Mastering Automotive Paint: Achieving Photorealism for High-End Models in Unreal Engine 5
Mastering Automotive Paint: Achieving Photorealism for High-End Models in Unreal Engine 5
The gleam of a perfectly rendered car paint job is often the first thing that captivates an audience, whether in a high-fidelity game, an architectural visualization, or a cutting-edge automotive configurator. Achieving that coveted photorealism, however, is a profound technical and artistic challenge. It requires a deep understanding of how light interacts with complex material layers, pushing the boundaries of what real-time engines like Unreal Engine 5 can deliver.
Many artists struggle to move beyond a basic car shader, finding their models lacking the depth, vibrancy, and nuanced reflections of their real-world counterparts. The distinct multi-layered structure of automotive paint, with its base color, embedded metallic or pearlescent flakes, and the all-important protective clear coat, presents a unique set of hurdles. Without a sophisticated approach, your high-end vehicle models can easily fall flat, losing their impact and believability.
This comprehensive guide will demystify the process, walking you through the intricate steps of crafting an advanced automotive paint shader in Unreal Engine 5. We’ll explore the physics behind captivating car finishes, delve into the powerful capabilities of the UE5 shader graph, and equip you with the techniques to create truly stunning, photorealistic results for your high-end models. From understanding PBR principles to optimizing for performance, prepare to elevate your automotive rendering workflow.
Deconstructing Automotive Paint: The Science Behind the Sheen
Before we even touch a single node in Unreal Engine, it’s crucial to understand the physical layers that comprise modern automotive paint. This knowledge is the bedrock of creating a truly convincing PBR car shader, ensuring our digital representation accurately mimics real-world light interaction.
The Base Coat: Color and Opacity
At its core, the base coat defines the primary color of the vehicle. This layer is typically opaque, absorbing most of the light that penetrates the clear coat and reflecting its inherent hue. Its roughness determines how diffuse the color appears before the clear coat is applied. While seemingly simple, accurately representing its color and underlying roughness is fundamental.
Metallic & Pearlescent Flakes: The Sparkle Beneath
This is where much of the magic happens. Embedded within or just above the base coat are tiny metallic or pearlescent flakes. These microscopic particles are responsible for the paint’s signature sparkle and dynamic color shifts when viewed from different angles. Metallic flakes are typically specular, reflecting light directly, while pearlescent flakes scatter light and can exhibit subtle color shifts due to interference. Simulating this effect is key to a vibrant metallic flake texture.
The Clear Coat: Protection and Reflection
The outermost layer is a transparent, highly reflective clear coat. This layer serves both protective and aesthetic purposes. It’s almost always very smooth, resulting in sharp, mirror-like reflections that define the vehicle’s contours and environment. The clear coat also contributes significantly to the paint’s overall specular response and gloss. Understanding how this clear coat material interacts with light is paramount for photorealism.
Foundations of the UE5 Automotive Paint Master Material
Building an advanced automotive paint shader starts with a robust master material setup in Unreal Engine 5. This foundation will allow for immense customization and reusability across different vehicle models. Our goal is to create a versatile material that can adapt to various paint types, from solid colors to complex metallic finishes.
Material Domain and Shading Model Selection
The first step in our shader graph setup is to create a new material and configure its core properties. For automotive paint, we typically want to set the Material Domain to “Surface” and, critically, the Shading Model to “Clear Coat”. This specialized shading model in Unreal Engine is specifically designed to handle a dual-layer specular system, perfectly mirroring the base coat and clear coat structure of real car paint. Without this, achieving accurate layered reflections is significantly more challenging.
Core PBR Parameters: Base Color, Metallic, Roughness, Specular
Even with the Clear Coat shading model, we still utilize the standard PBR inputs.
* Base Color: This input primarily drives the color of our base coat, allowing us to specify the vehicle’s primary hue.
* Metallic: For the base layer, this should generally be set to 0, indicating a dielectric (non-metallic) surface beneath the clear coat. The metallic flakes will be handled separately.
