The Science of Shine: Deconstructing Automotive Paint Physics
The gleam of a perfectly rendered car paint shader is often the first thing that captures attention in any automotive visualization. It’s a subtle yet profound detail that can elevate a 3D model from good to breathtakingly realistic. Yet, achieving true photorealism for car paint in real-time engines like Unreal Engine 5 is one of the most demanding challenges for 3D artists, game developers, and automotive designers alike.
The complexity stems from the intricate physical properties of automotive finishes, which interact with light in highly nuanced ways. From the reflective metallic flakes shimmering beneath a glassy clear coat to the subtle imperfections that betray real-world authenticity, every detail matters. This advanced guide will deconstruct the science behind these stunning visuals and equip you with the knowledge to craft truly hyperrealistic Unreal Engine 5 car paint shaders, transforming your models into works of art.
The Science of Shine: Deconstructing Automotive Paint Physics
Before diving into the material editor, it’s crucial to understand what makes real-world car paint so distinctive. Automotive finishes are not monolithic; they are complex, multi-layered systems, each contributing to the final appearance and how light behaves on the surface. Understanding these layers is the bedrock of achieving true automotive rendering realism.
The Multi-Layered Structure of Car Paint
Modern car paint typically consists of several distinct layers, each with a specific purpose and optical property:
- Primer: A foundational layer applied directly to the car body. It provides corrosion resistance and creates a smooth, uniform surface for subsequent layers. From a rendering perspective, it largely influences the base color and smoothness before the main color is applied.
- Base Coat (Color Coat): This is the layer that provides the primary color of the vehicle. It can be solid, metallic, or pearlescent. The key characteristic here is whether it contains pigments that absorb light (solid colors) or also contains microscopic metallic or mica flakes that reflect and refract light (metallic and pearlescent colors).
- Clear Coat: The outermost layer, often the thickest and most crucial for visual fidelity. It’s a transparent, highly durable urethane or acrylic coating that protects the base coat from UV light, scratches, and environmental damage. Optically, the clear coat is responsible for the deep, glossy reflections, the distinct specular highlights, and the overall “wet” look of a well-maintained car. It acts like a layer of glass over the base color.
Light Interaction and Optical Phenomena
Each layer interacts with light differently, creating a symphony of reflections, refractions, and scattering:
- Specular Reflection: The clear coat, being very smooth, produces sharp, mirror-like reflections of the environment and light sources. This is your primary specular highlight.
- Diffuse Reflection: Light that penetrates the clear coat, hits the base coat, and scatters off its pigments before exiting back through the clear coat. This determines the overall color perceived.
- Metallic Flake Effect: For metallic paints, light penetrates the clear coat, hits the tiny metallic flakes in the base coat, and is reflected back. The angle at which these flakes are oriented, often randomly, causes different reflections at different viewing angles, creating the characteristic sparkle and color shift (flop effect). This is a critical component of photorealistic car paint shaders.
- Refraction: Although subtle, the clear coat itself is a refractive medium. Light bends slightly as it enters and exits this layer, contributing to the depth and realism, especially at glancing angles.
- Anisotropy: Some paints, particularly brushed metals or certain pearl finishes, exhibit anisotropy, where the specular highlight stretches or smears in a particular direction. This is due to microscopic grooves or aligned flakes on the surface. While less common for standard car paint, it’s a key feature for advanced PBR automotive materials.
Simulating these phenomena accurately in Unreal Engine 5 car paint materials requires a deep understanding of its PBR (Physically Based Rendering) system.
Mastering PBR in UE5: Building the Multi-Layered Car Paint Material
Unreal Engine 5’s PBR workflow provides the foundation for creating incredibly realistic materials. For car paint, we leverage its robust material system, particularly its native clear coat functionality, to mimic the physical layering of real-world finishes. Our goal is to set up a sophisticated shader graph setup.
The Core PBR Parameters for Car Paint
Every material in UE5 utilizes a set of core PBR parameters. For car paint, these are crucial:
- Base Color: This input defines the primary color of your base coat. For metallic paints, this color will be influenced by the metallic property.
- Metallic: A value between 0 (dielectric/non-metal) and 1 (metal). For the metallic flakes within the base coat, you’ll want values closer to 1, while a solid color base coat would be 0. The clear coat itself will always be 0 for Metallic.
- Specular: Controls the intensity of the specular highlight. For typical dielectric materials like car paint (under the clear coat), a value of 0.5 is standard. However, the clear coat’s specular is handled separately.
