Deconstructing Real-World Car Paint: Layers of Luster
The gleam of a perfectly rendered automobile can instantly captivate. It’s not just about the model’s accuracy, but the profound realism conveyed by its surface – particularly the paint. Achieving that elusive photorealistic car paint in 3D is one of the most challenging yet rewarding feats for any artist. It’s what separates a good render from an outstanding one, defining the visual quality for everything from high-stakes automotive visualization projects to immersive game environments. The secret lies not in a magic button, but in a deep understanding of physically accurate shaders.
Poorly implemented car paint can instantly shatter immersion, making an otherwise stunning model look artificial. Reflections might be too uniform, colors might lack depth, or the metallic sparkle might feel cheap and unconvincing. This guide will take you on an in-depth journey to master the art and science of creating car paint that truly shines, utilizing advanced techniques like Physically Based Rendering (PBR) to unlock unparalleled realism in your 3D work. Prepare to delve into the intricate layers of automotive finishes and craft shaders that fool the eye.
Deconstructing Real-World Car Paint: Layers of Luster
Before we can digitally recreate photorealistic car paint, we must first understand its real-world counterpart. Automotive finishes are far more complex than a simple coat of color. They are a sophisticated stack of distinct layers, each contributing uniquely to the vehicle’s appearance, durability, and optical properties. Dissecting these layers is crucial for building a physically accurate shader in your 3D software.
The Foundation: Primer and Base Coat
The journey begins with the primer, a foundational layer applied directly to the car’s body. While often unseen, it prepares the surface, ensuring proper adhesion for subsequent layers and providing corrosion resistance. On top of the primer comes the base coat – this is where the primary color of the vehicle is established. The base coat can be a solid color, or it can incorporate special pigments for metallic or pearlescent effects. Its inherent roughness and reflective properties are generally low, as its primary purpose is color application. The quality of this base layer significantly impacts the final depth and richness of the paint.
The Dazzle: Metallic and Pearlescent Flakes
Many popular car paints incorporate special additives for enhanced visual appeal. Metallic paints contain tiny aluminum flakes that scatter light, creating a sparkling effect that shifts with the viewing angle. This is the origin of the captivating metallic flake effect. Pearlescent paints, on the other hand, use mica flakes coated with titanium dioxide or iron oxide, which refract and reflect light differently, producing a subtle, iridescent color shift. The size, density, and orientation of these flakes are critical factors in achieving a convincing appearance. They introduce a level of micro-detail and dynamic reflection that is essential for true realism in automotive visualization.
The Shield and Shine: The Clear Coat
The clear coat is arguably the most critical layer for achieving photorealistic car paint. It’s a transparent, high-gloss layer applied over the base coat, serving multiple vital functions. Firstly, it protects the underlying paint from UV radiation, scratches, and chemical damage. Secondly, and most importantly for 3D artists, it provides the characteristic deep gloss and reflections that define a car’s finish. This layer acts as a protective shell, refracting and reflecting light, giving the paint its depth and luminosity. The clear coat shader in your 3D software must accurately simulate its optical properties, including thickness, roughness (which determines sharpness of reflections), and transparency.
Optical Phenomena: Fresnel and Anisotropy
Two fundamental optical phenomena are at play within the clear coat and contribute significantly to real-world car paint appearance: the Fresnel effect and anisotropic reflections. The Fresnel effect dictates that a surface will be more reflective at grazing angles (when viewed almost parallel to the surface) and more transmissive at head-on angles. This is why car paint appears much brighter and more reflective when you look at it from the side than when looking straight down. Anisotropic reflections occur when light reflects differently depending on the direction. On car paint, this is often caused by microscopic, directional scratches or buff marks in the clear coat, creating elongated, stretched highlights. Understanding and implementing these phenomena are crucial for a truly convincing result.
Core Principles of Physically Based Rendering (PBR) for Automotive Finishes
To truly master photorealistic car paint, embracing Physically Based Rendering (PBR) is non-negotiable. PBR workflows are designed to simulate how light interacts with materials in the real world, leading to far more consistent and believable results across various lighting conditions. For automotive visualization, PBR provides the framework to accurately represent the complex interplay of light and surface that defines a car’s finish.
