Cracking the Code: Achieving Hyper-Realistic Automotive Paint in Unreal Engine 5
Cracking the Code: Achieving Hyper-Realistic Automotive Paint in Unreal Engine 5
The gleam of a perfectly rendered car paint job is often the first thing that captures attention in any automotive visualization, game, or cinematic. It’s a delicate dance of light, reflection, and intricate subsurface properties that can elevate a 3D model from good to breathtaking. However, achieving this level of visual fidelity for PBR automotive paint in a real-time engine like Unreal Engine 5 presents a unique set of challenges.
It goes far beyond simply applying a basic Physically Based Rendering (PBR) material. True hyper-realism demands a deep understanding of light interaction with multiple layers, subtle imperfections, and the complex interplay of metallic or pearl flakes. For 3D artists, game developers, and automotive designers, mastering these techniques in the Unreal Engine material editor is crucial for unlocking truly stunning real-time automotive rendering.
In this comprehensive guide, we’ll dive deep into the technical intricacies of crafting advanced car paint shaders. We’ll explore how to build these sophisticated materials layer by layer, from the clear coat’s glassy sheen to the microscopic shimmer of metallic flakes, all while keeping performance in mind. If you’re looking for high-quality base models to apply these techniques to, remember that 88cars3d.com offers an extensive library of meticulously crafted 3D vehicles ready for your artistic touch.
The Foundation of Realism: Understanding Automotive Paint Layers
Before we even open the Unreal Engine material editor, it’s essential to understand the physical makeup of automotive paint. This knowledge is the bedrock of creating an accurate and believable Physically Based Rendering (PBR) material. Real car paint isn’t just one solid color; it’s a carefully engineered system of multiple layers, each contributing to its final appearance.
Deconstructing the Paint System
- Primer Layer: This is the initial coat applied to the bare metal or composite body. It provides a uniform surface for subsequent layers and helps prevent corrosion. While not always directly visible, it influences the overall color depth.
- Base Coat (Color Coat): This layer defines the primary color of the vehicle. It often contains pigments and, crucially, effect particles like metallic flakes or pearl pigments that give the paint its unique sparkle or shifting color. This is where the magic of the metallic flake effect begins.
- Clear Coat: This is the transparent, glossy top layer that protects the base coat from UV damage, scratches, and environmental factors. It’s the primary source of the paint’s deep reflections and provides the iconic “wet look.” Crafting a convincing clear coat shader is paramount for realism.
Each of these layers interacts with light differently. The base coat might scatter light and show off embedded flakes, while the clear coat acts as a smooth, reflective dielectric surface. Our goal in UE5 is to simulate these interactions as closely as possible within the constraints of a real-time engine, leveraging the power of the shader graph.
Building the Base: Core PBR Principles for Automotive Paint
The journey to hyper-realistic car paint begins with a solid understanding and application of standard Physically Based Rendering (PBR) principles. Even for complex materials, the core PBR workflow provides the necessary foundation before adding advanced layering and effects. In Unreal Engine 5, this means setting up the Base Color, Metallic, Roughness, and Normal inputs correctly.
Setting Up the Initial PBR Material
Open the Unreal Engine material editor and create a new material. For our base coat, we’ll typically treat it as a metallic surface if it contains metallic flakes, even though the overall paint system is dielectric. This is a common simplification in PBR workflows to simulate the metallic nature of the flakes.
- Base Color: This will be the primary color of your vehicle. You can use a simple Vector3 parameter for a solid color or a texture map for more complex patterns or gradients. For a rich, deep color, avoid pure black or pure white unless intended.
- Metallic: For the base coat, especially one with metallic flakes, a value between 0.8 and 1.0 often yields good results. This isn’t physically accurate for the entire layer but helps to drive the metallic reflections from the embedded flakes.
- Roughness: The roughness of the base coat determines how diffused or sharp its reflections are. A perfectly smooth base coat (before the clear coat) might have a low roughness value (e.g., 0.1-0.3), but real-world paint often has a slight micro-roughness. This will be largely overridden by the clear coat, but it’s good practice to set it up correctly.
- Normal: While the clear coat will primarily define the surface normals, a subtle normal map for the base coat can introduce very fine surface variations or manufacturing imperfections. This contributes to the overall realism of PBR automotive paint.
