Beyond Showroom Renders: Crafting Hyperrealistic Car Paint in Unreal Engine 5
Beyond Showroom Renders: Crafting Hyperrealistic Car Paint in Unreal Engine 5
The allure of a perfectly rendered car is undeniable. From the gleaming curves to the subtle reflections, automotive visualization demands an unparalleled level of realism. But truly capturing the magic of car paint—its multi-layered depth, the dance of metallic flakes, and the liquid clarity of its clear coat—in real-time is one of the most significant challenges for 3D artists and game developers alike. While traditional offline renderers have long delivered breathtaking results, the real-time demands of engines like Unreal Engine 5 push the boundaries of what’s possible.
Achieving hyperrealistic car paint in a real-time environment isn’t just about throwing textures onto a model; it’s about deeply understanding the physics of light interaction and meticulously translating that knowledge into a robust and performant material shader. This comprehensive guide will take you beyond basic material setups, delving into the intricacies of creating a state-of-the-art Unreal Engine 5 car paint shader. We’ll explore the underlying principles, walk through the step-by-step construction of a modular material, and uncover advanced techniques to push your automotive renders into the realm of photorealism.
Deconstructing Automotive Paint Physics for Real-time Realism
Before we dive into the material editor, it’s crucial to understand what makes real car paint look so spectacular. Automotive finishes are not single, monolithic layers; they are complex, multi-layered systems, each contributing to the final appearance. Grasping this layered composition is the first step towards building compelling PBR automotive materials.
The Multi-Layered Nature of Car Paint
Imagine car paint as a miniature ecosystem of materials. At its core, it typically consists of several distinct layers, each with unique optical properties:
- Primer Coat: Applied directly to the metal body, this layer provides adhesion and corrosion resistance. While essential in the real world, its visual impact is usually covered by subsequent layers and is often omitted or simplified in 3D materials.
- Base Coat: This is where the primary color of the vehicle resides. It can be a solid, opaque color or contain effect pigments like metallic flakes or pearlescent particles. The base coat dictates the diffuse color and initial reflectivity.
- Metallic/Pearlescent Flakes: Embedded within the base coat (or sometimes a separate mid-coat), these microscopic particles are responsible for the distinctive sparkle and color shift seen in many automotive finishes. They reflect light at different angles, creating a mesmerizing shimmer as the viewing angle changes.
- Clear Coat: The outermost layer, often many times thicker than the base coat. This transparent, highly reflective layer provides protection against UV radiation and scratches, but more importantly for visualization, it’s the primary source of the paint’s gloss and deep reflections. It acts like a protective glass-like shell over the underlying layers.
Each of these layers interacts with light in a unique way—absorbing, scattering, and reflecting. Our goal is to simulate these interactions accurately within Unreal Engine 5’s physically based rendering (PBR) framework.
PBR Fundamentals for Automotive Materials
Physically Based Rendering is the backbone of modern real-time graphics. It’s a set of principles that aim to render materials in a way that conserves energy and accurately simulates how light behaves in the real world. For PBR automotive materials, understanding core PBR parameters is non-negotiable:
- Base Color (Albedo): This map defines the color of the surface when lit by diffuse light. For car paint, this will primarily be the color of our base coat.
- Metallic: A binary property in most PBR systems (0 for dielectric/non-metal, 1 for metal). Car paint, despite its metallic flakes, is generally treated as a dielectric material overall due to the clear coat. The flakes themselves will be treated as metallic within a dielectric layer.
- Roughness: This parameter controls the microscopic surface irregularities, determining how sharp or blurry reflections appear. A low roughness value (closer to 0) results in highly reflective, mirror-like surfaces, while a high roughness value (closer to 1) creates matte, diffuse surfaces. The clear coat will typically have very low roughness.
- Specular: In Unreal Engine’s default PBR model, Specular is often set to a default value (0.5). For dielectrics, this represents the fresnel reflectance at normal incidence (F0). We typically don’t need to adjust this much for car paint directly, as it’s handled by the engine’s PBR model in conjunction with roughness.
- Normal Map: Provides fine surface detail, simulating bumps and grooves without adding extra geometry. This is crucial for realistic imperfections and can even be used to subtly enhance the directionality of metallic flakes.
Our challenge is to combine these parameters across multiple virtual layers to create a believable automotive finish. The clear coat, being the outermost transparent layer, plays a particularly crucial role in creating the iconic deep reflections and gloss associated with high-end vehicles.
