Deconstructing Automotive Paint: Layers of Luster
In the world of 3D modeling and rendering, few challenges are as universally recognized as the pursuit of hyper-realistic automotive paint. It’s the critical element that can elevate a good 3D car model to a masterpiece, making it indistinguishable from its real-world counterpart. The subtle glints, the deep reflections, the way light dances across the curves – these are not merely aesthetic details; they are the hallmarks of a truly convincing digital vehicle.
For 3D artists, game developers, and automotive designers, mastering the nuances of automotive paint shaders is essential. It’s about more than just picking a color; it’s about understanding the physics of light interaction with complex layered materials. Achieving that showroom shine or battle-hardened patina requires a deep dive into advanced rendering techniques and a meticulous approach to material creation. This guide will deconstruct the secrets behind photorealistic car paint, equipping you with the knowledge to craft stunning digital automotive assets that captivate.
Deconstructing Automotive Paint: Layers of Luster
Automotive paint isn’t a monolithic surface; it’s a sophisticated system of carefully engineered layers, each contributing to the final look, durability, and depth. Understanding these individual components is the first step toward replicating them accurately in a 3D environment.
The Base Coat: Color and Foundation
At its core, the base coat is primarily responsible for the car’s perceived color. This layer, typically opaque, provides the primary hue. In a 3D shader, this translates to the diffuse color. However, even a solid, non-metallic base coat has subtle characteristics. It might have a slight satin finish before the clear coat is applied, or a very fine grain that contributes to its overall texture.
When creating this layer, consider the color temperature and saturation carefully. Real-world car paints often have specific nuances, for instance, a rich red might lean slightly orange or blue depending on the manufacturer. Accurate color matching from reference images is paramount, adjusting for how light will interact with the subsequent layers.
The Metallic/Pearlescent Layer: The Sparkle
This is where the magic truly begins for many car paints. Sandwiched between the base coat and the clear coat, the metallic or pearlescent layer is responsible for the captivating sparkle and color shift that makes automotive finishes so dynamic. This effect is generated by microscopic flakes – either metallic pigments (aluminum, mica) or pearlescent pigments (specialized mica flakes coated with titanium dioxide or iron oxide) – suspended within a binder.
The orientation and size of these flakes are crucial. Metallic flakes tend to lie relatively flat, reflecting light directionally and creating the characteristic “sparkle” or “flop” effect where the color intensity changes with viewing angle. Pearlescent flakes, on the other hand, often introduce a subtle rainbow or multi-color shift, giving a deeper, sometimes iridescent quality. Replicating the metallic flake effect accurately is one of the most challenging, yet rewarding, aspects of automotive paint shaders.
The Clear Coat: Depth and Protection
The top-most layer, the clear coat layer, is arguably the most critical for visual fidelity. This transparent, highly reflective layer provides the deep gloss, protects the underlying paint from UV radiation and scratches, and gives automotive finishes their signature wet look. In 3D, this translates to a dominant specular lobe with high reflectivity and often a distinct anisotropic reflection.
The clear coat’s properties dictate much of the paint’s overall appearance. Its roughness determines how sharp or diffused reflections appear. A perfectly smooth clear coat will produce mirror-like reflections, while a slightly rougher one (due to micro-scratches or wax) will soften them. The thickness of this layer, while not physically simulated as depth in most shaders, contributes to the visual perception of depth and refraction of light passing through it. For true realism, simulating subtle surface imperfections on the clear coat is vital.
The Science of Realism: Physically Based Rendering (PBR) in Detail
Achieving hyper-realistic automotive paint relies heavily on Physically Based Rendering (PBR) principles. PBR materials are designed to react to light in a way that mimics real-world physics, making them incredibly robust across various lighting conditions. This is a fundamental shift from older, artistic-driven shader models, providing consistency and accuracy.
PBR Fundamentals for Automotive Materials
At its core, PBR defines how materials interact with light based on physical properties rather than subjective artistic choices. For automotive paint, key PBR parameters include:
- Albedo/Base Color: This defines the fundamental color of the diffuse reflection, representing the base coat.
- Metallic: A binary or gradient value indicating whether a material is metallic or dielectric. Car paint is dielectric (non-metallic) for its base and clear coat, but the metallic flakes within the paint are indeed metallic, requiring a hybrid approach or layered shader.
