Deconstructing Car Paint Physics: The Foundation of Realism
The pursuit of photorealism in 3D automotive rendering is a relentless journey, often defined by an artist’s ability to recreate the subtle nuances of the real world. Among these, few elements are as challenging yet rewarding as crafting hyper-realistic car paint shaders. It’s not merely about applying a glossy material; it’s about understanding complex light interactions, microscopic structures, and layered effects that culminate in that breathtaking showroom shine or the subtle patina of a well-driven classic.
For many 3D artists, replicating the intricate beauty of automotive finishes can be a significant hurdle. Standard PBR materials often fall short, struggling to capture the depth, metallic shimmer, and multi-layered reflections that make real car paint so captivating. This definitive guide will take you beyond basic gloss, deconstructing the science and art behind truly photorealistic car paint. We’ll explore advanced shader construction, master lighting techniques, and even delve into the subtle imperfections that elevate a render from good to indistinguishable from reality.
Whether you’re creating stunning visuals for 88cars3d.com, developing assets for a AAA game, or producing high-end automotive visualization, the techniques discussed here will empower you to achieve unparalleled levels of realism in your 3D vehicles.
Deconstructing Car Paint Physics: The Foundation of Realism
Before we can build a compelling car paint shader in 3D, it’s crucial to understand what makes real-world car paint look the way it does. Automotive finishes are not monolithic; they are sophisticated multi-layered systems, each contributing to the final appearance.
The Anatomy of Automotive Paint: Base Coat, Metallic Flakes, and Clear Coat
At its core, modern car paint typically consists of three primary layers:
- Primer: Applied directly to the metal, providing a smooth surface and corrosion resistance. While essential in real life, it’s often abstracted or simplified in 3D unless damage reveals it.
- Base Coat: This is the layer that gives the car its primary color. In many modern paints, this base coat can be solid, metallic, or pearlescent. Metallic paints, in particular, include tiny metallic flake shader particles that scatter light, creating a characteristic sparkle.
- Clear Coat: The outermost and often thickest layer. This transparent, high-gloss coating protects the base coat from UV rays, scratches, and environmental damage. It’s responsible for the deep, wet look and most of the prominent reflections we see.
Understanding these layers is the first step towards accurate representation in a 3D environment. Each layer interacts with light differently, and our 3D PBR materials need to reflect these interactions.
Translating Physics to PBR Materials
Physically Based Rendering (PBR) workflows are designed to mimic real-world light physics, making them ideal for automotive paint. Here’s how the physical properties of paint translate to common PBR parameters:
- Albedo/Base Color: This map defines the pure color of the base coat, before any clear coat or metallic effects. For solid paints, it’s a uniform color. For metallic, it’s the underlying hue.
- Metallic: A binary (0 or 1) or grayscale (0-1) map that dictates whether a surface is metallic. For car paint, the metallic flakes in the base coat are metallic, while the clear coat itself is dielectric (non-metallic).
- Roughness/Glossiness: Controls the microscopic surface irregularities. A low roughness (high gloss) value indicates a very smooth surface, leading to sharp reflections, typical of a well-maintained clear coat. Higher roughness values result in diffused reflections.
- IOR (Index of Refraction): Crucial for transparent layers like the clear coat. It determines how much light bends as it passes through the material. For automotive clear coats, a typical IOR is around 1.4-1.5.
- Normal/Bump Maps: These maps simulate fine surface details without adding actual geometry, vital for capturing subtle texture like orange peel or micro-scratches.
By accurately defining these parameters for each component of the car paint, we can start to build a convincing PBR materials stack.
Building the Core: The Base Coat and Metallic Flake Shader
The base coat sets the primary color and, for metallic finishes, introduces the sparkle that makes car paint so dynamic. This section delves into creating the foundation of our advanced shader.
Crafting the Base Color and Roughness
The base color is straightforward for solid paints – a simple uniform color. However, for metallic and pearlescent finishes, the base color is more complex. It’s the underlying color that the metallic flakes are suspended in. For the roughness of this layer, consider it slightly rougher than the clear coat, as it’s typically not as polished.
- Solid Paint: A uniform albedo color with a very subtle roughness.
- Metallic/Pearlescent Paint: The albedo defines the core hue. The magic here comes from integrating the flakes.
