Deconstructing Automotive Paint: The Layered Reality
The gleam of a perfectly rendered car can stop viewers in their tracks. It’s a signature of high-quality 3D work, a testament to an artist’s attention to detail. Yet, achieving that elusive, showroom-quality finish for automotive paint goes far beyond simply picking a color and applying a basic reflective material. True photorealistic automotive rendering demands a deep understanding of physics, material science, and advanced shader techniques.
If you’ve ever struggled to make your virtual vehicles look truly authentic, to capture that subtle depth and sparkle, you’re not alone. Generic shaders often fall flat, lacking the complex interplay of light that defines real-world car finishes. The secret lies in deconstructing automotive paint into its fundamental layers and meticulously replicating their unique optical properties in your 3D software.
This comprehensive guide will take you beyond the basics. We’ll explore the intricate world of advanced PBR car paint materials, from the microscopic metallic flakes to the crucial clear coat. We’ll delve into the precise techniques needed to craft a compelling, physically accurate automotive paint shader, optimized for both stunning renders and real-time game environments. To truly appreciate these techniques, starting with a high-quality model is key; resources like 88cars3d.com offer an excellent foundation for your projects.
Deconstructing Automotive Paint: The Layered Reality
Automotive paint isn’t a single, monolithic layer. It’s a sophisticated system, engineered for durability, color, and aesthetic appeal. Understanding this layered structure is the first step toward creating convincing digital replicas. Each layer contributes distinct optical properties that we must replicate in our shaders.
The Primer and Base Coat: Foundation of Color
Beneath everything is the primer, followed by the base coat. The base coat is where the primary color of the vehicle resides. This layer typically exhibits a diffuse (matte) quality, absorbing most light and scattering specific wavelengths to give the car its hue. While it might have a slight inherent gloss, its primary function is to provide the underlying color foundation.
For our PBR car paint materials, the base coat will primarily define the albedo (color) and a very low metallic value, leaning heavily towards a dielectric (non-metal) reflection model. Its roughness will be relatively high, as its shine is largely masked by subsequent layers.
The Metallic Flake Layer: Sparkle and Depth
This is where much of the magic happens for metallic and pearlescent paints. Suspended within a transparent binder above the base coat are tiny, often microscopic, metallic or mica flakes. These flakes are incredibly thin and reflective. When light hits them, it bounces off at various angles, creating a shimmering effect and giving the paint its characteristic depth and sparkle.
The orientation and density of these flakes are critical. A good metallic flake mapping system will account for flake size, density, and even a slight degree of anisotropy, where flakes align with the flow of the paint application. This layer significantly contributes to the overall reflectivity and the visual complexity of the paint under changing light conditions.
The Clear Coat: Protection and Gloss
The outermost layer is the clear coat – a thick, transparent layer of lacquer that protects the base and flake layers from UV radiation, scratches, and environmental damage. Crucially for 3D artists, it’s also responsible for the paint’s deep, mirror-like gloss and high specular reflections.
The clear coat is a dielectric material with a high Index of Refraction (IOR), typically around 1.5-1.55 for automotive finishes. It has very low roughness, creating sharp reflections. Mastering the clear coat shader setup is paramount because it dictates how light interacts with the entire paint surface, from sharp environmental reflections to subtle highlights on the car’s curves. It acts as a transparent, protective shell, enhancing the perceived depth of the layers beneath.
PBR Foundations for Automotive Paint Materials
Physically Based Rendering (PBR) is the cornerstone of modern photorealistic automotive rendering. It simulates how light behaves in the real world, ensuring that materials look consistent and correct under any lighting condition. For automotive paint, PBR principles are not just beneficial; they are essential.
Understanding Fresnel and Reflectivity
The Fresnel effect describes how the reflectivity of a surface changes based on the angle at which light hits it. For dielectrics (like our clear coat), surfaces are less reflective when viewed head-on and become significantly more reflective at grazing (shallow) angles. Think of looking at a puddle straight down versus looking across it – the latter shows a clearer reflection of the sky.
This effect is absolutely critical for a realistic clear coat shader setup. Without accurate Fresnel, your paint will either look uniformly shiny or dull, failing to capture the dynamic interplay of light and reflection that makes real car paint so captivating. PBR shaders handle this automatically, but understanding its underlying physics helps in tweaking parameters and diagnosing issues.
