Unreal Engine 5 Photorealism: Mastering Hyper-Realistic Automotive Paint & Reflections
Unreal Engine 5 Photorealism: Mastering Hyper-Realistic Automotive Paint & Reflections
The sleek curves, the dazzling reflections, the way light dances across a polished surface – capturing the true essence of an automobile in a digital environment is one of the most demanding challenges in 3D visualization. With the advent of Unreal Engine 5, artists and developers have unprecedented tools at their disposal to push the boundaries of realism. However, achieving hyper-realistic automotive paint and reflections goes far beyond simply applying a shiny material. It requires a deep understanding of light, material physics, and advanced shader techniques.
In this comprehensive guide, we’ll dive into the intricacies of creating stunning automotive visuals in Unreal Engine 5. We’ll explore everything from building complex multi-layered paint shaders to leveraging advanced lighting and post-processing, ensuring your digital vehicles look indistinguishable from their real-world counterparts. Prepare to unlock the full potential of Unreal Engine 5 automotive rendering.
The Science of Automotive Paint: Beyond Basic PBR
At first glance, automotive paint might seem like a straightforward task for a standard Physical Based Rendering (PBR) material workflow. After all, PBR is designed to simulate how light interacts with surfaces in a physically accurate way. However, real-world car paint is far more complex than a simple metallic or rough surface; it’s a sophisticated multi-layered system that demands a more nuanced approach.
Understanding these layers is crucial. Modern automotive finishes typically consist of:
- Primer: Applied directly to the vehicle body, providing a smooth, adhesive base. While not directly visible, it influences the overall smoothness of subsequent layers.
- Base Coat: This layer provides the primary color of the vehicle. It can be solid, metallic, or pearlescent, containing tiny flakes that catch and reflect light.
- Clear Coat: A transparent, highly reflective layer applied over the base coat. This is where most of the dazzling reflections and glossy sheen originate. It also protects the underlying layers from UV radiation and minor abrasions.
A standard PBR material often struggles to accurately represent the dual nature of automotive paint, where the diffuse color comes from the base coat, but the primary reflections and specularity emanate from the separate clear coat layer. Moreover, phenomena like micro-scratches, anisotropic reflections (especially on brushed metals or specific paint types), and the complex interplay of light with metallic flakes are often simplified or entirely missed by a basic PBR setup.
True automotive realism requires a sophisticated clear coat shader that can accurately simulate these distinct layers and their unique light interactions. This involves techniques that allow for multiple specular lobes, precise control over metallic flake properties, and the ability to finely tune roughness and reflection behavior for each layer.
Architecting the Advanced Automotive Clear Coat Shader in Unreal Engine 5
Building a hyper-realistic automotive paint material in Unreal Engine 5 is an exercise in layering and precision within the Material Editor. We need to go beyond the default PBR inputs to simulate the distinct clear coat and metallic flake effects. This section will guide you through creating a complex material shader that captures these nuances.
The Base Coat and Metallic Flakes
The base coat provides the foundational color and, for metallic paints, the characteristic sparkle. Here’s how to construct it:
- Base Color: Start with a Vector3 (Color) parameter for the primary car color. This allows for easy color changes via Material Instances.
- Metallic Property: This input controls how metallic the base coat appears. For a metallic paint, this value should be relatively high (e.g., 0.8-1.0), but remember that the true metallic reflections will be handled by the clear coat.
- Roughness: The base coat itself often has a matte or satin finish *before* the clear coat is applied. Use a Scalar Parameter to control this base roughness, typically a low value for a smooth, new paint job.
- Metallic Flakes (The Secret Sauce): This is where the magic happens for metallic or pearlescent paints. True flake effect customization involves generating or sampling a pattern of tiny, highly reflective particles.
- Procedural Flakes: You can use noise textures (e.g., a high-frequency Perlin noise or Voronoi noise) multiplied by a very subtle normal map to create the illusion of flakes. Apply this normal map at a very small scale.
- Texture-Based Flakes: A more controlled approach uses a specialized flake texture, often a grayscale image with high-contrast dots or patterns, to drive localized metallic and normal map adjustments. Blend this normal map with your base normal map (if any).