The Intricacies of the Metallic Flake Shader
The metallic flake shader is where much of the character of a car paint comes alive. These tiny particles, suspended within the base coat, catch and reflect light, creating a shimmering effect that changes with the viewing angle. Replicating this requires more than just a simple metallic texture.
To achieve convincing metallic flakes, you need to simulate:
- Flake Size and Density: The size of the flakes (from micro to large) and how many are present per unit area dramatically alter the look. Smaller, denser flakes create a finer shimmer, while larger flakes produce a more pronounced glitter.
- Flake Color Variation: While often assumed to be silver, flakes can have subtle color shifts depending on the paint type. A slight tint can add realism.
- Anisotropy of Flakes: Real flakes are flat and often oriented somewhat randomly, but with a general tendency to align parallel to the surface. This can lead to subtle anisotropic reflections from the flakes themselves, though less pronounced than the clear coat’s effect.
- Falloff: Flakes become less visible when viewed straight on and more prominent at grazing angles. This Fresnel-like behavior needs to be incorporated into the flake shader to prevent a flat appearance.
In a shader graph, you’d typically achieve this by layering a procedural noise pattern (often generated using a Voronoi or Perlin noise driven through a step function) to represent the flakes. This pattern would then drive metallic and roughness values, ensuring the ‘flakes’ are indeed metallic and reflect light accordingly. The orientation of these flakes can be controlled by modifying the UVs or using world-space coordinates and a tangent-space transform to simulate their alignment.
Layering for Depth with Shader Graphs
The key to hyper-realistic car paint isn’t a single material, but a stack of layered materials. The base coat, including its metallic flakes, sits underneath the clear coat. In a shader graph, this involves blending materials or layers based on their properties. You’ll typically render the metallic flake effect as a component of the base coat, and then blend this entire base layer with the transparent clear coat on top.
This layering ensures that the light interacts first with the clear coat, then passes through it to interact with the base coat, and finally exits back through the clear coat – precisely what happens in reality.
The Luminous Shield: Mastering the Clear Coat Layer
The clear coat is arguably the most critical component for achieving a high-end, polished look in automotive visualization. It’s the transparent shield that provides the deep reflections, the characteristic “wet look,” and much of the paint’s overall character.
Simulating the Perfect Gloss: Roughness and IOR
The optical properties of the clear coat layer are paramount:
- Roughness: A brand-new, perfectly polished clear coat will have an extremely low roughness value, leading to razor-sharp reflections. As the paint ages or gets dirty, roughness increases, making reflections softer and more diffused. Using a subtle texture map for roughness can introduce realistic variations across the car’s surface.
- IOR (Index of Refraction): As a transparent dielectric material, the clear coat refracts light. The IOR dictates how strongly light bends when entering and exiting this layer. For automotive clear coats, a value around 1.4-1.5 is standard. This affects the strength and falloff of reflections via Fresnel.
- Transmission: The clear coat should be highly transmissive, meaning light passes through it to hit the base coat. Any tinting or absorption would make the paint appear dull or discolored.
In a shader graph, the clear coat is typically implemented as a separate PBR layer with its own roughness, IOR, and normal map, composited on top of the base coat. Many advanced PBR shaders now offer a dedicated clear coat input, simplifying this process.
Adding Depth with Sub-Surface Scattering (Optional but Effective)
While often overlooked for car paint, subtle sub-surface scattering (SSS) can add an extra layer of realism, particularly to lighter, thicker clear coats or certain types of pearlescent paints. SSS simulates light penetrating the surface, scattering internally, and exiting at a different point. This contributes to a softer, more organic look, preventing the paint from appearing too “hard” or plastic-like. However, use it very sparingly and subtly, as too much SSS will make the paint look waxy or milky.
Emulating Anisotropic Reflections for that Signature Sheen
One of the hallmarks of high-quality car paint, especially on curved surfaces, is the presence of anisotropic reflections. Unlike isotropic reflections (which spread evenly in all directions), anisotropic reflections stretch or blur in a particular direction, often perpendicular to the direction of microscopic scratches or brush marks on a surface. On car paint, this effect is often subtle, stemming from the polishing process or the grain of the clear coat.
