Deconstructing the Physics of Real-World Car Paint
The pursuit of perfection in digital automotive visualization often culminates in the subtle yet profound details of a car’s paintwork. It’s the lustrous sheen, the way light dances across curves, and the deep, rich colors that truly breathe life into a 3D model. However, achieving this level of photorealism for digital car paint in a real-time engine like Unreal Engine 5 is far from a trivial task.
Standard material setups often fall short, struggling to capture the complex interplay of light with multiple layers of paint, clear coat, and metallic flakes. Artists and developers often grapple with flat-looking surfaces that lack the depth and vibrancy seen on real-world vehicles. The challenge lies in deconstructing the physics of automotive paint and translating that understanding into a performant and visually stunning shader within the powerful Unreal Engine 5 material editor.
This comprehensive guide will take you beyond basic material parameters, diving deep into the advanced techniques required to master photorealistic automotive paint in Unreal Engine 5. We’ll explore the science behind the shine, build a sophisticated shader from the ground up, and ensure it runs efficiently for applications ranging from high-fidelity game assets to interactive automotive configurator visualization. Prepare to unlock the true potential of your vehicle renders.
Deconstructing the Physics of Real-World Car Paint
Before we can digitally recreate automotive paint, we must first understand its real-world composition and how it interacts with light. Car paint is not a single, monolithic layer; it’s a sophisticated multi-layered system, each contributing uniquely to the final aesthetic.
The Multi-Layered Structure
At its core, a typical automotive finish consists of several distinct layers applied over the vehicle’s metal body:
- Primer: Applied directly to the treated metal, the primer provides corrosion resistance, promotes adhesion for subsequent layers, and creates an even surface. Digitally, this layer is usually abstracted away or contributes to the base color, not typically requiring a distinct shader.
- Base Coat (Color Coat): This is the layer that provides the primary color and often contains the metallic or pearl flakes. Its properties – pigment type, flake density, and color – determine the core appearance. The base coat can be opaque or semi-transparent, and its roughness and metallic properties are crucial for our PBR setup.
- Clear Coat: This is the outermost layer, a transparent, high-gloss finish that protects the base coat from UV light, scratches, and environmental damage. Crucially for rendering, it is responsible for the paint’s deep reflections, its wet look, and contributes significantly to the overall depth and perceived quality.
Light Interaction and Perception
The magic of car paint lies in how light interacts with these layers. When light hits a vehicle, several phenomena occur:
- Specular Reflection: This is the mirror-like reflection primarily off the clear coat surface. It’s responsible for the highlights and the “wet” look. The quality and sharpness of these reflections are governed by the clear coat’s smoothness (or lack thereof, if considering micro-scratches).
- Diffuse Reflection/Scattering: Light penetrates the clear coat, hits the base coat, and then scatters off the pigments and metallic flakes within. This scattering determines the overall color of the paint.
- Metallic Flake Effect: This is a unique characteristic of metallic paints. Tiny, highly reflective flakes (often aluminum or mica) embedded in the base coat catch and reflect light at different angles, creating a shimmering, dynamic sparkle. The directionality and intensity of these reflections change dramatically with viewing angle and light source position.
- Fresnel Effect: Light reflects more strongly at grazing angles (when viewed almost parallel to the surface) and is more absorbed/refracted when viewed head-on. This is most noticeable on the clear coat, enhancing the perceived depth and reflectivity at the edges of curved surfaces.
Understanding these physical properties is the bedrock for creating a truly believable material. We are essentially mimicking these optical interactions using the principles of Physically Based Rendering (PBR) within the Unreal Engine 5 material editor.
Foundations in Unreal Engine 5 Material Editor: PBR Principles
Unreal Engine 5’s material editor provides a robust framework for building PBR shaders. The key to photorealistic automotive paint lies in accurately mapping real-world physical properties to the engine’s PBR inputs. This section focuses on setting up the basic metallic base coat.
Core PBR Parameters for Automotive Paint
The standard material attributes in Unreal Engine 5 are our primary tools:
- Base Color: This input defines the inherent color of the material when diffuse. For car paint, this will be the primary pigment color of your base coat.