- Anisotropy: To simulate flakes that are aligned in a particular direction (common in brushed or certain custom paints), you might introduce anisotropy. This involves specific normal map calculations and tangency space manipulation to stretch reflections along a direction. Unreal Engine 5 has built-in anisotropic material properties that can be driven by a tangent map.
- Flake Color and Intensity: You can also tint the flake reflections using a separate color parameter, and control their visibility/intensity with a scalar parameter, blending it with the base metallic value.
The Clear Coat Layer
The clear coat is paramount for automotive realism. It’s a highly reflective, transparent layer that sits atop the base coat, providing a distinct specular highlight and reflections. Unreal Engine 5’s default PBR model only provides a single specular lobe, so we need to simulate a second one for the clear coat.
Here’s a common approach using a layered material or by manipulating existing inputs:
- Emulating a Second Specular Lobe: Since UE5 materials primarily work with a single PBR layer, we often use the “Clear Coat” input in the material details panel, which is specifically designed for this purpose. Enable “Clear Coat” in the material properties.
- Clear Coat Roughness: This scalar parameter controls the glossiness of the clear coat. For a pristine finish, this value will be very low (e.g., 0.05-0.15). For weathered or dusty paint, increase this value.
- Clear Coat Normal: If you want to simulate micro-scratches, dust, or slight imperfections on the clear coat, you’ll apply a separate normal map here. Blend it with a low strength to avoid making the paint look rough. This map should be subtle, revealing itself primarily in highlights.
- Clear Coat Intensity (Weight): A scalar parameter can control the strength of this clear coat effect. A value of 1.0 makes it fully opaque and reflective, while lower values can be used for artistic variations or to simulate fading paint.
- Fresnel Effect: The clear coat inherently exhibits a strong Fresnel effect, meaning it becomes more reflective at grazing angles. UE5’s clear coat implementation handles this automatically, but understanding its role is key. The Index of Refraction (IOR) for car paint clear coats is typically around 1.5-1.6.
- Blending Layers: Ensure your base coat properties (color, metallic, roughness) are fed into the standard material inputs, while your clear coat properties are fed into the dedicated clear coat inputs. The engine then intelligently combines these for a convincing multi-layered look.
By carefully crafting these layers, particularly focusing on the clear coat shader and detailed flake effect customization, you lay the foundation for truly convincing automotive paint in Unreal Engine 5. For those looking for a head start with meticulously crafted materials, 88cars3d.com offers a range of high-quality automotive models that come with advanced material setups, perfect for study and immediate use.
Illuminating Realism: HDRI & Real-Time Ray Tracing
Even the most meticulously crafted materials will fall flat without proper lighting. For automotive rendering, precise and realistic lighting is absolutely critical. It dictates how reflections behave, how the car’s sculpted forms are revealed, and ultimately, how convincing the final image appears. Unreal Engine 5 provides powerful tools like HDRI lighting and real-time ray tracing to achieve unparalleled visual fidelity.
Harnessing HDRI Lighting Environments
High Dynamic Range Image (HDRI) maps are the cornerstone of photorealistic product and automotive rendering. They encapsulate both light information and environmental reflections from a real-world location, providing a complete and convincing lighting solution.
- Choosing the Right HDRI: Select HDRIs that match the desired mood and environment for your vehicle. For studio shots, use clean, evenly lit studio HDRIs. For outdoor scenes, choose an HDRI captured at the appropriate time of day and weather conditions. High-quality HDRIs are essential for realistic reflections.
- Setting Up the Sky Light: In Unreal Engine 5, an HDRI is primarily used with a Sky Light.
- Drag a Sky Light actor into your scene.
- In its details panel, under “Source Type,” select “Specified Cubemap.”
- Import your HDRI (ensure it’s a panorama/cubemap) and assign it to the “Cubemap” slot.
- Adjust the “Intensity Scale” to control the overall brightness of the environment light.
- Controlling Rotation and Influence:
- Rotate the Sky Light actor to change the direction of light and reflections, effectively repositioning the sun or primary light sources within your HDRI.
- Consider adding a Post Process Volume and adjusting its “Exposure” settings to fine-tune the overall scene brightness in conjunction with your HDRI.