Building Your Master Unreal Engine 5 Car Paint Shader: A Step-by-Step Guide
Now, let’s get practical. We’ll construct a modular master material in Unreal Engine 5 that allows for extensive customization and realistic light interaction. This approach ensures scalability, reusability, and efficient iteration for your automotive visualization projects.
Setting Up the Base Material Graph
Begin by creating a new Material in the Content Browser (right-click -> Material). Name it something descriptive, like `M_CarPaint_Master`. Open it up.
In the Material Details panel:
- Set Material Domain to “Surface.”
- Set Blend Mode to “Opaque” for most car paints. If you need fine decals or extreme transparency effects, you might consider Masked or Translucent, but Opaque is generally more performant and suitable for the primary paint.
- Crucially, enable Clear Coat and Clear Coat Roughness inputs. This is fundamental to achieving authentic clear coat realism in UE5.
Start with exposing basic parameters. Create several `ScalarParameter` nodes for roughness values and `VectorParameter` nodes for colors. These will allow us to create Material Instances later for rapid variations without recompiling the shader.
Crafting the Base Coat Layer
The base coat sets the primary color and initial reflectivity. This is where we define the core hue of our vehicle.
- Base Color: Create a `VectorParameter` named “BaseColor.” Connect its output directly to the Base Color input of the main material node.
- Base Roughness: Create a `ScalarParameter` named “BaseRoughness.” This will typically be a moderate value (e.g., 0.4-0.7) to represent the underlying paint’s slight diffuse quality before the clear coat is applied. Connect it to the Roughness input. For a simple setup, you can leave the Metallic input at 0 for now, as the clear coat makes the overall material dielectric.
This forms the foundation. Everything else will build upon or layer over this base.
Implementing the Metallic Flake Shader UE5
This is where the magic truly begins. The metallic flakes provide the characteristic sparkle and depth of automotive paint. We’ll aim for a procedural approach for flexibility.
- Flake Texture: Generate or find a high-frequency noise texture (e.g., a Perlin noise or Voronoi noise). This will simulate the random distribution of flakes. A tiling texture is ideal.
- Flake Normal Generation: Use the noise texture to drive a `NormalFromHeightmap` node. This will create a synthetic normal map that represents the individual orientations of the flakes. The flakes should ideally have normals that point away from the surface, reflecting light towards the camera.
- Flake Blending: The key here is to blend this flake normal map with the overall surface normal. We’ll use a `BlendAngleCorrectedNormals` node. Connect your main object’s normal map (if you have one) to the Base input, and the flake normal map to the Additional input.
- Flake Reflection Mask: The flakes only reflect light effectively at glancing angles. Use a `Fresnel` node to create a mask. Multiply this Fresnel output by a `ScalarParameter` (e.g., “FlakeIntensity”) to control how much the flakes contribute to the reflection.
- Coloring the Flakes: You can tint the flakes using a `VectorParameter` (“FlakeColor”) and multiply it with the Fresnel-masked reflection.
- Connecting to Clear Coat: The blended normal map (from step 3) should be connected to the Clear Coat Normal input. The flake reflection logic (color * Fresnel mask) needs to be carefully blended with the clear coat reflections, often by adjusting the Clear Coat’s metallic or specular properties, or by directly feeding into the Base Color if you’re faking a metallic sheen underneath the clear coat. A common technique is to use the flake mask to drive the Metallic input of the underlying base coat, ensuring only the flakes reflect as metals.
Experiment with tiling, intensity, and normal strength of the noise texture to achieve different flake sizes and densities. This procedural metallic flake shader UE5 approach provides immense control.
The Critical Clear Coat Realism Layer
The clear coat is paramount for hyperrealistic results. It’s a physically distinct layer that sits on top of everything else.
- Clear Coat Normal: Connect the blended normal output (from the metallic flake step, or simply your object’s normal if no flakes) to the Clear Coat Normal input. This ensures the clear coat reflects over the underlying detail.
- Clear Coat Roughness: Create a `ScalarParameter` named “ClearCoatRoughness.” This value should be very low (e.g., 0.01-0.05) to simulate a perfectly polished surface. Connect it to the Clear Coat Roughness input. This is critical for achieving that glossy, mirror-like finish.
- Clear Coat Amount: Unreal Engine’s Clear Coat input is typically a binary switch (0 or 1) but can be used as a mask. For full clear coat realism, set a `Constant` value of 1. If you need areas without a clear coat (e.g., matte sections), you can use a mask here.