- Metallic: A value between 0 (dielectric/non-metal) and 1 (metal). For the base coat of a metallic paint, this will generally be a low value, but can be higher if the flakes are very dense and reflective, influencing how much light reflects directly off the flakes vs. scattering off the pigment. For non-metallic paints, it’s typically 0.
- Specular: Controls the intensity of the specular reflection for non-metallic surfaces. For dielectrics (like the clear coat), this is usually kept at the default 0.5.
- Roughness: Crucial for determining the sharpness and spread of reflections. A value of 0 means perfectly smooth (mirror-like), while 1 is completely rough (matte). Real-world car paint has varying degrees of roughness, with the clear coat being very smooth (low roughness) but not perfectly zero due to microscopic imperfections. The base coat underneath will have higher roughness, influencing internal light scattering.
- Normal: Defines the surface normal, used for bump mapping and creating the illusion of surface detail without adding geometry. Essential for subtle imperfections and metallic flake directionality.
Building the Base Coat Material
Let’s begin by establishing the foundation for our paint:
- Create a New Material: Right-click in the Content Browser, select Materials & Textures -> Material. Name it appropriately (e.g., M_AutomotivePaint_Master).
- Set Base Color: Add a `VectorParameter` node (or a `Constant3Vector` for a fixed color) and connect it to the Base Color input. This will represent the primary pigment color of your car. Parameterizing it allows for easy color changes via Material Instances.
- Roughness for the Base: For the base coat itself (before the clear coat is fully simulated), imagine its intrinsic roughness. It’s not perfectly smooth. Add a `ScalarParameter` for BaseRoughness and connect it. A value around 0.3-0.5 might be a good starting point for the underlying pigment layer.
- Metallic for Flakes: Even if your base color is not a metal, the metallic flakes introduce metallic properties. We’ll start with a low `ScalarParameter` for Metallic, perhaps 0.1-0.3, acknowledging the presence of reflective particles. This will be refined significantly when we implement the `Metallic flake effect`.
This initial setup provides a solid PBR foundation. However, it still lacks the characteristic depth and sheen of a true automotive finish. The magic happens with the clear coat and the complex interaction of light with metallic flakes. For those seeking high-quality vehicle models to apply these advanced materials to, remember that 88cars3d.com offers a wide selection of expertly crafted 3D car models ready for your material wizardry.
Crafting the Automotive Clear Coat Shader
The clear coat is the crowning glory of automotive paint, responsible for its deep reflections, protective sheen, and perceived depth. Unreal Engine 5 provides a dedicated clear coat input that greatly simplifies this process, while still allowing for advanced customization to achieve a truly photorealistic automotive clear coat shader.
Understanding the Clear Coat Input in UE5
Unreal Engine’s standard material provides two critical inputs for simulating a clear coat layer:
- Clear Coat: This is a scalar input (0 to 1) that controls the strength or presence of the clear coat layer. A value of 1 enables a full, strong clear coat effect, while 0 disables it.
- Clear Coat Roughness: Another scalar input (0 to 1) that determines the smoothness of the clear coat’s reflections. A value closer to 0 results in sharper, more mirror-like reflections, while higher values create softer, more diffused reflections, mimicking a less polished or slightly textured surface.
Implementing a Realistic Clear Coat
Let’s integrate the clear coat into our master material:
- Enable Clear Coat: In your material, ensure the `Clear Coat` input is connected to a `ScalarParameter` with a default value of 1. This ensures the clear coat is always active.
- Set Clear Coat Roughness: Add another `ScalarParameter` for `ClearCoatRoughness`. For a brand-new, polished car, a value between 0.05 and 0.15 is a good starting point. This creates sharp, yet not perfectly mirror-like reflections, which is crucial for realism. Real surfaces are rarely perfectly smooth.
- Fresnel Effect for Depth: The clear coat inherently benefits from Fresnel reflection, meaning reflections are stronger at grazing angles. UE5’s clear coat input handles this automatically, but you can enhance or modulate it. For example, you might blend a subtle amount of scene reflection based on camera angle using a `Fresnel` node to drive specific effects, though typically not directly for the main clear coat reflection.