- Complementary Lights: While an HDRI provides excellent ambient and reflected light, you may want to add directional lights (for sun/moon), spot lights, or point lights to emphasize specific features of the car or to create dramatic highlights. Ensure these lights are physically plausible and interact naturally with the HDRI environment.
By carefully selecting and integrating HDRI lighting environments, you provide your automotive assets with a believable context, making them feel grounded and real within your scene.
Unleashing Real-Time Ray Tracing and Lumen
Unreal Engine 5’s leap in global illumination and reflection technology is transformative for automotive rendering. Real-time ray tracing and Lumen offer levels of fidelity previously unthinkable in real-time applications.
- Real-Time Ray Tracing: This technology provides physically accurate calculations for reflections, shadows, ambient occlusion, and global illumination.
- Ray-Traced Reflections: For the highly reflective surfaces of a car, ray-traced reflections are a game-changer. They provide crisp, accurate reflections of off-screen objects and self-reflections that are crucial for capturing the complex curvatures of a vehicle’s body. Enable “Ray Tracing” in your Project Settings and then activate ray-traced reflections in your Post Process Volume.
- Ray-Traced Global Illumination (RTGI): While Lumen is excellent for dynamic GI, RTGI can offer higher quality in certain scenarios, especially for static scenes or when utmost precision is required. It calculates how light bounces multiple times around the scene, subtly illuminating areas not directly hit by light, enhancing realism significantly.
- Ray-Traced Shadows: Provide softer, more accurate shadows with realistic penumbrae, adding depth and realism to your car and its environment.
- Lumen Global Illumination and Reflections: Lumen is Unreal Engine 5’s revolutionary default global illumination and reflection system. It’s fully dynamic, meaning it reacts instantly to changes in lighting and geometry, making it ideal for interactive configurators and dynamic scene setups.
- Lumen GI: Provides incredibly realistic indirect lighting, making the car feel integrated into its environment. Light will bounce off the ground and subtly illuminate the underside of the car, just as it would in reality.
- Lumen Reflections: While not as pixel-perfect as ray-traced reflections for distant or off-screen objects, Lumen’s software-traced reflections are excellent for local reflections and provide a great balance of performance and quality, especially for highly dynamic scenes.
- Combining Lumen and Ray Tracing: For the absolute best results, you can use Lumen for global illumination and local reflections, and then enable specific ray-traced features (like ray-traced reflections) for key elements like the car’s body. This hybrid approach often yields optimal visual fidelity with managed performance.
The synergy between HDRI lighting environments and advanced reflection systems like real-time ray tracing and Lumen is what elevates Unreal Engine 5 automotive rendering to cinematic levels. It allows for astonishingly authentic reflections and global illumination, making your vehicles truly pop.
Post-Processing for Cinematic Automotive Renders
Once you’ve meticulously crafted your materials and perfected your lighting, the final layer of polish comes through post-processing. This stage is crucial for achieving that “cinematic” or “photographic” look, bringing your Unreal Engine 5 automotive renders to life and making them emotionally resonant. Post-processing can correct minor visual imperfections, enhance mood, and add artistic flair, much like a photographer uses editing tools.
Within a Post Process Volume in Unreal Engine 5, you have a wealth of controls:
- Exposure: This is your digital f-stop. Adjusting exposure can make your scene brighter or darker, helping to correctly expose your vehicle and environment. Use it to prevent blown-out highlights or crushed shadows.
- Color Grading: This is where you set the overall mood and tone.
- Global Saturation, Contrast, Gamma: These foundational controls allow you to tweak the vibrancy, dynamic range, and brightness curve of your image.
- Color Wheels (Lift, Gamma, Gain): Similar to professional grading software, these allow you to tint the shadows (Lift), midtones (Gamma), and highlights (Gain) independently, enabling sophisticated color palettes.
- White Balance: Crucial for ensuring colors appear natural under different lighting conditions.
- Bloom: This effect simulates the optical phenomenon where intensely bright light sources appear to bleed or glow. Used subtly, it enhances the realism of headlights, taillights, and strong specular reflections on the paint. Overuse can make the image look washed out.
- Vignette: A subtle darkening around the edges of the frame helps to draw the viewer’s eye towards the center, where your automotive asset is. Use with caution to avoid an overly artificial look.
