Deconstructing the Anatomy of Hyperrealistic Car Paint
In the vibrant world of 3D artistry and automotive design, few elements command as much attention and challenge as the perfect car paint. It’s not merely a color; it’s a complex interplay of light, depth, and finish that defines the very essence of a vehicle. Achieving that breathtaking, hyperrealistic sheen that makes a 3D model indistinguishable from its real-world counterpart is often the ultimate benchmark of a skilled artist. This quest for authenticity pushes the boundaries of material science and rendering techniques, demanding a deep dive into the intricate layers that give automotive finishes their iconic glow.
For artists, game developers, and automotive visualizers, mastering the art and science behind a high-end PBR car paint shader is paramount. It’s the difference between a passable render and one that truly captivates, a crucial component for any professional automotive visualization. From the subtle glint of metallic flakes to the silky smooth distortions of anisotropic reflections across a pristine clear coat material, every detail contributes to the illusion of reality. In this comprehensive guide, we’ll peel back the layers of advanced car paint shaders, exploring the technical methodologies and artistic considerations required to unlock unparalleled photorealism in your 3D models.
Deconstructing the Anatomy of Hyperrealistic Car Paint
To truly understand how to build a convincing 3D car paint shader, we must first understand the physical composition of real-world automotive finishes. It’s far more complex than a simple diffuse color and a reflection map. Modern car paint is a multi-layered system, each layer contributing unique optical properties that together create the mesmerizing depth and luster we associate with high-end vehicles. This layered approach is the foundation for creating truly photorealistic materials in a digital environment.
The Base Coat: The Foundation of Color
At the very bottom lies the base coat, which provides the primary color and opacity of the paint. This layer is responsible for the overall hue you perceive. While often thought of as just a flat color, the base coat can also contribute subtle light scattering and saturation depending on the pigment type. It interacts with light, absorbing some wavelengths and reflecting others, giving the car its fundamental identity. In 3D, this translates to the diffuse or albedo color of your material, carefully chosen to match real-world samples or design specifications.
The Allure of Metallic Flakes: Sparkle and Depth
Above the base coat, many automotive paints incorporate a layer of metallic or pearlescent flakes. These microscopic particles, typically aluminum or mica, are responsible for the dazzling sparkle and “flop” effect – the way the paint changes appearance depending on the viewing angle. The size, density, orientation, and reflectivity of these flakes are critical parameters. When light hits these flakes, it scatters and reflects in myriad directions, creating a distinct shimmer. Implementing accurate metallic flakes rendering requires careful consideration of their distribution, scale, and how they interact with incident light, often involving procedural textures or specialized noise functions within the shader.
Multi-Layer Clear Coat Systems: The Protective Sheen
The outermost layer, and arguably the most visually impactful, is the clear coat. This transparent, highly reflective layer provides protection for the underlying paint and gives the car its signature gloss. High-end car finishes often feature multiple clear coat layers, sometimes with slightly different properties, contributing to an incredible sense of depth. Each layer has its own index of refraction (IOR) and roughness characteristics. The interaction of light with these clear coats, including subtle refractions and multiple reflections, is crucial for achieving that “wet look.” Simulating this complex interaction effectively is key to a believable clear coat material.
Embracing Physically Based Rendering (PBR) for Automotive Finishes
The advent of Physically Based Rendering (PBR) has revolutionized how 3D artists approach materials, pushing us closer to truly accurate representations of the real world. For automotive paint, PBR is not just a trend; it’s a necessity. It ensures that your car paint reacts to light in a consistent, energy-conserving, and visually plausible manner, regardless of the lighting environment. This foundational understanding of PBR principles is essential for any modern PBR car paint shader.
Core PBR Principles: Accuracy and Consistency
At its heart, PBR adheres to real-world physics. Key principles include energy conservation (light reflected/refracted never exceeds incident light), physically accurate Fresnel reflections (how reflectivity changes with viewing angle), and a consistent approach to material properties like roughness, metallicness, and IOR. By following these rules, a PBR shader can produce results that look correct under any lighting conditions, making it the go-to standard for creating professional-grade photorealistic materials.