* Roughness: This controls the underlying roughness of the base coat. A higher value here makes the base color appear more diffuse, while a lower value will allow for sharper reflections *before* the clear coat is applied. This subtly influences the final look.
* Specular: For most non-metals, this can be left at the default 0.5. However, understanding its role is important as it influences the overall energy of the specular reflections from the base layer, prior to the clear coat.
We’ll expose these as material parameters, allowing artists to easily tweak the paint characteristics through material instances. This forms the backbone of our `PBR car shader`.
Building the Advanced Clear Coat Material in UE5
The clear coat is arguably the most defining characteristic of automotive paint, responsible for its deep reflections and protective sheen. Implementing a realistic clear coat material in Unreal Engine 5 is crucial for `photorealistic rendering techniques`.
Utilizing the Clear Coat Input
With the Clear Coat shading model selected, you’ll gain access to several new inputs: ClearCoat, ClearCoatRoughness, and ClearCoatNormal.
* ClearCoat: This is a scalar input that effectively acts as an enable/disable switch for the clear coat layer. A value of 1 means the clear coat is fully opaque and reflective, while 0 means it’s absent. For car paint, this should always be 1.
* ClearCoatRoughness: This is critical. It controls the smoothness of the clear coat layer. For pristine, showroom-quality paint, this value will be very low (e.g., 0.01 – 0.05) to achieve those crisp, mirror-like reflections. For weathered or older paint, you might increase this slightly.
* ClearCoatNormal: This input allows you to apply normal map details specifically to the clear coat layer. This is incredibly powerful for simulating subtle surface imperfections like micro-scratches, swirl marks, or dust on the very top layer, without affecting the underlying base paint.
Simulating Layered Reflections and Refractions
The Clear Coat shading model inherently handles the layered reflections, combining the reflections from the clear coat with those from the underlying base layer. However, to enhance realism, consider how light interacts through this transparent layer. Fresnel effects are paramount here. A strong Fresnel effect on the clear coat will ensure that reflections are more intense at glancing angles, just like real-world painted surfaces. You can achieve this by using a ‘Fresnel’ node (or a custom setup using ‘DotProduct’ and ‘Power’) to drive the intensity or mask for various effects that only appear at certain viewing angles.
Adding Imperfections for Realism
Perfectly clean paint rarely looks real. Introducing subtle imperfections is a game-changer for `photorealistic rendering techniques`.
* Micro-Scratches and Swirl Marks: These are best applied via the ClearCoatNormal input. Create a subtle normal map texture with very fine, radial, or linear scratches. Blend this with a minor amount of general grunge normal.
* Dust and Smudges: These can be achieved by increasing the ClearCoatRoughness in specific areas or by slightly darkening the clear coat’s base color (though less physically accurate for a truly clear layer). A mask texture can define where these effects appear.
* Water Droplets/Rain: For dynamic weather effects, you can dynamically blend in a separate clear coat layer with specific normal maps for water droplets and adjust its roughness for wetness. This is part of a more advanced `automotive visualization workflow`.
Integrating Metallic Flakes: The Heart of the Automotive Look
The metallic or pearlescent flakes are what truly differentiate a standard solid color from a vibrant automotive finish. Implementing a convincing `metallic flake texture` within our `PBR car shader` is a cornerstone of achieving high-end results.
Procedural vs. Texture-Based Flakes
There are two primary approaches for creating flakes:
1. Texture-Based: Using a pre-generated normal map texture containing flake patterns. This offers great control over specific patterns but can be repetitive if not handled carefully. This is often an easier starting point.
2. Procedural: Generating flakes directly within the shader graph using mathematical functions (e.g., noise patterns, tiling textures with specific rotations). This offers infinite variation and less VRAM usage but can be more complex to set up. For truly unique `Unreal Engine 5 automotive paint` looks, procedural often wins.
For a balanced approach, we often use a combination: a tileable metallic flake normal map that is heavily randomized and perturbed within the shader.
Flake Normal Map Generation and Application
Regardless of whether your flakes are procedural or texture-based, they primarily influence the normal map of the base coat.
