The gleam of a perfectly rendered car is a sight to behold. It’s a testament to the artist’s skill, the power of the engine, and the intricate dance between light and surface. Yet, achieving truly photorealistic automotive paint and reflections remains one of the most challenging aspects of 3D rendering. The complex interaction of multiple layers – base color, metallic flakes, and a pristine clear coat – demands a deep understanding of physically based rendering (PBR) principles and advanced material setups.
Unreal Engine 5, with its cutting-edge features like Lumen, Nanite, and hardware-accelerated ray tracing, provides an unprecedented toolkit for reaching these levels of visual fidelity in real time. This guide will walk you through the essential steps, from understanding the physics of automotive finishes to building a sophisticated car paint shader Unreal Engine 5, optimizing your scene for stunning reflections, and mastering HDRI lighting automotive environments. Prepare to unlock a new dimension of realism for your vehicle renders.
Whether you’re an automotive designer showcasing a new concept, a game developer pushing visual boundaries, or a 3D artist striving for perfection, mastering these techniques will elevate your work significantly. For those looking to apply these advanced shaders to top-tier models, remember that 88cars3d.com offers an extensive collection of high-quality 3D car models, ready to be brought to life with photorealistic materials.
Deconstructing Automotive Paint: The Physics of Photorealism
Before diving into Unreal Engine 5, it’s crucial to understand the fundamental layers that make up real-world car paint. Automotive finishes are not a single solid color; they are a multi-layered system, each contributing to the final appearance. This layered approach is key to developing a convincing Physically Based Rendering car material.
The Base Coat: Color and Opacity
The base coat is the primary layer that gives the car its core color. This is where your reds, blues, silvers, or blacks are defined. In a PBR workflow, the base coat is typically represented by the ‘Base Color’ input in your material. While it contributes to the overall reflectivity, its main role is to provide the underlying hue. Its roughness and metallic properties are usually minimal or non-existent in this layer, as they are largely overridden by subsequent layers.
Metallic Flakes: The Sparkle Beneath the Surface
Many modern car paints incorporate metallic or pearlescent flakes suspended within a transparent binder layer above the base coat. These tiny particles are responsible for the paint’s characteristic sparkle and shift in color depending on the viewing angle. They scatter and reflect light, giving the paint depth and dynamism. Simulating this effect requires clever use of normal maps, roughness maps, and sometimes custom material functions to control their size, density, and reflectivity.
The flakes themselves are highly metallic and reflective, but their effect is diffused by the transparent medium they are suspended in. Replicating this involves making a part of the material highly metallic and reflective, but with a specific normal map that breaks up the reflections into tiny points, mimicking individual flakes. The illusion is achieved by blending this flake layer with the base color before the clear coat is applied.
The Essential Clear Coat Layer
The clear coat is arguably the most critical component for achieving photorealistic car paint. It’s a thick, transparent, high-gloss layer applied over the base coat and metallic flakes. Its purpose is twofold: protection and aesthetic. Aesthetically, it provides the deep, wet look and the sharp, mirror-like reflections that cars are famous for. Physically, it’s a dielectric layer with a high specular value (usually around 0.5 for non-metals) and a very low roughness, which allows it to reflect the environment like a mirror.
Unreal Engine 5 has a dedicated ‘Clear Coat’ input on its default material node, which simplifies this process significantly. Understanding how to leverage this input, along with its ‘Clear Coat Roughness’ and ‘Clear Coat Normal’ counterparts, is paramount for a convincing clear coat shader.
Building Your Master Car Paint Shader in Unreal Engine 5
Now that we understand the layers, let’s construct an advanced automotive material setup UE5. We’ll start with the basics and progressively add complexity to achieve a truly stunning finish. This will involve using a combination of standard material inputs and custom material functions.
Core Material Inputs: Base Color, Metallic, Roughness, Specular
Every PBR material starts with these fundamental inputs. For our car paint, these will primarily define the underlying properties before we introduce the clear coat and flakes.
- Base Color: Connect a texture map or a color parameter here for the primary paint color. Consider using a ‘Linear Color’ parameter for easy color adjustments.