- IOR (Index of Refraction): While not directly exposed as an input for the Clear Coat in the main material node, Unreal Engine 5’s clear coat model inherently uses a realistic IOR (around 1.5) for dielectric materials, which is perfect for car paint.
The clear coat naturally handles its own reflections and specular highlight behavior, providing that sought-after depth. This distinct layer is a huge advancement for real-time rendering techniques in UE5.
Advanced Real-time Rendering Techniques for Hyperrealistic Car Paint
With our base shader established, we can now elevate its realism further using advanced techniques. This is where subtle details transform a good render into a stunning one, optimizing for automotive visualization.
Enhancing Clear Coat Realism with Advanced Reflections
Reflections are the soul of car paint. How your environment is reflected, and the quality of those reflections, directly impact perceived realism.
- Screen Space Reflections (SSR): While a good starting point, SSRs are limited to what’s visible on screen and can suffer from artifacts or disappear at glancing angles. For car paint, SSR should be augmented.
- Ray Traced Reflections (RTR): If your project supports hardware ray tracing, this is the gold standard. Enable RTR in your project settings and ensure your material is set up correctly. Ray Tracing Global Illumination and Reflections will dramatically improve the fidelity of how your car interacts with its environment, making the clear coat realism truly shine.
- Reflection Captures: For areas where RTR isn’t feasible or for static reflections, strategically placed Reflection Capture Actors (Sphere or Box) are vital. Ensure they are updated and cover your vehicle effectively. These provide fallback reflections and contribute to overall scene lighting.
- Custom Roughness Maps for Imperfections: Even the most pristine car paint has microscopic imperfections (swirl marks, dust). Introduce subtle noise or grunge textures, multiplied by a small scalar, into your Clear Coat Roughness input. This breaks up perfect reflections, making them feel more natural and less “CG.” Use a `Lerp` node to blend between your base roughness and the imperfection map driven by a mask.
These techniques, when combined, create reflections that are not just accurate but also aesthetically pleasing, contributing significantly to the perception of quality and expense.
Dynamic Color Customization and Material Instancing
A master material isn’t truly powerful until it’s easily customizable. Material Instances are your best friend here.
- Exposing Parameters: Ensure all critical controls like “BaseColor,” “BaseRoughness,” “FlakeIntensity,” “FlakeColor,” and “ClearCoatRoughness” are `ScalarParameter` or `VectorParameter` nodes in your master material. This exposes them to material instances.
- Creating Material Instances: Right-click your master material (`M_CarPaint_Master`) and select “Create Material Instance.” Name it `MI_CarPaint_Red`, `MI_CarPaint_Blue`, etc.
- Real-time Adjustments: Open a material instance. You’ll see all your exposed parameters. Change colors, adjust flake intensity, or dial in roughness values without recompiling the shader. This rapid iteration is invaluable for designers and artists.
- Paint Finish Variations: Beyond simple color changes, use instances to create entirely different finishes:
- Matte Finish: Increase Clear Coat Roughness significantly (e.g., 0.5-0.8) and potentially reduce flake intensity.
- Pearlescent: Introduce subtle color shifts based on the camera angle using a `Fresnel` node combined with a `Lerp` between two colors. This effect is applied to the base coat before the clear coat.
- Chameleon/Flop Paint: More complex, this involves multiple `Fresnel` nodes and carefully selected color ramps to create extreme color shifts based on view angle.
Leveraging UE5 material graphs to expose these parameters efficiently ensures a streamlined workflow for any automotive visualization project.
Simulating Environmental Interactions (Dirt, Scratches, Wetness)
No car stays pristine forever. Adding realistic wear and tear enhances believability.
- Layered Material Approach: This is best achieved by blending additional material layers over your clean car paint. Unreal Engine’s Layered Materials system (via the `MaterialFunctionCall` for blending) is ideal for this.
- Dirt Layer: Create a separate material function for “dirt.” This would typically be a darker, rougher, non-metallic material. Blend it over your car paint using a grunge texture as an alpha mask.
- Masking: Use textures (e.g., baked ambient occlusion, edge wear masks, or procedural noise) to dictate where dirt appears.
- PBR Impact: Dirt will increase roughness, darken the base color, and potentially remove clear coat reflections in affected areas.
- Scratches/Swirl Marks: These are more subtle but critical for extreme realism.
