Deconstructing the Physics of Automotive Paint: A Multi-Layered Marvel
The quest for photorealism in 3D rendering often hinges on mastering the most challenging materials. Among these, automotive paint stands out as a formidable adversary. Its complex interplay of color, reflectivity, depth, and micro-surface details makes it incredibly difficult to reproduce convincingly. While Physically Based Rendering (PBR) has revolutionized material creation, providing a robust framework for realistic surfaces, achieving truly hyper-realistic automotive paint materials demands an approach that goes significantly “beyond PBR’s” foundational principles.
A standard PBR workflow, while excellent for many materials, often falls short when replicating the nuanced beauty of a multi-layered car finish. That tell-tale depth, the shimmering dance of metallic flakes, and the liquid-like reflections of a perfect clear coat require a deeper understanding of material physics and advanced shading techniques. This guide is designed for 3D artists, game developers, and automotive designers ready to elevate their renders from simply “good” to breathtaking. We’ll deconstruct the science, explore advanced techniques, and provide actionable insights to help you craft a truly photorealistic car paint shader.
Deconstructing the Physics of Automotive Paint: A Multi-Layered Marvel
To truly understand how to render realistic car paint, we must first understand its physical structure. Automotive paint isn’t a single monolithic layer; it’s a meticulously engineered system of distinct coats, each contributing uniquely to the final aesthetic. Ignoring this layered complexity is often the root cause of renders that look flat or plasticky.
At its core, modern car paint comprises several layers applied over a primed metal body:
- Primer: This foundational layer promotes adhesion and provides a uniform base for subsequent coats. While not directly visible, its smoothness influences the final surface quality.
- Base Coat: This is where the primary color of the vehicle resides. Crucially, this layer often contains pigment particles responsible for the color and, in metallic or pearl paints, tiny reflective flakes. These flakes are pivotal for the characteristic shimmer and sparkle.
- Clear Coat: The outermost layer is a transparent, highly durable finish. It provides protection against UV radiation and abrasions, but more importantly for rendering, it is responsible for the paint’s deep gloss, specular highlights, and liquid-like reflections. This layer is often several times thicker than the base coat.
Each of these layers possesses distinct optical properties. The base coat exhibits diffuse reflection (the primary color), combined with the unique specular behavior of any contained metallic flakes. The clear coat, being transparent, primarily influences the material through its high index of refraction (IOR) and near-perfect smoothness, resulting in crisp, often anisotropic reflections.
Understanding the interplay between these layers — how light penetrates the clear coat, interacts with the base coat and its flakes, and then reflects back through the clear coat — is fundamental to creating convincing PBR automotive materials. This multi-layered structure is precisely what allows light to scatter, reflect, and refract, giving automotive paint its unique depth and luster.
The Core of Realism: Advanced PBR Automotive Materials
While standard PBR workflows provide a good starting point, achieving hyper-realistic automotive paint materials necessitates moving beyond simple metallic/roughness setups. The key lies in treating the clear coat and base coat as distinct entities within your shader, allowing for their unique physical properties to be accurately simulated. This is where a custom material node setup becomes indispensable.
Mastering the Metallic Flake Effect
The shimmering effect of metallic paint is primarily due to microscopic aluminum or mica flakes suspended within the base coat. These flakes are typically randomly oriented but, when aligned by the paint application process or viewed at certain angles, they catch and reflect light, creating a dazzling sparkle. Simulating this metallic flake effect accurately is one of the biggest challenges.
Traditional methods might involve simple noise textures, but for true realism, we need more control. Advanced techniques often involve:
- Procedural Textures: Using procedural noise patterns (e.g., Voronoi, Perlin) to generate flake distribution and size. Masking these patterns allows for varying flake density.
- Dedicated Flake Shaders: Some renderers and game engines offer specialized flake shaders or material layers designed specifically for this purpose. These often allow direct control over flake density, size, color, and reflectivity.
- Anisotropic Reflection: Individual flakes are essentially tiny, flat mirrors. When light hits a collection of randomly oriented flakes, it can create a subtle anisotropic effect, where highlights stretch and shift with the viewing angle. Implementing this requires careful consideration of tangent space and reflection vectors.
