Beyond PBR: Crafting Hyper-Realistic Car Paint Shaders in Unreal Engine 5 for Automotive Visualization
Beyond PBR: Crafting Hyper-Realistic Car Paint Shaders in Unreal Engine 5 for Automotive Visualization
The pursuit of photorealism in digital automotive models is an unending journey, one where the smallest details can make or break the illusion. While advancements in geometry and lighting have brought us incredibly close, one element consistently presents a formidable challenge: car paint. Its multi-layered complexity, subtle refractive qualities, and unique interaction with light go far beyond what standard Physically Based Rendering (PBR) workflows can capture out-of-the-box.
Achieving that coveted showroom gleam or the nuanced imperfections of a well-driven vehicle requires a deeper dive into the capabilities of our tools. Unreal Engine 5, with its robust material editor and cutting-edge rendering features, offers the perfect platform to transcend basic PBR and create truly hyper-realistic car paint shaders for any automotive visualization project.
This comprehensive guide will walk you through the advanced techniques within the UE5 material editor, empowering you to craft photorealistic vehicle assets that stand up to the closest scrutiny. From the underlying physics of layered materials to optimizing for real-time automotive rendering, we’ll explore every facet of creating breathtaking digital paintwork.
The Multi-Layered Challenge of Car Paint Physics
At first glance, car paint might seem like a simple reflective surface. However, its true complexity lies in its microscopic structure, comprising several distinct layers, each with its own optical properties. Standard Physically Based Rendering (PBR) models, while excellent for many materials, often struggle to simulate this intricate interplay of light absorption, refraction, and reflection.
Understanding these layers is fundamental to replicating them digitally. We’re not just dealing with a base color and a reflective top coat; there’s a nuanced dance of light beneath the surface. This layered complexity is what gives car paint its unique depth and shimmer.
Dissecting the Physical Layers
- Primer Layer: While not directly visible, it provides a uniform base for the color coat and affects its perceived depth.
- Base Coat: This is the color layer, containing pigments that absorb and reflect specific wavelengths of light. For metallic or pearlescent paints, this layer also contains the crucial flakes.
- Metallic/Pearlescent Flakes: These microscopic particles, suspended within the base coat, are responsible for the distinctive sparkle and color shift seen in many modern car paints. Their orientation and size significantly influence the final appearance.
- Clear Coat: A transparent, high-gloss layer applied on top of the base coat. It provides protection, depth, and the primary reflection lobe. Its smoothness (or lack thereof, causing “orange peel”) dictates the sharpness of reflections and highlights.
Each of these layers contributes to how light interacts with the surface, creating a distinct visual signature. The primary challenge in automotive visualization is to simulate these interactions efficiently and accurately within a real-time engine.
Foundations in the UE5 Material Editor: Beyond Basic PBR
The UE5 material editor is an incredibly powerful node-based system that allows artists to build complex shaders from the ground up. While it offers standard PBR inputs like Base Color, Metallic, Specular, and Roughness, achieving hyper-realistic car paint requires us to move beyond simply plugging textures into these default channels. We’ll leverage material functions and layered materials to create a modular and efficient car paint shader.
A good starting point is to design a master material that can be instanced and customized for various paint types. This not only streamlines the workflow but also significantly aids in real-time automotive rendering performance by reducing instruction counts through shared logic.
Setting Up a Modular Master Material
Begin by creating a new Material in Unreal Engine 5. Right-click in the Content Browser and select “Material.” Open it up and let’s configure the basic settings:
- Material Domain: Set to “Surface.”
- Blend Mode: Set to “Opaque.”
- Shading Model: This is crucial. While “Default Lit” is PBR, for car paint, we often need “Clear Coat” or even a custom shading model for ultimate control. The “Clear Coat” model provides a dedicated second specular lobe, which is essential for accurate car paint.
- Parameters: Convert key values (like Base Color, Metallic, Roughness) into parameters (Right-click node > Convert to Parameter). This allows you to create material instances, making variations easy without recompiling the base material.
This initial setup provides a solid foundation. The “Clear Coat” shading model already gives us a significant advantage, providing inputs for ClearCoat (intensity), ClearCoatRoughness, and ClearCoatNormal, allowing us to explicitly define the properties of the transparent top layer, distinguishing it from the underlying base coat.
Building the Base Coat and Metallic Flakes
The heart of any car paint shader lies in its base coat, which provides the primary color, and the intricate details of its metallic or pearlescent flakes. These elements work in concert beneath the clear coat, creating the deep, shifting colors and sparkle that make photorealistic vehicle assets truly come alive.
The Core Color Layer: Achieving Depth and Richness
For the base color, a simple Vector3 parameter is often sufficient. However, for deeper, richer paints, consider adding subtle effects that simulate light interaction within the base coat itself. A slight amount of Subsurface Scattering (SSS) can enhance the perception of depth, particularly for non-metallic solid colors, making them feel less like a thin surface and more like a thick layer of paint.
