The Photorealism Paradox: Optimizing High-Poly Automotive 3D Models for Real-Time Performance
The Photorealism Paradox: Optimizing High-Poly Automotive 3D Models for Real-Time Performance
The allure of a perfectly rendered automobile in a virtual environment is undeniable. From the gleaming reflections on its polished surface to the intricate details of its interior, automotive 3D models stand as a pinnacle of digital artistry. However, this pursuit of visual perfection often leads to models with incredibly high polygon counts, stemming from CAD data, sculpted details, or complex surfacing techniques.
Herein lies the “Photorealism Paradox”: the conflict between delivering breathtaking visual fidelity and meeting the stringent performance demands of modern real-time rendering applications. Whether you’re developing an interactive configurator, a cutting-edge racing game, or a virtual reality experience, ultra-high-poly assets can cripple frame rates and lead to a frustrating user experience. The challenge for 3D artists and developers is to bridge this gap, transforming a heavy, high-fidelity source model into an optimized, lean asset that still retains its visual integrity.
This comprehensive guide will unravel advanced techniques to resolve this paradox. We’ll delve into the critical processes of Retopology, implement effective strategies for LOD (Levels of Detail), master the art of PBR materials and Texture baking, and ultimately transform complex designs into efficient, game-ready assets. By the end, you’ll have a robust understanding of how to achieve stunning automotive visualization without sacrificing performance, making your projects suitable for any interactive platform.
The Photorealism Paradox: Bridging Fidelity and Performance
At the heart of modern 3D production, especially in specialized fields like automotive design, lies a fundamental tension. Designers and engineers often begin with CAD (Computer-Aided Design) data or high-resolution sculpts, which inherently contain millions, if not tens of millions, of polygons. These models are perfect for offline rendering, static presentations, or manufacturing processes where computational cost is less of a concern. They capture every curve, every filleted edge, and every bolt with absolute precision, fulfilling the demand for ultimate visual fidelity.
However, when these intricate models are pushed into a real-time rendering engine like Unreal Engine or Unity, performance issues quickly emerge. The sheer volume of vertices and faces overwhelms the CPU and GPU, leading to high draw calls, excessive memory usage, and a dramatic drop in frame rates. This is particularly problematic for automotive visualization, where vehicles are often central to the experience and require flawless rendering from all angles.
Understanding Performance Bottlenecks in Real-Time Engines
To effectively optimize, it’s crucial to understand where performance bottlenecks occur. Modern game engines operate on a tight budget of milliseconds per frame. Exceeding this budget causes stuttering and lag. Key factors impacting performance include:
- Vertex Count: The number of vertices directly impacts the GPU’s workload for processing geometry. High vertex counts mean more data to process, transform, and render.
- Draw Calls: Each time the engine has to tell the GPU to draw something, it incurs a “draw call” overhead. A model split into many small meshes, each with a unique material, can generate an excessive number of draw calls, even if the polygon count isn’t astronomically high.
- Shader Complexity: Complex materials with numerous texture layers, heavy calculations, and advanced effects can be very taxing on the GPU.
- Texture Memory: High-resolution textures, especially numerous unique ones, consume significant GPU memory. This can lead to longer load times and performance dips on systems with less VRAM.
- Overdraw: When multiple polygons are rendered on top of each other from the camera’s perspective, the GPU performs redundant work. Transparent or overlapping geometry can exacerbate this.
For complex automotive assets, all these factors come into play. A smooth car body requires a dense mesh, reflective surfaces demand intricate shaders, and the myriad of components (wheels, interior, engine bay) can quickly inflate draw calls and texture memory. The goal of poly count optimization is not just to reduce polygons, but to holistically address all these potential bottlenecks while preserving the visual integrity that defines high-quality automotive visualization.
