The Multi-Layered Challenge: Why Car Paint Defies Simple PBR
The sleek, lustrous finish of a high-performance vehicle is more than just paint; it’s a statement. For 3D artists, automotive designers, and game developers, recreating this iconic sheen with absolute fidelity is often one of the most demanding challenges in automotive rendering techniques. While Physically Based Rendering (PBR) has revolutionized material accuracy, car paint, with its complex multi-layered structure and unique light interactions, often pushes the boundaries of standard PBR workflows, demanding an approach that goes truly beyond.
Every curve, every reflection, and every subtle shimmer contributes to the perceived realism and emotional impact of a 3D automotive model. Achieving this level of visual sophistication requires a deep dive into advanced shader techniques, moving past basic PBR setups to meticulously simulate the intricate physics of light interacting with various layers of paint. This guide will explore how to craft hyper-realistic car paint shaders, tackling the individual components that make up that coveted showroom finish, and integrating them into a robust, performance-optimized workflow for next-gen automotive visualization.
The Multi-Layered Challenge: Why Car Paint Defies Simple PBR
At first glance, car paint might seem straightforward – just a color with some gloss. However, the reality is far more complex, a microscopic symphony of distinct layers, each with its own optical properties. A truly realistic car paint shader must account for this intricate structure, which is why a basic single-layer PBR material often falls short. Understanding these physical layers is the foundational step in developing advanced automotive rendering techniques.
Typically, modern automotive finishes consist of at least three primary layers, each contributing uniquely to how light is absorbed, reflected, and refracted:
- Primer Coat: Applied directly to the vehicle body, this layer provides a smooth, uniform surface for subsequent layers and protects against corrosion. While not directly visible, its underlying color and texture can subtly influence the final paint appearance.
- Base Coat (Color Coat): This is the layer that provides the primary color of the car. Depending on the type of paint, it can contain pigments for solid colors, metallic flakes, or pearlescent particles that create special effects. This layer is crucial for the metallic flake effect or pearlescent shimmer we often associate with premium finishes.
- Clear Coat: A transparent, durable layer applied over the base coat. This is what gives car paint its deep gloss, protects the underlying color from UV radiation and scratches, and is responsible for the majority of the sharp, mirror-like reflections. The complexity of the clear coat shader cannot be underestimated for realism.
The interplay of light with these distinct layers is what creates the unique visual characteristics of car paint. Light penetrates the clear coat, interacts with the base coat (reflecting off pigments or flakes), and then refracts back out through the clear coat, potentially picking up subtle color shifts or distortions along the way. This demands a sophisticated layered materials workflow rather than a single shader that tries to do everything at once. While PBR principles provide an excellent foundation for each individual layer, assembling them correctly and handling their interactions is where the real artistry and technical skill come into play, pushing us beyond conventional PBR applications.
Crafting the Pristine Clear Coat Shader
The clear coat is arguably the most critical component of a realistic car paint shader. It’s the transparent top layer that provides the glossy, reflective sheen and protects the underlying base coat. A compelling clear coat shader is what elevates a good render to an exceptional one, capturing the subtle nuances of light interaction that define a high-quality finish. It’s a prime example of how dedicated automotive rendering techniques must extend beyond a simple PBR gloss input.
Understanding Clear Coat Physics
Physically, the clear coat is a dielectric material, meaning it’s an electrical insulator and exhibits specific reflective properties. Key attributes to simulate include:
- Index of Refraction (IOR): For most clear coats, a typical IOR value ranges from 1.4 to 1.55. This value dictates how much light bends as it passes through the clear coat and, crucially, how much light is reflected off its surface (Fresnel effect). A higher IOR means more reflection at grazing angles.
- Roughness/Gloss: While often considered “perfectly smooth,” even high-gloss clear coats have microscopic imperfections. These micro-scratches and dust particles scatter light, contributing to a subtle roughness that softens reflections, especially in larger areas. This isn’t just a global roughness value; it often benefits from finely detailed texture maps.
- Absorption/Tint: While usually visually transparent, clear coats can exhibit very subtle absorption, especially when viewed through a thick layer or at grazing angles. Sometimes, a slight tint might be added, though this is less common for standard clear coats.
Implementing a Dedicated Clear Coat Model
Modern renderers and game engines (like Unreal Engine) often provide dedicated clear coat parameters in their PBR material models, which simplifies the process. However, for ultimate control, a custom layered materials workflow might involve explicitly modeling two separate reflective layers:
- Base Reflection Layer: Represents the interaction of light with the base coat (color + metallic flakes).
- Clear Coat Reflection Layer: A separate dielectric layer on top, with its own IOR, roughness, and possibly normal map for micro-scratches.