- Parameterized Base Color: Use a “Vector3” parameter to control the paint’s primary hue.
- Subtle Depth with SSS: Connect a small scalar value (e.g., 0.05-0.1) to the Subsurface Color input, often tinted slightly darker or complementary to the base color, to add a perception of internal light scattering. This can significantly improve the realism of non-metallic solid paints.
Crafting Realistic Metallic Flakes
Metallic flakes are arguably the most challenging and rewarding aspect of car paint. Their interaction with light creates the signature sparkle and anisotropy. We’ll simulate these using a combination of normal maps, procedural noise, and custom light calculations.
- Flake Normal Map: Create a tileable normal map that simulates small, randomly oriented flakes. This can be done in external software or procedurally within the UE5 material editor using nodes like “Noise” or “NormalFromHeightmap.” The key is to have variations in normal directions that catch light differently.
- Flake Distribution Mask: A simple grayscale texture or procedural noise can control the density and distribution of these flakes.
- Anisotropic Reflection for Flakes: To simulate the elongated highlights of flakes, you’ll need to blend the flake normal map with the base normal. The Clear Coat shading model in UE5 has an anisotropic option, but for flakes, it’s often more effective to generate the flake normals and apply them *before* the clear coat.
- Connecting to Base Inputs: The flake normal map is typically blended with the original mesh normal and then connected to the Base Normal input of the material. The metallic input for the base coat should be kept high (e.g., 0.8-1.0) for metallic paints, as the flakes themselves are metallic. The roughness for the base coat should be relatively low to reflect light brightly from the flakes.
- Pearlescent Effects: For pearlescent paints, instead of simple metallic flakes, you might introduce a subtle color shift based on view angle, often achieved with Fresnel calculations or custom light functions. This is critical for achieving truly photorealistic vehicle assets that respond dynamically to light.
The trick is to have the flake effect occur *underneath* the primary clear coat, allowing the clear coat to refract and reflect over these microscopic metallic details, enhancing the depth.
Mastering the Clear Coat Shader for Depth and Reflection
The clear coat shader is the most visually dominant layer of car paint, responsible for its glossy appearance, sharp reflections, and the perception of depth. Without a meticulously crafted clear coat, even the best base coat and flakes will fall flat. Unreal Engine 5’s dedicated clear coat shading model provides an excellent foundation, but we can push it further.
The Dual-Specular Approach and Advanced Clear Coat Inputs
The standard “Clear Coat” shading model in UE5 provides distinct inputs for ClearCoat (intensity), ClearCoatRoughness, and ClearCoatNormal. This effectively gives us a secondary specular lobe that floats above the base material, perfectly simulating the physical clear coat layer.
- ClearCoat Input: This scalar parameter controls the opacity or intensity of the clear coat layer. A value of 1.0 is typically used for fully opaque clear coats.
- ClearCoatRoughness: This is a critical parameter. A very low value (e.g., 0.01-0.05) will create a perfectly mirror-like finish. Increasing this value simulates duller, more worn, or “orange peeled” paint.
- ClearCoatNormal: This input allows you to apply separate normal map details to the clear coat itself, independent of the base coat. This is where subtle imperfections like micro-scratches or an “orange peel” effect can be introduced.
- Index of Refraction (IOR): While not a direct input, the IOR of the clear coat is typically hardcoded within the Clear Coat shading model (around 1.5). Understanding this helps in judging its reflective qualities.
Advanced Clear Coat Features: Adding Realism
To move beyond a merely shiny surface, we need to introduce subtle imperfections and optical phenomena.
- Fresnel Effect: While implicit in PBR, ensuring a strong Fresnel reflection on the clear coat is key. The Clear Coat shading model naturally handles this, causing reflections to become more intense at grazing angles, accurately mimicking real-world clear coats.
- Orange Peel Effect: This subtle waviness in the clear coat surface is a hallmark of real car paint, especially on older or less perfectly finished vehicles.
- Create a high-frequency, low-amplitude noise texture or a tiling normal map.
- Multiply this texture by a small scalar value (e.g., 0.05-0.1) and add it to the ClearCoatNormal input. This subtly distorts reflections without dramatically altering the underlying shape, crucial for convincing automotive visualization.
- Thin-Film Interference (Rainbow Effect): For very specific, often multi-coat, paints, thin-film interference can create subtle rainbow-like shifts at certain angles. This is more complex to simulate in real-time but can be approximated using custom nodes that shift hue based on a dot product of the camera vector and normal, or more accurately via a pre-baked LUT.
By carefully controlling these parameters within the UE5 material editor, you can achieve an incredible range of clear coat finishes, from perfectly polished to subtly imperfect, each contributing to the overall photorealism of your photorealistic vehicle assets.