- Metallic: For the base paint, this should generally be 0 (non-metallic), as the metallic flakes will be handled separately.
- Roughness: Keep this relatively low for a glossy finish, but not zero. Real-world surfaces always have some micro-roughness.
- Specular: For non-metals (dielectrics), this is typically set to 0.5. The clear coat will manage the primary specular reflections.
Crafting the Flake Effect: Using Noise and Normal Maps
To simulate metallic flakes, we need to generate a pattern of small, reflective points. This is often achieved by distorting a normal map and blending it with a metallic property.
- Noise Texture: Start with a ‘Noise’ texture node (e.g., a simple Perlin noise or a custom flake normal map). Scale it down significantly to get tiny details.
- Flake Metallic: Multiply this noise texture by a ‘Metallic’ value (e.g., 1.0) and use it to drive the metallic property of your flakes.
- Flake Normal: Use another noise texture or a dedicated flake normal map. You might want to remap the normal values (e.g., using ‘Transform’ nodes from tangent to world space) and combine them with the clear coat normal later.
- Blending: The key is to blend this flake effect (metallic and normal) with the base paint layer before sending it to the Clear Coat inputs. A ‘Lerp’ (Linear Interpolate) node can be used to blend between the base paint’s properties and the flake properties based on a mask or a parameter.
This approach allows for a customizable car paint shader Unreal Engine 5, giving you control over the density, size, and intensity of the metallic flakes.
Material Functions for Reusability: Creating a Modular Setup
For complex materials like car paint, using Material Functions is a game-changer. They encapsulate parts of your material graph into reusable nodes, making your master material cleaner and easier to manage. You can create a ‘MF_CarPaintFlakes’ function that takes in parameters like flake scale, density, and color, and outputs a combined normal map, metallic value, and roughness value.
This modularity is essential for any advanced automotive material setup UE5, especially when you need to create multiple paint variations without rebuilding the entire shader from scratch. It also promotes consistency across different models from sources like 88cars3d.com.
Layered Material Setup: The Clear Coat Imperative
Unreal Engine 5’s dedicated Clear Coat input simplifies the process of achieving that distinct automotive sheen. This feature models a second, physically accurate specular lobe, simulating the transparent layer over the base paint.
Enabling and Configuring Clear Coat
To activate the clear coat:
- In your material graph, select the main ‘Material’ node.
- In the ‘Details’ panel, under ‘Material’, locate the ‘Shading Model’ dropdown.
- Select ‘Clear Coat’. This will expose new inputs on the material node: ‘Clear Coat’, ‘Clear Coat Roughness’, and ‘Clear Coat Normal’.
Now, let’s connect them:
- Clear Coat: Connect a scalar parameter with a value of 1 (full clear coat effect). You can reduce this for a worn or matte clear coat look, but for photorealism, it’s usually 1.
- Clear Coat Roughness: This is critical. For a new, showroom-quality finish, this value should be very low (e.g., 0.01 to 0.05). Higher values will simulate a scratched or dull clear coat. Use a scalar parameter for easy adjustment.
- Clear Coat Normal: Connect your primary normal map for the car body here. If you’ve created a flake normal map, you might want to blend it in here as well, but generally, the clear coat normal should primarily come from the vehicle’s geometry for overall surface detail.
The combination of these settings creates the characteristic reflections and depth of a high-quality car finish. The underlying base material (with its metallic flakes) still contributes to the overall appearance, but the clear coat layer sits on top, providing the dominant specular highlight and reflections.
Clear Coat Roughness and Normal: Surface Imperfections
Even the cleanest car has subtle imperfections. These micro-scratches and dust particles break up reflections, adding to realism. While keeping ‘Clear Coat Roughness’ very low for a pristine look, consider introducing a subtle texture map here. A very faint grunge or noise texture, multiplied by a small scalar, can add nuance without making the car look dirty.
Similarly, a subtle normal map (different from your body normal) can be used for ‘Clear Coat Normal’ to simulate very fine swirls or dust, especially noticeable in specific lighting conditions. However, use these sparingly, as overdoing them can quickly make the paint look damaged rather than realistic.