This layering ensures that reflections from the clear coat correctly sit *on top* of the reflections and color from the base coat, respecting the physical order of light interaction. Using a dedicated clear coat shader model is fundamental to achieving this separation and fidelity. For instance, materials from 88cars3d.com often leverage these advanced clear coat techniques to ensure their models boast unparalleled realism.
Adding Imperfections for Realism
Perfectly clean, flawless car paint can sometimes look artificial. Introducing subtle imperfections significantly enhances realism:
- Micro-scratches: Tiny, hairline scratches on the clear coat surface, often visible in direct light. These can be simulated using a subtly noisy normal map with very fine details, or through an anisotropic noise pattern that aligns with the direction of polishing.
- Dust and Smudges: Less prominent, but can be added with very faint, low-opacity texture maps affecting roughness and specularity.
- Orange Peel Effect: A subtle texture resembling an orange peel, caused by the drying process of the paint. This can be achieved with a very fine, high-frequency normal map that adds a slight ripple to reflections.
These imperfections should be subtle, avoiding overwhelming the pristine look, but present enough to catch the light in a realistic way and break up perfect reflections, contributing to overall believability in next-gen automotive visualization.
Simulating the Shimmer: Mastering the Metallic Flake Effect
Beyond the clear coat, the heart of many premium car finishes lies within the base coat: the mesmerizing metallic flake effect. This is what gives paint its depth, its “pop,” and its ability to shift appearance under different lighting conditions. Replicating this phenomenon accurately is a cornerstone of advanced automotive rendering techniques, requiring a careful balance of visual trickery and physically plausible simulation.
The Physics of Flakes
Metallic car paints contain tiny, often irregularly shaped, metallic particles (flakes) suspended within the colored base coat. These flakes act like miniature mirrors, reflecting light in different directions depending on their orientation relative to the viewer and the light source. The magic happens as the viewing angle changes: some flakes catch the light and glint brightly, while others appear darker or shift hue, creating the characteristic “sparkle” or “flop” effect.
Pearlescent paints operate on a similar principle but use mica or ceramic particles instead of metallic ones. These particles create interference effects, leading to color shifts based on the viewing angle (iridescence) rather than just direct reflection.
Techniques for the Metallic Flake Effect
Achieving a convincing metallic flake effect can be approached in several ways, often involving blending different shader components within a layered materials workflow:
1. Procedural Noise-Based Flakes
This is a common and often efficient method, particularly for real-time applications. It involves using noise functions to generate flake patterns:
- Flake Mask: Use a high-frequency noise texture (e.g., Voronoi noise, Perlin noise) to create a mask where white areas represent flakes and black areas represent the base color.
- Flake Normals: Drive a normal map with this same noise or a similar pattern. The normals for the flakes should ideally point in slightly random directions to simulate their varied orientations.
- Blending: Blend a highly reflective (metallic) PBR material for the flakes with a diffuse/rougher PBR material for the base color, using the flake mask. The reflections for the flakes should be very sharp (low roughness) and potentially tinted to match the flake material (e.g., silver, gold).
- Fresnel Control: Apply a strong Fresnel effect to the flake reflections, making them more prominent at grazing angles.
The challenge here is to make the flakes appear volumetric, as if suspended *within* the clear coat, rather than just painted on the surface. This can be subtly achieved by modulating their visibility or intensity based on the clear coat’s depth or view angle.
2. Texture-Based Flakes
For ultimate control and unique flake patterns, custom texture maps can be used:
- Flake Map: A texture containing pre-rendered or hand-painted flake patterns.
- Flake Normal Map: A corresponding normal map to give the flakes their individual angular reflections.
- Distribution Control: These maps allow for precise control over flake size, density, and distribution, which is invaluable for replicating specific automotive finishes.
3. Advanced Flake Shaders (Micro-facets)
Some advanced renderers offer specific micro-facet models designed to simulate embedded particles. These often work by perturbing the normal of the base layer at a micro-level, causing small, randomly oriented reflections that mimic flakes. This approach is highly physically accurate but can be more complex to set up and computationally intensive.
When implementing the metallic flake effect, consider also:
- Flake Color/Tint: Silver flakes are common, but golden, multi-color (pearl), or even black flakes exist.
- Flake Roughness: While flakes are shiny, their microscopic edges can introduce a slight roughness.
- Density and Scale: Adjusting these parameters is crucial for matching real-world paint samples. Too dense, and the paint looks flat; too sparse, and the effect is lost.
Combined with a robust clear coat shader, a well-executed metallic flake effect truly defines next-gen automotive visualization and is a hallmark of the realism found in models from professional sources like 88cars3d.com.
