughness, a matte surface has high roughness.
- Metallic Map: Defines whether a surface is a metal or a dielectric (non-metal). Metal surfaces behave differently under light.
- Ambient Occlusion (AO) Map: Simulates soft, subtle shadows caused by ambient light being blocked by nearby geometry. Helps ground objects and add depth.
- Height/Displacement Map (Optional): Provides actual geometric displacement, though usually too performance-intensive for car models in games and often faked with parallax occlusion mapping or normal maps.
Properly authored PBR textures are essential for achieving convincing materials, from the reflective sheen of car paint to the subtle texture of tire rubber. Many artists rely on tools like Substance Painter or Quixel Mixer to create and export these texture sets.
Material Instancing and Optimization
Modern game engines heavily utilize material instances. Instead of creating a unique material for every slight variation (e.g., red paint vs. blue paint), you create a master material with exposed parameters. Then, you create instances of that master material, overriding parameters like color, roughness, or metallic values.
- Reduced Draw Calls: While material instances don’t directly reduce draw calls (each unique material still incurs one), they greatly simplify asset management and allow for global changes to be propagated easily.
- Dynamic Customization: Enables easy in-game customization of car colors, liveries, and finishes without needing entirely new material assets.
- Shader Complexity: Focus on optimizing the complexity of your master materials. Reduce shader instructions where possible, and use conditional nodes to skip calculations for features that aren’t present.
Specific Car Material Considerations
Car models have unique material requirements that demand careful attention within the PBR workflow:
- Car Paint: Often requires a complex shader with multiple layers: a base coat (metallic or non-metallic), a clear coat (glossy, reflective), and often a flake layer for pearlescent or metallic finishes. Many engines have specialized car paint shaders or offer custom nodes to achieve this.
- Glass: Realistic car glass needs proper transparency, refraction, and reflection. Optimize by using simpler shaders for distant views, reducing refraction complexity, and potentially faking interior reflections with cubemaps.
- Chrome/Metallic Accents: These are often highly reflective. Ensure their metallic and roughness maps accurately represent their polished or brushed nature.
- Rubber/Tires: Requires appropriate roughness and normal maps to convey tread patterns and the matte, slightly absorbent quality of rubber.
Creating a streamlined set of PBR materials is crucial. If you’re starting with pre-made assets, models from resources like 88cars3d.com often come with well-structured PBR materials, making the integration process much smoother.
Engine Integration and Advanced Optimization: Unreal Engine Focus
The final stage is bringing your meticulously optimized car model into the game engine and ensuring peak performance. While principles apply to most engines, we’ll focus on Unreal Engine optimization due to its widespread use in high-fidelity projects.
Import Settings and Data Validation
Proper import settings are vital to ensure your model comes into Unreal Engine (UE) correctly and efficiently.
- FBX as Standard: Always export your car model as an FBX file. Ensure all meshes are correctly oriented and scaled before export.
- Triangulate on Export: It’s generally good practice to let your 3D software triangulate the mesh on export. This gives you control over the final triangulation rather than letting the engine do it arbitrarily.
- Import Options:
- Combine Meshes: Decide whether to combine all car parts into one mesh or keep them separate. Separating parts (e.g., doors, wheels) is good for physics or animations but increases draw calls.
- Generate Missing Collision: For static objects, Unreal can generate basic collision. For drivable cars, you’ll need custom collision meshes (simplified convex shapes) or a dedicated physics asset.
- Import Normals/Tangents: Ensure these are imported correctly, matching the tangent space used during normal map baking.
- LODs: Import all your pre-made LOD meshes. Unreal’s static mesh editor allows you to configure LOD settings (screen size, fade type) for each mesh.
- Data Validation: After import, always check for common issues: inverted normals, incorrect scale, missing textures, or shader compilation errors.
Material Optimization in Unreal Engine
Unreal Engine offers powerful tools for material optimization within its PBR workflow.
- Material Instances: As mentioned, leverage material instances extensively for color variations and small tweaks.
- Shared Samplers: In master materials, utilize shared texture samplers to reduce instruction count.
- Static Switches: Use static switches to toggle features on/off at compile time, reducing shader complexity for instances that don’t need certain effects (e.g., turning off flake layers for distant LODs).