Adding Imperfections and Real-World Nuance
True hyper-realism isn’t just about perfect surfaces; it’s about the subtle flaws and wear that tell a story. Even a showroom car has micro-scratches or a faint layer of dust. Incorporating these imperfections is vital for pushing your automotive visualization beyond sterile renders.
Dust and Grime: Subtle Environmental Interaction
Adding dust and grime connects the car to its environment. These effects should be subtle and layered, often concentrated in crevices or on horizontal surfaces.
- Dirt Masks: Use masked textures or procedural techniques (like “Curvature” maps or “Ambient Occlusion” nodes) to define where dust accumulates.
- Vertex Painting: For custom dirt paths, utilize vertex colors on your mesh to paint in dirt and grime directly.
- Blending: Blend a dusty material (higher roughness, duller base color, slightly lighter) over your main car paint using the masks. This can be achieved with a “Lerp” node or dedicated material functions for layering.
Micro-Scratches and Swirl Marks: The Story of the Surface
These are crucial for realism. Every car, regardless of how well-kept, accumulates micro-scratches and swirl marks. These are most visible under direct light sources and at specific viewing angles.
- Roughness Variation: This is the primary way to simulate scratches. Use a detailed, tiling texture (e.g., a “scratch” normal map converted to a roughness map or a procedural noise pattern) to add micro-variations to the ClearCoatRoughness input. Scratches increase local roughness, scattering light differently.
- Anisotropic Reflection: For more pronounced swirl marks, custom normal maps can introduce a subtle anisotropic reflection effect. This makes highlights appear stretched along the direction of the scratch.
- Layered Approach: For deeper scratches or chips, you might consider using DBuffer decals or a more complex layered material that reveals the primer or even the underlying metal. However, for micro-scratches, roughness variation is usually sufficient for real-time automotive rendering.
These subtle imperfections make the material feel tactile and grounded in reality, significantly enhancing the believability of your photorealistic vehicle assets.
Performance Optimization and UE5-Specific Enhancements
While hyper-realism is the goal, maintaining optimal performance is paramount, especially for real-time automotive rendering in games, virtual production, or interactive configurators. Unreal Engine 5 provides powerful tools not only for visual fidelity but also for efficiency.
Material Optimization Strategies in the UE5 Material Editor
A complex car paint shader can quickly become instruction-heavy. Here’s how to keep it lean:
- Material Functions: Encapsulate reusable logic (e.g., flake generation, orange peel effect) into Material Functions. This prevents node duplication and makes your master material cleaner.
- Static Switches: Use static switches for features that might be toggled on/off (e.g., specific types of imperfections). When compiled, unused branches are stripped out, optimizing performance for each material instance.
- Parameter Collections: Group common parameters (like global dirt intensity or flake size) into a Material Parameter Collection for easy scene-wide adjustments.
- Texture Resolution Management: Use appropriate texture resolutions. For highly detailed flake normal maps or imperfection masks, ensure you’re using Virtual Texture Streaming if necessary to manage memory.
- DBuffer Decals: Instead of building every imperfection into the main material, consider using DBuffer decals for dust, grime, or specific scratches. These are rendered as separate passes and can be incredibly efficient for localized details, often outperforming complex material layering for specific effects.
Leveraging UE5’s Power for Automotive Visualization
Unreal Engine 5 introduces several groundbreaking technologies that directly enhance the presentation of your realistic car paint.
- Nanite: While primarily a geometric virtualization system, Nanite allows for incredibly detailed vehicle models without polygon budget constraints. This means that subtle surface details, panel gaps, and body lines can be modeled with precision, making the clear coat and its reflections even more impactful. When your underlying geometry is perfect, your photorealistic vehicle assets truly shine.
- Lumen Global Illumination and Reflections: Lumen is a game-changer for automotive visualization. Its real-time global illumination accurately bounces light around the scene, illuminating the car paint with environmental color and softness. More importantly, Lumen’s software ray-traced reflections provide highly accurate and dynamic reflections on the clear coat surface, capturing the environment and other vehicles with stunning fidelity. This is essential for the believability of car paint.
- Virtual Shadow Maps (VSM): High-resolution, crisp shadows contribute to the overall realism, especially around the vehicle’s body. VSMs ensure that even the smallest details cast accurate shadows, further grounding your car in the scene.
By integrating these UE5 features, your meticulously crafted car paint will be showcased in the most flattering and realistic light possible, truly elevating your real-time automotive rendering.
Showcasing Your Hyper-Realistic Vehicle Assets
After investing significant effort in crafting a hyper-realistic car paint shader, presenting it effectively is crucial. The environment, lighting, and post-processing can either amplify or diminish the impact of your detailed work. Proper presentation ensures that your photorealistic vehicle assets receive the attention they deserve in any automotive visualization context.