To achieve this:
- Anisotropy Value: Most advanced PBR shaders or shader graph setups will have an anisotropy parameter, typically a float value (0-1).
- Anisotropy Direction Map: This is crucial. A texture map (often a normal map variant or a custom direction map) dictates the orientation of the stretched reflections. For car paint, this map often follows the curvature of the car panels, simulating how polishing pads would have moved. It can also be driven procedurally based on surface tangents.
- Roughness Interaction: Anisotropy works hand-in-hand with roughness. Highly anisotropic reflections are usually associated with relatively smooth, but not perfectly smooth, surfaces.
Mastering anisotropic reflections is a key differentiator between good and truly excellent car paint. It adds a dynamic, almost living quality to the reflections, particularly noticeable when the camera or lights move.
Advanced Shader Graph Techniques for Ultimate Control
While many DCCs (Digital Content Creation tools) offer simplified car paint shaders, leveraging a shader graph or node-based material editor provides unparalleled control for crafting truly hyper-realistic results. This is where you combine all the concepts we’ve discussed into a cohesive, manageable system.
Structuring Your Shader Graph for Maintainability
A complex car paint shader can quickly become a tangled mess of nodes. Proper organization is critical:
- Group Nodes: Use groups or frames to encapsulate related nodes (e.g., “Base Coat Color,” “Metallic Flake Generator,” “Clear Coat Properties,” “Imperfections”).
- Comments: Add comments liberally to explain the purpose of different sections or complex calculations.
- Input Parameters: Expose key parameters (flake size, clear coat roughness, orange peel intensity) as external inputs or material parameters. This allows artists to easily tweak the look without diving deep into the graph.
- Functions/Sub-Graphs: For reusable components (like a complex Fresnel effect or a flake generator), create custom functions or sub-graphs. This keeps the main graph clean and promotes reusability.
Custom Nodes and Utilities for Enhanced Realism
Beyond standard PBR nodes, a shader graph allows you to build custom effects:
- Advanced Fresnel: While basic Fresnel is common, creating a custom Fresnel curve can offer finer control over reflectivity at glancing angles, crucial for the clear coat.
- Layer Blending: Building your own blend logic for layered materials allows for complex interactions, like mixing metallic flakes with a solid base, then adding a transparent clear coat on top with an additive approach for reflections.
- Procedural Textures: Generate noise, flakes, and subtle imperfections entirely within the shader graph, reducing reliance on external texture maps and offering infinite resolution.
- Light Angle Dependencies: Create effects that react to the angle of light, such as iridescent flakes that shift color, or specific types of pearl effects.
Harnessing these advanced features within your shader graph allows for dynamic and highly customizable car paint that reacts authentically to lighting and camera angles.
Integrating Wear and Tear (Prelude to Imperfections)
While we’ll cover imperfections in detail later, the shader graph is where you build the logic to integrate them. This involves blending clean paint layers with dirty, scratched, or worn layers based on masks. For instance, an edge wear mask might reveal a darker, rougher paint layer underneath the pristine clear coat, or a dirt map might blend a grimy, rough material over the glossy finish. This systematic layering is fundamental to pushing realism to the highest degree.
The World Beyond the Car: Lighting for Unrivaled Photorealism
Even the most meticulously crafted car paint shader will fall flat without appropriate lighting. Light is what reveals the properties of your material, showcasing its reflections, refractions, and intricate details. For high-end automotive visualization, lighting is half the battle.
The Power of HDRI Lighting for Realistic Environments
High Dynamic Range Image (HDRI) lighting is indispensable for photorealistic rendering, especially for reflective surfaces like car paint. HDRIs capture the full spectrum of light information from a real-world environment, including light intensity, color, and direction. When used as an environment map:
- Accurate Reflections: The car’s surface will reflect the environment precisely as it would in reality, including trees, buildings, clouds, and sky. This is crucial for grounding the car in its scene.
- Realistic Illumination: The HDRI also serves as a light source, casting soft, natural shadows and providing ambient illumination that perfectly matches the reflected environment.
- Ease of Use: A single HDRI can provide both realistic lighting and reflections, simplifying the setup process for stunning results.
Experiment with various HDRI lighting environments – overcast skies, sunny outdoor scenes, studio setups – to see how they dramatically alter the appearance of your car paint. Sources like Poly Haven offer excellent free HDRIs.