- Roughness: Determines the sharpness or blurriness of reflections. A perfectly smooth, polished clear coat will have a very low roughness (close to 0), yielding sharp reflections. A matte finish would have high roughness.
- Normal: Provides surface detail, mimicking bumps and imperfections without adding geometric complexity. This is vital for simulating subtle orange peel or polishing swirls.
Implementing the Clear Coat Shader in UE5
Unreal Engine 5 offers dedicated inputs for a clear coat layer, making it significantly easier to achieve that distinctive car paint look:
- Create a New Material: Right-click in your Content Browser and select “Material.” Name it appropriately, e.g., M_CarPaint_Advanced.
- Enable Clear Coat: In the Material Details panel (after selecting your main Material node), locate the “Shading Model” dropdown. Choose “Default Lit” and then ensure “Clear Coat” is enabled. This will expose new inputs on your main Material node.
- Base Layer Setup:
- Base Color: Connect a Vector3 parameter or a texture map for your car’s primary color.
- Metallic: For metallic paints, you’ll want to drive this with a mask or a scalar parameter. A value of 1.0 makes the base color behave like a metal, and 0.0 makes it dielectric. The “metallic” property here primarily controls the base coat’s reflectivity before the clear coat.
- Roughness: Connect a scalar parameter or a texture map to control the roughness of the base coat. This value is usually higher than the clear coat’s roughness, as the flakes themselves contribute to a slightly diffuse reflection.
- Normal: Add a texture sample node for your base coat normal map (if any). This could represent very subtle surface imperfections or the pattern of the metallic flakes.
- Clear Coat Layer Setup:
- ClearCoat: This is a scalar value (0 to 1) that controls the opacity/presence of the clear coat. For a full clear coat, set this to 1.
- ClearCoatRoughness: This is arguably the most critical parameter for realism. A perfectly polished car will have a very low value (e.g., 0.02 – 0.08). Introduce slight variations with a noise texture to simulate microscopic imperfections.
- ClearCoatNormal: This input takes a normal map specifically for the clear coat surface. This is where you can add subtle “orange peel” texture, polishing swirls, or micro-scratches that truly sell the realism. A subtle noise map or a dedicated clear coat normal map is ideal here.
- ClearCoatTint: (Optional) Allows you to tint the clear coat, useful for specialized finishes.
By carefully balancing these parameters, you begin to build a convincing PBR automotive materials shader. Remember that high-quality car models, like those available at 88cars3d.com, are essential for showcasing these advanced shaders effectively.
Crafting the Metallic Flake Effect and Anisotropy
The subtle sparkle and depth of metallic car paint are primarily due to the metallic flake effect. Replicating this convincingly in real-time requires a clever approach within your shader graph setup.
Simulating Metallic Flakes
The flakes are microscopic, highly reflective particles suspended in the base coat. Their random orientation causes light to scatter in different directions, leading to a shimmering effect that changes with the viewing angle. Here’s how to approach it:
- Driving Metallic and Roughness:
- A common technique is to use a high-frequency noise texture (e.g., a Voronoi noise or a fine Perlin noise) to drive variations in the Metallic and Roughness inputs of your base coat.
- Multiply this noise with a base metallic value. For example, if your paint is largely metallic, your base Metallic input might be 0.8. The noise then adds micro-variations on top of that.
- Similarly, drive the Base Coat Roughness with a slightly different noise, perhaps inverted or offset, to simulate how flakes cause light to scatter more.
- Custom Flake Normal Map:
- For truly advanced control, you can create a normal map that represents the individual orientations of metallic flakes. This can be done procedurally or by baking from a highly detailed mesh.
- This custom normal map would be blended with your primary base coat normal map. This allows the specular highlights on the base coat to accurately reflect the flake orientation, leading to distinct glints.
- Procedural Sparkle (Fresnel-Driven):
- You can enhance the sparkle by using a Fresnel effect to control the visibility or intensity of a subtle sparkle texture. As the view angle becomes more glancing, the sparkle could become more pronounced.
- This involves multiplying a fine noise texture (representing individual sparkles) by a Fresnel node output and adding it to your base color or even driving a subtle emission. Be cautious not to overdo this, as it can quickly look artificial.