Adding Nuance: Micro-Scratches and Surface Imperfections
A perfectly clean, factory-fresh car paint is rare. Adding subtle imperfections significantly boosts realism. This is where the `Clear Coat Roughness` input becomes incredibly powerful:
- Detail Roughness Maps: Instead of a uniform scalar, drive `Clear Coat Roughness` with a texture map. Create a grayscale texture that represents micro-scratches, dust, or water spots. Darker areas will be smoother (shinier), and lighter areas rougher (duller).
- Blending Roughness: You can blend multiple roughness textures. For instance, a base roughness scalar, blended with a large-scale subtle dirt/dust map, and then blended again with a very fine micro-scratch normal map (using `Add` nodes for the normal input, or `Lerp` for roughness inputs, ensuring appropriate blending modes).
- Normal Map for Clear Coat: The clear coat can also have its own normal map input (`Clear Coat Normal`). This is excellent for adding very subtle “orange peel” texture (a slight waviness common in sprayed paint) or fine swirl marks. Ensure these normal maps are extremely subtle to avoid breaking the illusion of a smooth surface. Use a `ScalarParameter` to control the intensity of these normal maps via a `Multiply` node before connecting to the `Clear Coat Normal` input.
By carefully modulating the clear coat’s roughness and normal, you can achieve a level of realism that captures the subtle wear and tear or the pristine finish of a vehicle, elevating your digital car paint far beyond a basic material.
Mastering the Metallic Flake Effect
The metallic flake effect is perhaps the most challenging and rewarding aspect of creating photorealistic automotive paint. It’s what gives metallic paints their signature sparkle and depth, mimicking the tiny, reflective particles suspended within the base coat. Achieving this dynamically in real-time requires clever shader work.
The Science Behind the Sparkle
Real-world metallic flakes are typically microscopic aluminum particles or mica powder. They are randomly oriented within the base coat. When light hits them, each flake acts as a tiny mirror, reflecting light back at the viewer. As the viewing angle or light source changes, different flakes catch the light, creating a shimmering, dynamic effect known as “flop” or “travel.”
Techniques for Simulating Metallic Flakes in UE5
There are several approaches, ranging from simpler approximations to more complex, physically accurate simulations:
1. Normal Map Based Flakes (Common and Efficient)
This is the most common and performance-friendly method. It involves creating a specialized normal map that simulates the varying orientations of the flakes.
- Creating the Flake Normal Map:
- Generate a high-frequency noise pattern (e.g., using Perlin noise or Voronoi noise) in an image editor or a procedural texture tool.
- Convert this noise into a normal map. This normal map should have very fine, chaotic details. The ‘strength’ of these normals simulates how much the flakes deviate from the surface plane.
- Ensure the normal map tiles seamlessly.
- Integrating into the Material:
- Add a `TextureSample` node for your flake normal map.
- Multiply its intensity by a `ScalarParameter` (FlakeNormalIntensity) to control how prominent the flakes are.
- Add this modified flake normal to the main `Normal` input of your material. You can use a `BlendAngleCorrectedNormals` node for accurate blending with the primary surface normal.
- Connect this result to the main `Normal` input of your material, or for finer control, potentially to the `Clear Coat Normal` input if you want the flakes to appear *under* the clear coat.
Refining Flake Appearance:
- Flake Size and Density: Control this by adjusting the tiling (UV scale) of your flake normal map. Larger tiling means smaller, denser flakes.
- Flake Color/Reflectivity: While the normal map handles orientation, the `Metallic` and `Base Color` inputs of your material will govern the intrinsic reflectivity of the flakes. For metallic flakes, you’d want a higher metallic value than a non-metallic base. You can use a mask from your flake normal generation to subtly increase metallicness or luminosity where flakes are “hitting” the light.
- Contrast: A `Power` node or `Lerp` node driven by a `DotProduct` of the light vector and flake normal can enhance the contrast of the sparkle effect, making flakes brighter when they face the light.
2. Advanced Flake Shaders (More Complex, Higher Fidelity)
For even greater realism, especially in automotive configurator visualization, you might consider:
- Custom GBuffer Output: This advanced technique involves rendering the flakes into a separate GBuffer channel and compositing them later. This offers maximum control over how flakes interact with lighting and reflections but is much more complex to set up.
