The High-Fidelity Paradox: Optimizing Photorealistic 3D Cars for Real-Time Game Engines
The High-Fidelity Paradox: Optimizing Photorealistic 3D Cars for Real-Time Game Engines
The allure of photorealistic cars in digital environments is undeniable. Whether it’s the sleek lines of a supercar or the rugged utility of an off-roader, a perfectly rendered vehicle can elevate any scene. However, there’s a significant difference between a car model meticulously crafted for a static render or cinematic sequence and one destined for the dynamic, performance-sensitive world of real-time game engines. This is the heart of the “High-Fidelity Paradox”: how do we achieve breathtaking visual fidelity without sacrificing the crucial frame rates and interactive responsiveness that define a great game?
Bringing ultra-detailed automotive assets, often boasting millions of polygons and complex material setups, into a game engine demands a sophisticated understanding of optimization. Direct porting simply isn’t an option; it leads to crippling performance issues and a frustrating user experience. The key lies in a meticulous process of transformation, where artistic vision meets technical ingenuity. This article will guide you through the essential strategies and game asset pipeline best practices needed to optimize photorealistic 3D cars for real-time game engines, ensuring both stunning visuals and silky-smooth performance. We’ll delve into mesh optimization techniques, advanced texturing, and engine-specific considerations to unlock the full potential of your automotive models.
The High-End Challenge: Bridging the Gap Between Cinematic and Real-Time
At first glance, the visual quality of modern game engines like Unreal Engine 5 seems to blur the line with offline renders. Yet, a fundamental divide persists in how these visuals are achieved. Cinematic or advertising renders operate under the luxury of time; each frame can take minutes or even hours to calculate, allowing for extremely high polygon counts, intricate global illumination, and computationally expensive effects. Artists working on these projects often don’t need to worry about the immediate performance implications of their models.
Real-time game engines, by contrast, must render multiple frames per second – typically 30 to 120 – to maintain interactivity. This constraint necessitates a dramatically different approach to asset creation. A cinematic car model might have millions of polygons just for the body panels, while a game-ready version for a high-performance title might target 150,000-300,000 triangles for a hero vehicle, including wheels and interior. The discrepancy isn’t just in poly count; it extends to material complexity, lighting models, and the sheer volume of data the GPU must process instantly. Trying to directly port a high-resolution CAD model or a film-ready asset into a game engine will inevitably lead to a drastic drop in frame rates, rendering the game unplayable. This challenge highlights the critical need for a specialized game asset pipeline best practices tailored for real-time automotive rendering.
Core Mesh Optimization Strategies: Sculpting Performance from Polygons
The foundation of an optimized car model lies in its geometry. High polygon counts are the primary culprit for performance bottlenecks, making mesh optimization techniques absolutely crucial. The goal is to reduce geometric complexity as much as possible without compromising the visual integrity of the vehicle’s silhouette and key features. This involves a strategic approach to retopology, decimation, and the clever use of Level of Detail (LODs).
Intelligent Retopology for Clean Game Meshes
Retopology is the process of creating a new, optimized mesh on top of an existing high-polygon model. This is particularly vital for cars, which often originate from CAD data or high-resolution sculpts that are far too dense and messy for real-time applications. Intelligent retopology isn’t just about reducing polygons; it’s about creating a clean, efficient mesh with proper edge flow, which is critical for smooth deformation (e.g., suspension, aerodynamics) and effective normal map baking.
- Manual Retopology: This is often the most time-consuming but yields the best results. Artists manually draw new polygons over the high-poly model, ensuring optimal topology for critical areas like panel gaps, headlights, and wheel wells. Quads are preferred, as they deform better and provide cleaner shading.
- Automatic Retopology Tools: Software like ZBrush’s ZRemesher, Blender’s QuadRemesher, or TopoGun can provide a good starting point, but often require significant manual cleanup, especially around complex curved surfaces and sharp edges inherent to car designs. They might not always prioritize the aesthetic lines that define a vehicle.
