Mastering Real-Time: Optimizing Photorealistic Car Models for Unreal Engine & Unity
Mastering Real-Time: Optimizing Photorealistic Car Models for Unreal Engine & Unity
The allure of seeing a meticulously crafted automotive masterpiece rendered in stunning photorealism within a real-time environment is undeniable. From high-fidelity racing simulations to interactive configurators and immersive visualizations, the demand for realistic car models in game engines like Unreal Engine and Unity has never been higher. However, merely importing a CAD-level model often leads to a performance nightmare, characterized by stuttering frame rates and unplayable experiences.
The true challenge lies in bridging the gap between raw visual fidelity and the strict performance requirements of real-time rendering. It’s an art and a science, demanding a deep understanding of 3D optimization techniques. This comprehensive guide will navigate the essential strategies, from geometry management to advanced material workflows, ensuring your photorealistic car models run flawlessly without sacrificing visual quality.
The Foundation: Strategic Poly Count Reduction
At the heart of real-time performance is geometry. Automotive models, especially those sourced from CAD data, often boast millions of polygons, far exceeding what game engines can efficiently render. Effective poly count reduction is not about haphazardly decimating meshes; it’s about intelligently simplifying geometry while preserving the silhouette and critical details of the vehicle.
Every polygon contributes to memory usage and processing overhead, directly impacting frame rates. An unoptimized high-poly model will quickly become a bottleneck, leading to poor Unreal Engine performance or slow-downs in Unity. A strategic approach ensures that visual integrity is maintained where it matters most, while less visible areas are aggressively optimized.
Identifying Areas for Optimization
- Hidden Geometry: Parts of the car that are never seen (e.g., inside sealed engine compartments, behind panels) can often be removed entirely or heavily simplified.
- Flat Surfaces: Large, flat areas of a car’s bodywork or interior components require far fewer polygons than they typically have in CAD models. These can be easily optimized without visible loss.
- Low-Impact Details: Intricate details like screw threads, tiny interior mechanisms, or complex sub-components that will be viewed from a distance or at speed can be baked into normal maps instead of relying on actual geometry.
- Interior vs. Exterior: If the interior is rarely or never seen, its geometry can be drastically reduced. If it’s a key feature, focus optimization on the least visible parts of the interior.
Manual Retopology vs. Automated Decimation
There are two primary approaches to reducing polygon count, each with its strengths and weaknesses:
- Manual Retopology: This involves creating new, optimized mesh geometry over the high-poly source. It offers ultimate control, resulting in clean topology, excellent UV mapping potential, and predictable deformation. While time-consuming, it’s often preferred for hero assets or crucial elements of the game asset pipeline.
- Automated Decimation: Tools within 3D software (e.g., Blender’s Decimate Modifier, Maya’s Reduce, ZBrush’s ZRemesher, or dedicated standalone software like InstancedLOD) can automatically reduce polygon count. This is much faster but can lead to triangulated, messy topology, especially on complex surfaces, potentially causing issues with UVs and shading. It’s best used with care and often requires manual cleanup.
For best results, a hybrid approach is often employed, where critical areas are manually retopologized, and less important sections are carefully decimated.
Triangulation Best Practices
While most 3D modeling software works with quads (four-sided polygons), all game engines ultimately convert these to triangles (three-sided polygons) for rendering. It’s often beneficial to manually triangulate your meshes after optimization, or at least be aware of how the engine will perform this. This allows you to control the triangulation patterns, preventing unsightly shading artifacts and ensuring predictable deformation.
Dynamic Scaling: Implementing Effective Level of Detail (LODs)
Even after thorough poly count reduction, rendering every vehicle in a scene at its highest fidelity can still cripple performance, especially in scenes with multiple cars. This is where LODs (Level of Detail) become absolutely indispensable. LODs are simplified versions of a mesh that are automatically swapped in by the engine when the object is further away from the camera. This dynamic scaling ensures that distant objects consume fewer resources while maintaining visual quality for closer objects.