Achieving Unmatched Reflections with Ray Tracing in UE5
Reflections are the soul of a car paint material. Without accurate reflections, even the best shader will fall flat. Unreal Engine 5’s hardware-accelerated ray tracing capabilities are a game-changer for real-time automotive rendering, offering unparalleled accuracy and visual fidelity compared to traditional screen-space methods.
Enabling Ray Tracing in Project Settings
Before you can leverage ray tracing, you must enable it in your project:
- Go to ‘Edit’ > ‘Project Settings’.
- Under ‘Engine’ > ‘Rendering’, scroll down to ‘Ray Tracing’.
- Enable ‘Ray Tracing’.
- You may need to restart the editor.
Once enabled, you’ll gain access to various ray tracing features, including accurate reflections, ambient occlusion, and global illumination.
Ray Tracing for Materials: Specular and Global Illumination
For car paint, ray tracing reflections UE5 are absolutely essential. They accurately capture the environment around the car, including dynamic lights, other objects, and the sky. This is crucial for the deep, mirror-like reflections that define a high-quality finish.
- Ray Traced Reflections: Ensure that ‘Ray Traced Reflections’ are enabled in your Post Process Volume (under ‘Rendering Features’ > ‘Reflections’). You can control parameters like ‘Max Roughness’ to define how rough a surface can be to still receive ray-traced reflections. For car paint, this should be high enough to catch reflections even on slightly rougher parts of the clear coat.
- Ray Traced Global Illumination (RTGI): While not directly reflections, RTGI significantly enhances the realism of your scene by accurately bouncing light between surfaces. This means the car’s color will subtly influence the color of the ground, and vice versa, creating a more cohesive and natural look. Enable this in your Post Process Volume under ‘Global Illumination’.
For models acquired from 88cars3d.com, ensure they are set up correctly with proper UVs and normals to fully benefit from these advanced reflection techniques.
Optimizing Ray Tracing Performance for Real-Time Automotive Rendering
Ray tracing is computationally intensive. While UE5 is highly optimized, large-scale automotive scenes can still be demanding. Here are some tips:
- Ray Tracing Quality: In the Post Process Volume, adjust the ‘Samples Per Pixel’ and ‘Max Bounces’ for reflections and GI. Lower values improve performance at the cost of some noise or accuracy.
- Screen Percentage: In your Post Process Volume, you can reduce the ‘Screen Percentage’ for ray-traced effects to save performance, though this might introduce aliasing.
- Culling: Ensure only relevant objects cast ray-traced reflections. For static objects far from the camera, consider using lower-quality reflection captures or disabling ray tracing for them.
- LODs: Utilize Level of Detail (LOD) for your car models. Lower detail meshes at a distance will reduce the complexity for ray tracing calculations.
Balancing visual quality with performance is key for achieving smooth real-time automotive rendering experiences.
The Power of Light: HDRI & Cinematic Lighting for Automotive Scenes
No material, however complex, can look good without proper lighting. For automotive renders, lighting is paramount, dictating how the paint’s complex layers interact with the environment. HDRI lighting automotive is a cornerstone for realism, providing authentic environment reflections and ambient illumination.
Setting Up HDRI Backdrops and Sky Domes
High Dynamic Range Images (HDRIs) capture real-world lighting conditions, from soft overcast days to dramatic sunsets. Using them in Unreal Engine 5 is one of the quickest ways to achieve convincing environmental lighting and reflections.
- HDRI Sky Sphere: The easiest way to implement an HDRI is using an HDRI Sky Sphere. This involves creating a material that projects your HDRI onto a sphere or dome.
- Sky Light: Crucially, add a ‘Sky Light’ actor to your scene. In its details panel, set ‘Source Type’ to ‘Specified Cubemap’ and assign your HDRI cubemap (generated from your HDRI texture). The Sky Light will capture the distant parts of your environment (like the HDRI) and apply that lighting to your scene, including global illumination.