The Dance of Light: Implementing Anisotropic Reflections
When scrutinizing a highly polished car surface, particularly on brushed metals or specific paint finishes, you’ll notice reflections that stretch or smear in a particular direction. This phenomenon is known as anisotropy, and capturing realistic anisotropic reflections is another crucial step in moving beyond PBR basics for hyper-realistic automotive shaders. It’s an advanced aspect of automotive rendering techniques that significantly enhances visual fidelity.
What is Anisotropy?
In the context of materials, anisotropy means that a material’s properties (specifically its reflectance) vary depending on the direction. For car paint and polished metals, this typically arises from microscopic parallel grooves or scratches on the surface, often left by manufacturing or polishing processes. Instead of light reflecting equally in all directions (isotropy), these parallel structures cause light to scatter or reflect predominantly along the direction of the grooves, resulting in stretched or elongated highlights.
Think of a brushed aluminum surface: highlights appear as streaks running along the brushed grain. Some specialized car paints also exhibit a subtle anisotropic quality, where the metallic flakes or even the clear coat’s micro-scratches align in a particular direction, creating a similar effect. This is distinct from a simple rough surface, where reflections are blurred uniformly; anisotropic reflections are blurred *directionally*.
Achieving Anisotropic Reflections
Implementing anisotropic reflections in a shader typically involves manipulating the normal vector or the roughness parameters based on a tangent direction. Most modern PBR shaders include parameters for anisotropy, but understanding how to control them is key:
1. Tangent Map and Anisotropy Direction
The core of an anisotropic shader is the ‘tangent’ direction. This vector defines the direction along which the microscopic grooves or scratches are aligned. For a car body, this might be based on the local UV coordinates or a generated direction based on the surface curvature:
- UV-based Tangents: The U or V direction of your UV map can often serve as the anisotropy tangent. This is common for brushed metals where the brushing direction follows the UV flow.
- Procedural Tangents: For more organic surfaces or to simulate polishing patterns, you might procedurally generate tangent directions based on surface normals or world-space vectors. For instance, a hood might have tangents radiating outwards from its center, mimicking how it was polished.
You’ll often need a ‘tangent map’ if your model doesn’t have intrinsic tangent data, or if you need to override the default tangents for specific effects.
2. Anisotropy Amount/Roughness
Once the direction is defined, you need to control the ‘strength’ or ‘spread’ of the anisotropy. This is often an anisotropy value (0-1, where 0 is isotropic and 1 is fully anisotropic) or an anisotropic roughness value, which might be split into U and V roughness components (roughness in the tangent direction vs. perpendicular to it).
By making the roughness different in these two directions, you create the stretched highlight effect. For example, if roughness_U is low and roughness_V is high, reflections will stretch along the U direction. These values are often controlled by texture maps for more nuanced effects.
3. Visual Cues for Anisotropy
Beyond the primary clear coat, anisotropic reflections can also be applied to the metallic flake effect layer. If the flakes are predominantly aligned in a certain direction due to manufacturing or painting processes, they too can exhibit subtle anisotropy. This layering of effects, integrating anisotropy across different components of the car paint, is a hallmark of a sophisticated layered materials workflow.
Incorporating accurate anisotropic reflections is a subtle but powerful detail that contributes significantly to the photorealism of your 3D automotive models, pushing the boundaries of what’s possible in next-gen automotive visualization.
Assembling the Master Material: A Layered Workflow for Next-Gen Results
Bringing all these intricate components together – the clear coat, the metallic flakes, the anisotropic reflections – requires a robust and organized layered materials workflow. This approach isn’t just about combining shaders; it’s about physically accurate blending, careful optimization, and creating a flexible system that allows artists to iterate quickly and achieve consistent next-gen automotive visualization. This is where the real power of advanced automotive rendering techniques comes to fruition.
The Core Principle: Physical Layering
Unlike simply mixing colors, a physically correct layered material structure respects the actual order of paint layers. Light interacts with the outermost layer first, then penetrates to the next, and so on. This means:
- Clear Coat First: The clear coat shader is always the outermost layer, handling primary reflections and refractions. Its output (reflected light, refracted light that passes through) then feeds into the base coat.
- Base Coat Second: This layer handles the primary color, metallic flakes, and potentially subsurface scattering for solid paints. Its interactions (diffuse reflection, flake reflections) are then seen through the clear coat.
- Primer/Body Last: While often simplified, the underlying material of the car body subtly influences the base coat’s appearance, especially if the base coat is somewhat translucent.