The key is to create the illusion of depth within the base coat, where flakes appear to be embedded rather than simply painted onto the surface. This can be achieved by blending the flake layer with the underlying diffuse color and ensuring their reflections are influenced by the clear coat above.
The Imperative Clear Coat Layer
The clear coat is arguably the most critical component for achieving photorealistic car paint shader results. It’s not just a glossy finish; it’s a distinct, transparent layer with its own set of optical properties. Its interaction with light defines the overall depth, reflectivity, and quality of reflections.
When setting up your material, treat the clear coat as a separate, physically distinct layer on top of your base coat. Key parameters to control include:
- Index of Refraction (IOR): Typically around 1.4-1.5 for clear coats, this dictates how light bends as it enters and exits the layer, fundamentally influencing Fresnel reflections.
- Roughness/Glossiness: A perfectly new, polished clear coat will have extremely low roughness (high gloss), leading to sharp, mirror-like reflections. Slight imperfections or dust can introduce subtle roughness variations.
- Thickness (optional but advanced): While often simplified, some advanced shaders allow for a very thin film effect, simulating slight color shifts due to thin-film interference. This adds another layer of realism, particularly for vibrant colors.
The clear coat is responsible for the crisp, undistorted reflections you see on a car’s surface. Without a properly simulated clear coat, your car paint will lack the characteristic depth and the distinct separation between surface reflections and underlying color. To fully appreciate and test these material setups, having access to high-quality base models is essential. Resources like 88cars3d.com offer an excellent starting point with meticulously detailed automotive models ready for your advanced material experiments.
Capturing Light: Anisotropic Reflections and Beyond
When you observe a real car, especially one with a metallic or pearlescent finish, you’ll notice that specular highlights don’t always appear as perfectly round or elliptical blobs. Instead, they can stretch, shift, and exhibit a directional quality based on the viewing angle and the underlying surface microstructure. This phenomenon is known as anisotropic reflections, and it’s a cornerstone of truly convincing car paint.
Anisotropy in car paint primarily stems from two sources:
- Metallic Flakes: As discussed, these tiny, reflective particles, while often randomly oriented, can create a cumulative directional reflection.
- Surface Micro-scratches/Swirl Marks: Even a perfectly polished clear coat can have microscopic scratches or swirl marks (often from washing or polishing) that, when viewed under direct light, cause highlights to streak in a particular direction.
Implementing anisotropic reflections in your shader requires more than just a standard PBR setup. You’ll typically need:
- Anisotropic Shading Model: Many renderers offer dedicated anisotropic shaders (e.g., Ward, GGX Anisotropic) that allow you to control the direction and strength of anisotropy.
- Tangent Maps: These texture maps (similar to normal maps) define the direction of anisotropy across the surface. For car paint, this might be a uniform direction for the clear coat (simulating polishing marks) or a more chaotic pattern for the metallic flakes.
- Roughness Control: Anisotropy is often linked to roughness. A higher anisotropic value might correspond to a more stretched highlight, but the overall “blurriness” is still governed by roughness.
The goal is to create highlights that “stretch” along a specific direction, enhancing the sense of a polished, multi-layered surface. This attention to detail in how light interacts with the material’s microstructure is what truly separates good renders from exceptional ones. Mastering these advanced car paint techniques will significantly elevate the realism of your automotive renders.
Building the Shader: Material Node Setup Across Renderers
While the exact node names and connections may vary between renderers (e.g., Blender’s Cycles, Autodesk’s V-Ray/Arnold, Unreal Engine, Unity’s HDRP), the conceptual framework for creating a photorealistic car paint shader remains largely consistent. The core idea is to layer materials, mimicking the physical structure of automotive paint.
Here’s a generalized approach to a material node setup:
Step 1: The Base Coat Material
This is your primary color layer. Start with a standard PBR material. Set its base color to your desired car paint color. Its roughness should be relatively high (or metallic low, depending on the setup) if it were exposed, but remember it’s underneath the clear coat. For metallic paints, you’ll introduce the metallic flake effect here.
- Color Input: Your chosen car paint color.
- Roughness: Moderate to high, as it’s typically a matte finish before clear coat.
- Metallic: Adjust for the underlying metallic properties of the paint.
- Flake Layer: Blend in a procedural texture or a dedicated flake shader to simulate the metallic particles. Control their size, density, and reflectivity. This often involves a mix shader or a custom shader node that adds anisotropic reflections on top of the base color.