The PBR Paradigm: Realism Through Physics
PBR is not a single technique but a collection of algorithms and principles that mimic the physics of light. Instead of relying on subjective artistic judgment to “fake” reflections or highlights, PBR shaders use physically accurate parameters that correspond to real-world material properties. This means that a material will look correct under any lighting scenario, removing the guesswork and dramatically increasing the realism of your scene. When dealing with something as reflective and layered as car paint, the consistency and accuracy offered by PBR are invaluable.
Essential PBR Parameters for Car Paint
Crafting a physically accurate car paint shader hinges on understanding and correctly utilizing several core PBR parameters within your shader node network.
- Base Color / Albedo: This map defines the diffuse color of the material, essentially what color the surface appears when lit directly, without any reflections. For car paint, this would be the color of the underlying base coat, without the clear coat or metallic flakes affecting it. It’s a crucial starting point for any PBR material.
- Metallic: This parameter defines whether a material is a metal (reflective, no diffuse color) or a dielectric (non-metal, has diffuse color). For typical car paint, the overall “metallic” value for the base layer is usually low or zero, as the primary color layer itself is dielectric. However, the metallic flakes themselves are, by definition, metallic, requiring a specific approach within the shader to incorporate them correctly.
- Roughness / Glossiness: These maps define the micro-surface detail of a material, dictating how blurry or sharp reflections appear. A low roughness value (high gloss) results in sharp, mirror-like reflections, while a high roughness value (low gloss) produces blurry, diffused reflections. The clear coat’s roughness is critical; a pristine finish will have very low roughness, while an aged or unpolished finish will have higher roughness.
- IOR (Index of Refraction): The Index of Refraction describes how much light bends when passing through a material. It’s especially critical for dielectric materials like the clear coat. For typical car clear coats, a common IOR value ranges from 1.4 to 1.55. This value directly influences the Fresnel effect and how light interacts with the clear coat.
- Normal and Bump Maps: These maps simulate fine surface details without needing additional geometry. For car paint, they can be used to add subtle imperfections like orange peel texture, fine swirl marks, or even microscopic scratches that enhance realism without adding significant processing overhead.
Building a Complex Shader Node Network: Step-by-Step
Now that we understand the layers and the core PBR principles, it’s time to translate that knowledge into a functional shader node network. This section will guide you through the process of constructing a sophisticated car paint shader, focusing on layering and specific effects common in leading 3D software and renderers.
Setting Up the Base Paint Layer
Start with a standard PBR shader or material within your chosen 3D software (e.g., Blender, Maya, 3ds Max, Substance Designer). This will serve as the foundation for your car paint. Set your primary color using the Base Color input. For the most common types of car paint, the ‘Metallic’ input for this base layer should be set to 0, indicating a dielectric material. Adjust the ‘Roughness’ here to simulate a very slight micro-roughness of the base coat before the clear coat is applied. This initial setup provides the fundamental hue and a subtle underlying texture.
Crafting the Metallic Flake Effect
The metallic flake effect is key to that characteristic sparkle. This is often achieved by layering or blending a secondary metallic shader, or by using specific nodes that simulate small, reflective particles. Here are common approaches:
- Procedural Noise: A common method is to use a fine procedural noise texture (like Voronoi or Perlin noise) to create a mask. This mask can then drive the metallic input, or be used to blend a separate, highly metallic shader with your base color. Adjust the scale and intensity of the noise to control flake size and density.
- Custom Flake Shaders: Some renderers offer dedicated flake shaders or utilities that can procedurally generate and orient these flakes, providing more realistic scattering and anisotropic properties.
- Reflectance Properties: The flakes themselves should have high metallic values and very low roughness to ensure sharp, distinct reflections. The overall effect should be subtly blended with the base paint layer so it doesn’t overpower the primary color. Pay attention to how the flakes catch the light at different angles, emulating the real-world effect.
Implementing the Clear Coat Shader
This is where much of the magic happens. The clear coat shader needs to be applied as a distinct layer on top of your base and flake layers. Many modern PBR shaders include a dedicated ‘clear coat’ input or a layered material system that simplifies this. If not, you’ll need to manually blend a transparent, reflective shader:
- Layering: Use a layered material node or blend two separate shaders. The top layer will be your clear coat.
- Transparency and IOR: Set the clear coat material to be transparent/refractive. Crucially, set its IOR (Index of Refraction) to a value around 1.4-1.55 for plastics/lacquers. This determines how light bends as it enters and exits the clear coat.