1. Creating the Flake Normal: If texture-based, you can generate a normal map from a grayscale noise pattern where light areas represent raised flakes. Procedurally, you might use ‘Voronoi’ or ‘Perlin Noise’ nodes, then derive a normal vector from the gradient.
2. Applying to Base Normal: Blend this flake normal map with the base normal map (or an identity normal if none) of your material, usually through a ‘BlendAngleCorrectedNormals’ node or a ‘Add’ node with careful weighting. This ensures the flakes reflect light independently from the main surface normal, creating the sparkle.
3. Flake Reflection: To make the flakes truly “sparkle,” you’ll often want them to have a high metallic value and very low roughness. This means creating a mask based on your flake pattern and using it to drive the ‘Metallic’ and ‘Roughness’ inputs *specifically for the flake areas* within your base layer. This effectively makes the flakes appear as tiny, highly reflective metallic surfaces embedded in the paint.
Controlling Flake Density, Size, and Anisotropy
Parameterizing these aspects in your `shader graph setup` provides immense artistic control:
* Density: Use a ‘Multiply’ node with a scalar parameter to control the tiling frequency of your flake normal map. A higher value means more flakes per unit area.
* Size: While density is tiling, true size control might involve scaling the normal map intensity or blending different scale flake maps.
* Anisotropy: Some high-end automotive paints exhibit anisotropic reflections from their flakes, meaning the reflections stretch in a particular direction. This is more complex to simulate. You can achieve a basic anisotropic effect by rotating your flake normal map based on a texture coordinate rotation and influencing the roughness in a directional manner using the ‘Anisotropy’ and ‘AnisotropyDirection’ inputs of the material. This adds another layer of `photorealistic rendering techniques`.
Remember, the flakes should be small and subtle. Overdoing the flake effect can quickly break realism. High-quality car models from resources like 88cars3d.com often already consider these nuances in their material setups, providing an excellent starting point.
Elevating Visuals with Textures & Scene Lighting
Even the most sophisticated shader will fall short without appropriate textures and a well-lit environment. These elements are critical for a convincing `automotive visualization workflow` and achieving `photorealistic rendering techniques`.
Creating and Applying Imperfection Maps (Scratches, Dirt, Smudges)
Real-world surfaces are never perfectly clean or pristine. Adding imperfection maps significantly enhances realism.
* Roughness Maps: These are perhaps the most impactful. Create grayscale textures representing areas of varying roughness. For car paint, this could include subtle dust, water spots, or areas of wear that subtly increase roughness. Blend these with your base roughness value using a ‘Lerp’ node driven by a mask.
* Normal Maps: As discussed for the clear coat, micro-scratches and swirl marks add intricate surface detail. You can also add very subtle dents or bumps to the underlying body using a separate normal map, though this should be used sparingly for high-end paint.
* Mask Maps: These are essential for layering different effects. A channel-packed texture (e.g., Red for dust, Green for scratches, Blue for water spots) can control the blending of various roughness, normal, or even color alterations across the vehicle surface. Use these masks to drive the alpha input of ‘Lerp’ nodes in your shader graph.
HDRI & Light Source Setup for Automotive Scenes
Lighting is paramount for showcasing automotive paint. It reveals the contours, highlights the reflections, and defines the mood.
* High Dynamic Range Images (HDRIs): These are indispensable for `photorealistic rendering techniques`. An HDRI provides both realistic sky lighting and a detailed reflection environment. Use a high-resolution, outdoor HDRI for realistic results. In UE5, drag the HDRI texture into your scene, convert it to a ‘Cubemap’, and assign it to a ‘Sky Light’. Ensure ‘Cast Shadows’ is enabled on the Sky Light for realistic ambient occlusion.
* Key and Fill Lights: Supplement the HDRI with targeted light sources. A strong ‘Directional Light’ can act as a sun, casting sharp shadows and creating striking highlights. ‘Spot Lights’ or ‘Rect Lights’ can be used as fill lights or to emphasize specific features of the car, such as chrome accents or interior details.