This initial setup forms the “underbelly” of our layered material. Think of it as the base color layer that shines through the clear coat. Understanding how each PBR channel contributes to the final look is fundamental, especially when we start layering more complex effects within the shader graph.
The Clear Coat Conundrum: Crafting the Perfect Sheen
The clear coat is arguably the most critical component for achieving hyper-realistic PBR automotive paint. It’s the glossy, protective layer that provides depth, reflections, and that characteristic “wet look” that makes a car truly shine. In Unreal Engine 5, accurately simulating a clear coat goes beyond basic material properties; it often requires a dedicated clear coat shader approach within the material editor.
Implementing a Dual-Lobe Clear Coat System
Real-world clear coats are transparent dielectric layers. This means they have their own set of reflective properties, distinct from the base coat beneath. Unreal Engine 5 provides a powerful ‘Clear Coat’ input directly on the main material node, simplifying this process significantly for a basic clear coat. However, for advanced control, we might combine this with custom blending.
Step-by-Step Clear Coat Setup in Unreal Engine 5:
- Enable Clear Coat: In your material’s Details panel, under the “Usage” section, ensure “Used with Skeletal Mesh” (if applicable) and “Used with Spline Mesh” (for flexible geometry) are checked. Then, under “Material” properties, enable “Clear Coat” by checking the box. This will expose the ‘Clear Coat’ and ‘Clear Coat Roughness’ pins on your material output node.
- Clear Coat Value: Connect a constant value of 1 to the ‘Clear Coat’ input. This essentially tells the engine that this material has a clear coat.
- Clear Coat Roughness: This is where you define the glossiness of your clear coat. For a pristine, highly reflective surface, use a very low roughness value (e.g., 0.02 – 0.05). A slightly worn or dusty car might have a roughness of 0.1 – 0.2. Experiment to find the perfect balance.
- Normal Input: Connect your primary normal map (or a flat normal if using procedural scratches) to the main ‘Normal’ input. The clear coat uses this normal information for its reflections.
- Base Material Adjustments: Remember that the clear coat sits on top of your base paint. For the base paint’s ‘Metallic’ input, if you’re simulating flakes, keep it high. For ‘Roughness’ of the base paint, you might make it slightly higher than the clear coat’s roughness, as it’s underneath a smooth layer. The clear coat will apply its own Fresnel effect over the base material.
The built-in clear coat model in UE5 effectively simulates a second specular lobe, handling the Fresnel reflections and providing a more physically accurate appearance. It’s a huge step towards realistic real-time automotive rendering without overly complex shader graph constructions. This dual-specular approach is fundamental to how light interacts with the top layer versus the underlying paint, lending incredible depth and believability to your PBR automotive paint.
Unleashing the Sparkle: Mastering Metallic and Pearl Flakes
Beyond the pristine clear coat, the true magic of high-end automotive finishes lies in the subtle dance of light across embedded metallic or pearlescent flakes. This metallic flake effect is what gives certain paints their deep shimmer, color shift, and unique character. Replicating this in Unreal Engine material editor demands advanced techniques that go beyond simple texture mapping.
Simulating Flakes with Normal Maps and Custom Logic
The key to realistic flakes is simulating their individual reflective properties and random orientation without actually modeling millions of tiny particles. This is typically achieved through specialized normal mapping and custom shader logic.
Approach 1: Using Custom Normal Maps for Flakes
This method involves creating a specific normal map that simulates the orientation of individual flakes. The “normals” in this map aren’t about surface bumps but about the tiny reflective planes of the flakes themselves.
- Create a Flake Normal Map:
- Generate a highly detailed normal map with a very fine noise pattern. This can be done procedurally in software like Substance Designer, or even using specialized flake generation tools.
- The normals should be oriented randomly, giving the impression of flakes reflecting light at various angles.
- Consider generating multiple flake normal maps with different scales and blending them for more variation.
- Blend Flake Normals with Base Normals:
- In the Unreal Engine material editor, use a ‘BlendAngleCorrectedNormals’ node to combine your base paint normal map (if any) with your flake normal map. This ensures proper light interaction.
- The strength of the flake normals can be controlled with a scalar parameter, allowing you to dial in the intensity of the sparkle.
- Driving Flake Visibility with Roughness/Metallic:
- The flakes should become more apparent when viewed at grazing angles and interact strongly with direct light.
- You can drive the ‘Metallic’ input of your base material with a texture that emphasizes the flakes, making them appear more metallic than the surrounding paint.