- Roughness: Adjust the clear coat’s roughness. A perfectly polished, brand-new car will have extremely low roughness for sharp, mirror-like reflections. Older or less maintained vehicles will have slightly higher roughness, leading to softer reflections. You can use roughness maps to introduce subtle variations.
- Fresnel Effect: Ensure your clear coat shader accurately implements the Fresnel effect. Most PBR shaders handle this automatically based on the IOR, but it’s worth verifying. This ensures reflections are stronger at glancing angles.
Achieving Anisotropic Reflections
Anisotropic reflections are a subtle but powerful detail for photorealistic car paint. They simulate microscopic directional scratches or buff marks that stretch highlights, common on brushed metals or polished surfaces like car paint. To implement this:
- Anisotropy Input: Many advanced PBR shaders offer an ‘Anisotropy’ input. This usually requires a value for the strength of anisotropy and an ‘Anisotropy Rotation’ input to define the direction.
- Directional Mapping: Use a texture map (often a tangent space normal map or a custom flow map) to guide the direction of the anisotropy. On car bodies, these directions usually follow the contours of the panels or specific buffing patterns.
- Subtlety is Key: Anisotropy should usually be subtle for car paint, becoming more apparent in direct specular highlights. Overdoing it can make the paint look brushed rather than polished.
Advanced Realism: Beyond the Perfect Finish
While a pristine, factory-fresh look is often desired, true photorealism often lies in the subtle imperfections and the dynamic interplay with the environment. Moving beyond a perfect surface can elevate your automotive visualization to the next level.
Simulating Imperfections: Dust, Scratches, and Swirl Marks
No real car, even a show car, is truly perfect. The addition of subtle wear and tear dramatically enhances realism. These imperfections can be layered on top of your existing car paint shader:
- Dust and Dirt: Use grunge maps, ambient occlusion maps, or procedural noise to blend in dirt and dust, particularly in crevices or on horizontal surfaces. These usually affect the base color (making it darker or desaturated) and increase roughness.
- Scratches and Swirl Marks: These are primarily visible in the clear coat. Create maps (normal maps and roughness maps) that represent fine scratches and swirl patterns. A scratch might lower the roughness in its immediate vicinity (making it shinier where the clear coat is gone) or increase it slightly depending on its depth and age. Swirl marks are typically subtle increases in roughness in circular patterns. Use masks to control their intensity and placement.
- Edge Wear: Simulate chipped paint on edges or areas prone to impact using masks that reveal the underlying primer or metal.
Remember, the goal is not to make the car look damaged, but to give it a sense of history and interaction with the real world. Subtle imperfections make your models believable, not just pristine. For high-quality, pre-modeled base meshes, check out resources like 88cars3d.com, which can free you up to focus on these intricate material details.
Environment and Lighting’s Role in Automotive Visualization
The best car paint shader in the world will look flat without proper lighting and environment. Car paint is highly reflective, meaning it reflects its surroundings. An accurate environment map is paramount:
- HDRI Lighting: High Dynamic Range Image (HDRI) maps are the industry standard for illuminating automotive renders. They capture real-world lighting and reflections, providing rich, complex reflections and realistic illumination that bring the car paint to life. Use HDRIs of outdoor scenes, studios, or car parks to achieve specific moods.
- Studio Lighting: For studio renders, carefully placed area lights, softboxes, and reflectors are essential to sculpt the body lines and showcase the clear coat’s reflections. Focus on creating interesting specular highlights that define the car’s form.
- Reflection Quality: Ensure your renderer is set to high-quality reflection samples. Grainy or low-resolution reflections will immediately break the illusion of realism.
Pearlescent and Multi-Coat Effects
Beyond standard metallic, pearlescent paints offer another layer of complexity and beauty. These often require more advanced shader node network setups:
- Layered Flakes: Pearlescent effects can be simulated by adding multiple layers of very fine metallic or refractive flakes, each with slightly different color shifts based on the viewing angle or light source direction.
- Thin-Film Interference: Some pearlescent effects, particularly those that mimic “chameleon” or color-shifting paint, can be achieved using thin-film interference shaders. These simulate the optical phenomenon where light reflecting off the top and bottom surfaces of a thin film interferes, producing iridescent colors that change with the viewing angle. This is a highly advanced technique, often requiring specialized nodes or custom shader code.