Mastering Retopology for Automotive Assets
Retopology is perhaps the most fundamental and critical process in transforming a high-poly, unoptimized model into a clean, efficient, and animatable asset suitable for real-time rendering. It involves creating a new, optimized mesh on top of an existing high-polygon model, typically focusing on quadrilateral (quad) polygons and excellent edge flow. For automotive models, which are characterized by smooth, often reflective surfaces and precise panel gaps, meticulous retopology is paramount.
The primary goals of retopology are:
- Poly Count Optimization: Drastically reducing the number of polygons while retaining the overall silhouette and major forms of the original model.
- Clean Topology: Creating an organized mesh with consistent quad distribution, preventing triangles (tris) and N-gons (polygons with more than four sides) where possible, as quads deform better and are generally preferred by game engines.
- Optimal Edge Flow: Ensuring that edge loops follow the natural curves and contours of the model, which is vital for smooth deformations, clean UV mapping, and effective sub-division surfacing if needed. For cars, this means edge loops tracing around panel lines, wheel arches, and design elements.
- Facilitating UV Mapping and Texture Baking: A clean mesh with good edge flow makes the subsequent steps of UV unwrapping and Texture baking significantly easier and more effective.
Manual Retopology Techniques
While automated tools exist, manual retopology often yields the best results for intricate and visually critical assets like cars. This process requires patience and a keen eye for topology principles:
- Identify Critical Areas: Begin by outlining the major forms and “hard edges” of the vehicle, such as panel lines, headlight cutouts, window frames, and wheel arches. These areas need denser edge loops to maintain sharpness.
- Establish Base Topology: Start by laying down a foundational network of quads that define the primary surfaces. Think of the main body panels, hood, roof, and doors as large, relatively flat surfaces that need efficient quad grids.
- Follow Edge Flow: Ensure edge loops flow naturally along the curvature of the car. This is crucial for maintaining smoothness and capturing reflections accurately. Loops should run parallel to contours and around features.
- Manage Poles: Poles are vertices where more or less than four edges meet. While 3-edge poles (tri-poles) and 5-edge poles (star-poles) are unavoidable and often necessary for redirecting edge flow, minimize them in flat, reflective areas. Place them strategically where their visual impact is minimal, such as along sharp creases or inside panel gaps.
- Symmetry: Utilize symmetry tools extensively. Most cars are symmetrical, so working on one half and mirroring it greatly speeds up the process and ensures consistency.
- Component-Based Retopology: Consider retopologizing individual components (body, doors, hood, trunk, wheels, interior parts) separately, then combining them. This modular approach can simplify complex areas.
Software tools like Maya’s Quad Draw, Blender’s Retopoflow add-on, or ZBrush’s ZRemesher (used with guide curves for more control) are invaluable for manual retopology.
Automated and Semi-Automated Retopology
Automated retopology solutions can be useful for generating a base mesh quickly, especially for organic shapes or less critical components. ZBrush’s ZRemesher, Blender’s Remesh modifier, and certain retopology plugins attempt to generate quad-based topology. However, they rarely produce production-ready meshes for complex hard-surface models like cars without significant manual cleanup and refinement. They often struggle with maintaining sharp edges, consistent edge flow, and specific polygon counts, which are all vital for high-quality automotive visualization.
Strategic Poly Count Optimization Targets
The ideal polygon count for a vehicle varies significantly based on the platform, desired quality, and context (e.g., a hero car in a cinematic vs. a background vehicle in a crowd). However, general targets for a single, primary vehicle in a real-time environment might look like this for the fully assembled vehicle (without interior details or engine, for instance):
- High-End Console/PC (LOD0): 100,000 – 300,000 tris
- Mid-Range Mobile/VR (LOD0): 50,000 – 150,000 tris
- Distant/Background Models (LOD2/3): 5,000 – 20,000 tris
These are broad guidelines, and specific components like wheels (which are often very visible and spin) might have a higher relative density. The objective is to achieve the lowest possible poly count that still preserves the model’s form, allowing for effective Texture baking to capture fine details. This strategic poly count optimization is what makes an asset truly game-ready.