- Topology Principles: Aim for consistent quad density, especially in areas that need to capture fine details or will receive baked normal map information. Avoid long, thin triangles or excessive poles (vertices with more than five edges), which can lead to shading artifacts. Ultimately, the mesh will be triangulated upon export to the game engine, so consider how quads will split.
Smart Mesh Decimation: Reducing Poly Count with Purpose
Mesh decimation is another powerful mesh optimization technique that reduces the number of polygons in a mesh by simplifying geometry. Unlike retopology, which rebuilds the mesh, decimation removes edges and vertices from the existing mesh. This can be very effective but must be used judiciously to avoid destroying important surface details or creating jagged silhouettes. It’s often applied to non-hero assets or as a step in generating lower Level of Detail (LODs).
- Selective Decimation: Focus decimation efforts on flat surfaces or areas less visible to the player (e.g., the underside of the car). Critical areas, like sharp edges, logo details, or areas where the silhouette is prominent, should be preserved with higher polygon density.
- Tools and Settings: Most 3D software (Blender, Maya, 3ds Max) and specialized tools offer decimation modifiers. Experiment with different algorithms (e.g., planar, curvature-based) and percentage reductions to find the sweet spot between poly count reduction and visual quality.
- Pre-Bake Decimation: For baking, you often want a slightly denser low-poly mesh than for the final in-game model, as it provides a better projection surface for normal maps. Decimation is more commonly used *after* baking, or for creating subsequent LODs.
Strategic Level of Detail (LODs) Implementation
One of the most critical game asset pipeline best practices for handling complex objects like cars is the intelligent use of Level of Detail (LODs). LODs are simplified versions of a model that are swapped in and out based on the object’s distance from the camera. When a car is far away, a very low-poly version (LOD2 or LOD3) is rendered. As it gets closer, progressively higher-fidelity versions are displayed, culminating in the full detail (LOD0) when it’s prominently featured on screen.
- Creating LOD Groups: A typical car asset might have 3-5 LODs.
- LOD0 (Hero Mesh): Full detail, 100,000-300,000 triangles. Used when the car is very close to the camera.
- LOD1: Moderate detail, 50-70% reduction from LOD0. Used at medium distances.
- LOD2: Significant reduction, 70-90% reduction from LOD0. Used at longer distances.
- LOD3 (Shadow/Collision Mesh): Extremely low-poly, sometimes as low as a few thousand triangles, or even just a simplified bounding box for distant collision. Primarily used for shadows or very distant representation.
- Screen Size Thresholds: Game engines allow you to define at what screen percentage each LOD should switch. Careful calibration is essential to avoid noticeable pop-in or pop-out while maximizing performance gains.
- Automated vs. Manual LOD Creation: While engines and 3D software offer automated LOD generation, manual refinement for LOD0 and LOD1 is often necessary to ensure key features and the overall silhouette remain intact. Automated methods are usually sufficient for very distant LODs.
- Components and Instancing: Break the car into components (body, wheels, interior, smaller props). Apply LODs to each component independently. This allows for fine-grained control and can even lead to more efficient material calls if certain components share materials.
For artists and developers seeking a head start with meticulously optimized, high-quality models that already incorporate many of these mesh optimization techniques, exploring the vast library at 88cars3d.com can be incredibly beneficial. Their models are often designed with performance in mind, streamlining the initial stages of your game asset pipeline best practices.
Advanced Texturing & Material Pipelines: Visual Fidelity Under Constraints
Once the geometry is optimized, the next crucial step is to imbue the car with convincing surface detail and realistic materials. This is where a robust texture baking workflow and intelligent application of PBR materials for games come into play. The goal is to make a lower-polygon mesh appear as rich and detailed as its high-polygon counterpart, all while adhering to real-time performance budgets.
The Power of Texture Baking: From High-Poly Detail to Low-Poly Maps
Texture baking is a cornerstone of the high-poly to low-poly conversion process. It involves transferring fine surface details from a high-polygon source mesh onto various texture maps that can then be applied to the lower-polygon game mesh. This allows complex geometry to be represented by efficient texture data, giving the illusion of immense detail without the computational cost.