Strategic Studio Lighting for Automotive Visualization
While HDRIs provide environmental realism, dedicated studio lighting offers precision and artistic control, especially for close-up renders or product shots. Common studio lighting techniques include:
- Key Light: The primary light source, defining the shape and form.
- Fill Light: Softens shadows created by the key light.
- Rim Lights: Positioned behind the car to highlight edges and separate it from the background, emphasizing curvature and form. These are particularly effective at showcasing the anisotropic reflections on clear coat.
- Softboxes/Area Lights: Large, diffused light sources that create smooth, appealing reflections on the car’s surface, mimicking real-world studio setups.
Combine HDRI lighting with carefully placed studio lights to achieve a balance of environmental realism and artistic direction. Use the reflections on the car’s surface as a guide; where are the highlights, and are they defining the form effectively?
Complementary Reflection Probes and Light Caching
For more complex scenes or game engines, reflection probes (or reflection spheres/boxes) are essential. These capture the environment from specific points in the scene and apply it as reflections to nearby objects. Use multiple probes for large scenes or areas with distinct reflective environments.
Light caching and global illumination solutions (like V-Ray’s Light Cache, Arnold’s MCMC, or Unreal Engine’s Lumen) help to propagate light bounce throughout the scene, adding further realism to how light interacts with the car and its surroundings. These contribute to the overall atmosphere and ensure the car doesn’t look like it’s floating in an unlit void.
To acquire base models worthy of this advanced lighting setup, consider browsing the extensive collection at 88cars3d.com, where quality models provide a perfect canvas for your render experiments.
The Art of Imperfection: Elevating Realism to the Extreme
In the quest for hyper-realism, the biggest mistake is often aiming for “perfection.” Real objects, even brand-new ones, exhibit subtle imperfections that tell a story and prevent them from looking sterile or artificial. For high-end automotive visualization, these details are paramount.
Introducing the “Orange Peel” Effect
Orange peel refers to a texture resembling the skin of an orange, a subtle waviness found in real-world automotive paint finishes. It’s an inherent byproduct of the painting process, even on factory-new cars. It’s often most visible in reflections.
To simulate orange peel:
- Subtle Normal/Bump Map: Use a very fine, procedural noise texture (like cellular or Voronoi noise at a tiny scale) and plug it into the normal or bump input of your clear coat layer.
- Roughness Variation: Slightly modulate the roughness based on this same noise. The “peaks” of the orange peel might be slightly rougher than the “valleys.”
- Intensity: The key is subtlety. The effect should be barely noticeable, appearing only in specific reflections or grazing angles.
Subtle Scratches, Swirls, and Micro-Dust
No car, not even fresh from the dealership, is perfectly pristine. Incorporating microscopic scratches, swirl marks (from polishing), and dust particles adds an incredible layer of believability.
- Micro-Scratches & Swirls: These are typically added via a specialized normal map and/or a roughness map. Generate them procedurally or use high-quality texture maps. Apply them subtly to the clear coat layer, ensuring they are only visible under specific lighting conditions. These often follow the direction of polishing or natural wear.
- Micro-Dust: Tiny dust particles settle on all surfaces. Use a subtle noise texture to slightly increase the roughness and perhaps darken the albedo in minute, randomized spots. This effect should be almost imperceptible unless viewed up close.
These imperfections are best handled by layering them into your shader graph, blending them with your pristine clear coat using masks and controlled opacity. For instance, a blend node could mix a “clean” clear coat with a “scratched” clear coat based on a masked value.
Edge Wear and Contamination (e.g., Dirt, Water Spots)
Beyond the paint surface itself, the car’s overall appearance benefits from subtle signs of interaction with its environment:
- Edge Wear: For slightly older or well-used cars, minor wear along sharp edges can expose underlying primer or even bare metal. This is achieved using edge detection nodes in a shader graph or by painting custom masks.
- Dirt & Grime: Use procedural textures (like ambient occlusion-driven dirt generators) or painted masks to accumulate dirt in crevices, along panel lines, or around wheel wells. Blend a separate dirt material (rough, dark, desaturated) over your main paint shader using these masks.
- Water Spots: After rain, water spots leave behind subtle rings or marks. These can be simulated with custom texture maps that affect both roughness (making the spots slightly rougher) and perhaps a very slight discoloration.