Implementing Levels of Detail (LODs) for Scalable Performance
While precise Retopology is crucial for a single, optimized mesh, the concept of LOD (Levels of Detail) is essential for managing performance across varying distances and contexts within a real-time rendering environment. LODs allow your application to dynamically swap out higher-detail meshes for progressively lower-detail versions as an object moves further away from the camera, or based on its screen-space size.
Imagine a car driving off into the distance. It would be highly inefficient to render every bolt and seam with the same polygon count as when it’s right in front of the camera. LODs prevent this by providing a performance-scalable solution, drastically reducing the GPU’s workload for objects that contribute less to the immediate visual fidelity.
Creating LODs Effectively
The process of creating LODs can be either manual or automated:
- Manual LOD Creation: This involves creating separate versions of your base mesh (LOD0) with progressively fewer polygons. You might start with your meticulously retopologized LOD0, then manually decimate or re-retopologize it for LOD1, LOD2, and so on. Manual creation offers the most control, ensuring that important silhouettes and features are preserved at each level. It’s often preferred for critical assets like hero cars.
- Automated LOD Generation: Most modern game engines (like Unreal Engine and Unity) have built-in tools for automated LOD generation. These tools use various algorithms to simplify the mesh, typically by dissolving edges or collapsing vertices. While convenient, automated LODs often require cleanup and parameter tweaking to avoid unsightly mesh distortion or artifacts, especially on hard-surface models like cars. External tools like Simplygon also specialize in advanced automated LOD generation with better control.
Typically, you would have:
- LOD0: The highest detail mesh, used when the object is close to the camera or occupies a large portion of the screen. This is your carefully retopologized model.
- LOD1: A moderately reduced mesh, used at medium distances.
- LOD2, LOD3, etc.: Significantly reduced meshes for far distances, sometimes becoming billboards or simple proxy geometry for extreme distances.
The number of LOD levels depends on the asset’s complexity, its visibility, and the target platform’s performance capabilities.
LODs in Automotive Visualization
For vehicles, implementing LODs requires careful consideration:
- Component-Specific LODs: Instead of applying LODs to the entire car as one mesh, it’s often more effective to apply them to individual components (e.g., body, wheels, interior, smaller exterior details). A wheel might need a higher LOD threshold than a hidden engine part, even if the entire car is at a medium LOD.
- Reflections and Shadows: Even if a low-LOD mesh is used for the visible geometry, sometimes higher LOD meshes are still needed for accurate reflections or shadow casting, particularly if the low-LOD version distorts the silhouette too much. Engines often allow separate LOD settings for rendering vs. shadowing.
- Interior vs. Exterior: For vehicles with detailed interiors, you might have aggressive LODs for interior components, perhaps even disabling them entirely, unless the camera is specifically looking inside the car.
- Switching Distances: Configure the distances at which each LOD level switches. These thresholds are crucial for a seamless visual experience, preventing noticeable “popping” as LODs change.
Properly implemented LOD (Levels of Detail) systems are absolutely critical for achieving scalable performance in any real-time rendering application, particularly for detailed assets like cars. Many professional automotive visualization assets, including those available at 88cars3d.com, are meticulously prepared with multiple LODs to ensure optimal performance across various interactive experiences.
The Power of PBR Materials and Texture Baking
Once you have an efficiently retopologized mesh with appropriate LOD (Levels of Detail), the next crucial step in achieving photorealism with minimal performance impact is mastering PBR materials and Texture baking. These techniques allow you to retain the exquisite surface details of your high-poly source model without needing a high polygon count, all while ensuring consistent and physically accurate lighting.
Understanding PBR Materials
Physically Based Rendering (PBR) is a shading paradigm that aims to represent how light interacts with surfaces in a way that is consistent with the laws of physics. This means that assets rendered with PBR materials will look correct under a wide variety of lighting conditions, making them ideal for real-time rendering where lighting can be dynamic and unpredictable. PBR models surfaces using a set of texture maps:
- Albedo/Base Color: Defines the base color of the surface without any lighting information.