Proper implementation of LODs is a cornerstone of efficient real-time rendering. For complex automotive models, a well-defined LOD strategy can dramatically improve Unreal Engine performance and Unity frame rates without noticeable degradation in visual quality for the player.
LOD Generation Strategies
Creating effective LODs involves generating progressively simpler versions of your mesh. Typically, 3-5 LOD levels are sufficient for most car models:
- LOD0 (Hero Mesh): The highest detail model, used when the car is closest to the camera. This should still be optimized, but retains all crucial visual elements.
- LOD1: A noticeable reduction in poly count (e.g., 50-75% of LOD0). Minor details are removed, complex curves are simplified.
- LOD2: Further reduction (e.g., 25-50% of LOD0). More aggressive simplification, relying heavily on normal maps for detail.
- LOD3: Very low poly count (e.g., 10-25% of LOD0). Used for distant views, where the car is a mere silhouette. Wheels might become simple cylinders.
- LOD4 (Cull or Imposter): For extremely distant objects, the mesh might be replaced by a simple billboard (imposter) or culled entirely.
Generation can be done manually, using automated decimation tools, or with specialized LOD generation software. Aim to maintain consistent UVs across LODs where possible to prevent texture popping.
Setting Up LODs in Unreal Engine
Unreal Engine provides robust tools for managing LODs:
- Importing Meshes: Import your highest detail mesh (LOD0) into Unreal Engine.
- Automatic LOD Generation: In the Static Mesh Editor, Unreal can automatically generate LODs based on a percentage reduction. While convenient, review and adjust these automatically generated LODs for quality.
- Manual LOD Setup: For precise control, import each LOD level as a separate mesh. In the Static Mesh Editor, add new LODs and assign your pre-made meshes.
- Screen Size and Hysteresis: Configure the ‘Screen Size’ thresholds for each LOD level. This dictates at what screen percentage (how large the object appears on screen) each LOD will swap. Hysteresis helps prevent rapid LOD flickering when an object is near a threshold.
- LOD Settings: Adjust settings like ‘Light Map Resolution’ and ‘Max Static LOD’ per mesh.
Careful tuning of these settings is vital for optimal Unreal Engine performance, ensuring smooth transitions and efficient rendering.
Configuring LODs in Unity
Unity also offers excellent support for LODs:
- LOD Group Component: Add an ‘LOD Group’ component to the root of your car model GameObject.
- Assigning Meshes: Drag and drop your different LOD meshes (e.g., car_LOD0, car_LOD1, car_LOD2) into the respective slots within the LOD Group component.
- Adjusting LOD Ranges: Use the sliders in the LOD Group to define the screen percentage at which each LOD level will be displayed. Unity provides a convenient ‘Culled’ range for objects that are too small to be worth rendering.
- Cross-Fade: Enable ‘Cross-Fade’ to smoothly transition between LOD levels, preventing jarring pops when a swap occurs. This can have a slight performance cost but often improves visual fluidity.
Like Unreal, careful setup of your LOD groups in Unity is paramount for maintaining both visual fidelity and optimal frame rates across varying distances.
The Art of Visuals: Texture and Material Optimization
While geometry dictates shape, textures and materials define the surface appearance of your photorealistic car models. An inefficient texture and material setup can be just as detrimental to performance as excessive geometry. Efficient material workflows, coupled with smart texture management, are critical for achieving stunning visuals without bogging down the rendering pipeline.
The Physically Based Rendering (PBR) workflow is the industry standard, providing realistic lighting and surface interactions. However, even with PBR, optimization is key. This section delves into techniques like texture atlasing, normal map baking, and general material optimization to ensure your car looks its best while performing optimally.