Implementing Anisotropy (Advanced)
Anisotropy is often seen on brushed metals, where the specular highlight stretches along the direction of the brushing. While less common for standard car paint, it can be used for very specific high-end finishes or internal details like chrome trims. UE5’s default material model can simulate anisotropy to some extent:
- Tangent Space Normal Maps: Anisotropy in UE5 is primarily driven by the tangent space normal map. If your normal map contains information that defines tangent flow (e.g., from a brushed metal texture), the engine will interpret this to stretch the specular highlight.
- Custom Shading Models: For ultimate control, you might delve into creating a custom shading model or modifying the existing ones in Unreal Engine’s source code to implement a specific anisotropic BRDF (Bidirectional Reflectance Distribution Function). This is a highly advanced topic, but it offers the most physically accurate representation.
For most automotive rendering realism scenarios, focusing on a strong metallic flake effect and an impeccable clear coat will yield excellent results.
Advanced Material Inputs: Texture Maps and Layer Blending
While procedural methods lay a strong foundation, texture maps are indispensable for adding authentic detail and breaking up the perfect uniformity of a computer-generated surface. This is where Substance Painter car paint workflow truly shines, allowing for complex layering and nuanced imperfections.
Essential Texture Maps for Car Paint
- Base Color / Albedo Map: The primary color of the paint. While you might use a flat color for a perfect car, variations (e.g., subtle gradients, sun damage) can be baked into a texture.
- Normal Maps:
- Base Coat Normal: For subtle orange peel, body panel undulations, or even the underlying structure of metallic flakes.
- Clear Coat Normal: Crucial for adding microscopic scratches, swirls, dust, water spots, or a very fine “orange peel” texture. These are often very subtle but significantly enhance realism.
- Roughness Maps: These are vital for breaking up reflections. A single roughness value for the clear coat will look artificial. Use a grayscale map to introduce variations like:
- Fingerprints or smudges (higher roughness).
- Dust or dirt accumulation (higher roughness).
- Subtle polishing haze (slightly higher roughness).
- Water spots (patterned higher roughness).
- Metallic Maps: While often a constant for the base coat, a metallic map could be used for specific effects, such as a multi-tone paint or areas with different metallic properties.
- Ambient Occlusion (AO) Maps: While less direct for the paint surface, AO maps from your car model help ground it in the environment by faking soft shadows in crevices.
- Mask Maps: Grime, dirt, rust, scratches, and wear are typically added as separate material layers and blended using black and white mask textures.
Substance Painter Car Paint Workflow Integration
Substance Painter is an industry standard for texturing, and its layer-based workflow is perfectly suited for complex PBR automotive materials. Here’s a typical workflow:
- Model Preparation: Ensure your car model has clean UVs in your 3D software (e.g., Maya, Blender). Proper UVs are critical for high-quality texture mapping. If you’re using high-quality models from a source like 88cars3d.com, they often come with optimized UVs.
- Export to Substance Painter: Export your mesh as an FBX file.
- Base Material Setup in SP:
- Start with a “Car Paint” smart material or build one from scratch using fill layers.
- Utilize generators and filters to create the clear coat’s roughness variations, subtle scratches, and orange peel effects.
- Experiment with Substance’s powerful procedural tools to create convincing metallic flake effect patterns.
- Adding Wear and Tear: Use Substance Painter’s mask generators, brushes, and grunge maps to layer on dirt, dust, water stains, and subtle scratches. Each of these can contribute to separate roughness or normal map details.
- Exporting Textures for UE5:
- When exporting, choose the “Unreal Engine 4 Packed” or “Unreal Engine 5 (Packed)” preset. This typically exports:
- Base Color (RGB)
- Normal (RGB)
- OcclusionRoughnessMetallic (ORM) map (R=AO, G=Roughness, B=Metallic) – this is highly optimized.
- Export additional maps if needed, such as clear coat normal maps or specific grunge masks.
- When exporting, choose the “Unreal Engine 4 Packed” or “Unreal Engine 5 (Packed)” preset. This typically exports:
- Import into UE5: Import all your exported textures into Unreal Engine.
- Connect to Material: In your UE5 material, connect the Base Color, Normal, and ORM maps to their respective inputs. Separate the ORM map into its R, G, and B channels to feed AO, Roughness, and Metallic.
This process allows for unparalleled control and iteration, making the Unreal Engine 5 car paint material incredibly rich and detailed.
Real-Time Fidelity & Optimization for Real-Time Vehicle Visualization
Achieving stunning visual accuracy is only half the battle; ensuring smooth, interactive performance is crucial for real-time vehicle visualization, automotive configurators, and high-fidelity games. Unreal Engine 5 offers powerful tools to balance fidelity with performance.