- Metallic: A grayscale map (0 to 1) indicating if a surface is a metal (1) or a dielectric (0).
- Roughness: A grayscale map (0 to 1) indicating how rough a surface is, influencing the spread and sharpness of reflections.
- Normal Map: This is a key map for transferring high-poly detail. It stores directional information (surface normals) that tricks the renderer into perceiving fine surface detail (like scratches, panel gaps, or embossed logos) on a low-poly mesh, even though the geometry isn’t physically present.
- Ambient Occlusion (AO): A grayscale map that simulates soft shadows where light is occluded, such as in crevices and corners, enhancing depth and realism.
- Emissive: For self-illuminating parts like headlights or taillights.
The accurate creation and application of these maps are vital for compelling automotive visualization.
From High-Poly Detail to Low-Poly Textures: Texture Baking
Texture baking is the process of transferring detailed information (like normals, ambient occlusion, curvature, or even position and thickness) from a high-polygon source model onto the UV space of a lower-polygon target mesh. This is an indispensable technique for achieving stunning visual quality on game-ready assets without the performance hit of millions of polygons.
The Texture Baking Workflow:
- High-Poly Model Preparation: Ensure your original high-poly model has all the intricate details you want to capture (e.g., sculpted dents, bolts, panel lines, small vents). It should have clean geometry and no overlapping faces that could cause baking errors.
- Low-Poly Mesh Creation: This is your optimized, retopologized mesh, potentially with multiple LOD (Levels of Detail). It must encapsulate the overall silhouette of the high-poly model.
- UV Unwrapping: Crucially, the low-poly mesh needs a clean, efficient, and non-overlapping UV map. UVs dictate how the 2D texture will be projected onto the 3D surface. Good UVs are critical for clean baked maps and efficient texture usage.
- Baking Process: Using dedicated baking software (e.g., Substance Painter, Marmoset Toolbag, XNormal, Blender’s Cycles baker), you “bake” the high-poly details onto the low-poly UVs. The software projects rays from the low-poly mesh towards the high-poly mesh and records the surface data onto the texture maps.
- Map Output: The output includes essential maps like the Normal Map (which captures bumps and dents), Ambient Occlusion Map, Curvature Map (useful for edge wear), and potentially others.
By leveraging Texture baking, you effectively replace complex geometry with texture information, drastically improving poly count optimization while preserving a high level of visual detail.
UV Mapping Strategies for Automotive Assets
Efficient UV mapping is foundational for effective texture baking and optimal texture memory usage. For automotive models:
- Minimize Seams: Strategically place UV seams in less visible areas (e.g., along panel gaps, under the vehicle, or where different materials meet) to prevent noticeable texture breaks.
- Maximize UV Space Utilization: Arrange UV islands to fill the 0-1 UV space as much as possible, leaving minimal unused areas. This ensures texture resolution is efficiently distributed.
- Consistent Texel Density: Aim for a consistent texel density across the entire model. This means that a given surface area on the model corresponds to a similar number of pixels on the texture map, preventing blurry or overly sharp areas.
- UDIMs: For extremely large or highly detailed automotive models, UDIMs (U-Dimension) can be invaluable. UDIMs allow you to spread UVs across multiple UV tiles (e.g., 1001, 1002, 1003), enabling higher texture resolution for different parts of the car without exceeding a single texture’s resolution limit.
Optimizing Texture Resolution and Formats
After baking, textures themselves need optimization. Balancing visual quality with memory consumption is key:
- Resolution: Use power-of-two resolutions (e.g., 512×512, 1024×1024, 2048×2048, 4096×4096). While 8K (8192×8192) textures offer incredible detail, use them sparingly for critical, large surfaces (like the main body panel) or when utilizing UDIMs. Evaluate if a 4K texture is sufficient for most components.
- Texture Atlases: Combine multiple smaller textures into a single, larger texture atlas to reduce draw calls. This is particularly useful for smaller components that share a material.