- Performance Profiling: Use the “Shader Complexity” view mode in Unreal Editor to identify expensive parts of your materials. Green is good, red is bad.
Lighting and Reflection Captures for Automotive Assets
Realistic lighting and reflections are crucial for car models. Unreal Engine provides tools to achieve this efficiently.
- Reflection Captures: Place Sphere Reflection Captures and Box Reflection Captures around your car. These bake environmental reflections, which are crucial for metallic and glossy surfaces like car paint. Update them frequently, especially if the environment changes.
- Real-time Reflections (SSR): Screen Space Reflections add dynamic reflections but are expensive. Use them judiciously for close-up shots or hero cars.
- Ray Tracing (Current-Gen Consoles/High-End PC): For the ultimate fidelity, enable hardware ray tracing for reflections, shadows, and ambient occlusion, but be mindful of the performance impact. Provide fallback options for non-RT hardware.
Performance Profiling and Debugging
Always profile your game to identify bottlenecks. Unreal Engine’s built-in profilers (e.g., Stat Commands like ‘stat unit’, ‘stat rhi’, ‘stat gpu’) are invaluable.
- Draw Call Monitoring: Keep an eye on the number of draw calls related to your car models. Excessive draw calls often point to too many separate meshes or materials.
- Overdraw: Use the “Shader Complexity” and “Overdraw” view modes to spot areas where too many transparent or complex layers are being rendered.
- LOD Debugging: Use the “LOD Coloration” view mode to visualize when different LODs are switching, ensuring they activate at appropriate distances.
While the focus here has been on Unreal Engine optimization, similar principles apply to other engines like Unity. Unity also features LOD groups, a PBR standard metallic/smoothness workflow, and powerful profilers for identifying performance bottlenecks. The general approach of geometric reduction, texture baking, and material simplification remains universal across modern game development.
Conclusion
Transforming a high-end 3D car model from a static, photorealistic render to a dynamic, real-time game asset is a multifaceted process. It demands a thorough understanding of optimization techniques, from the initial geometric restructuring through meticulous retopology and poly count optimization, to the sophisticated visual enhancements offered by normal map baking and the PBR workflow.
Implementing effective Level of Detail (LOD) systems and mastering engine-specific optimizations, such as those covered for Unreal Engine optimization, are critical steps in creating a lean yet visually stunning vehicle. By embracing a disciplined game asset pipeline, artists and developers can deliver immersive experiences without sacrificing performance.
The journey from showroom to simulation is challenging but incredibly rewarding. With the right techniques, your magnificent 3D car models can shine in any virtual world. For those seeking a strong foundation of high-quality, pre-optimized 3D car models to kickstart their projects, be sure to explore the extensive collection available at 88cars3d.com – your reliable source for premium automotive assets designed to excel in real-time environments.
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Toyota Premio 2010 3D Model
Texture: Yes
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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Material: Yes
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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
Texture: Yes
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Volkswagen Golf 3-Door 3D Model
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Material: Yes
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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
Texture: Yes
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GAZ 3110 Pickup 2000 3D Model
Texture: Yes
Material: Yes
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Mazda 626 GF 1997 3D Model
Texture: Yes
Material: Yes
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Volvo S80 2011 3D Model
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Volkswagen Touran restyle-006 3D Model
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Material: Yes
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Skoda Octavia Scout 3D Model
Texture: Yes
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Volkswagen Golf V 2006 3D Model
Texture: Yes
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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
Texture: Yes
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Mercedes-Benz SL500 AMG (R129) 3D Model
Texture: Yes
Material: Yes
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Mercedes-Benz S-Class W221 2005 3D Model
Texture: Yes
Material: Yes
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Mercedes-Benz E-Class W212 2009 3D Model
Texture: Yes
Material: Yes
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Mercedes-Benz E-class Estate S212 2009 3D Model
Texture: Yes
Material: 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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Material: Yes
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Mercedes-Benz SLK 3D Model
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Mercedes 600 SEC W140 1992 3D Model
Texture: Yes
Material: Yes
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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
Texture: Yes
Material: Yes
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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
Material: Yes
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Mercedes-Benz CLA45 AMG 2017 3D Model
Texture: Yes
Material: Yes
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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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