Optimizing for Performance and Game Engines: Game-Ready Car Paint
Creating beautiful car paint isn’t just about visual fidelity; it’s also about efficiency. Whether for high-end cinematic renders or real-time game experiences, optimizing your shader is crucial. A truly game-ready car paint shader needs to balance visual quality with performance constraints.
Efficiency in High-End Rendering
Even for offline rendering, complex shader node networks can significantly increase render times. Efficiency here means smarter shader design:
- Node Consolidation: Review your shader network for redundant nodes or overly complex procedural setups. Can certain parts be simplified?
- Texture Baking: For very complex flake patterns, procedural details, or layered imperfections, consider baking these elements into texture maps (e.g., normal maps, roughness maps, metallic maps). This converts computationally expensive procedural calculations into lookup operations, which are much faster during rendering.
- Level of Detail (LOD) for Materials: For objects that will be viewed at varying distances, consider creating simpler material versions for farther LODs. A car far in the background might not need the full metallic flake effect or anisotropic reflections.
Creating Game-Ready Car Paint Shaders
Developing car paint for real-time engines like Unity or Unreal Engine introduces unique challenges and opportunities. The goal is to deliver impressive visual quality while maintaining high frame rates. This is where the concept of game-ready car paint truly comes into play.
- Engine-Specific Shaders: Modern game engines often come with highly optimized, built-in car paint shaders. Unreal Engine, for example, has robust material layers and clear coat shaders designed for performance. Unity’s HDRP and URP also offer advanced material options suitable for realistic automotive finishes. Leveraging these native solutions is often the most efficient path.
- Simplified Node Networks: Real-time rendering thrives on simplicity. While you might build a highly complex network for an offline render, a game-ready version might use fewer layers, simpler mathematical operations, and more texture-based solutions.
- Texture Packing: To reduce memory footprint and draw calls, artists often pack multiple grayscale texture maps (like roughness, metallic, ambient occlusion) into the different channels (R, G, B, A) of a single RGB texture.
- Material Instancing: Create a master car paint material and then use material instances for color variations. This allows artists to quickly change colors or tweak parameters (like roughness or flake intensity) without recompiling the shader, saving significant development time and resources.
- Baking Static Reflections: For certain environments, pre-baked reflection probes can provide convincing reflections without the computational cost of real-time raytracing, making your assets much more suitable for game engines.
- Performance Budgets: Always be mindful of your project’s performance budget. Test your shaders frequently on target hardware to ensure they run smoothly. Sometimes, a slight reduction in visual quality is a necessary trade-off for a consistent frame rate.
Whether you’re working on a AAA game or a high-fidelity simulator, resources like 88cars3d.com offer highly optimized and detailed 3D car models that are perfect for applying and testing these game-ready car paint shaders, ensuring you start with a strong foundation.
Conclusion: The Art and Science of Car Paint
Mastering photorealistic car paint is a journey that blends artistic vision with scientific understanding. It requires deconstructing real-world automotive finishes into their fundamental layers, embracing the principles of Physically Based Rendering (PBR), and meticulously crafting each element within a robust shader node network. From the subtle sparkle of a metallic flake effect to the deep, protective sheen of a clear coat shader, every detail contributes to the overall illusion of reality.
By understanding optical phenomena like the Fresnel effect and anisotropic reflections, you gain the power to create truly dynamic and believable surfaces. And by venturing beyond the perfect finish to include subtle imperfections and optimizing your work for both high-end rendering and game-ready car paint, you equip yourself with the skills to tackle any automotive visualization project. The satisfaction of seeing your virtual vehicle gleam with the authenticity of its real-world counterpart is truly rewarding.
Now, put this knowledge into practice. Experiment with different parameters, build complex layered materials, and observe how light truly interacts with car paint. If you’re looking for high-quality, meticulously detailed 3D car models to apply these advanced techniques, explore the extensive collection at 88cars3d.com. Start rendering vehicles that not only look real but feel real, and redefine what’s possible in your 3D creations.
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Toyota Aygo 2013 3D Model
Texture: Yes
Material: Yes
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Toyota Crown S180 2005 3D Model
Texture: Yes
Material: Yes
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Toyota Celica 2004 3D Model
Texture: Yes
Material: Yes
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Toyota Corolla AE100 1992 3D Model
Texture: Yes
Material: Yes
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Toyota Mark II X110 2000 3D Model
Texture: Yes
Material: Yes
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Toyota Corolla 2020 3D Model
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
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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
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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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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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