- Procedural Flake Generation: Instead of a static normal map, you can procedurally generate flake-like normals in the shader using noise functions, allowing for infinite variation and more dynamic control over flake properties without texture limitations. This can be computationally more expensive.
- Anisotropic Flakes: Real flakes are often anisotropic, meaning their reflection varies with direction. Simulating this requires more complex normal mapping or dedicated anisotropic material models, often going beyond the standard UE5 material inputs and requiring custom shading models.
When implementing the `Metallic flake effect`, remember that subtlety is key. Overly aggressive flakes can look noisy and artificial. The goal is a delicate shimmer that adds depth and realism without distracting from the overall form of the vehicle. By combining the base color, clear coat, and carefully crafted metallic flakes, you are well on your way to a truly stunning digital car paint.
Real-time Rendering Techniques and Optimization
Creating a visually stunning automotive paint shader is only half the battle. For real-time applications like games or interactive automotive configurator visualization, performance is paramount. Complex shaders can quickly become bottlenecks, so understanding shader complexity optimization is crucial. We need efficient real-time rendering techniques.
Identifying Performance Bottlenecks
In Unreal Engine 5, the “Shader Complexity” view mode (accessible via Lit -> Optimization Viewmodes) is your best friend. It color-codes your scene based on shader instruction count:
- Green: Low complexity, good performance.
- Red/Pink: High complexity, potential performance issues.
- White: Very high complexity, definite performance hit.
Automotive paint, especially with advanced clear coats and metallic flakes, often pushes into the orange or red zones. Our goal is to bring it back to green or yellow where possible, particularly for surfaces covering a large screen area.
Strategies for Shader Complexity Optimization
Here’s how to make your photorealistic paint run smoothly:
1. Material Instances
Always create a Master Material and then use `Material Instances` for each unique paint color or variant. This is foundational for optimization and workflow. Material Instances allow you to change parameters (like Base Color, Flake Intensity, Roughness) without recompiling the shader, leading to faster iteration and reduced draw calls for the GPU.
2. Reduce Overdraw and Transparency
While our automotive clear coat is technically transparent, Unreal’s dedicated clear coat input is highly optimized. Avoid using traditional translucent blend modes for the main clear coat, as they are significantly more expensive due to overdraw (rendering pixels multiple times). Stick to the `Clear Coat` input in the default Deferred Shading model.
3. Smart Texture Usage
- Texture Resolution: Use appropriate texture resolutions. A 4K or 8K texture for a scratch map on a small detail is overkill; a 512×512 might suffice. Use larger textures for large, visible areas.
- Packed Textures: Combine multiple grayscale maps (e.g., roughness, metallic, ambient occlusion) into the R, G, B, and A channels of a single texture. This reduces texture lookups and memory bandwidth. For example, your Clear Coat Roughness, Base Roughness, and Metallic masks could all live in one packed texture.
- Non-Power-of-Two (NPOT) Textures: While supported, NPOT textures can be less efficient than power-of-two (POT) textures (e.g., 256, 512, 1024, 2048).
4. Optimize Material Graph Logic
- Avoid Complex Math where possible: Operations like `Power`, `Sine`, `Cosine` are more expensive than `Add`, `Multiply`, `Lerp`. Be mindful of how many of these are in your graph.
- Material Functions: Encapsulate repetitive logic into `Material Functions`. While this doesn’t directly optimize the shader instructions, it improves organization and reusability, helping you maintain a clean graph.
- Static Switches and Feature Levels: Use `Static Switch Parameters` to entirely remove unused branches of your material graph at compile time. For example, if some paints don’t have metallic flakes, a static switch can compile out the flake logic for those instances. You can also use `Feature Level Switches` to provide simpler shaders for lower-end platforms.
5. Level of Detail (LOD) for Materials
For game assets, you can create simpler material versions for models at a distance. When the vehicle is far from the camera, switch to a material instance with a simpler clear coat (e.g., no micro-scratches) or a less intensive metallic flake effect. This is handled at the mesh LOD level where you can assign different material slots.
6. Baking High-Frequency Details
If certain micro-details (like subtle orange peel or very fine scratches) are not expected to be viewed up close or respond dynamically to light, consider baking them into a normal map or roughness map. This offloads calculation from the real-time shader to a pre-computed texture.