- Compression: Utilize appropriate texture compression formats (e.g., BC7 for high-quality diffuse/normal maps, ETC2/ASTC for mobile platforms). These formats reduce file size and GPU memory footprint without significant visual degradation.
- Mipmaps: Generate mipmaps for all textures. Mipmaps are progressively smaller versions of a texture used for objects further from the camera, reducing texture aliasing and improving performance.
By meticulously applying PBR materials and mastering the art of Texture baking, artists can transform high-detail automotive concepts into visually stunning, yet highly efficient, game-ready assets for interactive experiences. For artists seeking high-quality models with expertly baked textures and optimized PBR setups, 88cars3d.com offers a robust selection of automotive models.
Achieving “Game-Ready” Status: Integration and Performance Tuning
The journey from a high-fidelity concept to a truly interactive experience culminates in the “game-ready” status. This stage involves consolidating all the optimization techniques – Retopology, LOD (Levels of Detail), PBR materials, and Texture baking – and preparing the asset for seamless integration into a real-time rendering engine. Achieving game-ready status means the asset not only looks fantastic but also performs flawlessly within the target application.
Exporting Optimized Assets
Proper export procedures are critical to ensure your carefully optimized model behaves as expected in the engine:
- File Format: FBX is the industry standard for exchanging 3D assets between DCC (Digital Content Creation) tools and game engines. Ensure all necessary data (meshes, UVs, normals, materials, bone weights if applicable) are embedded.
- Scale and Units: Maintain a consistent scale. Most engines default to meters, so export your models with the correct unit scale to avoid discrepancies.
- Pivot Points and Origin: Ensure the model’s pivot point is set correctly, typically at its center of mass or at the ground plane, for accurate placement and manipulation in the engine.
- Naming Conventions: Use clear and consistent naming conventions for meshes, materials, and textures. This aids organization and streamlines the import process.
- Clean Scene: Remove any unnecessary objects, cameras, lights, or history from your DCC scene before exporting to keep the file lean.
Integration into Real-Time Engines (Unreal Engine, Unity)
Once exported, the asset needs to be imported and configured within the game engine:
- Import Settings: Leverage engine-specific import settings. For example, in Unreal Engine, you can configure automatic LOD generation (though manual is often preferred for hero assets), specify normal map import settings (e.g., tangent space), and control material creation. Unity offers similar robust import options.
- Material Setup: Recreate your PBR materials within the engine’s material editor. Connect your baked Albedo, Normal, Metallic, Roughness, and AO maps to their respective input slots. Ensure the normal map format (OpenGL vs. DirectX) matches the engine’s requirements.
- Collision Meshes: For physics and interaction, simple collision meshes are essential. These are low-poly proxy meshes that approximate the shape of the car and are used for collision detection, significantly reducing physics simulation cost compared to using the visual mesh.
- Lightmap UVs: For static lighting, a second set of UVs (often called UV Channel 1 or UV2) is needed. These UVs must be non-overlapping and optimized for lightmap baking, ensuring clean shadows and lighting.
- Occlusion Culling and Frustum Culling: Ensure the engine’s culling systems are enabled. Occlusion culling prevents objects hidden behind others from being rendered, while frustum culling prevents objects outside the camera’s view from being drawn.
Performance Profiling and Debugging
Integration is only part of the battle; performance tuning is an ongoing process. Use the engine’s built-in profilers (e.g., Unreal Insights, Unity Profiler) to identify bottlenecks:
- GPU/CPU Usage: Monitor where performance is being spent. High GPU time might indicate complex shaders, too many polygons, or overdraw. High CPU time could point to excessive draw calls or complex physics.
- Draw Calls: Minimize draw calls by consolidating meshes, using texture atlases, and ensuring instancing (for duplicate objects like wheels) is enabled.
- Texture Memory: Check VRAM usage and identify high-resolution textures that might be overkill for their visual contribution.
- Shader Complexity Visualizers: Most engines have tools to visualize shader complexity, highlighting areas that are computationally expensive. Simplify shaders where possible without compromising visual quality.