This sequential interaction is crucial for photorealism and is precisely what tools like the Unreal Engine’s Layered Materials or similar systems in other renderers are designed to facilitate.
Building the Material Graph
In a node-based shader environment (like Unreal Engine’s Material Editor or Substance Designer), this layered workflow translates into a structured graph:
- Material Functions/Sub-graphs: Encapsulate each component (Clear Coat, Metallic Flakes, Base Color). This promotes modularity, reusability, and easier debugging. For instance, a dedicated “Clear Coat MF” can be used across all your car materials.
- Blending Nodes: Utilize specialized blending nodes that understand how to combine PBR materials, often respecting physically based Fresnel rules. This is more complex than a simple alpha blend; it needs to accurately simulate light passing through and reflecting off multiple surfaces.
- Masking and Detail Maps: Use masks to control where specific effects appear. For example, a dirt map might increase roughness in certain areas, or a scratch map might reveal the underlying primer. These detail maps are essential for adding wear and tear that contribute to realism.
Key Considerations for a Layered Workflow:
- Performance: Layering multiple complex shaders can be computationally expensive. Optimize by:
- Using cheaper approximations where high fidelity isn’t critical.
- Baking complex procedural effects into textures when possible.
- Leveraging material instances to reduce shader compilation times and allow artists to quickly tweak parameters without recompiling the entire shader.
- Artist Control: The master material should expose intuitive parameters for artists (e.g., “Flake Density,” “Clear Coat Roughness,” “Anisotropy Strength”) rather than requiring them to dive into complex node networks.
- Scalability: The workflow should allow for easy addition of new effects (e.g., iridescent effects, special effect paints) without breaking existing components.
- Consistency: By using a master material and instances, you ensure a consistent look across all vehicles, a vital aspect for professional outputs, similar to the high standards upheld by models from 88cars3d.com.
A well-implemented layered materials workflow not only achieves stunning visual results but also streamlines the creative process, allowing artists to focus on artistic direction rather than getting bogged down in shader minutiae. This holistic approach is fundamental for any serious practitioner of advanced automotive rendering techniques.
Real-World Application: Building an Unreal Engine Car Material
Unreal Engine has become a powerhouse for next-gen automotive visualization, offering advanced rendering capabilities that make it ideal for crafting hyper-realistic car paint. Building an effective Unreal Engine car material involves leveraging its PBR system, layering capabilities, and performance optimization features to bring our theoretical knowledge into practice. This section will outline a practical approach to construct such a material.
Unreal Engine’s Material Editor & PBR Workflow
Unreal Engine uses a node-based Material Editor. Its default material model is designed for PBR, with inputs for Base Color, Metallic, Specular, Roughness, Normal, and Emissive. Critically, it also includes a dedicated ‘Clear Coat’ input, which is a fantastic starting point for our complex car paint.
Step-by-Step Material Construction in Unreal Engine:
1. The Base Material Foundation
- Create a New Material: Start with a new basic material in Unreal Engine.
- PBR Inputs:
- Base Color: This will be the primary color of your car paint, often a parameter for easy tweaking.
- Metallic: For the base coat, this should be 0 (dielectric) as the flakes are handled separately or 1 if the paint is a pure metallic base. For realism, flakes are often treated as separate metallic reflections.
- Roughness: Start with a low roughness value (e.g., 0.05-0.1) for the clear coat to represent its high gloss. This will be modulated by texture maps later.
- Specular: Keep this at the default 0.5 for most PBR materials, as IOR is handled by Clear Coat specific inputs.
- Normal: Connect a normal map for the primary body shape.
2. Implementing the Clear Coat Shader
Unreal Engine provides excellent built-in support for clear coat:
- Clear Coat Input: Set ‘Clear Coat’ to 1. This enables the dedicated clear coat layer.
- Clear Coat Roughness: Use a separate roughness value or map for the clear coat, typically very low (e.g., 0.0-0.05) for maximum shine. A subtle noise map connected here (multiplied by a small scalar) can introduce micro-scratches.
- Clear Coat Normal: Connect a separate normal map here for clear coat specific details like subtle orange peel or micro-scratches, or leave blank for a smooth clear coat.
This effectively creates a second, transparent reflective layer on top of your base PBR material, a core aspect of our layered materials workflow.
3. Crafting the Metallic Flake Effect
This is where it gets more involved, moving beyond the simple PBR inputs:
- Flake Noise Generation: Use a ‘Texture Sample’ node with a seamless noise texture (e.g., Voronoi) or generate procedural noise using ‘Gradient’ and ‘Fractal Sum’ nodes.