- Normal Map Blending: Use a scratch normal map, blended subtly with your existing normals.
- Roughness Impact: Scratches locally increase roughness, catching light and becoming visible.
- Clear Coat Damage: For deeper scratches, you might locally reduce the clear coat amount or increase its roughness significantly.
- Wetness: A separate PBR layer for water. Water is highly reflective (low roughness), often slightly transparent, and can accumulate in crevices.
- Roughness: Very low for water puddles, increasing slightly for thin films.
- Normal: Add a subtle animated normal map for ripples or drips.
- Blending: Use wetness masks (e.g., generated via world position or vertex paint) to blend the water material over the car paint.
These layers add narrative and depth, making your car models feel grounded in a real environment. This advanced use of layered materials Unreal enables incredibly complex and realistic surfaces.
Optimizing Your Automotive Visualization for Performance
Hyperrealism shouldn’t come at the cost of performance, especially in real-time applications. Optimizing your Unreal Engine 5 car paint shader is crucial.
Material Graph Efficiency
A complex material can quickly become a performance bottleneck. Keep an eye on shader complexity:
- Minimize Instructions: Each node in your material graph translates to shader instructions. Look for opportunities to simplify logic. Can multiple textures be packed into fewer channels? Can math operations be combined?
- Use Material Functions: Encapsulate reusable chunks of logic (like your metallic flake generator or dirt layers) into Material Functions. This improves readability and allows the engine to optimize repeated code.
- Custom Nodes: For highly specialized or mathematically intensive operations, consider using Custom nodes with HLSL code. This gives you direct control over the shader code, potentially leading to significant optimizations.
- Texture Resolution and Streaming: Use appropriate texture resolutions. Higher resolution textures require more VRAM. Ensure texture streaming is properly configured to load textures efficiently based on distance.
LODs and Decal Management
Level of Detail (LODs) and efficient decal management are critical for performance, especially when dealing with many vehicles or complex scenes.
- Material LODs: For vehicles at a distance, you might not need the full complexity of your advanced car paint. Unreal Engine allows you to assign different materials to different LODs of your mesh. For distant LODs, use a simplified car paint material without flakes, elaborate normal maps, or advanced clear coat effects.
- Decal Optimization: If using decals for dirt, scratches, or custom liveries, ensure they are batched efficiently. Projecting many complex decals can be costly. Consider baking simpler decals directly into the base material for distant LODs.
Lighting Considerations for Car Paint
The best car paint shader in the world will look mediocre under poor lighting. Lighting is half the battle for automotive visualization.
- HDRI Environments: High Dynamic Range Image (HDRI) skyspheres are invaluable for realistic car paint. They provide accurate, complex reflections and realistic ambient lighting, making your vehicle feel grounded in its environment. Use a high-quality HDRI for sharp, believable reflections.
- Physically Accurate Lights: Use physically accurate light sources (IES profiles, realistic intensities) for direct illumination. Rim lights are excellent for highlighting the vehicle’s form and enhancing clear coat reflections.
- Reflection Probes (Reflection Captures): As mentioned earlier, use these strategically to provide accurate reflections for areas not covered by Screen Space Reflections or Ray Tracing. Ensure their capture volumes are correctly sized and positioned.
- Post-Processing: Bloom, lens flares, and subtle color grading can enhance the visual pop, but use them sparingly to avoid over-stylization unless that’s your artistic goal.
Integrating High-Fidelity Car Paint into Production Workflows
Having a stunning car paint shader is one thing; integrating it seamlessly into a production pipeline is another. This requires a systematic approach to asset management and material application.
Leveraging Layered Materials Unreal for Complex Scenes
Unreal Engine’s layered materials Unreal system is incredibly powerful for complex assets like vehicles. Instead of creating a single monolithic material for every component, you can define base materials (like our car paint master) and then blend additional layers on top.
- Material Layers and Blends: In Unreal, you can create `UMaterial` assets, which are essentially reusable material functions. You can then use `Material Blends` to define how these layers combine (e.g., a “DirtBlend” UMaterial that blends a dirt layer over a base layer).
- Workflow:
- Define your core materials (Car Paint, Glass, Tire Rubber, etc.) as individual `UMaterial`s or `MaterialFunction`s.
- Create `UMaterialBlend` assets for common blending operations (e.g., adding scratches, applying rust, blending dirt).
- Create a “Master Layered Material” that orchestrates these layers. This allows artists to paint masks onto the mesh (vertex colors, texture masks) to control where each layer appears.