Step 2: The Clear Coat Material
This layer sits on top and is usually a separate, transparent, and highly reflective material. It should have its own set of PBR parameters.
- Transmission/Transparency: Set to 1 (fully transparent) for the clear coat.
- IOR (Index of Refraction): Typically around 1.4-1.5. This is critical for accurate Fresnel reflections.
- Roughness: Very low for a new, polished car. Even tiny increases will significantly blur reflections. For wear and tear, this can be textured.
- Anisotropy: If your renderer supports it, apply a subtle anisotropic effect to simulate polishing marks or micro-scratches. Use a tangent map to define the direction.
Step 3: Layering and Blending
The final step is to combine these two main layers. Most renderers offer “Layered Material” nodes (V-Ray, Arnold) or “Mix Shaders” (Cycles, generic PBR setups) to stack materials. You will essentially have the clear coat material on top of the base coat material.
- Clear Coat on Top: Ensure the clear coat is the ‘top’ layer. The underlying base coat will be visible through it.
- Masking (Optional): For specific effects like chipped paint, you would use masks to reveal the base coat or even primer underneath.
For game engines striving for real-time automotive materials, the approach is similar but with performance considerations. Unreal Engine’s Master Material setup, for instance, has a dedicated “Clear Coat” input that simplifies this layering, allowing you to control roughness and normal maps specifically for the clear coat without complex node trees. Unity’s HDRP offers similar functionalities. The general principle, however, remains layering a transparent, reflective material over a colored, potentially metallic base.
Optimizing for Performance and Visual Fidelity: The Balancing Act
Achieving breathtaking realism with car paint often comes at a computational cost. Whether you’re aiming for cinematic offline renders or interactive real-time experiences, striking the right balance between visual fidelity and performance is crucial. These advanced car paint techniques can be resource-intensive, so optimization is key.
For Offline Renderers (VFX, Arch-Viz):
- Higher Sample Counts: To resolve complex reflections, especially those involving metallic flakes and subtle anisotropy, higher render sample counts are often necessary. This minimizes noise and aliasing.
- Accurate Environment Lighting (HDRI): The quality of your reflections is heavily dependent on your environment map. Use high-dynamic-range image (HDRI) environments with clear, sharp features to drive realistic reflections and lighting.
- Volumetric Effects (Optional): For truly artistic renders, subtle volumetric scattering in the clear coat or even atmospheric effects can enhance depth.
- Shader Complexity: Don’t shy away from complex node setups if the visual gain is significant. Offline rendering allows for longer computation times.
For Real-time Engines (Games, Interactive Experiences):
- Baked Textures for Flakes: Instead of calculating complex flake patterns in real-time, consider baking them into normal maps and possibly an anisotropic tangent map. This converts expensive procedural calculations into texture lookups.
- Simplified Anisotropy: While full anisotropic GGX might be too costly, many game engines offer approximations or simpler anisotropic models that provide a convincing effect with less overhead.
- Clear Coat Optimization: Utilize the dedicated clear coat features in engines like Unreal (Clear Coat input) or Unity (HDRP’s clear coat material properties) as they are often highly optimized for performance.
- LODs (Levels of Detail): Implement material LODs where the complexity of the car paint shader is reduced at greater distances. For instance, metallic flakes might only be active on the highest LOD.
- Reflection Probes/SSR: Rely on efficient reflection probes (for static reflections) and Screen Space Reflections (SSR) (for dynamic, local reflections) to simulate the environment’s interaction with the car. Ensure probe resolutions are adequate.
The choice between real-time and offline optimization strategies depends entirely on your project’s requirements. High-quality 3D models, such as those available on 88cars3d.com, provide the perfect canvas for testing these optimizations across various rendering pipelines, allowing you to see their impact on both fidelity and performance.
Troubleshooting for Hyper-Realism: Common Pitfalls
Even with a robust understanding of physics and advanced shader techniques, you might encounter issues that prevent your automotive paint from reaching that coveted hyper-realistic look. Here are some common challenges and how to address them:
1. The “Plastic” Look / Insufficient Depth
Problem: The paint looks flat, like a toy car, lacking the deep, wet appearance of real automotive finishes.