Implementing these layered materials requires careful attention to detail and a robust shader graph setup to control where and how these effects appear. They are the final touch that makes your render truly stand out in automotive visualization.
Conclusion: The Pursuit of Unparalleled Automotive Realism
Creating hyper-realistic car paint shaders is an intricate art form, demanding a deep understanding of physics, advanced shader construction, and meticulous attention to detail. We’ve journeyed from deconstructing the physical layers of automotive paint and translating them into robust PBR materials, through the complexities of the metallic flake shader and the luminous clear coat layer. We’ve explored how anisotropic reflections add dynamic realism and how a well-structured shader graph provides unparalleled control over layered materials.
Beyond the material itself, we emphasized the critical role of lighting, particularly HDRI lighting and strategic studio setups, in bringing your vehicle to life. Finally, we delved into the subtle yet powerful realm of imperfections – from orange peel to micro-scratches – which bridge the gap between digital perfection and real-world authenticity, achieving the pinnacle of automotive visualization.
The journey to photorealism is continuous, but by mastering these advanced techniques, you’re well-equipped to create stunning 3D automotive renders that captivate and convince. Now, put these principles into practice! If you’re looking for high-quality, meticulously crafted 3D car models to apply your newfound shader knowledge, explore the exceptional range available at 88cars3d.com. Start rendering your next masterpiece today!
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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
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Material: Yes
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Toyota Crown S180 2005 3D Model
Texture: Yes
Material: Yes
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Toyota Celica 2004 3D Model
Texture: Yes
Material: Yes
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Toyota Corolla AE100 1992 3D Model
Texture: Yes
Material: Yes
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Toyota Mark II X110 2000 3D Model
Texture: Yes
Material: Yes
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Toyota Corolla 2020 3D Model
Texture: Yes
Material: Yes
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Toyota Yaris 2020 3D Model
Texture: Yes
Material: Yes
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Volkswagen Beetle 2012 3D Model
Texture: Yes
Material: Yes
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Toyota Matrix 2005 3D Model
Texture: Yes
Material: Yes
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Toyota Yaris Sedan 3D Model
Texture: Yes
Material: Yes
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Volkswagen Golf R-004 2024 3D Model
Texture: Yes
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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
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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
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
Texture: 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
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Material: Yes
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Volkswagen Passat Variant B6 2005 3D Model
Texture: Yes
Material: Yes
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Volkswagen Phaeton W12 2004 3D Model
Texture: Yes
Material: Yes
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Volkswagen Scirocco 2015 3D Model
Texture: Yes
Material: Yes
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Volvo S60 2024 3D Model
Texture: Yes
Material: Yes
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Volkswagen Polo 3D Model
Texture: Yes
Material: Yes
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Volkswagen Golf 5-Doors 2018 3D Model
Texture: Yes
Material: Yes
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Volvo C70 T5 2000 3D Model
Texture: Yes
Material: Yes
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Volvo S40 Sedan 2004 3D Model
Texture: Yes
Material: Yes
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Volvo C30 BEV 2012 3D Model
Texture: Yes
Material: Yes
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Volvo C70 1998 3D Model
Texture: Yes
Material: Yes
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Mazda B-Series 3D Model
Texture: Yes
Material: Yes
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Mercsedes Benz Z3-006 3D Model
Texture: Yes
Material: Yes
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Mazda RX-7 3D Model
Texture: Yes
Material: Yes
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Volvo VCC-003 3D Model
Texture: Yes
Material: Yes
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Mercedes-Benz SLR McLaren 2005 3D Model
Texture: Yes
Material: Yes
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GAZ 3110 Pickup 2000 3D Model
Texture: Yes
Material: Yes
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Mazda 626 GF 1997 3D Model
Texture: Yes
Material: Yes
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Volvo S80 2011 3D Model
Texture: Yes
Material: Yes
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Volkswagen Touran restyle-006 3D Model
Texture: Yes
Material: Yes
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Skoda Octavia Scout 3D Model
Texture: Yes
Material: Yes
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Volkswagen Golf V 2006 3D Model
Texture: Yes
Material: Yes
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Mazda CX-7 3D Model
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Material: Yes
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Mazda Familia 3D Model
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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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