Bridging the Fidelity Gap: The CAD to Game Engine Challenge
The roar of an engine, the gleam of polished chrome under studio lights, the subtle curve of a perfectly sculpted fender – these are the hallmarks of automotive beauty. For years, capturing this level of fidelity in real-time applications was a distant dream, often sacrificed at the altar of performance. However, with the advent of Unreal Engine 5, that paradigm has shifted dramatically. Artists and developers can now achieve stunning, cinematic-quality visuals, transforming raw CAD data into breathtaking **Unreal Engine 5 automotive rendering** that blurs the line between reality and simulation.
This comprehensive guide will take you through the intricacies of building an automotive visualization pipeline in Unreal Engine 5. We’ll delve into everything from optimizing high-detail CAD models to crafting a **photorealistic car paint shader**, leveraging UE5’s cutting-edge features like Nanite and Lumen. Whether you’re a game developer striving for unparalleled realism, an automotive designer creating interactive configurators, or a 3D artist pushing the boundaries of real-time rendering, mastering these techniques is essential.
Bridging the Fidelity Gap: The CAD to Game Engine Challenge
Automotive design begins with highly precise CAD (Computer-Aided Design) models. These models are engineered for manufacturing accuracy, often composed of NURBS surfaces or incredibly dense polygonal meshes, meticulously capturing every detail, curve, and seam. While perfect for engineering, this inherent complexity poses a significant challenge when translated to a real-time game engine.
Traditionally, bringing a CAD model into a game engine involved a painstaking process of decimation, retopology, and manual optimization to reduce polygon counts to manageable levels for real-time performance. This often meant sacrificing intricate details, leading to a noticeable fidelity gap between the original design and the interactive experience. The goal has always been to close this gap, preserving as much original design intent as possible without crippling performance. This is where modern workflows excel, particularly when focusing on **CAD data optimization for games**.
Understanding CAD Data Characteristics
CAD data is built for precision, often using mathematical definitions of surfaces (NURBS) rather than discrete polygons. When converted to polygons, these surfaces can result in millions, even billions, of triangles – far exceeding what traditional game engines could render efficiently. Furthermore, CAD models often have overlapping geometry, manifold errors, and complex hierarchies that are problematic for real-time rendering.
The challenge lies not just in poly count, but also in the underlying structure. Engineering-centric models don’t consider animation, UV mapping, or collision detection in the same way game-ready assets do. Understanding these fundamental differences is the first step in building an efficient **automotive game asset pipeline**.
The Traditional Optimization Hurdles
Before Unreal Engine 5, artists would spend countless hours on manual retopology to create clean, quad-based meshes with much lower polygon counts. This process, while effective, was incredibly time-consuming and often resulted in some loss of surface curvature or subtle design features. Normal maps were heavily relied upon to bake in high-frequency detail from the high-poly model, but couldn’t always perfectly replicate complex reflections or silhouettes.
Managing multiple Levels of Detail (LODs) was another manual chore, requiring artists to create several versions of the same asset at different poly counts to swap out based on distance from the camera. This overhead added significant time and complexity to any real-time automotive project, especially for entire car lineups.
Why Unreal Engine 5 is a Game-Changer
Unreal Engine 5 fundamentally redefines what’s possible for high-fidelity assets in real-time. Its core technologies, Nanite and Lumen, address many of the traditional optimization hurdles directly. Nanite’s virtualized micro-polygon geometry system allows for the direct import and rendering of film-quality assets, including incredibly dense CAD conversions, without the need for traditional LODs or extensive polygon reduction.
Lumen provides real-time global illumination and reflections, making physically accurate lighting simple and dynamic. These features, combined with an advanced material system and powerful post-processing, make achieving **photorealistic car materials** and cinematic rendering an achievable goal for even complex automotive scenes.
The Optimized Workflow: CAD Data Import and Geometry Preparation
The journey from a complex CAD model to a real-time, high-fidelity asset in Unreal Engine 5 begins with a streamlined import and optimization process. Leveraging Datasmith and Nanite is central to this **automotive game asset pipeline**.
