Deconstructing the Essence: The Layers of Automotive Paint
Achieving a truly photorealistic car render is often considered the holy grail for 3D artists and automotive designers. While modeling the vehicle itself presents its own challenges, the real magic, the ‘showroom shine,’ often boils down to one critical element: the paint. Without a meticulously crafted car paint shader, even the most detailed 3D model can fall flat, lacking the depth, reflectivity, and subtle metallic glint we expect from a real-world vehicle.
Unreal Engine 5, with its cutting-edge rendering capabilities like Lumen and Nanite, offers an unparalleled platform for Unreal Engine automotive rendering. However, translating the complex, multi-layered nature of automotive paint into a real-time engine requires more than just a basic material. It demands a deep understanding of Physically Based Rendering (PBR) principles and advanced material graph techniques. This guide will unravel the secrets to crafting a truly stunning, photorealistic car paint material in UE5, taking your vehicle visualizations from good to breathtaking.
Deconstructing the Essence: The Layers of Automotive Paint
Before diving into Unreal Engine’s material editor, it’s crucial to understand the physical composition of modern automotive paint. It’s far more complex than a single coat of color. True UE5 PBR car paint realism stems from accurately simulating these distinct layers:
The Primer Coat
While often hidden, the primer forms the base. It ensures adhesion and provides a uniform surface for the subsequent layers. In a shader, this might not be explicitly modeled but is implicitly part of the underlying surface quality.
The Base Coat (Color Layer)
This is where the car’s primary color resides. For metallic or pearlescent finishes, this layer also contains tiny, reflective pigment flakes. These flakes are instrumental in how the paint shimmers and changes appearance under different lighting angles.
The Metallic Flake Layer
Crucially, metallic flakes are often suspended within the base coat, but their distinct optical properties warrant special attention in our shader. These microscopic particles scatter light, creating the characteristic sparkle and depth of metallic paint. The orientation, density, and size of these flakes dramatically influence the final look.
The Clear Coat Layer
This is arguably the most critical layer for visual realism. The clear coat is a thick, transparent, highly reflective layer that protects the colored base coat. It provides the deep, glossy shine and is responsible for almost all of the visible reflections and highlights. It also has a subtle refractive quality, making the underlying color appear deeper and more vibrant. Understanding this layered structure is the first step towards a convincing automotive material graph.
Laying the Foundation: The Base Coat Material Setup in UE5
Our journey begins with setting up the foundational base coat material. In Unreal Engine 5, we’ll start with a standard PBR material, but quickly customize it to handle the intricacies of car paint. This forms the canvas upon which our metallic flakes and clear coat will be built.
Creating the Base Material
Open the Unreal Engine 5 content browser and create a new Material. Name it something descriptive, like ‘M_CarPaint_Master.’ This master material will house all the logic for our complex shader, making it easy to create instances for different car colors later on.
Core PBR Inputs: Base Color, Metallic, Roughness
- Base Color: For the primary color, introduce a VectorParameter (e.g., ‘PaintColor’). This allows us to easily change the car’s hue via material instances. Connect this to the Base Color input of your material.
- Metallic: Car paint, especially metallic paint, has a high metallic value. Start with a ScalarParameter (e.g., ‘BaseMetallic’) and set its default to around 0.8-1.0. Connect this to the Metallic input. Even for non-metallic paints, a slight metallic value can contribute to a subtle sheen.
- Roughness: The base coat itself isn’t perfectly smooth due to the flakes. Use a ScalarParameter (e.g., ‘BaseRoughness’) with a value typically between 0.3-0.5. This will give it some diffusion before the clear coat is applied. Connect this to the Roughness input.
At this stage, your car will have a basic, diffuse color with some sheen. It’s a start, but far from the desired showroom shine. The next steps will layer on the complexity that defines a truly photorealistic finish.
The Sparkle and Depth: Crafting the Metallic Flake Shader
The metallic flakes are the secret ingredient that distinguishes a flat car paint from one that truly pops. Simulating these tiny, reflective particles correctly is vital for a realistic metallic flake shader. We’ll achieve this by manipulating the normal map and adding a subtle anisotropic effect.
Simulating Flake Orientation with Custom Normals
Metallic flakes don’t simply reflect light uniformly; their orientation influences how light bounces off the paint. We can simulate this using a custom normal map generated from a noise texture. This is a core component of our automotive material graph.