- Roughness/Glossiness: Controls the sharpness of reflections. Low roughness (high glossiness) means sharp, mirror-like reflections, crucial for the clear coat.
- Specular/F0: Defines the intensity of reflections at normal incidence (facing directly at the surface). For dielectrics like clear coats, this is typically around 0.04 (4% reflectivity).
- Normal Map: Provides surface detail at a microscopic level, essential for simulating the metallic flakes and subtle clear coat imperfections.
Understanding how these parameters influence light interaction is paramount. The clear coat, for instance, is a dielectric material with very low roughness, leading to strong, sharp reflections. The underlying base coat, especially with metallic flakes, combines diffuse color with directional reflectivity.
Mastering Anisotropic Shading for Perfect Reflections
One of the most distinguishing characteristics of automotive paint, especially on curved surfaces, is its Anisotropic shading. Anisotropy refers to the directional dependence of reflections. Instead of reflecting light uniformly in all directions (isotropic), anisotropic surfaces reflect light along specific directions, often stretching highlights along the tangent of the surface’s flow.
This effect is most noticeable on brushed metals or, in the case of car paint, due to the microscopic alignment of metallic flakes and the slight directional texture imparted by the paint application process. For vehicle surfaces, anisotropic reflections tend to stretch along the direction of the car’s body panels, following the tangent flow of the curves. This is especially visible on highly polished surfaces or areas where clear coat imperfections might create micro-grooves.
To implement anisotropic shading in your 3D software:
- Enable Anisotropy: Most advanced PBR shaders offer an anisotropy parameter.
- Control Direction: You’ll typically need to provide an anisotropic direction map (tangent map) or set a scalar value for rotation. This map defines the direction along which the reflections stretch. It often aligns with the UV tangents of your model, particularly along the direction of the body panels.
- Adjust Amount: An “anisotropy amount” or “intensity” slider controls how much the reflections are stretched.
Experimentation with these values is key. A subtle application of anisotropy can significantly enhance the perceived realism and depth of the automotive finish, making reflections appear much more organic and physically plausible. This is a crucial detail that separates good car paint from truly exceptional renders.
Roughness, Specularity, and Fresnel
Beyond anisotropy, a deep understanding of roughness, specularity, and the Fresnel effect is crucial for convincing car paint. The clear coat layer is largely defined by these parameters.
- Roughness: This parameter dictates the blurriness of reflections. A low roughness value (close to 0) yields sharp, mirror-like reflections, typical of a freshly waxed car. As roughness increases, reflections become progressively blurrier, simulating dust, grime, or a less polished surface. Using a texture map for roughness can introduce subtle variations, making the surface look more organic.
- Specularity (F0): For dielectric materials like car paint’s clear coat, the F0 value (reflectivity at 0-degree angle of incidence) is typically fixed around 0.04 or 4%. This means that when looking straight at the surface, 4% of the light is reflected, and the rest is refracted or absorbed.
- Fresnel Effect: This natural phenomenon describes how reflectivity increases as the viewing angle becomes more glancing (closer to 90 degrees). You’ll notice that reflections are strongest when looking at a car’s surface at a shallow angle, such as along the roofline or hood edges, and weaker when looking directly down at a flat panel. PBR shaders inherently calculate the Fresnel effect, but understanding its impact helps in evaluating your material’s realism. It adds significant depth and realism to the clear coat layer.
Crafting the Flake: Simulating Metallic and Pearlescent Effects
The sparkling allure of metallic and pearlescent paints is largely due to the microscopic flakes embedded within the paint. Replicating this metallic flake effect convincingly is a common hurdle for many 3D artists. There are several approaches, ranging from simple texture-based methods to complex procedural techniques.
Traditional Approaches: Noise and Normals
The simplest method involves using a noise texture to drive micro-normals or even a displacement map. This can approximate the irregular surface caused by the flakes, breaking up reflections into tiny specular points.
- Noise-driven Normal Maps: Apply a fine-grained noise texture (like Voronoi or Perlin noise) to generate a normal map. This normal map is then blended with the car’s overall normal map. The effect is that tiny, randomly oriented bumps are created, which scatter light and create a ‘sparkle’ when highlighted. The challenge here is making the flakes appear like actual reflective particles rather than just surface roughness.