Leveraging Datasmith for CAD Import
Datasmith is Unreal Engine’s robust suite of tools designed to bring complex scenes and assets from CAD, DCC (Digital Content Creation) software, and architectural visualization applications directly into the engine. It handles complex scene hierarchies, metadata, and material conversions, making it the ideal starting point for automotive projects.
- Direct Import: Datasmith supports a wide range of CAD formats, including SolidWorks, Catia, Alias, Rhino, and STEP/IGES files. This direct integration minimizes data loss and conversion errors.
- Scene Hierarchy Preservation: It maintains the original assembly structure, allowing you to easily manage individual components like doors, wheels, and interior parts.
- Material Conversion: Datasmith attempts to translate native CAD materials into basic Unreal Engine materials, providing a good starting point for further PBR shader development.
- Tessellation Control: During import, you can control the tessellation quality for NURBS surfaces, determining the initial polygon density. While Nanite mitigates the need for aggressive decimation, a reasonable tessellation quality is still beneficial for certain operations.
Nanite: The Game-Changer for High-Poly Models
The core of our **Nanite workflow** for automotive assets lies in its ability to render virtually unlimited geometric detail. Nanite intelligently streams and processes only the visible micro-polygons, eliminating the need for traditional LODs and allowing artists to work with incredibly dense meshes directly from their CAD conversions.
- Enabling Nanite: After importing your CAD data via Datasmith, simply enable Nanite on your static meshes. This is often a one-click process in the Static Mesh Editor.
- Detail Preservation: Nanite ensures that even the most subtle curves, intricate panel gaps, and tiny details from your high-poly CAD models are perfectly rendered, maintaining the integrity of the original design.
- Performance at Scale: By only drawing the necessary geometry at a micro-polygon level, Nanite offers exceptional performance, allowing you to have multiple high-fidelity vehicles in a scene without significant frame rate drops.
- Limitations to Note: While powerful, Nanite does have some considerations. It’s currently primarily for static meshes, and assets requiring deformation (like animated suspension systems or deformable body panels) might still require traditional polygon meshes. Transparent materials also have specific considerations with Nanite.
For artists seeking to jumpstart their projects with pre-optimized, high-quality models suitable for this workflow, resources like 88cars3d.com offer an excellent selection of professionally prepared automotive models ready for Unreal Engine 5 integration.
Essential Pre-Nanite Geometry Cleanup
Even with Nanite, some initial cleanup in your DCC application (like Maya, Blender, or 3ds Max) before Datasmith import can be beneficial:
- Remove Internal Geometry: CAD models often contain invisible internal components that add unnecessary poly count. Delete these.
- Combine Meshes: Group logical components together (e.g., all exterior body panels) into single meshes where appropriate. This can streamline material application later.
- Check for Non-Manifold Geometry: While Nanite is resilient, cleaning up non-manifold edges or inverted normals can prevent rendering artifacts, especially for reflective surfaces.
- Establish Proper Scaling: Ensure your model is scaled correctly in your DCC application before export to avoid scaling issues in Unreal Engine 5.
- UV Unwrapping (for specific parts): While Nanite doesn’t require pristine UVs for primary detail, specific components like tires, dashboards, or seats will benefit from proper UV unwrapping for texture mapping (decals, intricate patterns, wear and tear).
Crafting Realistic Surfaces: Advanced PBR Materials
Once your geometry is optimized with Nanite, the next crucial step in achieving **Unreal Engine 5 automotive rendering** is developing physically based rendering (PBR) materials that accurately represent the complex surface properties of a real car. This section focuses heavily on creating a **photorealistic car paint shader** and other essential **PBR car materials**.