- Noise Texture: Introduce a ‘TextureCoordinate’ node and scale it down significantly (e.g., 0.05) to represent tiny flakes. Feed this into a ‘TextureSample’ node using a seamless Perlin noise or Voronoi texture (ensure it’s set to ‘Normal’ texture type, or convert it).
- Normal Blending: Use a ‘BlendAngleCorrectedNormals’ node to combine this flake normal map with your main vehicle’s normal map (if you have one, for panel gaps, etc.). The flake normal should have a lower intensity (e.g., multiplied by 0.1-0.3) so it doesn’t overpower the underlying surface details.
- Fresnel Effect for Flakes: To make the flakes more visible at glancing angles, apply a Fresnel effect to their contribution. Multiply the intensity of your flake normal map by a ‘Fresnel’ node (with an exponent around 3-5). This ensures the sparkle is more pronounced when viewed from the sides, mimicking real-world behavior.
- Connecting to Normals: Connect the output of your blended flake normal logic to the Material’s ‘Normal’ input.
Adding Anisotropic Reflections
High-end car paints often exhibit a subtle anisotropic sheen, where reflections appear stretched or brushed in a certain direction. While Unreal Engine 5 doesn’t have a direct ‘Anisotropy’ input for its standard material model, we can simulate it by manipulating the normal vector based on tangents.
- Tangent Vector: Get the ‘Tangent’ vector in world space.
- Normal Blending for Anisotropy: Use a ‘RotateVector’ node or similar custom function to slightly orient the normal based on the tangent, but with very subtle influence (e.g., a small angle). This creates the illusion of anisotropic reflections.
- Flake Color Variation: For added realism, you can subtly vary the ‘PaintColor’ for the flakes based on their normal direction or a different noise map. This can simulate iridescent flakes. Multiply the ‘Base Color’ by a very slight color variation derived from your flake logic.
The metallic flake shader is highly iterative. Experiment with noise types, scaling, and blending intensities until you achieve the desired level of sparkle and depth. Remember, subtlety is key; you want the flakes to enhance, not distract.
The Glassy Veil: Mastering the Clear Coat Material Setup
The clear coat is the defining feature of car paint, providing that deep, wet, reflective look. Unreal Engine 5’s dedicated clear coat input simplifies this considerably, but achieving true realism requires careful tuning of its parameters and understanding its interaction with the underlying layers. This is where our clear coat material setup truly shines.
Leveraging UE5’s Clear Coat Input
Unreal Engine’s material model includes specific inputs for clear coat properties, which makes simulating this layer much more straightforward than faking it with blend materials.
- Clear Coat Input: Set a ScalarParameter (e.g., ‘ClearCoatIntensity’) and connect it to the ‘Clear Coat’ input of your material. For a full clear coat, this value should be 1.0.
- Clear Coat Roughness: This is crucial. The clear coat is generally very smooth, but not perfectly smooth. Set a ScalarParameter (e.g., ‘ClearCoatRoughness’) with a low value, typically between 0.03 and 0.08. A value of 0.0 will give a mirror finish, while slightly higher values introduce subtle imperfections that catch light. This directly influences the sharpness of reflections and the width of highlights.
- Clear Coat Normal: The clear coat itself also has its own micro-surface imperfections. You can connect a separate, very fine noise texture (similar to the flake normal but even smaller scale and lower intensity) to the ‘Clear Coat Normal’ input. This adds another layer of subtle detail to reflections, preventing them from looking too perfect or sterile.
- Clear Coat Affects Roughness: Ensure that your clear coat setup is correctly interacting with the underlying roughness. The clear coat essentially “covers” the roughness of the base coat, making the overall surface appear smoother.
Advanced Clear Coat Nuances
- Fresnel for Clear Coat: The clear coat’s reflectivity changes with angle, a phenomenon described by Fresnel. Unreal’s PBR material handles this automatically, but understanding it reinforces why glancing angles appear more reflective.
- Orange Peel Effect: Real car paint often has a subtle ‘orange peel’ texture – tiny undulations in the clear coat. You can simulate this by adding a very subtle, large-scale noise texture to your ‘Clear Coat Normal’ input, with an extremely low intensity (e.g., 0.01-0.02). This imperfection adds to the realism without making the paint look damaged.
- Micro-Scratches and Swirl Marks: For an even more realistic look, especially for used vehicles, you can blend in a texture map representing micro-scratches or swirl marks into the ‘Clear Coat Roughness’ or ‘Clear Coat Normal’. These should be very subtle and often driven by a mask from Substance Painter workflow.