PBR Workflows for Car Paint: Metallic/Roughness vs. Specular/Glossiness
While PBR encompasses several workflows, the Metallic/Roughness workflow is often preferred for materials like car paint. In this model, materials are broadly categorized as either metallic or dielectric (non-metallic). Car paint, despite its metallic flakes, is generally treated as a dielectric material due to its clear coat. The ‘Metallic’ input would typically be close to 0, indicating a dielectric material, while the ‘Roughness’ map dictates the microscopic surface imperfections that scatter light and define how sharp or blurry reflections appear. Specular/Glossiness is another valid workflow, but Metallic/Roughness often simplifies texture creation and understanding for many artists.
Importance of Accurate IOR Values
The Index of Refraction (IOR) is a critical parameter for transparent and semi-transparent layers, such as the clear coat. It determines how much light bends when passing through a material and directly influences reflectivity. For typical clear coats, an IOR of around 1.4-1.5 is common. Using an incorrect IOR can lead to reflections that look either too strong and mirror-like or too weak and “plastic.” Accurate IOR values ensure that the Fresnel effect is correctly calculated, providing the characteristic falloff of reflectivity at grazing angles, which is so crucial for realistic automotive finishes.
Understanding Roughness and Specularity
Roughness (or Glossiness, depending on the workflow) is perhaps the most influential parameter for the appearance of car paint. It dictates how light is scattered at a microscopic level. A very low roughness value means a smooth surface, leading to sharp, mirror-like reflections. As roughness increases, light is scattered more diffusely, resulting in blurry reflections and a less shiny appearance. The interplay between roughness, the clear coat, and the underlying metallic flakes defines the overall “sheen” and wear of the paint. Fine-tuning roughness maps, especially with subtle variations, can add incredible realism and break up the perfectly uniform look that often plagues novice renders.
Mastering Advanced Material Parameters & Shader Graph Techniques
Beyond the foundational PBR principles, crafting truly exceptional car paint requires a deep understanding of advanced parameters and the ability to wield shader graph techniques effectively. This is where the art truly merges with the science, allowing for nuanced control over every aspect of the material, from reflectivity to highly specific optical phenomena like anisotropic reflections.
Reflectivity and Fresnel: The Angle of Incidence
The Fresnel effect dictates that materials become more reflective at grazing angles (when viewed nearly edge-on) than when viewed head-on. This is incredibly important for car paint, as it gives the clear coat its characteristic depth and sheen. A proper PBR car paint shader will automatically handle Fresnel based on the material’s IOR. However, understanding how to adjust base reflectivity (f0 or specular color) in conjunction with Fresnel is vital. Too high a base reflectivity can make the paint look overly metallic, even with a clear coat, while too low can make it appear dull.
Dynamic Anisotropic Reflections: The Signature Sheen
One of the hallmarks of high-end car paint, especially metallic finishes, is the presence of anisotropic reflections. This phenomenon occurs when reflections stretch and smear in a particular direction, rather than appearing as perfectly circular highlights. It’s most commonly seen on brushed metals, but also contributes significantly to the intricate sparkle of metallic car paints as light reflects off the elongated or oriented metallic flakes. Implementing anisotropic reflections typically involves a tangent map, which defines the direction of the surface’s “grain,” and an anisotropy control, which determines the strength and direction of the stretch. Masterful application of anisotropy can dramatically elevate the realism of your automotive visualization.
Crafting Layers with Shader Graphs: Node-Based Workflows
Modern 3D software offers powerful node-based shader editors (shader graphs) that allow artists to construct complex materials by visually connecting various nodes. For car paint, this is invaluable. You can build separate nodes for the base coat, metallic flakes, and clear coat, then blend them together with precision. For instance, you might have:
- A base layer providing diffuse color and a slight roughness.
- A flake layer that adds a high-frequency noise texture for reflection, controlled by a metallic value and distinct roughness.
- A clear coat layer with its own IOR, roughness, and possibly normal map for micro-scratches.
These layers are then composited using various blending modes, masking, and perhaps a thin film interference node to simulate iridescence if desired. These shader graph techniques allow for modularity and fine-tuned control over each optical component.
Customizing Flake Distribution and Sparkle
The metallic flakes are not uniform; their size, density, and orientation vary across the surface and within the paint itself. To achieve convincing metallic flakes rendering, artists often employ:
- Procedural Noise: Using fractal noise or Voronoi patterns to drive the distribution and visibility of flakes, ensuring no visible tiling.
- Texture Maps: Custom flake textures can provide precise control, but require careful tiling and randomization.
- Normal Map Integration: The flakes themselves can generate micro-normals that contribute to the overall surface detail and how light reflects off individual particles.