- Micro-Displacement: Similar to normal maps, but with actual geometry displacement. While more computationally expensive, it can yield more accurate light scattering for close-up shots. However, for general use, normal maps are preferred for performance.
While these methods can give a basic sparkle, they often lack the convincing directional reflectivity and color shift of true metallic or pearlescent flakes. They mostly simulate the *roughness* caused by flakes, not their individual reflective properties.
Advanced Techniques: Procedural Flakes and Micro-Normals
For truly convincing metallic and pearlescent effects, more advanced procedural methods are often employed, especially within shader graphs.
- Layered Shaders: The most robust approach is to build a layered shader. You’ll have your base coat, then a separate layer for the flakes, and finally the clear coat. The flake layer is often an anisotropic material with very fine-grained procedural noise or texture maps driving its normal. The key is to make this flake layer semi-transparent and blend it appropriately.
- Procedural Flake Generation: This involves creating a function within your shader that generates the flakes. This might use:
- Random Dots/Discs: Generating a random distribution of small, highly reflective anisotropic discs or squares, each with a slightly randomized normal orientation. This can be achieved by using Voronoi noise to define cell centers, then generating a small reflective primitive at each center.
- Texture Bombs: Using a small, tileable texture of a single flake, then ‘bombing’ it across the surface at random positions and rotations. This offers more artistic control over flake appearance.
- Anisotropic Microfacets: Rather than individual flakes, some advanced shaders simulate a field of tiny, randomly oriented anisotropic microfacets, each contributing a tiny specular highlight. This can be driven by a high-frequency noise map influencing normal perturbation and anisotropy direction.
- Color Shifting for Pearlescent: For pearlescent effects, the flake layer’s color might shift based on the viewing angle or light angle. This can be achieved with a fresnel node driving a color ramp or by manipulating the spectral response based on angle.
These advanced techniques provide a much greater sense of depth and dynamic response to light, crucial for high-quality automotive visualization.
Controlling Flake Density, Size, and Orientation
Regardless of the method chosen, artistic control over the flakes is paramount:
- Density: How many flakes are visible per unit area. Higher density creates a more uniform metallic sheen, lower density shows individual sparkles.
- Size: The perceived size of each individual flake. Larger flakes give a coarser, more dramatic sparkle, while smaller flakes result in a finer, almost glittery finish.
- Orientation: While often randomized, some paints might have a slight directional bias in flake orientation due to application methods. This can be subtly controlled by influencing the normal direction of the generated flakes.
- Color: The color of the flakes themselves. Metallic flakes are often silver/grey, but pearlescent flakes can have their own distinct color or color-shifting properties.
- Reflectivity/Roughness: The flakes themselves should be highly reflective and can have their own roughness value, separate from the clear coat.
Fine-tuning these parameters is what ultimately sells the realism of the metallic or pearlescent effect. It’s an iterative process of rendering and adjusting.
Building Production-Ready Shaders: Engine-Specific Strategies
While the principles of automotive paint remain consistent, their implementation varies across different rendering engines. Whether you’re aiming for offline ray-traced realism or optimized real-time rendering, understanding engine-specific tools and workflows is crucial.
V-Ray and Arnold: Node-Based Precision for Offline Rendering
For high-fidelity, production-quality offline renders, engines like V-Ray and Arnold (and Redshift, Octane, Corona, etc.) offer powerful node-based shader editors. These allow for intricate layering and precise control over every aspect of the material.
- Layered Shaders: Both V-Ray and Arnold provide specific “layered material” or “mix material” nodes. This is the ideal way to construct car paint, stacking materials like:
- Base Layer: A diffuse material representing the base coat color.
- Metallic Flake Layer: A specialized material or a custom setup using noise and normal maps to simulate flakes. This layer often uses an anisotropic shader or a highly specular shader with controlled micro-normals. Its opacity or contribution is carefully blended.
- Clear Coat Layer: A highly reflective, low-roughness dielectric material (e.g., V-Ray Blend Material, Arnold Standard Surface with high transmission and specularity, or a dedicated clear coat shader if available). This layer sits on top and blends additively.