Leveraging UE5’s Rendering Features
The realism of your car paint isn’t just about the material; it’s also about how light interacts with it in the scene:
- Lumen Global Illumination: UE5’s Lumen system provides dynamic global illumination and reflections, making your car paint react realistically to the environment. This is especially impactful in enclosed spaces or when bouncing light off the ground.
- Ray Tracing: For the absolute highest fidelity, enable Hardware Ray Tracing. Ray-traced reflections will provide perfectly accurate, crisp reflections on your clear coat, capturing details that screen-space reflections might miss. Ray-traced shadows also add immensely to realism.
- HDRI Environment Maps: Use high-dynamic-range image (HDRI) sky spheres or environment maps to light your scene. The rich lighting information in an HDRI will produce incredibly realistic reflections and diffuse lighting on your car paint. Ensure you have a good “Reflection Capture” actor or use Lumen’s software raytracing for accurate reflections from the HDRI.
- Post-Processing: Fine-tune the final look with post-processing effects.
- Bloom: Adds a soft glow to bright reflections, enhancing the sense of intense light.
- Color Grading: Adjusts the overall color temperature, contrast, and saturation to match a desired aesthetic.
- Vignette & Chromatic Aberration: Used subtly, these can add a cinematic feel, but be careful not to overdo them.
- SSR/Ray Traced Reflections: Ensure your reflection settings are optimized for quality, especially if not using full ray tracing.
Optimization Strategies for Performance
Even with advanced rendering, an unoptimized shader can cripple performance. Here are key strategies:
- Material Complexity:
- Shader Complexity Viewmode: Use this visualization mode (Alt+8 in editor) to identify areas where your material is too expensive. Red/White areas indicate high complexity.
- Material Instances: Always use Material Instances. Create one master material and then create instances for each unique car color. This allows you to change parameters (color, roughness, flake density) without recompiling the shader, saving VRAM and draw calls.
- Instruction Count: Aim to keep the instruction count of your complex car paint material as low as possible without sacrificing visual quality. Profile your material using the “Shader Stats” window.
- Texture Resolution and Compression:
- Use appropriate texture resolutions. A 4K clear coat normal map is great for close-ups, but a 1K or 2K might suffice for a distant view.
- Ensure textures are compressed correctly (e.g., BC7 for normal maps, BC1 for grayscale masks).
- Stream textures to reduce VRAM usage.
- LODs (Level of Detail):
- For both the mesh and potentially the material, implement LODs. At a distance, a simpler material might be swapped in, or textures could be lower resolution, reducing GPU overhead.
- While UE5 doesn’t have material LODs out of the box, you can achieve this by having different material instances assigned to different mesh LODs.
- Draw Calls and Overdraw: Minimize the number of unique materials and unnecessary overlapping polygons. Optimized models, such as those found on 88cars3d.com, are key to a performant real-time vehicle visualization.
Integrating Your Car Paint Workflow with External Tools
A truly professional workflow extends beyond Unreal Engine’s material editor. Seamless integration with external content creation tools, especially for texturing, is paramount for producing automotive rendering realism at the highest level.
Deep Dive into Substance Painter Car Paint Workflow for UE5
Let’s elaborate on the Substance Painter part of the workflow, as it’s a cornerstone for complex PBR materials:
- Model Prep (Re-emphasized): Before taking your car model into Substance Painter, ensure it has proper UV unwrapping. For high-fidelity car models, especially those from dedicated sites like 88cars3d.com, good UVs are usually a given. This means no overlapping UVs, sufficient padding between islands, and ideally, multiple UV sets for different material groups if needed (though usually one for the entire body is fine for paint).
- Baking Mesh Maps: In Substance Painter, after importing your FBX, the first step is to bake essential mesh maps:
- Normal Map (from High Poly): If you have a high-poly sculpt with panel lines, rivets, or intricate details, bake these down to a low-poly normal map.
- Ambient Occlusion: Essential for subtle contact shadows.
- Curvature Map: Helps create wear on edges.
- Thickness Map: Useful for cavity masks or dirt accumulation.
- World Space Normals / Position Maps: Can be useful for certain procedural effects.
- Layering in Substance Painter:
- Base Coat: Start with a fill layer for your primary color, adjusting its metallic and roughness properties.
- Flake Layer: Create a new fill layer, set its metallic property very high (near 1.0), give it a subtle color shift, and use a very fine noise or grunge map (e.g., Perlin noise or Voronoi) as a mask, adjusting its scale and balance to simulate flakes. You can also use a dedicated flake generator or texture.