The Anatomy of a Photorealistic Car Paint Shader
Car paint is one of the most challenging materials to replicate due to its layered structure and nuanced reflective properties. A truly photorealistic car paint shader in Unreal Engine 5 will typically consist of several layers:
- Base Coat (Color & Metallic Flakes): This forms the primary color of the paint. It’s often metallic, incorporating tiny reflective flakes. In UE5, this involves using a base color, metallic map (controlled by a scalar parameter for flake intensity), and a subtle roughness map. The flakes themselves can be simulated using a specialized normal map or by layering a fine noise texture with anisotropic reflections.
- Clear Coat (Gloss & Reflections): This is the transparent, highly reflective outer layer that gives car paint its deep shine. It’s implemented using a secondary clear coat layer in the Unreal Engine material editor. Parameters include clear coat roughness (for varying levels of polish), clear coat normal (to introduce micro-scratches or “orange peel” effect), and clear coat color (subtle tinting).
- Orange Peel Effect: This subtle, wavy texture visible on real-world car paint, caused by surface tension during drying, is critical for realism. It can be achieved by applying a very fine, subtle normal map to the clear coat layer, often combined with a faint roughness variation.
- Dirt & Wear: For realism, no car is perfectly pristine. Layering dirt, dust, and subtle scratches (using masked blend materials or vertex painting) adds character and breaks up uniformity.
Building this layered shader often involves using Material Functions and a Master Material approach to ensure flexibility and consistency across different car models. This modularity is key for a robust **automotive game asset pipeline**.
Beyond Paint: Mastering Other Automotive Materials
A car is a symphony of diverse materials, each requiring careful PBR setup:
- Glass (Windshields, Windows, Lights): Realistic glass requires attention to refraction, reflection, and subtle tinting. Use a translucent material, ensuring proper IOR (Index of Refraction), and apply subtle normal maps for imperfections or dirt. For headlights and taillights, consider layering a clear glass material over emissive textures for functional lighting.
- Chrome/Metal (Trim, Emblems, Wheels): These are often highly reflective and can benefit from anisotropic reflections. Anisotropy maps can simulate brushed metal effects, while detailed roughness and metallic maps define polished, matte, or scratched surfaces. Use appropriate base colors and ensure metallic values are set to 1.
- Tires/Rubber (Treads, Sidewalls): Tires are complex, featuring deep treads and subtle texturing on the sidewalls. Use high-resolution normal maps for tread detail and roughness maps to differentiate between worn and new rubber. A subtle amount of subsurface scattering can give rubber a more lifelike quality, especially in strong light.
- Interiors (Leather, Fabric, Plastics, Carbon Fiber): Each interior component demands specific attention. Leather benefits from micro-normal maps and subtle roughness variation. Fabric textures require detailed albedo and normal maps. Carbon fiber uses intricate normal maps to simulate its woven structure and often has a clear coat over it, similar to car paint.
Texture Creation and UV Unwrapping Best Practices
Even with Nanite handling geometry, high-quality textures are paramount. Ensure your textures are PBR-compliant (Albedo, Normal, Roughness, Metallic, AO) and at appropriate resolutions. For most automotive parts, 4K or even 8K textures are common for hero assets. Proper UV unwrapping is crucial for many parts, especially for applying decals, unique patterns, or non-tiling textures like tire sidewall details or interior fabrics.
Lighting for Impact: Achieving Cinematic Visuals
The best materials and geometry mean little without exceptional lighting. In Unreal Engine 5, lighting goes beyond mere illumination; it’s an art form that sculpts the form of the vehicle and evokes emotion. Achieving **real-time automotive visualization** at a cinematic level requires a deep understanding of UE5’s advanced lighting features, particularly **Lumen global illumination**.
Harnessing Lumen Global Illumination
Lumen is Unreal Engine 5’s fully dynamic global illumination and reflection system. It calculates indirect lighting bounces and diffuse inter-reflections in real time, making it incredibly powerful for automotive scenes, especially those with highly reflective surfaces:
- Dynamic Environments: Lumen truly shines in dynamic environments where light sources move or environments change. This is invaluable for interactive configurators or virtual production sets where lighting needs to be adjusted on the fly.