- Some artists also use a custom roughness map for the flakes, making them slightly smoother (more reflective) than the surrounding binder.
Approach 2: Procedural Flakes with World-Aligned Normals
For even more dynamic and less repetitive flake effects, procedural generation within the shader graph is highly effective.
- World-Aligned Texture/Normal:
- Use ‘WorldPosition’ and a ‘Divide’ node to create a procedural texture coordinate that’s independent of the UVs.
- Feed this into a ‘Perlin Noise’ or ‘Voronoi Noise’ node to generate a base for your flakes.
- Transform this noise into a normal map using derivatives or by sampling multiple noise textures.
- Flake Color and Luminosity:
- For metallic flakes, their color might be neutral or slightly tinted. For pearl flakes, they often exhibit an iridescent shift in color based on the viewing angle.
- You can use a ‘DotProduct’ between the camera vector and the flake normal to drive a subtle color shift, creating a convincing pearlescent or iridescent effect.
- Multiply the output of your flake normal by a small scalar and add it to your overall Normal input. This creates the tiny ‘bumps’ that catch the light.
- Controlling Flake Density and Size:
- Parameters within your noise functions can control the density and size of the perceived flakes.
- Masking textures can be used to vary flake density across different parts of the car or to simulate areas with less flake coverage.
Combining these techniques within your Unreal Engine material editor allows for incredible control over the metallic flake effect, making your PBR automotive paint truly come alive. It’s a delicate balance of noise, normals, and reflection properties that defines true excellence in real-time automotive rendering.
Adding Depth and Subtlety: Scratches, Dust, and Imperfections
While the goal is often “pristine,” true hyper-realism in PBR automotive paint comes from acknowledging the subtle imperfections of the real world. A car that looks too perfect can feel artificial. Adding micro-scratches, dust, fingerprints, and other minor surface variations is crucial for grounding your model in reality. These details interact with light, breaking up perfect reflections and adding visual interest.
Integrating Imperfections into the Shader Graph
Imperfections are best integrated by modifying the primary PBR channels – Roughness, Normal, and sometimes Base Color or Opacity – in a layered fashion within the Unreal Engine material editor.
- Micro-Scratches and Swirl Marks:
- Roughness Variation: Use a texture map (grayscale) containing subtle scratch patterns and blend it additively or multiplicatively with your clear coat roughness. Darker areas on the scratch map will make the clear coat appear rougher, catching more light in reflections.
- Normal Perturbation: A very subtle normal map depicting micro-scratches can be blended with your main normal map. This should be extremely faint; even a slight bump can dramatically affect how light scatters across the surface.
- Anisotropy (Optional): For very specific types of scratches (e.g., from polishing in one direction), you can experiment with anisotropic roughness, though this adds complexity to the clear coat shader.
- Dust and Dirt Accumulation:
- Roughness and Base Color: Dust is typically rougher and opaque. Use a dust mask (e.g., generated with ambient occlusion or curvature maps, or painted manually) to blend in a higher roughness value and a slightly desaturated, light brown/gray base color.
- Normal Impact: Dust layers can also have a very subtle normal map to break up the surface further.
- Opacity/Masking: For thicker dirt, you might even consider blending in a partially opaque layer, especially for dirt accumulation in crevices.
- Water Spots and Fingerprints:
- These are typically localized roughness variations. Use a small texture atlas of water spots or fingerprint smudges.
- Blend these textures with your clear coat roughness using masks, controlling their intensity with a scalar parameter. These should generally be slightly rougher than the pristine clear coat.
The key to realistic imperfections is subtlety. They should be noticeable upon close inspection but not dominate the material. Use blend modes, alpha masks, and ‘Lerp’ nodes extensively in your shader graph to control where and how these effects appear. This level of detail profoundly enhances the believability of your PBR automotive paint, making it feel like a tangible object rather than a perfect render.
Optimization and Performance: Real-Time Rendering Considerations
Creating a highly detailed, layered car paint shader can quickly become a performance bottleneck in real-time automotive rendering. While Unreal Engine 5 is incredibly powerful, even the best engine can be bogged down by inefficient materials. Striking a balance between visual fidelity and optimal frame rates is crucial, especially for game assets or complex cinematic scenes. Optimizing your Unreal Engine material editor creations is an art form in itself.