Microfacet Reflection Models and Roughness
Most real-world surfaces aren’t perfectly smooth. They have microscopic imperfections that scatter light. PBR uses microfacet models to simulate this. A rougher surface scatters light in more directions, resulting in blurry, spread-out reflections, while a smoother surface scatters light in a more concentrated direction, leading to sharper reflections.
For automotive paint, particularly the clear coat, we typically aim for very low roughness values to achieve that highly polished, mirror-like finish. However, subtle variations in roughness, perhaps from dust or fine scratches, can add an extra layer of realism. The underlying base coat and flake layers might have slightly different roughness properties, contributing to the overall complexity of the PBR car paint materials.
The Power of Anisotropy
Anisotropy is a phenomenon where the reflectivity of a surface varies depending on the direction of light. It’s commonly seen on brushed metals, where microscopic grooves cause highlights to stretch in a particular direction. For automotive paint, anisotropic reflections are incredibly important, particularly when simulating metallic or pearlescent flakes.
These flakes, being flat and oriented in specific ways, can cause reflections to stretch or “streak” in a subtle, yet noticeable pattern. A sophisticated car paint shader will incorporate anisotropy, allowing you to control the direction and strength of this effect. It adds another layer of visual interest and physical accuracy, making the paint truly come alive as the camera moves around the vehicle. This is especially true for custom or high-end finishes where flake orientation is carefully controlled.
Advanced Shader Graph Techniques for Car Paint
Now, let’s translate these theoretical concepts into practical application using shader graphs or node-based material editors found in most modern 3D software. Building a complex automotive paint shader is often about layering and blending different material properties.
Building a Multi-Layered Material Stack
The most effective approach for automotive paint is to build a layered shader. This mimics the real-world construction of paint. You’ll typically have:
- Base Coat Layer: This is your primary color, often a diffuse component with some slight, broad specular reflection.
- Flake Layer: A transparent layer containing the metallic or pearlescent flakes. This layer primarily contributes specular reflection, often with high anisotropy and distinct color properties.
- Clear Coat Layer: The outermost, highly reflective, and transparent layer that encompasses everything beneath it. This is typically a very smooth dielectric PBR material with an accurate IOR and Fresnel.
Using shader graph techniques, you can blend these layers using mix nodes, adding individual properties like roughness, normal maps, and metallic values to each. The clear coat usually acts as the top layer, taking reflections and refractions from the underlying layers.
Implementing Realistic Metallic Flakes
Achieving realistic metallic flakes requires careful execution. Here are some methods:
- Procedural Flakes: Many shader graphs allow for procedural noise patterns to simulate flakes. You can generate a cellular noise or Voronoi texture, then use it as a mask to introduce tiny, highly reflective (and often anisotropic) microfacets. This allows for infinite variations without texture memory overhead.
- Texture-Based Flakes: You can create or acquire texture maps that define the size, density, and even orientation of flakes. These textures are then used to drive the metallic and roughness inputs for the flake layer.
- Anisotropic Flake Orientation: Connect a texture or procedural noise to an anisotropic direction input, ensuring the flakes’ reflections stretch in varying directions, mimicking natural paint application. This is a crucial element of sophisticated metallic flake mapping.
Experiment with flake size and density. Too large or too dense, and they can look pixelated or noisy. Too small, and they lose their impact. The color of the flakes can also vary from the base coat, adding another dimension of visual interest.
Crafting the Perfect Clear Coat
The clear coat shader setup is arguably the most critical component. It should exhibit:
- High Specularity and Low Roughness: This creates the sharp, mirror-like reflections characteristic of polished car paint.
- Accurate IOR: Use an Index of Refraction (IOR) value around 1.5-1.55 for plastic/lacquer. This dictates the strength of the Fresnel effect.
- Slight Absorption/Tint (Optional): Real clear coats can have a very subtle tint or absorb minimal light. This can be simulated with a very faint color in the transmission/absorption channels, though often it’s not strictly necessary.
- Subtle Imperfections: Even the most pristine car paint has micro-scratches, dust, or orange peel texture. Introducing a very subtle normal map or roughness map with fine noise can break up perfectly uniform reflections and add realism. This ensures your PBR car paint materials don’t look too “perfect” or artificial.
Many modern renderers and game engines offer dedicated “clear coat” options in their standard PBR shaders, which simplify this process by stacking an additional dielectric reflection lobe on top of the base material.