- Essential Maps to Bake:
- Normal Map: The most critical map, it fakes surface bumps, grooves, and sharp edges by manipulating how light reflects off the low-poly surface.
- Ambient Occlusion (AO) Map: Simulates soft self-shadowing in crevices and corners, adding depth and realism.
- Curvature Map: Identifies convex and concave areas, useful for wear, dirt, or edge highlights in texturing tools.
- Thickness Map: Indicates the thickness of the mesh, useful for subsurface scattering effects or grime accumulation.
- Position Map: Stores the world-space position of each pixel, useful for gradient effects or procedural texturing.
- ID Map (Color ID): Assigns unique colors to different material zones on the high-poly mesh, simplifying material masking during texturing.
- High-Poly to Low-Poly Projection: Baking tools project rays from the low-poly mesh onto the high-poly mesh to capture detail. Ensure your low-poly mesh is slightly larger than the high-poly in areas where details are being captured to prevent projection errors (cage settings).
- Popular Baking Tools: Software like Substance Painter, Marmoset Toolbag, Blender, and even newer features in Maya or 3ds Max provide robust baking capabilities. Each has its strengths, but they all follow the same fundamental principles.
- Addressing Baking Issues: Common problems include skewed normals, exploded meshes (due to overlapping geometry), or projection artifacts. Carefully check your mesh normals, unwrap UVs without overlapping islands (especially for normal and AO maps), and adjust cage settings for optimal results.
Crafting PBR Materials for Real-Time Performance
Physically Based Rendering (PBR) has become the standard for achieving realistic materials in real-time automotive rendering. PBR ensures that materials react correctly to light in a physically plausible way, leading to more consistent and believable results across different lighting conditions. For games, however, these materials must also be highly optimized.
- Understanding PBR Principles:
- Albedo/Base Color: The inherent color of the surface, stripped of lighting information.
- Metalness: Determines if a material is a conductor (metal) or a dielectric (non-metal).
- Roughness (or Glossiness): Controls the microscopic surface irregularities, affecting how specular light scatters. Rougher surfaces scatter light more widely, appearing duller.
- Normal Map: (As discussed above) Fakes surface detail.
- Ambient Occlusion: (As discussed above) Adds subtle self-shadowing.
- Optimizing Texture Resolution and Formats: Use appropriate resolutions (e.g., 2048×2048 or 4096×4096 for hero car body, smaller for interior or less visible parts). Utilize compressed texture formats like BC7 (desktop) or ASTC (mobile) to reduce VRAM usage.
- Channel Packing for Efficiency: Combine multiple grayscale textures (e.g., Metalness, Roughness, Ambient Occlusion) into different channels (R, G, B, A) of a single RGB or RGBA texture. This significantly reduces draw calls and texture lookups, a critical game asset pipeline best practice for performance.
- Material Instancing: Leverage material instances in game engines. Create a master material with all necessary parameters, then create instances for different car parts (body, tires, glass, interior) or color variations. This reuses shader code and allows for quick parameter adjustments without recompiling the entire material, saving significant processing time.
- Shader Complexity: Keep shaders as simple as possible. Avoid overly complex nodes or excessive instructions. Use conditional nodes to disable features not needed for certain materials. Consider using decals for small details instead of baking them directly into the main texture set if they need to be dynamic (e.g., dirt, damage).
High-Poly to Low-Poly Conversion: The Art of Abstraction
The journey from a detailed source model, often a CAD design or high-resolution sculpt, to a game-ready asset is primarily an exercise in high-poly to low-poly conversion. This is where the “art of abstraction” truly shines, as artists must decide what details can be represented with textures and what absolutely requires geometric fidelity. It’s a delicate balance to strike, ensuring the final asset retains the character and appeal of the original while meeting strict performance budgets for real-time automotive rendering.
Workflow Overview: From CAD to Game-Ready Asset
A structured workflow is key to successful conversion:
- Initial CAD Data/Scans: Start with the highest fidelity source available. This might be a CAD model from automotive manufacturers or a detailed 3D scan.