- Clear Coat (Visualized): While you won’t literally create a ‘clear coat’ layer that maps directly to UE5’s input, you’ll simulate its effects on the base layer. This means keeping the overall roughness low and applying subtle normal map details (orange peel, swirls) on top.
- Imperfections: Add layers for dirt, dust, scratches, and water spots. Each of these layers will contribute to the Base Color, Roughness, and Normal channels, using masks to control their placement. Smart masks in Substance Painter are incredibly powerful for this.
- Texture Export Presets for UE5:
- Substance Painter’s “Unreal Engine 4 (Packed)” or “Unreal Engine 5 (Packed)” export preset is highly recommended. It optimizes textures for UE5’s PBR workflow.
- This preset typically packs Ambient Occlusion, Roughness, and Metallic into the R, G, and B channels of a single texture, saving VRAM and texture lookups.
- Remember to specify the resolution for each exported map.
Integrating with 3D Modeling Software
Before Substance Painter, your 3D modeling software (Maya, Blender, 3ds Max, ZBrush) plays a critical role:
- Topology: Ensure your car model has clean, optimized topology. This aids in UV unwrapping and reduces rendering overhead.
- UV Unwrapping: This is non-negotiable for texture-based workflows. Proper UVs ensure textures don’t stretch or distort.
- High-Poly Detailing: For high-end cinematic quality, you might create a high-poly version of the car with micro-details (e.g., ultra-fine panel gaps, subtle surface imperfections) that can then be baked onto a lower-poly game-ready mesh.
The combination of a well-modeled asset (like those from 88cars3d.com) with a meticulously textured material from Substance Painter creates a powerhouse workflow for Unreal Engine 5 car paint.
Conclusion: The Pursuit of Automotive Hyperrealism in Unreal Engine 5
Crafting photorealistic car paint shaders in Unreal Engine 5 is an art form that blends scientific understanding with artistic execution. It demands meticulous attention to detail, from deconstructing the physical layers of real-world automotive finishes to leveraging the advanced PBR capabilities of UE5’s material editor.
We’ve explored the intricate dance of light with base coats, the magic of the clear coat shader, and the subtle sparkle of the metallic flake effect. We’ve delved into advanced shader graph setup techniques, integrated the power of the Substance Painter car paint workflow, and discussed crucial optimization strategies for seamless real-time vehicle visualization.
The journey to automotive rendering realism is iterative. It requires patience, experimentation, and a keen eye for subtle imperfections that distinguish the virtual from the real. By applying the advanced techniques outlined in this guide, you’re not just creating materials; you’re breathing life into your automotive creations, making them truly shine.
Now, it’s your turn to unleash this knowledge. Experiment with different parameters, explore unique flake patterns, and push the boundaries of realism. And remember, a great shader deserves a great model. Explore the vast selection of high-quality, game-ready car models at 88cars3d.com to showcase your masterful Unreal Engine 5 car paint shaders. Your next hyperrealistic automotive project awaits!
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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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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
Texture: Yes
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Volvo S80 2011 3D Model
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Volkswagen Touran restyle-006 3D Model
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Material: Yes
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Skoda Octavia Scout 3D Model
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Volkswagen Golf V 2006 3D Model
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Mazda CX-7 3D Model
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Mazda Familia 3D Model
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GAS 21 3D Model
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Mercedes-Benz SL500 AMG (R129) 3D Model
Texture: Yes
Material: Yes
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Mercedes-Benz S-Class W221 2005 3D Model
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Material: Yes
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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
Material: Yes
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Mercedes-Benz CLA45 AMG 2017 3D Model
Texture: Yes
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Mercedes-Benz CL65 C215 AMG 3D Model
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Mercedes-Benz A45 2021 3D Model
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Mercedes-Benz 300SL 1955 3D Model
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Mercedes-Benz 190SL 1955 3D Model
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Mercedes-Benz W124 Brabus V12 3D Model
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Mercedes-Benz SLS AMG GT3-002 3D Model
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Mercedes-Benz C-Class-001 3D Model
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Mercedes-Benz B-Klasse 2023 3D Model
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Mercedes-Benz A-Klasse W168 3D Model
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Mercedes-Benz 500SL 2000 3D Model
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Mercedes-Benz 500SEC 3D Model
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Mercedes-Benz Citan 2025 3D Model
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Mercedes-Benz C63 AMG 2012 3D Model
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