Practical Application: Software & Game Engine Implementation
The principles we’ve discussed apply universally, but the specific implementation varies across different 3D software and game engines. Here, we’ll touch upon strategies for common platforms.
Blender and Maya: Renderer-Specific Approaches
In Blender, both Cycles (path tracer) and Eevee (real-time renderer) offer powerful node-based shader editors. For Cycles, you’d typically use the Principled BSDF shader, which includes dedicated inputs for a “Clearcoat” layer and “Metallic” properties. You can stack these or build more complex setups with mix shaders. For example, a texture for metallic flake mapping would go into a custom metallic or emission input, influencing a separate reflective layer.
Maya, particularly with Arnold Renderer, also provides highly capable node-based materials. The aiStandardSurface shader is an excellent starting point, featuring comprehensive parameters for metallic, roughness, and clear coat layers. You can pipe in complex procedural networks or textures to drive anisotropic reflections for the flake layer, or fine-tune the clear coat shader setup with precise IOR and roughness values.
Both software packages allow for intricate shader graph techniques to layer different components of the paint, giving artists immense control over every detail.
Unreal Engine: Material Editor Mastery
Unreal Engine’s Material Editor is exceptionally powerful for creating advanced PBR car paint materials, especially for photorealistic automotive rendering in real-time. Unreal’s PBR workflow is highly optimized, and you can leverage features like:
- Clear Coat Function: Unreal has a dedicated “Clear Coat” input that efficiently adds an additional specular lobe over your base material, perfect for our clear coat layer.
- Layered Materials: You can create complex layered materials by blending multiple material functions, allowing you to build the base coat, flake layer, and clear coat as separate components and then stack them.
- Custom Nodes and Shading Models: For truly unique flake effects or anisotropic patterns, you might explore custom expression nodes or even custom shading models, though this requires deeper technical knowledge.
When working in Unreal, keep game engine optimization in mind. While visual fidelity is key, balancing shader instruction count and texture fetches is crucial for smooth real-time performance.
Unity: HDRP and URP for Performance
Unity, especially with its High-Definition Render Pipeline (HDRP) and Universal Render Pipeline (URP), offers robust tools for creating advanced materials. The Shader Graph in Unity is a visual node-based editor that allows you to construct sophisticated shaders without writing a single line of code. This is where you’ll implement most of your shader graph techniques.
- HDRP Lit Shader: The Lit shader in HDRP is a prime candidate, providing options for clear coat, metallic, and comprehensive PBR parameters. You can drive these with complex texture maps or procedural effects for metallic flake mapping.
- URP Shader Graph: For URP, you’ll use the Shader Graph to build custom shaders. Here, you’ll explicitly define each layer (base, flake, clear) and blend them, ensuring careful consideration for game engine optimization due to URP’s focus on scalability across platforms.
Both pipelines require careful consideration of material complexity versus performance. For high-quality vehicle models, like those found on 88cars3d.com, these advanced material setups can truly shine in real-time environments.
Lighting, Environment, and Post-Processing for Impact
A phenomenal paint shader means little without equally compelling lighting and environment. How light interacts with your PBR car paint materials is what ultimately sells the illusion of realism.
HDRI and Image-Based Lighting (IBL)
High Dynamic Range Images (HDRIs) are indispensable for photorealistic automotive rendering. They provide realistic environmental lighting and, critically, high-fidelity reflections. The reflections of a detailed environment (skylines, trees, studios) on a glossy clear coat are a primary driver of visual realism. Use a high-resolution, professional HDRI that complements your vehicle and scene.
IBL ensures that your anisotropic reflections and overall clear coat shine accurately reflect the surrounding world, giving the vehicle an authentic sense of place.
Strategic Lighting for Depth and Sheen
Beyond global illumination from HDRIs, strategic placement of additional lights can dramatically enhance the perception of depth and the unique qualities of your car paint:
- Key Lights: Primary light source, illuminating the main forms and bringing out the paint’s primary color and reflections.
- Fill Lights: Soften shadows and reveal details in less illuminated areas.
- Rim Lights/Backlights: Placed behind and to the side, these lights create stunning highlights along the edges and curves of the car, emphasizing its silhouette and showing off the precise clear coat shader setup. They are particularly effective at highlighting the subtle glint of metallic flakes and the strong Fresnel reflections at grazing angles.