- Benefits: This system is highly flexible, promotes reusability, and allows for non-destructive iteration on material application across different parts of a complex model, making it ideal for large-scale automotive visualization projects.
Best Practices for UE5 Material Graphs
A well-organized and documented material graph is a testament to professionalism and saves immense time down the line.
- Naming Conventions: Use clear and consistent naming for parameters (`BaseColor`, `ClearCoatRoughness`) and nodes.
- Commenting: Add comments (`C` key) to explain complex sections of your graph. This is invaluable when revisiting a material months later or when another artist needs to understand your work.
- Grouping: Use `Group` parameters to organize your material instance settings into logical categories (e.g., “Base Paint,” “Flakes,” “Clear Coat,” “Wear & Tear”).
- Expose Useful Parameters: Only expose parameters that artists will genuinely need to tweak. Too many parameters can be overwhelming; too few can limit flexibility.
- Master Material & Instances: Always use a master material and create material instances for specific assets. Never directly modify the master material for individual assets.
Real-World Application and Asset Sourcing
Once you’ve mastered the art of creating hyperrealistic car paint, you’ll need high-quality 3D models to showcase your work. Applying these advanced shaders to meticulously crafted vehicle meshes is where everything comes together.
If you’re looking for production-ready, high-fidelity car models optimized for Unreal Engine 5, consider exploring resources like 88cars3d.com. They offer a diverse range of vehicles that serve as perfect canvases for your custom car paint shaders, allowing you to focus on material development rather than starting modeling from scratch. Integrating these high-quality assets with your custom materials will significantly enhance your automotive visualization projects, whether for games, film, or interactive experiences.
Conclusion
Crafting hyperrealistic car paint in Unreal Engine 5 is a journey that combines an understanding of real-world physics with the technical prowess of shader development. We’ve deconstructed automotive paint into its core layers, built a robust Unreal Engine 5 car paint shader from the ground up, implemented dynamic metallic flakes, and achieved stunning clear coat realism. By embracing advanced real-time rendering techniques and optimizing your UE5 material graphs, you can transform your automotive models from simple renders into breathtaking digital masterpieces.
The ability to create compelling PBR automotive materials opens up a world of possibilities for game developers, automotive designers, and 3D artists. The techniques discussed here provide a strong foundation for any project demanding top-tier visual fidelity. Now, take these insights and apply them to your own creations, pushing the boundaries of what’s possible in real-time. For a head start on your next project, explore the extensive library of high-quality, game-ready car models available at 88cars3d.com and bring your vision to life with unparalleled realism.
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Subaru Legacy 2009 3D Model
Texture: Yes
Material: Yes
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Suzuki Swift 2024 3D Model
Texture: Yes
Material: Yes
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Suzuki Liana Sedan 2004 3D Model
Texture: Yes
Material: Yes
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Subaru Outback 2024 3D Model
Texture: Yes
Material: Yes
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Subaru Legacy 2003 3D Model
Texture: Yes
Material: Yes
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Subaru Legacy Touring Wagon 3D Model
Texture: Yes
Material: Yes
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Toyota Mark II (X100) 1998 3D Model
Texture: Yes
Material: Yes
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Toyota Corona 1985 3D Model
Texture: Yes
Material: Yes
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Toyota Mark II X81 1990 3D Model
Texture: Yes
Material: Yes
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Toyota iQ EV 2012 3D Model
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Material: Yes
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Toyota Aygo 2013 3D Model
Texture: Yes
Material: Yes
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Toyota Crown S180 2005 3D Model
Texture: Yes
Material: Yes
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Toyota Celica 2004 3D Model
Texture: Yes
Material: Yes
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Toyota Corolla AE100 1992 3D Model
Texture: Yes
Material: Yes
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Toyota Mark II X110 2000 3D Model
Texture: Yes
Material: Yes
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Toyota Corolla 2020 3D Model
Texture: 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
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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
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Volkswagen Golf 5 Door 2010 3D Model
Texture: Yes
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Toyota Premio 2010 3D Model
Texture: Yes
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Toyota Opa 2000 3D Model
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Volkswagen Polo 5 Door 2010 3D Model
Texture: Yes
Material: Yes
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Toyota Prius 2024 3D Model
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Toyota Yaris 1999 3D Model
Texture: Yes
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Toyota Supra 2020 3D Model
Texture: 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
Material: 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
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
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
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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
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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
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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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