- Film Grain: Adds a touch of organic texture, mimicking analog film. When applied sparingly, it can make a render feel more “photographed” rather than perfectly digital.
- Lens Flares: Simulate the light scattering within a camera lens. While often overused, subtle lens flares on direct light sources can add a dynamic, immersive feel, especially in a cinematic context.
- Depth of Field (DOF): Essential for creating a sense of scale and guiding the viewer’s focus. By blurring the foreground and background, you emphasize the vehicle.
- Focus Method: Choose between “Manual” (setting a specific focal distance) or “Tracking” (focusing on an actor).
- Bokeh: Adjust the shape of the out-of-focus highlights (e.g., circular, hexagonal) to mimic specific lens characteristics.
- F-Stop: Controls the amount of blur; lower f-stop values result in a shallower depth of field.
- Ambient Occlusion (Screen Space or Ray Traced): Even with Lumen, adding subtle ambient occlusion can further enhance contact shadows and give objects more weight, preventing them from looking like they’re floating. Ray-traced AO generally provides higher quality.
- Screen Space Global Illumination (SSGI): While Lumen is primary, SSGI can sometimes be used as a cheaper alternative or an additive layer in specific workflows for minor indirect lighting contributions.
Each of these post-processing effects serves a specific purpose, contributing to the overall visual narrative. By carefully balancing them, you can transform a technically accurate render into a compelling piece of automotive art that truly showcases the beauty and power of your designs. Remember, less is often more with post-processing; the goal is enhancement, not camouflage.
Performance Optimization for Hyper-Realistic Automotive Assets
Creating photorealistic automotive assets in Unreal Engine 5 is incredibly rewarding, but it often comes with a significant performance cost. Whether you’re developing a game, an interactive configurator, or a high-end visualization, balancing visual fidelity with smooth frame rates is paramount. This section will outline key strategies for performance optimization for automotive assets without sacrificing too much visual quality.
Material Complexity Management
The advanced multi-layered shaders we discussed for automotive paint can quickly become performance bottlenecks. Every instruction in a material graph contributes to shader complexity.
- Shader Instruction Count: Monitor the “Shader Complexity” view mode in Unreal Engine. Red and white areas indicate highly complex materials that are expensive to render. Aim to keep instruction counts as low as possible for base materials.
- Material Instances: Always use Material Instances for variations of your master automotive paint material. This allows you to change parameters (color, flake intensity, clear coat roughness) without recompiling the shader, saving development time and reducing memory footprint.
- Texture Resolution and Formats:
- Use appropriate texture resolutions. A 4K texture for a subtle scratch normal map might be overkill if the car is only ever seen from a distance.
- Utilize texture compression (e.g., BC1/DXT1 for diffuse, BC5/DXT5 for normal maps) to reduce memory usage.
- Pack multiple grayscale textures (like roughness, metallic, ambient occlusion) into the separate channels (R, G, B, A) of a single texture to reduce draw calls and memory.
- Conditional Logic: If certain complex calculations are only needed under specific circumstances, use “Static Switch Parameters” in your material. This allows you to compile different shader permutations, and the engine will only include the relevant code at runtime, optimizing for specific scenarios.
Geometry & LODs
Automotive models are often high-polygon by nature due to their smooth curves. Managing this geometric complexity is vital.
- Optimized Mesh Density: Ensure your models are efficiently modeled. Remove unnecessary edge loops or polygons in flat areas. Use “Retopology” tools in your DCC application (Blender, Maya, 3ds Max) or within Unreal Engine to reduce polygon count while maintaining silhouette.
- Levels of Detail (LODs): This is indispensable for large scenes. Create multiple versions of your car model with decreasing polygon counts.
- LOD0: Full detail for close-up shots.
- LOD1, LOD2, etc.: Progressively lower detail versions that are swapped in as the camera moves further away from the car.
- Set appropriate “Screen Size” thresholds for each LOD to ensure smooth transitions and optimal performance.
- Unreal Engine’s Static Mesh Editor provides tools for automatic LOD generation, but manual optimization often yields better results.
- Instancing Static Meshes: If you have multiple identical cars in a scene, use the Instancing feature (e.g., by dragging the same Static Mesh multiple times from the Content Browser) rather than duplicating the actor. This allows the GPU to draw multiple instances with a single draw call.