* Reflections: Ensure you have sufficient ‘Reflection Captures’ or, for dynamic scenes, ‘Screen Space Reflections’ and ‘Lumen’ enabled to accurately capture environmental reflections on the glossy paint surface. Lumen’s global illumination and reflections are transformative for `Unreal Engine 5 automotive paint`.
Post-Processing for Final Polish
Post-processing effects are the final layer of polish that can dramatically improve the visual impact.
* Exposure: Fine-tune the scene’s overall brightness.
* Color Grading: Adjust saturation, contrast, and color balance to achieve a cinematic look.
* Bloom: Add a subtle glow to bright highlights, enhancing the sense of luminosity.
* Vignette: A gentle darkening at the edges of the screen can help draw attention to the car.
* Lens Flares/Dirt: Use sparingly for added realism, mimicking camera imperfections.
* Temporal Anti-Aliasing (TAA) / Super Resolution: Ensure smooth edges and reduce flickering, especially on fine details like metallic flakes. These settings are crucial for a clean, professional `automotive visualization workflow`.
Optimizing for Performance: Game Ready Car Assets
While visual fidelity is key for high-end automotive models, maintaining real-time performance is equally critical, especially for `game ready car assets`. A stunning shader is useless if it grinds the frame rate to a halt.
Shader Complexity Management
Complex shaders, particularly those with many instructions and texture lookups, can be performance heavy.
* Use Material Attributes: Combine multiple material properties into a single ‘Make Material Attributes’ node and then break them out with ‘Break Material Attributes’. This can sometimes make the shader graph cleaner and slightly more efficient.
* Minimize Texture Samplers: Each texture lookup adds overhead. Combine grayscale mask textures into a single RGBA texture where possible (e.g., R for dirt mask, G for scratch mask, B for roughness variation).
* Conditional Logic (Static Switches): Use ‘Static Switch Parameter’ nodes to enable or disable complex features (e.g., specific flake types, advanced imperfection layers) at compile time. This means that unused branches of the shader are not compiled, reducing complexity for instances that don’t need them. This is vital for `game ready car assets`.
LODs and Material Instancing
* Level of Detail (LODs): Implement appropriate LODs for your car models. At further distances, simpler meshes and potentially simpler materials can be used. You can drive different material complexity based on LODs or simply use coarser texture sampling.
* Material Instances: Always create ‘Material Instances’ from your master material. This allows you to change parameters (colors, flake density, roughness) without recompiling the shader, drastically speeding up iteration times and reducing memory footprint, as only one master shader needs to be compiled. This is a fundamental part of an efficient `automotive visualization workflow`.
Baking Advanced Effects
For certain complex or static effects, consider baking them down to textures where feasible:
* Ambient Occlusion (AO): While UE5 has dynamic AO, baking object-space AO into a texture for your car can provide more consistent and controllable results, especially for `game ready car assets`.
* Cavity Maps: These can be used to add subtle grime or wear into crevices of your model, often blended into the roughness or base color.
* Vertex Colors: Utilize vertex colors to mask areas for wear, dirt, or specific paint types without needing extra textures. This can be very efficient for controlling effects.
Advanced Techniques and Common Pitfalls
Pushing the boundaries of `Unreal Engine 5 automotive paint` often involves experimenting with advanced techniques and knowing how to avoid common pitfalls that can undermine your `photorealistic rendering techniques`.
Layered Materials for Damage & Dirt
Beyond simple mask blending, a more robust system for dirt, damage, or even rust involves a true ‘Layered Material’ setup.
1. Create Material Functions: Encapsulate your base paint, dirt, and damage shaders into separate ‘Material Functions’.
2. Blend with Layered Materials: Use a ‘Layered Material’ asset (or blend material attributes directly in your master material) to stack these functions, using mask textures to control their visibility. This allows for incredibly detailed and physically accurate damage accumulation over the pristine paint. For example, a dirt layer could have its own roughness, normal, and even a slight color tint.