Texture Atlasing for Efficiency
One of the most effective ways to reduce rendering overhead is through texture atlasing. Instead of having dozens or even hundreds of small texture files for different parts of the car (interior, exterior panels, wheels, lights, etc.), texture atlasing combines multiple smaller textures into one larger texture sheet. This has several significant advantages:
- Draw Call Reduction: Each time the engine has to switch materials or textures, it incurs a “draw call” overhead. By consolidating textures into an atlas, you can often render many parts of the car using a single material, drastically reducing the number of draw calls reduction the CPU has to make. This is crucial for overall performance.
- Improved Cache Coherency: GPUs are more efficient when accessing contiguous blocks of memory. A single large texture atlas is more cache-friendly than many small, fragmented textures.
- Simplified Material Setup: With fewer unique textures, your material graph or setup becomes simpler and easier to manage.
When creating atlases, ensure sufficient padding between individual textures to prevent bleeding or sampling errors at UV seams. Tools like Substance Painter or specialized texture packing utilities can greatly assist in this process.
Normal Map Baking for Detail Preservation
Normal map baking is an indispensable technique for rendering detailed surfaces efficiently. Instead of relying on actual high-polygon geometry for fine details like bolts, panel lines, or intricate vents, you can create a normal map. This texture stores directional information (normals) that tell the renderer how light should react to the surface, simulating the appearance of detail without adding a single extra polygon.
The process typically involves:
- Creating a very high-polygon model with all the desired fine details.
- Creating an optimized, low-polygon mesh that matches the silhouette of the high-poly model.
- “Baking” the normal information from the high-poly mesh onto the UVs of the low-poly mesh. This generates a normal map texture.
When applied to the low-poly model in the engine, the normal map creates the illusion of intricate detail, making it indistinguishable from a high-poly model at typical viewing distances. This is a vital part of efficient poly count reduction and a standard practice in the game asset pipeline.
Other Essential Baked Maps
Beyond normal maps, several other baked textures contribute significantly to realism and performance:
- Ambient Occlusion (AO) Maps: These maps simulate subtle contact shadows and light blocking, adding depth and realism to crevices and overlapping geometry. Baking AO from a high-poly model is far more performant than real-time AO calculations.
- Curvature Maps: These maps highlight convex and concave areas, useful for adding edge wear, dirt, or subtle color variations to materials.
- World Space Normal Maps: Sometimes used for specific effects or blending, they store normal information relative to the world’s coordinate system.
- ID Maps/Masks: These are flat color textures used to select specific material zones for texturing in external software like Substance Painter, or to blend materials directly within the engine.
Material Optimization Best Practices
Even with optimized textures, inefficient material setups can hinder performance:
- Material Instancing: In both Unreal Engine and Unity, create a “master material” or “shader graph” that contains all the logic for a typical car material. Then, create instances of this master material for different car parts (e.g., paint, glass, rubber). Instances allow you to change parameters (colors, roughness values, textures) without compiling new shaders, saving CPU and GPU time.
- Reduce Complex Shader Nodes: Avoid overly complex material graphs with many mathematical operations, especially if they can be baked into textures.
- Shader Complexity (Unreal Engine): Use Unreal’s shader complexity view mode to identify overly complex materials. Aim for green or blue regions.
- Use Masked/Translucent Materials Sparingly: While necessary for glass, masked and especially translucent materials are more expensive to render than opaque materials. Optimize their usage.
- Packing Channels: Combine grayscale texture maps (e.g., roughness, metallic, ambient occlusion) into the RGB channels of a single texture, reducing the total number of texture samples and improving performance.
Streamlining the Pipeline: Optimizing Draw Calls and Data Flow
Beyond individual assets, the overall efficiency of your scene is heavily influenced by how the engine manages rendering commands. Minimizing draw call reduction is a key performance strategy. A draw call is a command issued by the CPU to the GPU to draw a batch of primitives. Each draw call has an associated overhead, so reducing their number can significantly improve CPU performance and overall frame rates in both Unreal Engine and Unity.
Understanding the full game asset pipeline, from modeling to engine integration, is crucial for optimizing the flow of data and rendering instructions effectively.