- Falloff and Glimmer: Control how flakes become more prominent at grazing angles and how their sparkle intensity changes with viewing distance.
The goal is to create a dynamic, shimmering effect that reacts realistically to changes in light and camera angle, avoiding a static or repetitive sparkle.
Optimizing for Performance: Cinematic Renders vs. Game Assets
The pursuit of photorealism often comes with a performance cost. While cinematic renders typically have fewer constraints, developing a PBR car paint shader for real-time applications, like games or interactive experiences, demands a careful balance between visual fidelity and optimization. The principles remain the same, but the implementation strategies diverge significantly to meet different performance budgets for automotive visualization.
High-End Cinematic Renders: Unrestricted Detail
For pre-rendered cinematics or static marketing shots, the goal is often absolute realism, with little concern for real-time performance. Here, artists can leverage:
- Ray Tracing: Full path tracing or advanced ray tracing can accurately simulate complex light bounces, multiple clear coat reflections, and refractions with incredible precision.
- Complex Shader Networks: Extensive shader graphs with many layers, sophisticated procedural textures, and detailed normal maps are permissible.
- High-Resolution Textures: Uncompressed, high-bit-depth textures for albedo, roughness, normal, and flake distribution maps contribute to fine detail.
- Volumetric Effects: Sometimes, subtle volumetric effects are used within the clear coat to simulate deeper scattering or thin film interference, adding another layer of realism.
In these scenarios, the focus is on pushing the boundaries of visual quality, allowing for the most nuanced representations of metallic and pearlescent effects.
Game-Ready Car Paint: Balancing Fidelity with Performance
Developing car paint for real-time engines requires strategic compromises without sacrificing too much visual quality. The core PBR principles still apply, but the execution is streamlined:
- Shader Simplification: While a layered approach is still used conceptually, the shader graph itself might be less complex, using fewer nodes and calculations per pixel.
- Texture Baking: Complex procedural flake patterns or detailed micro-scratches might be baked into texture maps (like normal maps or custom flake maps) rather than calculated procedurally at runtime.
- Optimized Flake Rendering: Instead of individual geometric flakes, techniques like screen-space flakes, pre-calculated reflection textures, or highly optimized noise functions are used to simulate metallic flakes rendering without heavy overhead.
- LODs (Levels of Detail): Different versions of the car paint shader might be used depending on the distance of the car from the camera. A highly detailed shader for close-ups, and simpler versions for distant vehicles.
This careful optimization ensures that a fleet of vehicles can be rendered smoothly, even in demanding game environments. When you look for high-quality, optimized models, resources like 88cars3d.com provide excellent starting points that are often already designed with these performance considerations in mind.
LODs and Material Swapping: Dynamic Performance Management
For game development, particularly for vehicles that can be viewed from various distances, implementing Levels of Detail (LODs) for materials is crucial. This means having multiple versions of the car paint shader, each with varying levels of complexity.
- LOD0 (Close-Up): Full detail, perhaps with advanced anisotropy, detailed flake textures, and multi-layered clear coats.
- LOD1 (Mid-Distance): Simplified flake rendering (e.g., a noise texture instead of complex procedural calculations), reduced texture resolutions, and potentially simpler clear coat calculations.
- LOD2+ (Far Distance): Even more streamlined, potentially just a base color with a basic PBR reflection and a subtle normal map, relying heavily on mipmaps for texture quality.
Material swapping based on LODs dynamically manages rendering costs, ensuring that valuable GPU resources are only spent on details that are actually visible to the player.
Common Pitfalls and Troubleshooting for Professional-Grade Automotive Paint
Even with a solid understanding of PBR and shader graph techniques, achieving that elusive perfect car paint often involves navigating a minefield of common issues. Identifying and rectifying these pitfalls is a crucial skill for any artist aiming for professional-grade photorealistic materials.
The Flat Look: Lack of Depth and Life
One of the most common problems is car paint that looks “flat” or uninspired. This usually stems from:
- Incorrect PBR Values: Roughness too high or too uniform, IOR not set correctly, or insufficient contrast in reflection maps.
- Missing Micro-Details: The absence of subtle normal map details (orange peel effect, micro-scratches, dust) can make a surface appear too perfect and synthetic.
- Poor Environment Lighting: An inadequate or low-dynamic-range HDRI can fail to provide enough interesting reflections to showcase the paint’s qualities.