- Clean-up and Preparing High-Poly Mesh:
- Import the high-poly source into your 3D modeling software.
- Clean up any geometric errors, overlapping faces, or inverted normals.
- Merge redundant parts where appropriate.
- Ensure smooth, continuous surfaces for optimal baking results. This “clean high-poly” will be the source for baking.
- Creating the Low-Poly Base:
- Perform manual or semi-manual retopology on critical parts (car body, major interior components) to create the LOD0 mesh.
- Use smart decimation for less critical areas or to generate subsequent LODs.
- Ensure UV unwrapping is efficient, with minimal stretching and clear seams, optimizing texture space.
- Baking and Texturing:
- Bake normal maps and other essential maps from the high-poly to the low-poly mesh.
- Apply PBR materials for games using tools like Substance Painter, leveraging the baked maps.
- Focus on material realism for paint, glass, rubber, chrome, and interior fabrics.
- Rigging/Animation (if applicable): For cars, this often involves rigging wheels, steering components, and suspension. Ensure the low-poly mesh is suitable for skeletal deformation without tearing or excessive stretching.
Iterative Refinement and Quality Control
The high-poly to low-poly conversion process is rarely linear. It requires constant iteration and rigorous quality control to ensure that the visual abstraction doesn’t lead to noticeable defects in a real-time automotive rendering scenario.
- Regular Visual Checks: Periodically view your low-poly model with baked textures in a real-time viewer (like Marmoset Toolbag) or directly in the target game engine. This allows you to catch issues early.
- Avoiding Visual Artifacts:
- Texture Stretching: Re-evaluate UV layout for evenly distributed texel density.
- Normal Map Issues: Check for incorrect tangents, reversed normals, or baking errors that cause shading discontinuities. Ensure low-poly and high-poly share similar normal orientations.
- Silhouette Degradation: Ensure that even with polygon reduction, the car’s distinctive silhouette remains intact, especially for LOD0 and LOD1.
- Targeting Visual Quality: The ultimate benchmark is how the car looks and performs under various conditions (different lighting, distances, angles) within the game engine. Compare it against the high-poly source, not necessarily for identical poly count, but for comparable perceived fidelity.
Remember, the most successful game assets are those where the high-poly detail is convincingly *implied* rather than explicitly *present* in the geometry. This mastery of implication is central to the art of high-poly to low-poly conversion.
Engine Integration & Validation: Unleashing Performance
The final stage of the game asset pipeline best practices involves importing the optimized car into the game engine and rigorously testing its performance and visual integrity. This step is crucial for ensuring that all the prior mesh optimization techniques and texturing efforts translate into a smooth, high-quality experience within the target environment, especially for demanding scenarios like real-time automotive rendering.
Importing and Initial Engine Setup
Proper export and import settings are vital to avoid unexpected issues:
- FBX Export Settings: Use FBX as the standard interchange format. Ensure correct units, embedded media (textures) are optional depending on your pipeline, and that only necessary components (meshes, skeletons, animations) are exported. Check for proper pivot points and transformations.
- Material Setup within the Engine: Once imported, reconstruct your PBR materials using the baked textures. Leverage material instances for variations and efficient rendering. Set up proper blending modes for glass and transparent elements.
- Collision Meshes: Create simplified collision meshes (often convex hulls or simple primitive shapes) for physical interaction. Do not use the high-detail visual mesh for collision, as it’s computationally expensive.
- LOD Setup: Configure your Level of Detail (LODs) within the engine. Define the screen size thresholds at which each LOD switches to optimize performance based on distance from the camera.
Optimizing for Unreal Engine 5 (and other engines)
Modern engines like Unreal Engine 5 offer powerful features, but understanding how to leverage them for optimal Unreal Engine 5 performance with complex assets like cars is key:
- Nanite: For extremely high-detail static meshes, Nanite in Unreal Engine 5 can be a game-changer. It intelligently culls and streams geometry, allowing for unprecedented polygon counts on screen without a traditional LOD pipeline for static objects. While cars are often rigged, if parts of the car (e.g., body, specific interior static elements) can be treated as Nanite-enabled static meshes, it can greatly simplify mesh optimization techniques for those components. However, animated or deforming parts still require traditional LODs and optimizations.