- Rotation and Intensity: Adjust the rotation of your Sky Light (or HDRI sphere) to find the most flattering angle for your car. Vary the intensity to match the desired mood.
- Movable Sky Light: For dynamic scenes or to benefit fully from Lumen/RTGI, ensure your Sky Light is set to ‘Movable’. Recapture it (‘Recapture Scene’ button) if you change the HDRI or environment significantly.
The HDRI will not only light your car but also provide realistic reflections on the clear coat, making the vehicle look firmly grounded in its environment.
Complementary Lighting: Directional, Spot, and Rect Lights
While an HDRI provides excellent ambient and environmental lighting, it often needs supplementing with targeted light sources to highlight specific features or create a dramatic effect. This is where cinematic lighting comes into play.
- Directional Light: Simulates the sun. Use it to create strong, clear shadows and emphasize the form of the car. Its intensity and angle are crucial for defining the time of day and mood.
- Spot Lights: Excellent for highlighting specific design elements, chrome details, or casting focused reflections on the clear coat. Use them sparingly to avoid over-lighting.
- Rect Lights (Area Lights): Ideal for soft, studio-like illumination. Position them strategically to create elongated, flattering reflections along the car’s body panels, mimicking professional photo shoots. Adjust their size and intensity to control the softness and strength of the light.
- Light Functions and IES Profiles: For more advanced lighting, experiment with ‘Light Functions’ to project textures (like gobos) through lights, or use ‘IES Profiles’ with Spot Lights to mimic real-world light fixture falloffs.
The goal is to use these lights to sculpt the car’s form and reveal the intricate details of your Physically Based Rendering car paint.
Balancing Light Sources for Showroom Quality
Achieving a showroom-quality render is about balance. The HDRI provides the overall mood and environment, while supplementary lights add punch and definition. Avoid overly flat or overly contrasty lighting. Look for interesting reflections, subtle gradients of light and shadow, and use rim lights to separate the car from the background. Test different light setups to see how they interact with your clear coat shader and the car’s reflective surfaces.
Post-Processing and Fine-Tuning for Showroom Quality
Even after perfecting your material and lighting, the final polish often comes from post-processing. Unreal Engine 5’s Post Process Volume offers a wealth of options to enhance your render, adding cinematic flair and correcting any subtle visual imperfections.
Exposure and White Balance
These are fundamental. Adjust ‘Exposure’ to ensure your image is neither too dark nor too bright. Use ‘White Balance’ to neutralize any color casts in your lighting, ensuring whites appear truly white and colors are accurate. A slightly cooler white balance often works well for modern automotive renders, giving a clean, crisp feel.
Color Grading and LUTs
Color grading allows you to creatively manipulate the colors in your scene, enhancing the mood and visual impact. You can adjust saturation, contrast, shadows, midtones, and highlights. For a consistent look, consider using Look-Up Tables (LUTs). These are small texture files that apply a specific color transformation to your entire scene, mimicking film stocks or specific artistic styles. Many film-inspired LUTs can give your real-time automotive rendering a professional, cinematic finish.
Vignette, Grain, and Bloom for Cinematic Flair
- Vignette: Subtly darkens the edges of the frame, drawing the viewer’s eye towards the center. Use it sparingly to avoid an artificial look.
- Grain: Adds a subtle texture to the image, mimicking film grain. It can help to break up banding in gradients and give a more organic feel.
- Bloom: Simulates the glow around bright light sources. It’s fantastic for enhancing the highlights on the car paint and head/taillights. Be careful not to overdo it, as excessive bloom can wash out details.
Depth of Field for Focus
Depth of Field (DoF) is a powerful tool for artistic composition, simulating the focus of a camera lens. By blurring elements in the foreground and background, you can direct the viewer’s attention specifically to the car. Set your ‘Focal Distance’ to the car’s main body, and adjust ‘Focal Region’ and ‘Blade Count’ for desired blur and bokeh effects. This technique is especially effective for isolated product shots or close-ups, making your automotive material setup UE5 truly pop.