- LOD Debugging: Use LOD visualization modes to ensure your LOD (Levels of Detail) are switching correctly and smoothly.
Common Pitfalls to Avoid
- Incorrect Normal Map Tangent Space: Mismatched normal map settings between baking software and the game engine can lead to shading artifacts and visual glitches.
- Unapplied Transforms/Scale: Always apply scale and transforms (especially rotation) in your DCC tool before exporting. Unapplied transforms can cause scaling issues, incorrect pivots, and physics bugs in the engine.
- Poor UV Seams: Visible seams on reflective automotive surfaces are a major visual distraction.
- Over-optimizing Critical Areas: While poly count optimization is key, don’t sacrifice crucial silhouette or detail on prominent features that significantly contribute to the car’s identity.
- Missing Collision: Cars need accurate collision for realistic driving or interaction; neglecting this breaks realism.
By following these best practices for integration and relentlessly profiling performance, you can confidently turn complex, high-fidelity designs into truly game-ready assets that perform optimally across various interactive applications. For developers and artists looking to jumpstart their projects with pre-optimized, production-ready vehicles, 88cars3d.com offers a wide selection of models explicitly designed to meet these stringent requirements.
Conclusion: Mastering the Art of Optimized Automotive Visualization
The journey from an intricate, high-polygon automotive concept to a smooth, interactive real-time rendering experience is fraught with challenges. The “Photorealism Paradox” highlights the constant tension between achieving stunning visual fidelity and maintaining peak performance. Yet, as we’ve explored, this paradox is not an insurmountable barrier, but rather an invitation to master a sophisticated suite of optimization techniques.
From the foundational process of meticulous Retopology, which sculpts an efficient and clean mesh, to the strategic implementation of LOD (Levels of Detail) that scales performance across varying distances, every step is crucial. The power of PBR materials and expert Texture baking allows us to project incredible detail onto lean geometry, preserving visual richness without the performance cost. Finally, the diligent process of preparing, importing, and profiling your assets ensures they achieve true game-ready assets status, capable of delivering immersive automotive visualization in any interactive application.
Achieving this balance requires not just technical skill, but a holistic understanding of how each optimization technique contributes to the overall performance and aesthetic. It’s an iterative process of refinement, where poly count optimization, texture efficiency, and shader complexity are constantly evaluated. By embracing these workflows, you gain the ability to bring even the most complex automotive designs to life in a fluid, interactive manner, delighting users and pushing the boundaries of what’s possible in real-time experiences.
Ready to accelerate your projects with expertly optimized models? Explore the extensive collection of high-quality, game-ready automotive 3D models at 88cars3d.com. Our assets are meticulously prepared with ideal topology, baked textures, and LODs, giving you a head start in creating stunning real-time visualizations without the optimization headache. Share your experiences and challenges in optimizing automotive models in the comments below – we’d love to hear from you!
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Toyota Yaris 2020 3D Model
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Material: Yes
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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
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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
Texture: 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
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Mercedes-Benz SL 65 AMG 3D Model
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Mercedes-Benz S500 3D Model
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Mercedes-Benz S55 W220 AMG 1999 3D Model
Texture: Yes
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Mercedes-Benz CLA45 AMG 2017 3D Model
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Mercedes-Benz CL65 C215 AMG 3D Model
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Mercedes-Benz A45 2021 3D Model
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Mercedes-Benz 300SL 1955 3D Model
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Mercedes-Benz 190SL 1955 3D Model
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Mercedes-Benz W124 Brabus V12 3D Model
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Mercedes-Benz SLS AMG GT3-002 3D Model
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Mercedes-Benz C-Class-001 3D Model
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Mercedes-Benz B-Klasse 2023 3D Model
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Mercedes-Benz A-Klasse W168 3D Model
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Mercedes-Benz 500SL 2000 3D Model
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Mercedes-Benz 500SEC 3D Model
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Mercedes-Benz Citan 2025 3D Model
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Mercedes-Benz C63 AMG 2012 3D Model
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