- Accurate Reflections: For car paint, chrome, and glass, accurate reflections are paramount. Lumen provides high-quality reflections for these materials, capturing subtle environmental details and light bounces.
- Fill Light & Softening: Lumen naturally fills in shadowed areas with bounced light, eliminating harsh, unrealistic black shadows. This results in much softer, more realistic lighting that beautifully highlights the car’s curves and form.
- Setup: Simply enable Lumen in your project settings and ensure your scene components and materials are configured to interact with it. Pay attention to your light source intensities and colors, as Lumen will propagate these realistically throughout the scene.
HDRI and Environment Lighting
High Dynamic Range Image (HDRI) lighting is indispensable for grounding your vehicle in a realistic environment and providing accurate reflections. An HDRI acts as both a light source and a reflection probe, projecting real-world lighting information onto your scene.
- Quality HDRIs: Use high-quality, high-resolution HDRIs (16K or higher) for maximum fidelity. Consider specialized automotive studio HDRIs or environments that complement your car’s design.
- Sky Atmosphere & Volumetric Clouds: Combine your HDRI with Unreal Engine’s native Sky Atmosphere and Volumetric Clouds for dynamic, physically accurate sky lighting. These systems work seamlessly with Lumen to provide beautiful ambient light and realistic cloud shadows.
- Directional Light: A strong directional light typically represents the sun, providing the primary light source and casting sharp, distinct shadows that define the car’s form. Adjust its intensity, color temperature, and angle to create different moods and times of day.
Direct Lighting Strategies (Key, Fill, Rim)
Beyond global illumination, strategic placement of direct lights is crucial for accentuating the vehicle’s form and adding dramatic flair. Think like a studio photographer:
- Key Light: The primary light source, defining the dominant light direction and casting the strongest shadows. Position it to highlight the most important features of the car.
- Fill Lights: Softer lights used to brighten shadows and reduce contrast. These can be point lights, spot lights, or even large emissive planes.
- Rim Lights: Positioned behind the car and aimed at its edges, rim lights create a luminous outline, separating the vehicle from the background and emphasizing its silhouette.
- Spot Lights & Detail Lighting: Use spot lights to draw attention to specific details like wheels, badges, or interior features. Experiment with IES profiles for realistic light falloff.
Post-Processing for Cinematic Flair
The final touch for any stunning **Unreal Engine 5 automotive rendering** is post-processing. UE5’s Post Process Volume offers a wealth of tools to refine your image:
- Exposure: Adjust overall brightness.
- Color Grading: Fine-tune colors, contrast, and saturation to achieve a desired mood or look. Use LUTs (Look-Up Tables) for consistent stylistic effects.
- Bloom & Lens Flares: Add subtle bloom to bright areas and lens flares for cinematic realism, simulating camera optics.
- Vignette & Grain: Introduce subtle vignette for focus and film grain for a more organic, filmic feel.
- Screen Space Reflections (SSR) & Ray Tracing Reflections: While Lumen handles much, SSR can add an extra layer of reflections for non-Lumen materials or specific needs. For ultimate reflection quality on transparent and non-Lumen materials, consider enabling hardware Ray Tracing if your target hardware supports it.
- Depth of Field: Use a shallow depth of field to focus attention on the car, blurring the foreground and background, giving a professional photographic feel.
Optimizing Performance and Integration
Achieving breathtaking visuals in **real-time automotive visualization** is only half the battle; maintaining optimal performance and seamlessly integrating these assets into larger projects is equally critical. Even with Nanite’s efficiencies, a comprehensive approach to performance optimization is necessary, especially for complex scenes or interactive applications.
Performance Considerations Beyond Nanite
While Nanite handles geometry brilliantly, other aspects of your scene can still impact performance:
- Material Complexity: Highly complex materials with many layers, extensive calculations, or numerous texture lookups can be performance intensive. Optimize your PBR car materials by consolidating logic, using material functions efficiently, and avoiding unnecessary operations. Test material complexity using Unreal Engine’s shader complexity viewmode.