Strategies for Leaner, Faster Shaders
Complex shaders, especially those with multiple texture samples, numerous mathematical operations, and extensive blending, directly impact shader instruction count and render time. Here’s how to keep your materials performant:
- Material Functions and Custom Nodes:
- Encapsulate reusable logic (like your metallic flake effect or a custom clear coat blend) into Material Functions. This cleans up your main material graph and allows for easier maintenance and reuse.
- For very specific, performance-critical calculations, consider using ‘Custom’ nodes in the shader graph to write HLSL code directly. This can sometimes be more efficient than a large network of basic nodes.
- Texture Packing:
- Instead of using separate grayscale textures for roughness, metallic, and ambient occlusion, pack them into the red, green, and blue channels of a single texture. This saves texture memory and reduces texture fetches.
- For example, you might pack Roughness into R, Metallic into G, and AO into B.
- Static Switches and Feature Levels:
- Use ‘Static Switch Parameters’ to toggle expensive features (e.g., advanced flake effects, additional clear coat layers) on or off. This allows you to create a single material that can be optimized for different quality settings or platforms.
- You can also leverage ‘Feature Level Switch’ nodes to provide simpler material versions for lower-end hardware, automatically reducing the complexity of your PBR automotive paint.
- Material Instances:
- Always create ‘Material Instances’ from your master material. This allows you to change parameters (colors, roughness values, flake intensity) without recompiling the shader, saving significant iteration time and runtime performance.
- If you need multiple variations of car paint, use material instances derived from a single robust master material. This ensures efficient draw calls.
- Shader Complexity and Profiling:
- Regularly use Unreal Engine’s shader complexity viewmode (Ctrl+Shift+Comma > Optimization Viewmodes > Shader Complexity) to identify expensive parts of your material. Aim for green or blue areas.
- Utilize the ‘Stat GPU’ command or the ‘GPU Visualizer’ (Ctrl+Shift+Alt+Comma) to profile render times and identify specific material passes that are taking too long. This is essential for fine-tuning your clear coat shader and flake effects.
- LODs for Materials:
- For objects that will be viewed at a distance, consider using simpler material versions on lower Levels of Detail (LODs) of your mesh. This means your high-fidelity PBR automotive paint with intricate flakes is only rendered when it matters most.
Optimizing your car paint shaders is an ongoing process of balancing visual impact with performance budgets. By adopting these strategies, you can ensure that your stunning real-time automotive rendering remains smooth and responsive, whether for a game or a high-fidelity visualization. For game developers needing optimized, high-quality vehicle assets that are already performance-conscious, 88cars3d.com offers a range of models designed for efficiency.
Lighting and Post-Processing: The Final Polish
Even the most meticulously crafted PBR automotive paint shader won’t look its best without proper lighting and post-processing. Light is what reveals the properties of your material, highlighting its reflections, depth, and the intricate metallic flake effect. Post-processing then adds the final cinematic sheen, enhancing realism and mood. This is where your real-time automotive rendering truly comes to life.
Illuminating Your Masterpiece in Unreal Engine 5
- High Dynamic Range Image (HDRI) Sky Light:
- An HDRI is indispensable for realistic automotive lighting. It provides coherent, high-quality environmental reflections that truly make the clear coat shader pop.
- Use a ‘Sky Light’ set to ‘Source Type: Specified Cubemap’ and assign a high-resolution outdoor HDRI. Ensure ‘Lower Hemisphere is Black’ is unchecked for full environmental contribution.
- Rotate the HDRI and adjust its intensity to find the most flattering angles and highlights for your vehicle.
- Directional Light (Sun):
- A ‘Directional Light’ simulates the sun, providing strong shadows and direct illumination. This light is crucial for creating sharp specular highlights on the clear coat and making the metallic flakes sparkle.
- Adjust its angle and intensity to complement your HDRI. Consider using ‘Source Angle’ to soften or sharpen shadows, affecting environmental reflections as well.
- Reflection Captures (Sphere/Box):
- While the Sky Light provides distant reflections, ‘Sphere Reflection Capture’ and ‘Box Reflection Capture’ actors are vital for accurate local reflections, especially on complex surfaces like car bodies.
- Place Sphere Captures around your vehicle, ensuring they encompass the areas where you need precise reflections of nearby objects (e.g., studio walls, ground planes).
- Set ‘Resolution’ high enough to avoid blurry reflections.