By diligently applying these optimization strategies, you can ensure your stunning photorealistic automotive paint shaders run smoothly, making them viable for high-performance automotive configurator visualization and demanding game environments. The balance between visual fidelity and performance is key for any digital car paint solution.
Advanced Nuances and Artistic Control
Achieving truly photorealistic automotive paint goes beyond the technical setup of clear coats and flakes. It requires an artistic eye and the ability to add subtle nuances that elevate the material from “good” to “believable.” These details, often imperceptible on their own, collectively create an immersive experience.
The “Orange Peel” Effect
When paint is sprayed, it rarely lays down as a perfectly smooth film. Instead, a very fine, subtle texture resembling an orange peel is often present. This is a hallmark of real-world car finishes and can be simulated:
- Normal Map Application: Create an extremely subtle, high-frequency noise normal map.
- Connect to Clear Coat Normal: Apply this normal map to the `Clear Coat Normal` input, often with a very low intensity (`ScalarParameter` multiplied by the normal map output). This creates a slight ripple in the reflections without altering the underlying geometry.
- Subtle Roughness Variation: Complementing the normal map, a very fine-scale roughness texture can enhance the effect, making the peaks slightly shinier and valleys slightly rougher.
Surface Imperfections: Dust, Fingerprints, and Swirl Marks
A perfectly pristine surface can sometimes look artificial. Adding subtle, non-uniform imperfections is vital:
- Dust/Grime Maps: Use low-frequency grayscale textures for `Clear Coat Roughness` to simulate areas of dust or grime. Blend them using `Lerp` nodes driven by vertex colors or masked textures for localized effects.
- Fingerprints: Highly specific and often challenging, fingerprints can be added using a custom normal map and roughness map that mimics their pattern. These should be applied sparingly and often with a low intensity to avoid distracting the viewer.
- Swirl Marks/Micro-Scratches: As discussed in the clear coat section, detailed normal maps and roughness maps representing fine scratches (often radially or cyclically oriented from polishing) are crucial. Blend multiple layers of these, some very subtle, others slightly more pronounced but still barely visible.
The key here is procedural masking or careful placement of these detail textures so they don’t look repetitive.
Chromatic Aberration and Lens Effects
While not strictly part of the paint shader, post-processing effects can significantly enhance the perceived realism of reflections:
- Chromatic Aberration: A subtle amount of chromatic aberration (color fringing at high-contrast edges) on reflections, particularly in an `Automotive configurator visualization`, can mimic real-world camera optics and trick the eye into believing it’s looking at a photograph.
- Vignette and Film Grain: These subtle additions in post-processing further contribute to a photographic quality.
Integrating with HDRI Lighting and Reflection Captures
No paint material exists in a vacuum. Its realism is heavily dependent on the lighting environment:
- HDRI Backgrounds: Use high-dynamic-range image (HDRI) textures for environment lighting and reflections. These provide accurate, complex lighting information that results in incredibly realistic reflections on the clear coat.
- Reflection Captures: Place `Reflection Capture` actors strategically around your scene. For enclosed environments (like a showroom), a `Box Reflection Capture` is effective. For open scenes, use `Sphere Reflection Captures`. Ensure they are regularly updated to reflect changes in the environment.
The interplay between your advanced digital car paint material and a rich, accurate lighting setup is what truly sells the photorealism.
Artistic Judgement and Iteration
Ultimately, technical knowledge must be combined with an artistic eye. Parameters like flake density, clear coat roughness, and the intensity of imperfections should be adjusted until they “feel” right. Compare your renders against real-world references constantly. Iterate, refine, and trust your artistic judgment to achieve that perfect blend of technical accuracy and visual appeal.
Conclusion
Mastering photorealistic automotive paint in Unreal Engine 5 is a challenging yet incredibly rewarding endeavor. We’ve journeyed from deconstructing the intricate physics of real-world car finishes to meticulously crafting advanced shaders within the Unreal Engine 5 material editor. By understanding the multi-layered nature of paint, leveraging Physically Based Rendering (PBR) principles, and meticulously building an automotive clear coat shader, we’ve laid a robust foundation.