Lighting for Maximum Impact
Lighting is paramount for showcasing reflective surfaces like car paint.
- High-Dynamic Range Image (HDRI) Backdrops: Use high-quality HDRIs for environmental lighting and reflections. A good HDRI provides realistic ambient light and a complex reflection map, bringing your clear coat to life.
- Controlled Light Sources: Supplement HDRIs with targeted rectangular or dome lights to create pleasing highlights and accent specific curves on the vehicle. Use soft, diffused lights to avoid harsh reflections.
- Rim Lighting: Add subtle rim lights to separate the vehicle from the background and highlight its silhouette, emphasizing the curves and contours that catch the light on the paint.
- Ray Tracing: When possible, enable hardware ray tracing in UE5 for even more accurate reflections and shadows, especially if your target platform supports it. This offers the ultimate fidelity for your clear coat shader.
Post-Processing for Polish
Post-processing effects add the final layer of realism and cinematic quality.
- Color Grading: Adjust exposure, contrast, and color balance to achieve a desired mood or match real-world photography.
- Depth of Field (DOF): Use subtle DOF to guide the viewer’s eye and add a professional, photographic quality to your renders.
- Bloom and Lens Flares: Apply these effects sparingly to enhance bright highlights and light sources, giving a sense of photographic realism.
- Vignette: A subtle vignette can help frame the vehicle and draw attention to the center of the image.
Integration into Automotive Visualization Workflows
Your hyper-realistic car paint shaders, paired with high-quality models, are valuable across various industries:
- Virtual Production: Integrate your vehicles into virtual sets for film, TV, and advertising, providing directors with real-time feedback.
- Marketing Renders: Produce stunning static images and animations for brochures, websites, and promotional materials.
- Interactive Configurators: Allow customers to explore different paint options and vehicle features in real-time, greatly enhancing the buying experience.
- Game Development: Bring unparalleled visual fidelity to racing simulators and open-world games, where real-time automotive rendering is paramount.
For artists and studios looking for a head start, resources like 88cars3d.com offer an exceptional collection of high-quality models. Starting with a meticulously crafted base model from 88cars3d.com allows you to focus your efforts on developing these advanced materials and scenes, ensuring a top-tier final product.
Conclusion
Crafting hyper-realistic car paint shaders in Unreal Engine 5 is a journey that pushes beyond the conventional boundaries of Physically Based Rendering (PBR). By understanding the multi-layered physics of real-world car paint and leveraging the advanced capabilities of the UE5 material editor, you can create truly breathtaking photorealistic vehicle assets.
From meticulously building the base coat and simulating the intricate shimmer of metallic flakes to mastering the complex reflections of the clear coat shader, every detail contributes to the illusion of reality. Incorporating subtle imperfections and optimizing for real-time automotive rendering with UE5’s Nanite and Lumen further elevates your work, making your vehicles indistinguishable from their physical counterparts in automotive visualization projects.
The tools are at your disposal; now it’s time to experiment, innovate, and bring your digital automotive dreams to life. Dive into the UE5 material editor, explore the nuances of layered materials, and transform your models. For those seeking a strong foundation, remember that 88cars3d.com provides an excellent starting point with high-quality, production-ready vehicle models.
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Toyota Mark II X110 2000 3D Model
Texture: Yes
Material: Yes
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Toyota Corolla 2020 3D Model
Texture: Yes
Material: Yes
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Toyota Yaris 2020 3D Model
Texture: Yes
Material: Yes
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Volkswagen Beetle 2012 3D Model
Texture: Yes
Material: Yes
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Toyota Matrix 2005 3D Model
Texture: Yes
Material: Yes
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Toyota Yaris Sedan 3D Model
Texture: Yes
Material: Yes
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Volkswagen Golf R-004 2024 3D Model
Texture: Yes
Material: Yes
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Volkswagen Golf 5 Door 2010 3D Model
Texture: Yes
Material: Yes
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Toyota Premio 2010 3D Model
Texture: Yes
Material: Yes
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Toyota Opa 2000 3D Model
Texture: Yes
Material: Yes
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Volkswagen Polo 5 Door 2010 3D Model
Texture: Yes
Material: Yes
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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
Texture: Yes
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
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Volkswagen Lupo 3D Model
Texture: Yes
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
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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
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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
Texture: Yes
Material: Yes
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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
Texture: Yes
Material: Yes
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Volvo C70 1998 3D Model
Texture: Yes
Material: Yes
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Mazda B-Series 3D Model
Texture: Yes
Material: Yes
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Mercsedes Benz Z3-006 3D Model
Texture: Yes
Material: Yes
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Mazda RX-7 3D Model
Texture: Yes
Material: Yes
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Volvo VCC-003 3D Model
Texture: Yes
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
Texture: Yes
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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