The clear coat is where the magic of the showroom shine truly happens. Pay close attention to its roughness and normal inputs to dial in the perfect level of gloss and imperfection.
Illuminating Realism: Advanced Lighting and Ray Tracing Reflections in UE5
Even the most exquisite car paint shader will look flat without proper lighting. Unreal Engine 5’s advanced rendering features, especially Lumen and ray tracing, are game-changers for real-time car visualization. They enable us to capture the true interaction of light with our photorealistic materials.
Environment Lighting: The Foundation of Reflections
The biggest influence on how car paint looks is its environment. Car paint is essentially a mirror, reflecting its surroundings. An HDRI (High Dynamic Range Image) is indispensable for realistic reflections.
- HDRI Sky Sphere: Use a high-quality HDRI as your sky light source. This provides accurate lighting and, more importantly, a detailed environment for reflections. Ensure your HDRI matches the mood and location of your scene.
- Directional Light: Supplement the HDRI with a powerful directional light to simulate the sun. This creates sharp highlights and shadows, crucial for defining the car’s form and showcasing the paint’s reflectivity.
- Local Lights: Add local lights (spotlights, point lights) to emphasize specific areas of the car or create studio-style lighting setups. These will produce distinct highlights on the clear coat.
Unleashing Ray Tracing Reflections in UE5
This is where Unreal Engine 5 truly pulls ahead for automotive rendering. Traditional Screen Space Reflections (SSR) are limited to what’s visible on screen and often break down or look blurry. Ray tracing reflections UE5 provide physically accurate reflections, capturing off-screen details and generating much sharper, more believable results.
- Enable Ray Tracing: In your Project Settings, navigate to ‘Rendering’ and enable ‘Ray Tracing’ under the ‘Hardware Ray Tracing’ section. Restart the editor.
- Adjust Post Process Volume: Place a Post Process Volume in your scene, ensure ‘Unbound’ is checked, and go to ‘Rendering Features > Reflections’. Set ‘Type’ to ‘Ray Tracing’. Increase ‘Max Roughness’ to ensure reflections appear on slightly rougher surfaces as well.
- Ray Traced Global Illumination (Lumen): While not directly a reflection setting, Lumen’s software ray tracing for global illumination significantly enhances the realism by simulating bounced light, which indirectly affects the appearance of your car paint. Ensure Lumen is enabled and configured in your Project Settings.
- Transparency and Refraction: For car windows and headlights, ray tracing also enables accurate refractions and transparent reflections, further enhancing overall realism.
Leveraging ray tracing for reflections transforms your car paint, allowing it to accurately mirror its environment with stunning fidelity, making your car feel truly grounded in the scene.
Seamless Integration: Substance Painter Workflow & Optimization
While Unreal Engine’s material editor is powerful, generating intricate textures like grime, wear, or specific patterns for car paint is often best handled in a dedicated texturing application. Substance Painter workflow provides an excellent bridge for detailed surface work, and optimization is key for real-time performance.
Baking and Exporting from Substance Painter
Substance Painter excels at creating detailed PBR textures. You might use it for:
- Subtle Wear and Tear: Adding very subtle edge wear, dirt, or water streaks to the car body, which can be blended into your UE5 clear coat roughness or normal maps.
- Decals and Graphics: Creating high-resolution decals or racing stripes that need specific normal, metallic, or roughness properties distinct from the base paint.
- Panel Gaps and Details: Baking high-poly details onto a low-poly mesh, including normal maps for panel lines and other surface intricacies.
When exporting from Substance Painter for Unreal Engine, use the ‘Unreal Engine 4 (Packed)’ preset (which works perfectly for UE5). This preset packs Ambient Occlusion, Roughness, and Metallic maps into a single texture’s RGB channels, optimizing performance and memory usage.
Importing and Blending Textures in UE5
Import your exported texture maps into Unreal Engine. In your master car paint material:
- Base Color Map: If you have a unique base color from Substance (e.g., for graphics), multiply it with your ‘PaintColor’ parameter or use a Lerp node with a mask to blend between them.
- ORM Map (Occlusion, Roughness, Metallic): Split the channels of the packed ORM map. Blend the ‘R’ (Ambient Occlusion) into your material’s AO input, ‘G’ (Roughness) with your ‘ClearCoatRoughness’ (often by multiplying or using a Lerp with a mask), and ‘B’ (Metallic) with your ‘BaseMetallic’.