3. Dynamic Effects: For advanced gameplay, vertex painting or run-time render targets can be used to dynamically apply these masks, simulating real-time damage or mud splattering. This is crucial for interactive `game ready car assets`.
Troubleshooting Common Visual Artifacts
* Aliasing on Flakes: If your metallic flakes appear shimmering or blocky, it’s often an aliasing issue. Ensure your texture resolution is adequate, and enable ‘Anisotropic Filtering’ on your flake textures. Post-processing Anti-Aliasing (TAA, DLSS, FSR) is also vital.
* Tangent Space Issues: Incorrectly imported normals or tangent space can lead to shading errors, especially around hard edges or complex geometry. Double-check your mesh export settings and UE5 import settings for tangents and binormals.
* Over-Glossy Look: If your paint looks like plastic, your roughness values are likely too low across the board, or your clear coat is too uniform. Introduce subtle roughness variations and ensure your base coat isn’t entirely rough. Real cars always have some micro-scratches.
* Flat Reflections: This usually means insufficient ‘Reflection Captures’ (or ‘Lumen’ setup) in your scene, or that your HDRI isn’t providing enough environmental detail. Make sure your scene lighting is rich and varied.
Experimenting with Paint Types (Matte, Satin, Chameleon)
Once you’ve mastered the basics, explore different paint finishes:
* Matte Paint: Achieve this by significantly increasing the roughness of the clear coat layer (e.g., 0.3-0.6). Matte paints scatter light much more, resulting in soft, diffuse reflections. You might also reduce or eliminate the metallic flakes entirely.
* Satin Paint: A halfway point between glossy and matte. Adjust the clear coat roughness to an intermediate value (e.g., 0.15-0.3).
* Chameleon/Flop Paint: These paints show different colors depending on the viewing angle. This is achieved by using a ‘Fresnel’ node (or a custom ‘DotProduct’ based on camera vector and normal) to blend between different base colors based on viewing angle. You might also use multiple metallic flake normal maps or color tints that shift with the angle. This is an advanced `shader graph setup` technique that can produce stunning results.
The journey to mastering automotive paint in Unreal Engine 5 is continuous, filled with learning and experimentation. The advanced `PBR car shader` techniques discussed here provide a robust framework, but the true artistry comes from applying them creatively. Remember to leverage high-quality assets where appropriate; for instance, 88cars3d.com offers a fantastic collection of meticulously crafted 3D car models that provide an excellent foundation for your `automotive visualization workflow`.
By understanding the underlying physics, meticulously crafting your materials, and paying close attention to every detail from flakes to reflections, you can transform your high-end vehicle models into breathtaking, photorealistic masterpieces within Unreal Engine 5. Continue to experiment, refine your `shader graph setup`, and don’t be afraid to push the boundaries of what’s possible. The pursuit of perfection in `Unreal Engine 5 automotive paint` is a rewarding endeavor, yielding stunning visual results that truly impress.
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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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Material: Yes
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Toyota Aygo 2013 3D Model
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Material: Yes
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Toyota Crown S180 2005 3D Model
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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
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Material: Yes
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Toyota Corolla 2020 3D Model
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Toyota Yaris 2020 3D Model
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Material: Yes
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Volkswagen Beetle 2012 3D Model
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Material: Yes
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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
Texture: Yes
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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
Texture: Yes
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Volkswagen Phaeton W12 2004 3D Model
Texture: Yes
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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
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
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Material: Yes
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Volvo C70 1998 3D Model
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Mazda B-Series 3D Model
Texture: Yes
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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Material: Yes
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Volvo VCC-003 3D Model
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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
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Material: Yes
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Volvo S80 2011 3D Model
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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
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Volkswagen Golf V 2006 3D Model
Texture: Yes
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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
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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
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Mercedes-Benz 190 W201 3D Model
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Mercedes-Benz C230 SportCoupé 2005 3D Model
Texture: Yes
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Mercedes-Benz SLK 3D Model
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Mercedes 600 SEC W140 1992 3D Model
Texture: Yes
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Mercedes S-Class 2010 3D Model
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