Experiment with different light colors and intensities to evoke various moods and truly showcase the dynamic nature of your advanced car paint.
Post-Processing Touches
Post-processing is the final polish that can elevate your render from good to outstanding:
- Tone Mapping: Crucial for converting the high dynamic range of your render into an aesthetically pleasing output.
- Color Grading: Adjusting hues, saturation, and contrast to achieve a cinematic look or match a specific brand aesthetic.
- Bloom/Glow: Judicious use of bloom can enhance the perceived intensity of bright reflections and highlights, making the paint feel more vibrant, but use sparingly to avoid over-softening the image.
- Chromatic Aberration: A very subtle amount can mimic lens imperfections, adding another layer of realism to photorealistic automotive rendering.
- Vignette: A subtle darkening towards the edges can help focus the viewer’s eye on the vehicle.
These effects should be applied subtly to enhance realism, not distract from it.
Optimizing for Performance and Real-Time Applications
While visual fidelity is paramount, especially for high-end renders, it’s equally important to consider performance, particularly for game development and interactive experiences. Complex shaders can be expensive.
Streamlining Shader Complexity
Every node, texture sample, and mathematical operation in your shader graph adds to the instruction count, which directly impacts render time. For game engine optimization:
- Simplify Where Possible: Can certain calculations be baked into textures? Can you use simpler approximations for distant objects?
- Texture Atlases: Combine multiple smaller textures into one larger atlas to reduce draw calls.
- Conditional Logic: Use branch nodes in your shader graph techniques to disable complex calculations if certain conditions (e.g., specific graphics settings or distance from camera) are met.
- Profile Your Shader: Most engines provide tools to analyze shader performance. Use these to identify bottlenecks.
The goal is to achieve the best possible visual quality while keeping the shader performant enough for its intended application.
Texture Resolution and UV Mapping
High-resolution textures for normal, roughness, and metallic flake maps are vital for close-up shots and high-quality renders. However, they consume significant memory. Balance resolution with viewing distance. For a car in a game, you might use 4K or 8K textures for the main body, but lower resolutions for less prominent parts.
Effective UV mapping is also crucial. Ensure there’s no stretching or overlapping that would distort your metallic flake mapping or other texture details. Overlapping UVs, while saving texture space, can create visible tiling artifacts if not handled carefully.
LODs and Distant View Optimization
Level of Detail (LOD) is indispensable for game engine optimization. As a vehicle moves further from the camera, it needs progressively simpler shaders and lower-resolution textures. Your most complex PBR car paint materials with detailed clear coat shader setup and metallic flakes are only necessary for close-up views. For distant LODs, you can:
- Simplify the shader graph, removing flake layers or reducing the complexity of the clear coat.
- Use baked reflection maps instead of real-time reflections.
- Reduce texture resolutions.
This tiered approach ensures that your game runs smoothly without sacrificing visual fidelity where it matters most for photorealistic automotive rendering.
Conclusion
Mastering photorealistic automotive rendering is a journey that moves far beyond basic shaders. It requires a fundamental understanding of how real-world automotive paint is constructed and how light interacts with its intricate layers. By deconstructing the base coat, metallic flake, and clear coat, and meticulously replicating their properties using PBR principles, accurate Fresnel, microfacet models, and anisotropic reflections, you can elevate your 3D vehicles to a new level of realism.
Whether you’re employing advanced shader graph techniques in Blender or Maya, optimizing PBR car paint materials for real-time performance in Unreal Engine or Unity, or finessing your scene with thoughtful lighting and post-processing, every detail contributes to the final impact. Remember that attention to the subtle nuances – from flake density to clear coat imperfections – is what distinguishes truly exceptional work.
Don’t be afraid to experiment and push the boundaries of your material creation. Practice is key, and starting with highly detailed, optimized models can make a significant difference in your results. For an excellent foundation to apply these advanced techniques, explore the high-quality vehicle models available at 88cars3d.com. Take these insights, apply them, and watch your automotive renders transition from good to breathtaking. Your next masterpiece awaits!
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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
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
Material: 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
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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Material: Yes
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Mercedes-Benz C230 SportCoupé 2005 3D Model
Texture: Yes
Material: Yes
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Mercedes-Benz SLK 3D Model
Texture: Yes
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