Troubleshooting: Ensure your roughness maps have subtle variations, introduce fine normal map details, and use high-quality HDRIs that offer varied lighting information to truly bring out the paint’s depth. Double-check your IOR for the clear coat.
“Plastic” Reflections: Overly Uniform and Unnatural
If your car paint reflections look too perfect, like a toy car made of glossy plastic, it’s often an issue with:
- Uniform Roughness: Real-world surfaces are rarely perfectly smooth. A single, flat roughness value will lead to artificial-looking reflections.
- Exaggerated Fresnel: While Fresnel is important, an incorrect IOR or an overly aggressive Fresnel curve can make reflections appear too stark at grazing angles.
Troubleshooting: Introduce subtle noise or dirt masks into your roughness map. Vary the roughness slightly based on curvature or masked areas. Review your IOR value and ensure it’s within a realistic range for clear coat (e.g., 1.4-1.55).
Artifacts and Noise in Metallic Flakes
Issues with metallic flakes rendering can manifest as shimmering artifacts, repetitive patterns, or a “rainy” appearance.
- Incorrect Scaling/Tiling: If procedural noise or texture maps for flakes are scaled incorrectly, they can appear too large, too small, or clearly tile.
- Aliasing: High-frequency flake details can cause aliasing artifacts, especially in real-time engines.
- Insufficient Flake Density: Too few flakes can make the effect look sparse and unnatural.
Troubleshooting: Experiment with different noise types and scales for procedural flakes. Use anti-aliasing techniques where possible. For texture-based flakes, ensure good randomization and blending to avoid repetition. Consider mipmaps for flake textures to reduce shimmering at a distance.
Anisotropy Glitches: Misaligned Directions
When implementing anisotropic reflections, common problems include reflections stretching in the wrong direction or appearing jagged.
- Incorrect Tangent Space: Anisotropy relies heavily on the mesh’s tangent space. If your tangent maps are incorrect, or generated improperly, the reflections will be misaligned.
- Overly Strong Anisotropy: Pushing the anisotropy value too high can lead to an unnatural, smeared look.
Troubleshooting: Verify your mesh’s tangent space generation. Ensure that your anisotropy direction (e.g., from a tangent texture or procedural method) accurately represents the desired grain. Blend anisotropy with a regular PBR reflection to control its intensity.
Over-Shiny or Under-Reflective: Calibrating Your Environment
Sometimes the paint itself isn’t the problem, but how it interacts with the lighting.
- Environment Map Intensity: If your HDRI or environment map is too bright or too dim, your paint will reflect accordingly.
- Missing Light Sources: Automotive paint thrives on highlights. If your scene lacks sufficient diverse light sources (e.g., area lights, directional lights), the paint won’t have anything interesting to reflect.
Troubleshooting: Adjust the exposure and intensity of your environment lighting. Add specific, visible light sources to create interesting specular highlights and reflections that showcase the paint’s attributes. Pay attention to how the car’s surroundings are reflected.
Conclusion: The Blend of Art and Science
Unlocking the true photorealism of high-end 3D car paint is a journey that demands both technical prowess and artistic sensibility. It’s about meticulously deconstructing the real-world properties of paint, embracing the rigor of Physically Based Rendering, and then leveraging powerful shader graph techniques to recreate those complex interactions digitally. From the intricate sparkle of metallic flakes rendering to the dynamic distortions of anisotropic reflections across a pristine clear coat material, every detail contributes to a believable automotive visualization.
Mastering the PBR car paint shader is an ongoing process of learning, experimentation, and critical observation. It requires understanding the subtle interplay of light, roughness, IOR, and layer blending. By meticulously addressing each component and diligently troubleshooting common pitfalls, you can elevate your 3D automotive models from good to truly breathtaking. The pursuit of perfect photorealistic materials is a rewarding challenge, pushing the boundaries of what’s possible in digital art.
Ready to apply these advanced techniques? Explore the extensive library of high-quality, meticulously crafted automotive models available at 88cars3d.com. Whether you’re working on cinematic renders or optimizing for real-time game assets, you’ll find the perfect foundation to showcase your newly honed shader skills and bring your automotive visions to life with unparalleled realism.
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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
Texture: Yes
Material: Yes
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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
Material: Yes
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Toyota Supra 2020 3D Model
Texture: Yes
Material: 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
Texture: Yes
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
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Mercedes-Benz E-class Estate S212 2009 3D Model
Texture: Yes
Material: Yes
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