- Custom Nodes and Utilities: Utilize procedural textures (noise, cellular, etc.) to drive flake generation and roughness variations. Math nodes are essential for blending and controlling parameters based on viewing angles (like Fresnel for a custom clear coat).
- Anisotropy Mapping: Ensure your UVs are clean and aligned with the car’s body panels for proper anisotropic reflection mapping. You may need to generate custom tangent maps.
The flexibility of node-based shader graphs in these engines allows for incredibly detailed and physically accurate automotive paint materials, perfect for advertising, film, and high-end automotive visualization projects.
Unreal Engine and Unity: Optimizing for Real-Time Rendering
When it comes to real-time rendering in game engines like Unreal Engine or Unity, performance is as critical as visual fidelity. While the principles are the same, implementation often requires more optimization and leveraging engine-specific features.
- Unreal Engine Material Editor: Unreal’s node-based material editor is incredibly powerful. You can construct layered materials using “Material Functions” for reusability and “Blend” nodes. For car paint, a common setup involves:
- A base color and roughness for the body.
- A metallic flake effect achieved using a noise texture piped into the normal map input, combined with a dedicated “Clear Coat” input (if available in your Unreal version, e.g., using the “Clear Coat” output of the Standard Shader or a custom shader).
- Unreal’s “Clear Coat” shading model is specifically designed for automotive paint and provides an additional specular lobe. This is a game-changer for performance and realism.
- Custom shader graphs or HLSL for more complex flake generation or unique light interactions.
- Unity Shader Graph / Standard Shader: Unity’s Universal Render Pipeline (URP) and High-Definition Render Pipeline (HDRP) offer robust shader graphs. HDRP, in particular, has a sophisticated “Lit” shader with specific inputs for “Clear Coat,” including clear coat roughness and normal.
- The standard “Lit” shader is a good starting point. You can layer a metallic flake normal map (generated from noise or a texture) onto the base normal.
- For advanced effects, Shader Graph allows you to build custom shaders using a node-based interface, enabling complex calculations for metallic flakes, anisotropy, and custom clear coat behaviors without writing raw shader code.
- For ultimate control and optimization, writing custom HLSL/GLSL shaders is always an option, though it requires advanced programming knowledge.
- Optimization for Real-Time:
- Minimize texture sampling where possible.
- Bake complex procedural effects into textures if they don’t need to be dynamic.
- Leverage engine-specific clear coat features, as they are often highly optimized.
- Keep the instruction count of your shaders low to maintain frame rate.
Balancing visual quality with performance is key in real-time environments, and modern game engines provide excellent tools to achieve stunning digital automotive assets.
Common Pitfalls and Advanced Techniques for Hyper-Realism
Even with the most advanced shaders, achieving truly indistinguishable realism requires attention to detail and a keen eye for common mistakes.
Lighting Sensitivity and HDRI Environments
Automotive paint is incredibly sensitive to lighting. A shader that looks great under one lighting condition might fall flat under another. The key to consistency and realism lies in:
- High Dynamic Range Image (HDRI) Environments: Always use high-quality HDRIs for lighting and reflections. These capture real-world light information, including sky, sun, and surrounding environment, providing accurate reflections and ambient illumination. An HDRI will inherently provide the complex interplay of light and shadow that makes reflections so convincing.
- Physical Light Sources: Supplement HDRIs with physically accurate area lights, spotlights, or directional lights to simulate direct sun or studio lighting. Ensure light temperatures and intensities are realistic.
- Testing: Render your car paint under a variety of HDRIs – sunny exteriors, overcast skies, studio setups, night scenes – to ensure its robustness. This helps identify and correct issues where the paint might look too flat, too reflective, or exhibit incorrect color shifts.
Edge Wear, Dust, and Imperfections
Perfectly clean and pristine car paint can look artificial. Real-world vehicles accumulate subtle imperfections that contribute significantly to their realism.
- Micro-Scratches: Even a new car has micro-scratches on its clear coat. These can be simulated with a subtle noise texture influencing the clear coat’s roughness or normal map. These imperfections subtly break up reflections and add character.
- Dust and Grime: Layering subtle dust and grime effects, especially in crevices and lower areas, can dramatically enhance realism. This often involves blending a darker, rougher material (using curvature maps or ambient occlusion maps as masks) onto the paint.