- Emissive Materials and Area Lights:
- For studio setups, consider using emissive planes or ‘Rect Lights’ (from the Place Actors panel under Lights) to simulate softbox lighting. These create beautiful, controlled reflections on the car’s surface, enhancing the contours and the reflectivity of your PBR automotive paint.
Enhancing Realism with Post-Processing
The ‘Post Process Volume’ is your final stop for fine-tuning the look of your render. Apply these effects subtly to elevate the perceived realism of your car paint:
- Exposure:
- Adjust ‘Exposure Compensation’ to get the overall brightness just right.
- For consistency, consider locking exposure with ‘Min/Max Brightness’ or using a fixed exposure setting.
- Bloom:
- Bloom softens intensely bright areas and creates a subtle glow around highlights, mimicking how light scatters in the real world. This can significantly enhance the appearance of metallic flakes and sharp clear coat reflections.
- Keep the ‘Intensity’ low to avoid over-blooming and maintain realism.
- Color Grading:
- Use ‘Color Grading’ to adjust the overall mood, contrast, and color balance. You can subtly push colors to a cooler or warmer tone, or increase contrast to make the reflections more punchy.
- Load a custom LUT (Look-Up Table) for specific filmic looks.
- Screen Space Reflections (SSR) / Global Illumination (SSGI or Lumen):
- SSR adds realistic local reflections that interact with the scene geometry. While great for reflections, it has limitations.
- For truly next-gen real-time automotive rendering, leverage Lumen Global Illumination and Reflections. Lumen provides incredibly accurate diffuse and specular bounced light, making the car paint integrate seamlessly into the environment. Ensure Lumen is enabled in Project Settings > Engine > Rendering.
- Vignette and Grain:
- Subtle ‘Vignette’ can draw attention to the center of the frame.
- A touch of ‘Grain’ can give a more photographic or filmic quality, helping to hide minor rendering artifacts and enhance realism.
By meticulously crafting your lighting and post-processing, you provide the perfect stage for your advanced PBR automotive paint shader to shine. These elements are not mere afterthoughts; they are integral to achieving that coveted hyper-realistic look in Unreal Engine 5.
Conclusion: The Art and Science of Automotive Paint in UE5
Achieving hyper-realistic automotive paint in Unreal Engine 5 is a journey that combines a deep understanding of real-world physics with the technical prowess of the Unreal Engine material editor. We’ve cracked the code, moving beyond basic PBR to construct sophisticated layered shaders that truly capture the essence of a premium car finish.
From the foundational principles of Physically Based Rendering (PBR) to the intricate details of the clear coat shader and the mesmerizing metallic flake effect, every step contributes to the final masterpiece. We’ve explored how to build these complex materials using the intuitive shader graph, adding subtle imperfections, and ensuring optimal performance for smooth real-time automotive rendering.
Remember that the perfect paint job also relies on impeccable lighting and carefully tuned post-processing to truly come alive. Experiment, observe real-world cars, and don’t be afraid to push the boundaries of what’s possible in UE5.
Now that you have the knowledge to create stunning automotive paint, it’s time to apply it to exceptional models. Visit 88cars3d.com to explore our collection of high-quality 3D car models, providing the perfect canvas for your hyper-realistic materials. Start rendering your dream vehicles 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
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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
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Toyota Yaris Sedan 3D Model
Texture: Yes
Material: Yes
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Volkswagen Golf R-004 2024 3D Model
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Volkswagen Golf 5 Door 2010 3D Model
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Toyota Premio 2010 3D Model
Texture: Yes
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Toyota Opa 2000 3D Model
Texture: 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
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Toyota Yaris 1999 3D Model
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Toyota Supra 2020 3D Model
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Volkswagen New Beetle 2000 3D Model
Texture: Yes
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Volkswagen Jetta 2005 3D Model
Texture: Yes
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Volkswagen Golf 3-Door 3D Model
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Volvo V70 2005 3D Model
Texture: Yes
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Volkswagen Bora 2004 3D Model
Texture: Yes
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Volkswagen Lupo 3D Model
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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
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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
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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
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
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Mercedes-Benz C230 SportCoupé 2005 3D Model
Texture: Yes
Material: Yes
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Mercedes-Benz SLK 3D Model
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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
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McLaren MP4-12C-001 3D Model
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Mercedes-Benz SLK 350 2005 3D Model
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Mercedes-Benz SL 65 AMG 3D Model
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