- Light Counts: While Lumen is efficient, having an excessive number of dynamic direct lights (point, spot lights) can still impact performance. Strategically place lights and bake static lighting where possible (e.g., in environments where the car is static).
- Transparency: Transparent materials (glass, headlights) are generally more expensive to render than opaque ones due to draw order and overdraw issues. Optimize transparency settings, use dithered opacity where acceptable, and simplify glass geometry where it won’t be noticed.
- Post-Processing Cost: Many post-processing effects come with a performance cost. Be judicious with bloom, depth of field, screen space effects, and anti-aliasing methods. Optimize settings for your target platform.
- Occlusion Culling: Ensure your scene is set up for effective occlusion culling. This feature prevents objects that are hidden behind others from being rendered, saving significant GPU resources.
- Foliage & Environment: If your automotive scene includes detailed environments, optimize foliage, distant meshes, and environmental props with LODs, instancing, and simplified collision meshes.
Regularly profiling your project using Unreal Engine’s built-in profiling tools (like the GPU Visualizer and Stat commands) is essential for identifying bottlenecks and fine-tuning performance.
Integrating into Game and Virtual Production Environments
Once your photorealistic car assets are perfected, integrating them into a larger **automotive game asset pipeline** or virtual production workflow is the next step.
- Blueprints for Interactivity: Use Unreal Engine’s Blueprint visual scripting system to add interactivity to your car. This could include opening doors, turning on lights, changing paint colors, or switching out wheel designs. Create modular Blueprint classes for different car components.
- Sequencer for Cinematics: For creating stunning videos and cinematic renders, Unreal Engine’s Sequencer is your go-to tool. Animate camera paths, character movements, environmental changes, and specific car features. Sequencer allows for precise control over timing, effects, and camera work, essential for high-quality **Unreal Engine 5 automotive rendering**.
- Data Validation & QA: Establish rigorous data validation steps within your pipeline. Regularly check for broken materials, scaling issues, missing textures, and performance regressions.
- Version Control: Utilize a robust version control system (like Perforce or Git LFS) to manage your high-fidelity assets, especially when working in a team.
Iteration and Refinement: The Path to Perfection
Mastering automotive photorealism in Unreal Engine 5 is an iterative process. It involves constant testing, refining materials, tweaking lighting, and optimizing performance. Don’t expect perfection on the first pass. Embrace experimentation, leverage Unreal Engine’s real-time feedback, and continuously push the visual boundaries.
Look for subtle details often overlooked: the slight dust on a dashboard, the tiny scratches on a door handle, or the unique reflections in a wet tire. These small touches contribute immensely to the overall sense of realism and are what truly elevate your **real-time automotive visualization** to a cinematic standard.
Conclusion
Unreal Engine 5 has truly democratized photorealism, making it accessible for a wide range of applications, from cutting-edge video games to interactive automotive configurators and virtual production sets. By meticulously optimizing CAD data with Nanite, crafting sophisticated **photorealistic car paint shader** and **PBR car materials**, and mastering dynamic lighting with Lumen, you can bring automotive designs to life with unparalleled fidelity.
The journey from initial CAD model to a cinematic-quality **Unreal Engine 5 automotive rendering** is a rewarding one, requiring a blend of technical expertise and artistic vision. Embrace the power of UE5’s toolkit, continuously refine your pipeline, and pay attention to the subtle details that elevate good renders to truly great ones.
For those looking to accelerate their projects with top-tier assets, remember that resources like 88cars3d.com offer a curated selection of high-quality, game-ready 3D car models, providing an excellent foundation for your next masterpiece in Unreal Engine 5. Start building your ultimate automotive experience today!
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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
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
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Volkswagen New Beetle 2000 3D Model
Texture: 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
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
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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
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