- Fingerprints/Smudges: For extreme close-ups, even fingerprints can be added as faint, rougher specular areas.
- Edge Wear: For older or stylized vehicles, subtle edge wear can be achieved by blending a different material (e.g., primer or metal) along exposed edges, using curvature or bevel maps as masks.
These subtle imperfections make the surface feel tangible and grounded in reality, moving beyond the sterile perfection of a computer-generated image.
The Importance of Post-Processing
While often overlooked in shader discussions, post-processing can significantly enhance the final look of your automotive renders. It’s the final polish that can make the difference between a good render and a spectacular one.
- Color Grading: Adjusting global color balance, contrast, and saturation.
- Vignette: A subtle darkening towards the edges of the image can draw attention to the car.
- Chromatic Aberration: A very subtle chromatic aberration can mimic real-world lens imperfections, adding to photographic realism.
- Depth of Field (DoF): Blurring the foreground and background focuses the viewer’s eye on the car, making it pop.
- Bloom/Glow: Enhancing bright areas and reflections, especially for headlights or very intense clear coat highlights.
Used judiciously, post-processing can add that final layer of polish, pushing your digital automotive assets into truly hyper-realistic territory. Always aim for subtlety; overdoing post-processing can quickly break realism.
Mastering automotive paint shaders is an art form, blending technical precision with an artist’s eye for detail. It’s about understanding the layered construction of real-world paint, leveraging Physically Based Rendering (PBR) principles, and meticulously crafting every nuance from the base coat to the clear coat. The ability to simulate the dynamic metallic flake effect and the distinctive stretched reflections from Anisotropic shading is what truly separates good 3D car models from hyper-realistic masterpieces.
Whether you’re building complex shader graphs for high-end offline rendering or optimizing for seamless real-time rendering in game engines, the continuous pursuit of realism under varied lighting conditions is the journey. By paying attention to the critical clear coat layer, understanding how to control flake properties, and integrating subtle imperfections, you can create compelling automotive visualization that fools the eye.
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Toyota Aygo 2013 3D Model
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Material: Yes
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Toyota Crown S180 2005 3D Model
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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
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Material: Yes
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Toyota Corolla 2020 3D Model
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Toyota Yaris 2020 3D Model
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Material: Yes
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Volkswagen Beetle 2012 3D Model
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Material: Yes
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Toyota Matrix 2005 3D Model
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Toyota Yaris Sedan 3D Model
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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
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Toyota Opa 2000 3D Model
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Volkswagen Polo 5 Door 2010 3D Model
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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
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Volkswagen Jetta 2005 3D Model
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Volkswagen Golf 3-Door 3D Model
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Volvo V70 2005 3D Model
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Volkswagen Bora 2004 3D Model
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Volkswagen Lupo 3D Model
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Volkswagen Passat B5 2000 3D Model
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Volkswagen Passat CC 3D Model
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Volkswagen Golf V 2006 3D Model
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Volvo S60 R-Design 2024 3D Model
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Volkswagen Passat 2025 3D Model
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Volkswagen Passat Variant B6 2005 3D Model
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Volkswagen Phaeton W12 2004 3D Model
Texture: Yes
Material: Yes
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Volkswagen Scirocco 2015 3D Model
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Volvo S60 2024 3D Model
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Volkswagen Polo 3D Model
Texture: Yes
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Volkswagen Golf 5-Doors 2018 3D Model
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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
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Material: Yes
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Mazda B-Series 3D Model
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Material: Yes
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Mercsedes Benz Z3-006 3D Model
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Material: Yes
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Mazda RX-7 3D Model
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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
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Volkswagen Touran restyle-006 3D Model
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Material: Yes
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Skoda Octavia Scout 3D Model
Texture: 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
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
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Mercedes-Benz E-class Estate S212 2009 3D Model
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Mercedes-Benz 190 W201 3D Model
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Mercedes-Benz C230 SportCoupé 2005 3D Model
Texture: Yes
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Mercedes-Benz SLK 3D Model
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Mercedes 600 SEC W140 1992 3D Model
Texture: Yes
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Mercedes S-Class 2010 3D Model
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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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