- Flake Mask & Normal:
- Connect the noise to a ‘Power’ or ‘SmoothStep’ node to create sharp masks for individual flakes.
- Generate a flake-specific normal map using the noise, or use a pre-baked flake normal texture. This normal map should be blended with the primary clear coat normal.
- Flake Reflection Integration:
- A common technique is to use the flake mask to blend between two PBR material types: one representing the base color (diffuse/rougher) and another for the metallic flakes (very shiny, metallic=1).
- Alternatively, you can add a custom reflective lobe for flakes. Calculate a new reflection vector based on the flake normals and add it to the final emissive/specular output, carefully modulated by fresnel and the flake mask. This method provides more control but can be more complex to set up.
- Flake Color/Tint: Parameterize the color of the flakes for variations (e.g., silver, gold, iridescent).
4. Implementing Anisotropic Reflections
Unreal Engine’s default PBR model doesn’t have a direct ‘anisotropy’ input like some other renderers, but it can be achieved through custom shading models or by manipulating normals and roughness. The most common approach involves custom shader code or specific material functions that perturb normals based on a tangent direction, then feeding that modified normal into the main material output:
- Tangent Input: Use the ‘PixelNormalWS’ and ‘CameraVectorWS’ to derive a tangent space, or provide a custom tangent map.
- Roughness Manipulation: Create two roughness values (e.g., ‘RoughnessU’ and ‘RoughnessV’) and use vector operations to apply them directionally based on your tangent vector. This can be complex to set up purely in the material editor without custom nodes.
- Custom Material Functions: For true anisotropy, you might need to write a custom material function in HLSL or find existing community-made solutions that expose anisotropic controls.
5. Optimization for Next-Gen Performance
While visual fidelity is key for next-gen automotive visualization, performance in Unreal Engine (especially for real-time applications) is paramount:
- Material Instances: Always use material instances for different car colors or variations. This dramatically reduces shader compile times and memory footprint.
- Material Functions: Organize repetitive logic into material functions to improve readability and reusability.
- Texture Resolution: Use appropriate texture resolutions. 4K or 8K for primary body details, but smaller for tiling noise textures.
- Static Switch Parameters: Use static switches to toggle expensive features (e.g., advanced flake models) for different quality settings or platforms.
- Profile GPU: Regularly profile your scene using Unreal’s ‘Profile GPU’ tool to identify and optimize expensive material instructions.
By diligently following these advanced automotive rendering techniques within Unreal Engine, you can create car paint shaders that not only look stunning but also perform efficiently. Professional-grade 3D car models, such as those available on 88cars3d.com, are developed with these precise techniques in mind, offering unparalleled quality for your projects.
Conclusion: The Art and Science of Hyper-Realistic Car Paint
Crafting hyper-realistic car paint shaders is a journey that takes artists beyond the foundational principles of Physically Based Rendering (PBR). It demands a deep understanding of multi-layered light interaction, meticulous attention to detail, and a commitment to advanced automotive rendering techniques. From the pristine sheen of the clear coat shader to the dazzling complexity of the metallic flake effect and the subtle finesse of anisotropic reflections, each component plays a vital role in achieving true photorealism.
The implementation of a sophisticated layered materials workflow is crucial for accurately representing the physical properties of automotive paint, while practical application in engines like Unreal Engine showcases how these techniques translate into stunning, performant next-gen automotive visualization. By mastering these elements, artists can create 3D automotive models that are not just visually appealing but genuinely captivating, blurring the lines between digital and reality.
For those looking to accelerate their projects with top-tier assets, resources like 88cars3d.com offer a curated selection of high-quality 3D car models, meticulously crafted with these advanced shader techniques in mind. Investing in such professional models provides a solid foundation for your visualizations, allowing you to focus on scene composition and artistic direction.
The pursuit of realism in 3D art is an ongoing endeavor. Keep experimenting, keep learning, and push the boundaries of what’s possible with your car paint shaders. The road to hyper-realism is challenging, but the results are undeniably rewarding. Ready to elevate your automotive renders? Start exploring advanced shaders today and witness the transformative power of truly realistic car paint.
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Toyota Corolla AE100 1992 3D Model
Texture: Yes
Material: Yes
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Toyota Mark II X110 2000 3D Model
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Material: Yes
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Toyota Corolla 2020 3D Model
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Toyota Yaris 2020 3D Model
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Volkswagen Beetle 2012 3D Model
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Toyota Matrix 2005 3D Model
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Toyota Yaris Sedan 3D Model
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Volkswagen Golf R-004 2024 3D Model
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Volkswagen Golf 5 Door 2010 3D Model
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Toyota Premio 2010 3D Model
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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
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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
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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
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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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