Performance Considerations and Optimization
Achieving photorealism in real-time automotive rendering comes with a performance cost. Optimizing your scene is crucial to ensure smooth frame rates, especially if your project is for interactive experiences or games. High-quality models from 88cars3d.com are typically optimized, but your scene setup also plays a significant role.
Material Complexity vs. Frame Rate
Complex materials, especially those with numerous textures, multiple layers, and extensive calculations for flakes or wear, can increase shader compilation time and runtime performance overhead. While our advanced car paint shader requires a certain level of complexity, consider:
- Texture Resolution: Use appropriate texture resolutions. 4K or 8K textures are great for hero assets, but don’t apply them unnecessarily to every single detail.
- Static Material Instances: Use material instances to create variations of your master car paint material. This allows you to change parameters without recompiling the base shader, saving significant time and resources.
- Shader Complexity Viewmode: Utilize Unreal Engine’s ‘Shader Complexity’ viewmode to identify and optimize overly complex parts of your material graph.
LODs and Asset Management
Level of Detail (LODs) are essential for performance. They allow you to swap out high-polygon models for lower-polygon versions when the object is far from the camera. This is incredibly important for car models, which are often very detailed.
- Ensure your car models (especially those from 88cars3d.com, which often come with LODs) have properly set up LODs.
- Use HLODs (Hierarchical LODs) for large scenes to group distant static meshes into single, simplified meshes.
- Manage your assets efficiently, unloading unnecessary assets or streaming them in as needed.
Scalability Settings for Different Hardware
Unreal Engine 5 allows you to define scalability settings, which automatically adjust rendering quality based on the user’s hardware. This is vital for deploying your automotive renders to a wider audience.
- Configure different quality levels for features like shadow quality, global illumination, and, crucially, ray tracing reflections UE5.
- Provide users with options to adjust these settings, allowing them to balance performance and visual fidelity.
By keeping optimization in mind throughout your workflow, you can deliver breathtaking visuals without compromising on interactive performance, making your Physically Based Rendering car truly shine in real-time.
Conclusion
Mastering photorealistic car paint and reflections in Unreal Engine 5 is a journey that combines artistic vision with a deep technical understanding. From deconstructing the intricate layers of real-world automotive finishes to building a sophisticated car paint shader Unreal Engine 5, leveraging ray tracing reflections UE5, and finessing your scene with expert lighting and post-processing, each step contributes to the final stunning result.
Unreal Engine 5 provides an unparalleled toolset for achieving showroom-quality real-time automotive rendering. By understanding the physics of a clear coat shader, carefully crafting your automotive material setup UE5, and illuminating your scene with impactful HDRI lighting automotive, you can transform your 3D car models into breathtakingly realistic works of art. The power of a truly convincing Physically Based Rendering car lies in these details.
Now, it’s your turn to experiment, iterate, and push the boundaries of realism. The techniques outlined in this guide provide a robust foundation for your future projects. Ready to apply these advanced techniques to some of the finest digital vehicles available? Explore the incredible selection of high-quality, game-ready 3D car models at 88cars3d.com and bring your automotive visions to life with unparalleled realism.
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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
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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
Texture: Yes
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Volkswagen Golf 5 Door 2010 3D Model
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Toyota Premio 2010 3D Model
Texture: Yes
Material: Yes
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Toyota Opa 2000 3D Model
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Volkswagen Polo 5 Door 2010 3D Model
Texture: Yes
Material: Yes
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Toyota Prius 2024 3D Model
Texture: Yes
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Toyota Yaris 1999 3D Model
Texture: 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
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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
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Volkswagen Lupo 3D Model
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Volkswagen Passat B5 2000 3D Model
Texture: Yes
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Volkswagen Passat CC 3D Model
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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
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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
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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
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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
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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
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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
Material: Yes
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McLaren MP4-12C-001 3D Model
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Material: Yes
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Mercedes-Benz SLK 350 2005 3D Model
Texture: Yes
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Mercedes-Benz SL 65 AMG 3D Model
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Mercedes-Benz S500 3D Model
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Mercedes-Benz S55 W220 AMG 1999 3D Model
Texture: Yes
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