Ray Tracing & Lumen Settings
While incredibly powerful, ray tracing and Lumen can be performance-intensive. Fine-tuning their settings is crucial for Unreal Engine 5 automotive rendering.
- Ray Tracing Samples: Reduce the number of samples per pixel for reflections, global illumination, and ambient occlusion if performance is an issue. You can often find a sweet spot where visual quality is acceptable, but performance improves significantly.
- Ray Tracing Max Bounces: Limit the number of light bounces. For most automotive scenarios, 1-2 bounces for reflections and 2-3 for GI are often sufficient and save significant computation.
- Lumen Quality Settings: Adjust Lumen’s quality settings in the Project Settings (Rendering section) and Post Process Volume. Lowering “Global Illumination Quality” or “Reflection Quality” can yield performance gains, though at a slight cost to fidelity.
- Hardware Ray Tracing vs. Software Ray Tracing: Understand the difference. Hardware Ray Tracing (RTX GPUs) offers superior performance and quality. Lumen’s software ray tracing is more broadly compatible but can be heavier on the CPU/GPU without dedicated RT cores. Optimize settings based on your target hardware.
- Culling and Visibility: Ensure objects not visible to the camera are properly culled. Unreal Engine handles this automatically to a degree, but manual optimization of scene complexity (e.g., removing unnecessary background elements) is always beneficial.
Mastering these optimization techniques ensures that your hyper-realistic automotive assets not only look stunning but also perform smoothly across various platforms and applications. Remember, good optimization is an ongoing process, not a one-time fix. For artists seeking highly optimized and ready-to-use models, 88cars3d.com provides a curated selection of automotive assets designed with performance and fidelity in mind.
Conclusion: The Road to Automotive Perfection in Unreal Engine 5
Achieving hyper-realistic automotive paint and reflections in Unreal Engine 5 is a nuanced art form that blends technical mastery with artistic vision. We’ve journeyed through the intricate layers of car paint, from the subtle metallic flakes to the crucial clear coat shader, demonstrating how to build a material that truly captures real-world physics.
We’ve also explored the power of advanced lighting, leveraging HDRI lighting environments to ground our vehicles in believable surroundings, and unleashed the capabilities of real-time ray tracing and Lumen for astonishingly accurate global illumination and reflections. Finally, we tackled the vital aspect of performance optimization for automotive assets, ensuring your stunning creations run smoothly across various applications.
The tools within Unreal Engine 5 offer an unparalleled playground for automotive artists and designers. By applying the techniques discussed in this guide, you’re not just rendering a car; you’re crafting an experience, a vision that evokes the beauty and engineering marvel of these machines. Keep experimenting, keep pushing boundaries, and watch your automotive visualizations transform from digital models into captivating realities.
Ready to elevate your automotive projects? Explore the premium selection of high-quality, pre-optimized 3D car models at 88cars3d.com and jumpstart your next photorealistic render today!