The subtle shimmer of the metallic flake effect, the precise control over `Real-time rendering techniques`, and the critical importance of shader complexity optimization are all vital components in achieving true visual fidelity. Whether you’re developing high-end game assets or pushing the boundaries of automotive configurator visualization, these techniques will enable you to create digital car paint that rivals reality.
The journey doesn’t end here; the world of materials is constantly evolving. Experiment with these techniques, push the boundaries, and continue to refine your artistic eye. For those looking to apply these advanced material techniques to stunning vehicles, remember that 88cars3d.com provides an unparalleled selection of high-quality, game-ready 3D car models. Explore our collection today and bring your photorealistic paint mastery to life!
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Texture: Yes
Material: Yes
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Toyota Mark II (X100) 1998 3D Model
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Material: Yes
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Toyota Corona 1985 3D Model
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Material: Yes
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Toyota Mark II X81 1990 3D Model
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Material: Yes
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Toyota iQ EV 2012 3D Model
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Toyota Aygo 2013 3D Model
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Toyota Crown S180 2005 3D Model
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Toyota Celica 2004 3D Model
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Toyota Corolla AE100 1992 3D Model
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Toyota Mark II X110 2000 3D Model
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Toyota Corolla 2020 3D Model
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Toyota Yaris 2020 3D Model
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Volkswagen Beetle 2012 3D Model
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Toyota Matrix 2005 3D Model
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Toyota Yaris Sedan 3D Model
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Volkswagen Golf R-004 2024 3D Model
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Volkswagen Golf 5 Door 2010 3D Model
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Toyota Premio 2010 3D Model
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Toyota Opa 2000 3D Model
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Volkswagen Polo 5 Door 2010 3D Model
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Toyota Prius 2024 3D Model
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Toyota Yaris 1999 3D Model
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Toyota Supra 2020 3D Model
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Volkswagen New Beetle 2000 3D Model
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Volkswagen Jetta 2005 3D Model
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Volkswagen Golf 3-Door 3D Model
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Volvo V70 2005 3D Model
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Volkswagen Bora 2004 3D Model
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Volkswagen Lupo 3D Model
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Volkswagen Passat B5 2000 3D Model
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Volkswagen Passat CC 3D Model
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Volkswagen Golf V 2006 3D Model
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Volvo S60 R-Design 2024 3D Model
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Volkswagen Passat 2025 3D Model
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Volkswagen Passat Variant B6 2005 3D Model
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Volkswagen Phaeton W12 2004 3D Model
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Volkswagen Scirocco 2015 3D Model
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Volvo S60 2024 3D Model
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Volkswagen Polo 3D Model
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Volkswagen Golf 5-Doors 2018 3D Model
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Volvo C70 T5 2000 3D Model
Texture: Yes
Material: Yes
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Volvo S40 Sedan 2004 3D Model
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Material: Yes
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Volvo C30 BEV 2012 3D Model
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Material: Yes
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Volvo C70 1998 3D Model
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Mazda B-Series 3D Model
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Material: Yes
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Mercsedes Benz Z3-006 3D Model
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Material: Yes
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Mazda RX-7 3D Model
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Volvo VCC-003 3D Model
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Mercedes-Benz SLR McLaren 2005 3D Model
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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
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Volvo S80 2011 3D Model
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Volkswagen Touran restyle-006 3D Model
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Skoda Octavia Scout 3D Model
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Volkswagen Golf V 2006 3D Model
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Mazda CX-7 3D Model
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Mazda Familia 3D Model
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GAS 21 3D Model
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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
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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
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Mercedes-Benz 190 W201 3D Model
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Mercedes-Benz C230 SportCoupé 2005 3D Model
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Mercedes-Benz SLK 3D Model
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Mercedes 600 SEC W140 1992 3D Model
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Mercedes S-Class 2010 3D Model
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McLaren MP4-12C-001 3D Model
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Mercedes-Benz SLK 350 2005 3D Model
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Mercedes-Benz SL 65 AMG 3D Model
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Mercedes-Benz S500 3D Model
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Mercedes-Benz S55 W220 AMG 1999 3D Model
Texture: Yes
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