Solution: This almost always points to an underdeveloped or missing clear coat layer. Ensure your clear coat is a distinct, highly transparent material with a correct IOR (around 1.4-1.5) and very low roughness. The clear coat is what provides the depth and separates the surface reflections from the underlying color.
2. Aliasing on Specular Highlights
Problem: Jagged or pixelated edges on sharp reflections and highlights, especially on the clear coat.
Solution:
- Increase Render Samples: For offline renderers, simply increasing your render samples (path tracing bounces, light samples) is the most direct solution.
- Mipmapping & Anti-aliasing: Ensure your textures (especially normal and roughness maps) are properly mipmapped. Enable robust anti-aliasing settings in your renderer or game engine.
- Reduce Extreme Roughness: While low roughness is key, extremely low values (approaching zero) can sometimes exacerbate aliasing. A microscopic touch of roughness (e.g., 0.01 instead of 0) can sometimes help without visibly blurring reflections too much.
3. Inaccurate or Distorted Reflections
Problem: Reflections appear blurry when they should be sharp, or they don’t accurately reflect the environment.
Solution:
- High-Quality HDRI: Use a high-resolution (8K-16K or higher) HDRI for environment lighting. A low-res HDRI will always result in blurry, unrealistic reflections.
- Clear Coat Roughness: Double-check your clear coat’s roughness value. Even minor increases can significantly blur reflections.
- Reflection Probes (Real-time): In game engines, ensure your reflection probes are correctly placed, sized, and rendered at a sufficient resolution. For dynamic objects, Screen Space Reflections (SSR) or planar reflections might be necessary.
- Normal Map Issues: Incorrect normal maps can subtly distort reflections. Ensure your normal maps are in the correct tangent space for your renderer.
4. Metallic Flakes Not Visible or Too Prominent
Problem: The metallic flake effect is either completely absent or looks like ‘glitter’ glued onto the surface.
Solution:
- Flake Size & Density: Adjust the size and density parameters of your flake texture or shader. Real car paint flakes are tiny and densely packed.
- Flake Reflectivity: Ensure the flakes have sufficient reflectivity. They are, after all, tiny mirrors.
- Interaction with Clear Coat: The flakes are *under* the clear coat. Their reflections should be slightly softened and refracted by the clear coat, not appear on top of it. Ensure your layering is correct.
- Anisotropy: Introducing subtle anisotropy (even just a randomized direction per flake) can make them catch light more naturally.
5. Incorrect Color Appearance
Problem: The paint color looks different in the render than expected, or appears washed out.
Solution:
- Color Management: Ensure you are working in a linear color space throughout your pipeline and that your display has proper color management (e.g., sRGB for monitors). Incorrect color management is a frequent culprit.
- Lighting: The color of your light sources significantly impacts how paint color is perceived. White balance your lighting.
- Fresnel Effect: The clear coat’s Fresnel effect means that the paint color will appear more saturated when viewed head-on and more reflective (showing the environment) when viewed at grazing angles. This is physically correct.
By systematically addressing these common pitfalls, you can refine your materials and push them further into the realm of hyper-realism. The journey to truly master automotive paint materials is one of continuous experimentation and meticulous attention to detail, but the rewards are stunningly realistic renders that stand out.
Conclusion
Crafting hyper-realistic automotive paint materials is undoubtedly one of the most rewarding challenges in 3D rendering. It demands a sophisticated understanding of physical optics, layered shader construction, and an acute eye for detail. We’ve explored how moving “beyond PBR’s” basic definitions to embrace a multi-layered approach, meticulous metallic flake simulation, and accurate anisotropic reflections is crucial for unlocking that coveted level of realism.
From deconstructing the physics of the clear coat and base coat to building complex material node setups across various renderers, and optimizing for both performance and visual fidelity, each step is vital. While the path can be intricate, the ability to troubleshoot common issues and refine your approach will ultimately lead to stunning results that breathe life into your 3D vehicles.
The journey to mastering a photorealistic car paint shader is an ongoing process of learning and experimentation. Equip yourself with high-quality models to test these advanced techniques and watch your renders transform. For a fantastic selection of meticulously crafted 3D car models, perfect for applying your newfound material knowledge, be sure to visit 88cars3d.com. Start your hyper-realistic rendering journey today!
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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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