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Toyota Prius 2024 3D Model
Texture: Yes
Material: Yes
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Toyota Yaris 1999 3D Model
Texture: Yes
Material: Yes
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Toyota Supra 2020 3D Model
Texture: Yes
Material: Yes
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Volkswagen New Beetle 2000 3D Model
Texture: Yes
Material: Yes
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Volkswagen Jetta 2005 3D Model
Texture: Yes
Material: Yes
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Volkswagen Golf 3-Door 3D Model
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Material: Yes
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Volvo V70 2005 3D Model
Texture: Yes
Material: Yes
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Volkswagen Bora 2004 3D Model
Texture: Yes
Material: Yes
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Volkswagen Lupo 3D Model
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Material: Yes
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Volkswagen Passat B5 2000 3D Model
Texture: Yes
Material: Yes
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Volkswagen Passat CC 3D Model
Texture: Yes
Material: Yes
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Volkswagen Golf V 2006 3D Model
Texture: Yes
Material: Yes
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Volvo S60 R-Design 2024 3D Model
Texture: Yes
Material: Yes
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Volkswagen Passat 2025 3D Model
Texture: Yes
Material: Yes
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Volkswagen Passat Variant B6 2005 3D Model
Texture: Yes
Material: Yes
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Volkswagen Phaeton W12 2004 3D Model
Texture: Yes
Material: Yes
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Volkswagen Scirocco 2015 3D Model
Texture: Yes
Material: Yes
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Volvo S60 2024 3D Model
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Volkswagen Polo 3D Model
Texture: Yes
Material: Yes
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Volkswagen Golf 5-Doors 2018 3D Model
Texture: Yes
Material: Yes
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Volvo C70 T5 2000 3D Model
Texture: Yes
Material: Yes
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Volvo S40 Sedan 2004 3D Model
Texture: Yes
Material: Yes
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Volvo C30 BEV 2012 3D Model
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Material: Yes
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Volvo C70 1998 3D Model
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Mazda B-Series 3D Model
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Material: Yes
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Mercsedes Benz Z3-006 3D Model
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Material: Yes
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Mazda RX-7 3D Model
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Material: Yes
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Volvo VCC-003 3D Model
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Material: Yes
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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
Texture: Yes
Material: Yes
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Volvo S80 2011 3D Model
Texture: Yes
Material: Yes
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Volkswagen Touran restyle-006 3D Model
Texture: Yes
Material: Yes
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Skoda Octavia Scout 3D Model
Texture: Yes
Material: Yes
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Volkswagen Golf V 2006 3D Model
Texture: Yes
Material: Yes
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Mazda CX-7 3D Model
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Material: Yes
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Mazda Familia 3D Model
Texture: Yes
Material: Yes
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GAS 21 3D Model
Texture: Yes
Material: Yes
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Mercedes-Benz SL500 AMG (R129) 3D Model
Texture: Yes
Material: Yes
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Mercedes-Benz S-Class W221 2005 3D Model
Texture: Yes
Material: Yes
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Mercedes-Benz E-Class W212 2009 3D Model
Texture: Yes
Material: Yes
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Mercedes-Benz E-class Estate S212 2009 3D Model
Texture: Yes
Material: Yes
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Mercedes-Benz 190 W201 3D Model
Texture: Yes
Material: Yes
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Mercedes-Benz C230 SportCoupé 2005 3D Model
Texture: Yes
Material: Yes
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Mercedes-Benz SLK 3D Model
Texture: Yes
Material: Yes
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Mercedes 600 SEC W140 1992 3D Model
Texture: Yes
Material: Yes
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Mercedes S-Class 2010 3D Model
Texture: Yes
Material: Yes
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McLaren MP4-12C-001 3D Model
Texture: Yes
Material: Yes
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Mercedes-Benz SLK 350 2005 3D Model
Texture: Yes
Material: Yes
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Mercedes-Benz SL 65 AMG 3D Model
Texture: Yes
Material: Yes
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Mercedes-Benz S500 3D Model
Texture: Yes
Material: Yes
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Mercedes-Benz S55 W220 AMG 1999 3D Model
Texture: Yes
Material: Yes
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Mercedes-Benz CLA45 AMG 2017 3D Model
Texture: Yes
Material: Yes
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Mercedes-Benz CL65 C215 AMG 3D Model
Texture: Yes
Material: Yes
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Mercedes-Benz A45 2021 3D Model
Texture: Yes
Material: Yes
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Mercedes-Benz 300SL 1955 3D Model
Texture: Yes
Material: Yes
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Mercedes-Benz 190SL 1955 3D Model
Texture: Yes
Material: Yes
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Mercedes-Benz W124 Brabus V12 3D Model
Texture: Yes
Material: Yes
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Mercedes-Benz SLS AMG GT3-002 3D Model
Texture: Yes
Material: Yes
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Mercedes-Benz C-Class-001 3D Model
Texture: Yes
Material: Yes
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Mercedes-Benz B-Klasse 2023 3D Model
Texture: Yes
Material: Yes
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Mercedes-Benz A-Klasse W168 3D Model
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Material: Yes
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Mercedes-Benz 500SL 2000 3D Model
Texture: Yes
Material: Yes
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Mercedes-Benz 500SEC 3D Model
Texture: Yes
Material: Yes
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Mercedes-Benz Citan 2025 3D Model
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Mercedes-Benz C63 AMG 2012 3D Model
Texture: Yes
Material: Yes
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