Batching and Instancing
Engines employ various techniques to reduce draw calls:
- Static Batching (Unity): For non-moving objects that share the same material, Unity can combine their meshes into larger ones at editor time. This significantly reduces draw calls but uses more memory for combined meshes.
- Dynamic Batching (Unity): For small, moving meshes that share a material, Unity can combine them at runtime. This is less effective than static batching due to CPU overhead but still helps.
- GPU Instancing (Unity & Unreal Engine): This powerful technique allows the GPU to render multiple copies of the same mesh (e.g., a car wheel, a set of brake calipers) in a single draw call, even if they have different transforms or material parameters. This is ideal for repetitive elements on a car.
Leveraging these features effectively, especially GPU instancing for repetitive car components, can lead to substantial draw call reduction and improved performance.
Occlusion Culling and Frustum Culling
- Frustum Culling: This is an automatic process where the engine doesn’t render objects that are outside the camera’s view frustum (the visible cone). This is a fundamental optimization that is always active.
- Occlusion Culling: This more advanced technique prevents rendering of objects that are hidden behind other opaque objects, even if they are within the camera’s frustum. For example, if a car is behind a building, occlusion culling will prevent the engine from drawing the car.
- Unreal Engine: Utilizes Hierarchical Z-Buffer Occlusion Culling by default.
- Unity: Requires baking an ‘Occlusion Culling Data’ asset in the editor to work effectively.
While dynamic occlusion culling can incur a slight CPU cost, the benefits of not rendering occluded geometry often outweigh this, especially in complex scenes.
Hierarchical Instanced Static Meshes (HISMs) in Unreal Engine
For rendering many identical instances of a static mesh (like multiple parked cars, or repetitive elements like nuts and bolts), Unreal Engine offers Hierarchical Instanced Static Meshes (HISMs). These are particularly efficient as they are heavily optimized for rendering large numbers of instances with minimal draw calls, contributing significantly to draw call reduction. If you have many identical sub-components on your car, consider merging them into an HISM where appropriate, though this is often more applicable for scene-level objects rather than parts of a single complex car.
SRP Batcher and GPU Instancing in Unity
Unity’s Scriptable Render Pipelines (SRPs) like URP and HDRP introduce the SRP Batcher. This feature intelligently batches draw calls from GameObjects that use the same shader variant, even if their materials have different properties. Coupled with standard GPU Instancing, the SRP Batcher is a powerful tool for achieving high performance in Unity, especially for complex automotive assets that might share underlying material logic.
Engine-Specific Performance Tuning: Unreal Engine & Unity
Once your car models are optimized and integrated, fine-tuning their behavior within the chosen engine is the final step. Both Unreal Engine and Unity provide powerful tools and specific considerations for maximizing performance. Mastering these engine-specific optimizations is key to achieving consistent, smooth frame rates for your photorealistic automotive experiences.
From profiling tools that pinpoint bottlenecks to careful lighting strategies, every decision impacts the final Unreal Engine performance or Unity experience.
Unreal Engine Performance Profiling
Unreal Engine offers an extensive suite of profiling tools to identify and resolve performance bottlenecks:
- Stat Commands: Use console commands like
stat fps,stat unit,stat rhi,stat gpu,stat ddcto get real-time performance metrics in-game. These provide quick insights into CPU and GPU load. - GPU Visualizer (
stat gpu): This command brings up a detailed breakdown of what the GPU is spending its time on, including post-processing, shadows, lighting, and rendering specific meshes. It’s invaluable for pinpointing graphical bottlenecks. - Unreal Insights: A standalone profiling tool that provides incredibly detailed trace data for CPU, GPU, memory, and networking. Essential for deep-dive optimization.
- Shader Complexity View Mode: Accessible in the editor, this visualizes the complexity of your materials. Aim for green/blue areas; red/pink indicates very expensive shaders that need attention.
Regular profiling throughout the game asset pipeline is crucial for ensuring optimal Unreal Engine performance.