- Lumen and Lighting: Unreal Engine 5’s Lumen global illumination system provides stunning real-time lighting. Be mindful of its performance impact, especially with many reflective surfaces on a car. Optimize lightmaps for static lighting or balance Lumen settings for dynamic scenes. Use Sphere Reflection Captures and Planar Reflections strategically for convincing reflections on car paint and glass without breaking performance.
- Decal Application: Utilize decals for fine details like warning labels, racing stripes, or temporary dirt/damage. Decals are efficient and can be placed dynamically, adding a layer of realism without modifying the base textures.
- Vertex Painting: For subtle variations like worn edges or accumulated grime, vertex painting can be combined with materials to add localized effects without additional texture maps.
- Post-Processing: While essential for cinematic look, excessive post-processing (e.g., highly complex bloom, depth of field, screen-space reflections) can heavily impact Unreal Engine 5 performance. Use sparingly and optimize settings.
Performance Profiling and Validation
The final, crucial step is to validate the car’s performance in a real-time scenario. Without this, all prior optimization efforts are theoretical:
- Using Engine Profiling Tools: Game engines provide robust profiling tools. In Unreal Engine, commands like
stat gpu,stat rhi, and the built-in Profiler (Shift+F5) are invaluable. They show draw calls, triangle counts, shader complexity, and memory usage, helping pinpoint bottlenecks. - Frame Rate Analysis: Monitor the frame rate (FPS) extensively, especially in scenes with multiple cars, varying lighting, and environmental complexity. Target your desired FPS for the platform.
- Draw Calls and Memory Usage: Excessive draw calls (each material or mesh rendering call) and high VRAM usage from unoptimized textures are common performance killers. Profile these metrics and make adjustments.
- Benchmarking on Target Hardware: Always test your optimized car assets on the minimum and recommended hardware specifications for your target platform. Performance on a high-end development machine might not reflect the end-user experience.
- Ensuring Game Asset Pipeline Best Practices Lead to Tangible Gains: This validation loop ensures that every optimization decision made earlier in the pipeline, from mesh optimization techniques to PBR materials for games, is actually delivering the intended performance and visual quality for real-time automotive rendering.
By meticulously following these steps, you transform a high-fidelity static model into a dynamic, performance-friendly asset, ready to dazzle players in a real-time environment. The payoff is a seamless and immersive experience, where stunning visuals meet fluid interactivity.
Conclusion
The journey from a breathtaking, cinematic 3D car model to an efficiently optimized, game-ready asset is a testament to the blend of artistic skill and technical mastery required in modern game development. The “High-Fidelity Paradox” is resolved not by compromise, but by intelligent transformation. Through rigorous mesh optimization techniques, strategic Level of Detail (LODs) implementation, a robust texture baking workflow, and the careful crafting of PBR materials for games, we can bridge the gap between static beauty and dynamic performance. The high-poly to low-poly conversion process, guided by game asset pipeline best practices, ensures that even the most complex automotive designs perform flawlessly, whether you’re targeting maximum Unreal Engine 5 performance or other real-time platforms.
Achieving stunning real-time automotive rendering is an iterative process, demanding continuous refinement and validation. But the rewards are immense: vehicles that not only look incredible but also enhance the player experience with smooth frame rates and responsive interactions. For artists and developers seeking a head start with meticulously optimized, high-quality models that already incorporate many of these principles, explore the vast library at 88cars3d.com. Our models are crafted to meet the stringent demands of real-time engines, giving you a powerful foundation for your next project. Dive in, experiment, and push the boundaries of what’s possible in automotive visualization!
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Volkswagen Golf R-004 2024 3D Model
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Material: Yes
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Volkswagen Golf 5 Door 2010 3D Model
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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
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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
Texture: Yes
Material: 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
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Volvo S80 2011 3D Model
Texture: Yes
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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
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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
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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
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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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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