- Normal Map: Connect your Substance Painter normal map to the main ‘Normal’ input, blending it with your metallic flake normal map as discussed earlier.
Using masks generated in Substance Painter, you can precisely control where these detailed textures affect your car paint, allowing you to add grime only in crevices or subtle scratches only on high-wear areas.
Optimizing for Real-time Performance
High-quality car paint can be performance-intensive. Here are tips for keeping your real-time car visualization smooth:
- Texture Resolution: Use appropriate texture resolutions. 4K or even 8K might be necessary for hero shots, but lower resolutions can be used for less prominent parts or when far from the camera. Enable texture streaming.
- Material Complexity: While we’ve built a complex material, avoid unnecessary nodes. Profile your material using the ‘Shader Complexity’ view mode (Alt+8) to identify bottlenecks.
- LODs (Level of Detail): For vehicle models, implement LODs. As the camera moves further away, switch to simpler meshes and potentially simpler material instances with fewer complex calculations. Many of the high-quality models at 88cars3d.com come with optimized LODs ready for use.
- Instancing Materials: Always create material instances from your master material. This allows you to change colors, roughness, and other parameters without recompiling the shader, saving significant performance and iteration time.
Polishing the Gem: Micro-Details and Environmental Nuances
The journey to photorealism is one of refinement. Beyond the core paint layers, subtle micro-details and how the paint reacts to its environment elevate your render from excellent to truly indistinguishable from reality.
Subtle Imperfections and Wear
A perfectly clean car can sometimes look artificial. Introducing subtle imperfections adds a layer of realism:
- Dust and Grime: Create a subtle dust layer that accumulates on horizontal surfaces or in crevices. This can be a separate material blended on top, or integrated into your main material with a dirt mask (e.g., using a ‘World Aligned Blend’ node in UE5 or a baked AO map from Substance Painter). Blend it into the roughness and base color inputs.
- Water Spots/Rain: For a rainy scene, create a separate material for water droplets that can be blended over the clear coat. This involves custom normal maps for the droplet shape and adjusted roughness for wetness.
- Fingerprints/Smudges: For extreme close-ups, subtle fingerprint smudges on high-touch areas can be layered into the clear coat roughness, though these are typically only visible in very specific lighting.
Environmental Interaction and Post-Processing
The appearance of your car paint isn’t solely dependent on the material itself, but also on how it interacts with the entire scene and the final image pipeline.
- Ambient Occlusion: Ensure your scene has proper Ambient Occlusion (SSAO or Ray Traced AO) to ground the car in its environment and enhance contact shadows around panels and crevices.
- Exposure and White Balance: Calibrate your camera’s exposure and white balance within the Post Process Volume to ensure the paint colors appear accurate and vibrant.
- Color Grading: Subtle color grading can unify the scene and bring out the richness of your car paint. Experiment with saturation, contrast, and tints to achieve a cinematic look.
- Bloom and Lens Flares: Carefully applied bloom can soften intense highlights on the clear coat, simulating how light interacts with a real camera lens. Don’t overdo it, or it will look artificial.
These subtle details, often overlooked, contribute significantly to the overall believability of your Unreal Engine automotive rendering. They tell a story and make the car feel like a physical object within a real space.
Conclusion: The Art and Science of Showroom Shine
Crafting photorealistic car paint in Unreal Engine 5 is a nuanced blend of technical understanding and artistic finesse. It requires deconstructing real-world physics into distinct material layers – the base color, the intricate metallic flakes, and the protective, reflective clear coat. By meticulously building a sophisticated automotive material graph, leveraging UE5’s advanced features like ray tracing for reflections, and integrating powerful tools like Substance Painter, you can transform a simple 3D model into a breathtaking visualization.
The journey doesn’t end with the material itself; the interaction with a well-lit environment and the addition of subtle imperfections through careful texturing and post-processing are what truly elevate your work. The result is a car paint so convincing, it looks like it just rolled off the showroom floor, shimmering with unparalleled depth and realism.
Ready to apply these techniques and bring your automotive visions to life? Explore our extensive collection of high-quality, pre-optimized 3D car models at 88cars3d.com. Start with a perfect base and immediately dive into perfecting that showroom shine!
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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
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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
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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
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
Texture: Yes
Material: Yes
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Mercedes-Benz C230 SportCoupé 2005 3D Model
Texture: Yes
Material: Yes
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Mercedes-Benz SLK 3D Model
Texture: Yes
Material: Yes
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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
Texture: Yes
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
Texture: Yes
Material: Yes
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