Unity Performance Profiling
Unity’s Profiler window is your primary tool for performance analysis:
- CPU Usage: Identifies scripts, physics, rendering, and other CPU-bound tasks.
- GPU Usage: Shows rendering overhead, draw calls, shader compilation, and post-processing.
- Memory Usage: Helps track down memory leaks or excessive asset loading.
- Draw Calls & Batches: Provides a clear count of draw calls and how many are being batched, directly informing your draw call reduction efforts.
Run the profiler in Play Mode to get accurate runtime data. The ‘Deep Profile’ option can give more granular detail but incurs a higher performance overhead during profiling itself.
Lighting Optimization
Lighting is one of the most resource-intensive aspects of real-time rendering. Smart lighting choices are paramount:
- Baked Lighting: For static elements of a scene (e.g., a car showroom, a track), use baked lightmaps. This pre-calculates lighting information into textures, making it extremely cheap at runtime. Ensure your car’s lightmap UVs are properly unwrapped and packed.
- Real-Time vs. Stationary/Movable Lights:
- Real-Time Lights: Fully dynamic and expensive. Use sparingly for crucial dynamic elements.
- Stationary Lights (Unreal) / Mixed Lights (Unity): Offer a blend of baked direct lighting with real-time indirect lighting. A good compromise for many scenarios.
- Movable Lights (Unreal) / Realtime Lights (Unity): Fully dynamic, costly. Reserved for player-controlled lights or highly dynamic scenarios.
- Shadow Settings: Dynamic shadows are very expensive. Optimize shadow maps resolution, distance, and cascades. Use baked shadows where possible.
- Reflection Probes: Use a reasonable number of reflection probes to capture environmental reflections for your car’s reflective surfaces. Too many can be costly.
Post-Processing Considerations
Post-processing effects like bloom, depth of field, screen space reflections, and anti-aliasing greatly enhance visual fidelity but come at a performance cost. Balance these effects judiciously:
- Order of Operations: Understand the render order of post-processing.
- Shader Complexity: Some effects are more complex than others. Use profiling to see their individual impact.
- Target Platform: Mobile and VR platforms have much stricter performance budgets for post-processing compared to high-end PCs.
- Resolution Scaling: Consider dynamic resolution scaling to maintain frame rates under heavy load, especially on consoles or less powerful hardware.
Conclusion: The Road to Real-Time Photorealism
Mastering the integration of photorealistic car models into real-time engines like Unreal Engine and Unity is a multifaceted discipline. It requires a blend of artistic intuition and technical expertise, constantly balancing breathtaking visuals with the relentless demands of real-time performance. From the initial stages of aggressive poly count reduction and the intelligent implementation of LODs to sophisticated texture atlasing, precise normal map baking, and strategic material optimization, every step in the game asset pipeline plays a crucial role.
By focusing on efficient data structures, leveraging techniques for draw call reduction, and meticulously profiling performance, you can unlock the full potential of your automotive creations. Whether you’re aiming for a hyper-realistic racing simulator or a next-gen car configurator, these optimization strategies are your roadmap to success, ensuring an immersive and smooth experience for your audience.
For those looking to accelerate their projects with top-tier, already optimized car models, consider exploring the extensive library available at 88cars3d.com. We provide a curated selection of high-quality, game-ready assets designed to meet the rigorous demands of real-time applications, saving you valuable development time while ensuring exceptional visual fidelity and robust Unreal Engine performance.
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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
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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
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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
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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
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Volkswagen Polo 5 Door 2010 3D Model
Texture: Yes
Material: Yes
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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
Texture: 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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Volvo V70 2005 3D Model
Texture: Yes
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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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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
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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
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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
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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
Texture: 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
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Mercedes-Benz C230 SportCoupé 2005 3D Model
Texture: Yes
Material: Yes
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Mercedes-Benz SLK 3D Model
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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
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McLaren MP4-12C-001 3D Model
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Mercedes-Benz SLK 350 2005 3D Model
Texture: Yes
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