The CAD to Polygon Chasm: Understanding NURBS Data and Conversion
The pursuit of absolute photorealism in real-time environments has long been the holy grail for automotive designers, game developers, and visualization artists. Imagine showcasing a breathtaking car model, straight from engineering CAD data, within an interactive, high-fidelity scene in Unreal Engine 5 – all running seamlessly and looking indistinguishable from reality. This dream, while now closer than ever thanks to advancements like Nanite and Lumen, still presents significant technical hurdles. The raw, high-precision engineering data from CAD systems, typically in NURBS format, is simply not optimized for the demands of a real-time game engine. Bridging this gap requires a deep understanding of complex workflows, from intricate geometry processing to advanced material setup.
This comprehensive guide delves into the essential techniques for transforming high-fidelity CAD car models into stunning, performance-ready assets for Unreal Engine 5. We’ll explore the critical steps involved in optimizing these intricate models, ensuring every curve, reflection, and detail contributes to an unparalleled visual experience. Whether you’re an automotive visualization specialist, a game artist pushing the boundaries of realism, or a CAD engineer venturing into real-time rendering, mastering these strategies will unlock the full potential of your designs in Unreal Engine 5. If you’re looking for a head start with high-quality, pre-optimized models, be sure to check out 88cars3d.com for exceptional resources.
The CAD to Polygon Chasm: Understanding NURBS Data and Conversion
Engineering and industrial design heavily rely on CAD software that generates models using Non-Uniform Rational B-Splines (NURBS). Unlike polygon meshes composed of vertices, edges, and faces, NURBS surfaces are mathematically defined, offering incredible precision and smooth, scalable curves. This precision is perfect for manufacturing and analysis, where exact dimensions and flawless surface continuity are paramount. However, this mathematical nature is fundamentally incompatible with real-time rendering engines like Unreal Engine 5, which operate almost exclusively on triangulated polygon meshes.
The core challenge lies in converting these mathematically defined surfaces into an optimized polygonal representation without losing the intricate details and smooth curvature that make a high-fidelity car model visually striking. This crucial process, known as NURBS to Polygon Conversion, is the first and arguably most critical step in preparing your automotive assets for a real-time environment. A poorly executed conversion can result in overly dense meshes, faceted surfaces, or visual artifacts that compromise the entire project’s fidelity.
Key Conversion Considerations and Techniques
The success of your NURBS to Polygon Conversion hinges on careful control over tessellation settings. Tessellation is the process of dividing NURBS surfaces into triangles. Too few triangles will lead to a blocky, low-fidelity appearance, while too many will create an unnecessarily dense mesh, impacting performance without adding noticeable visual improvement.
- Tessellation Parameters: Most CAD software or dedicated conversion tools (like Autodesk Alias, Rhino, or data preparation plugins for DCC apps) offer settings to control the density of polygons. These often include parameters like chord deviation, surface deviation, and maximum edge length. Fine-tuning these ensures smooth curves without excessive polygon count.
- Curvature-Based Tessellation: Prioritize higher polygon density in areas of high curvature (e.g., sharp body lines, wheel arches) and lower density on flatter surfaces. This intelligent tessellation preserves visual fidelity where it matters most while optimizing overall polycount.
- Maintaining Sharp Edges: One common pitfall is the loss of sharp creases or hard edges during conversion. Ensure your tessellation settings or conversion tool can detect and preserve these critical features, often by adding additional edge loops or weighting during the triangulation process.
- Uniform vs. Adaptive Tessellation: While uniform tessellation applies a consistent density, adaptive tessellation intelligently adjusts density based on surface curvature, leading to more efficient meshes. Understanding which method your tools employ is key.
- Export Format: After conversion, export your models in formats compatible with DCC tools and Unreal Engine 5, such as FBX or OBJ. FBX is generally preferred due to its ability to carry more data, including hierarchies, materials, and UVs.
Essential CAD Data Preparation for Real-time Environments
Even after a successful NURBS to Polygon Conversion, raw CAD data often contains numerous issues that are problematic for real-time rendering. Engineering models are built for precision and manufacturing, not for efficient rendering. This means they often include internal components, overlapping geometry, tiny irrelevant parts, and complex assemblies that need thorough cleaning and restructuring. Effective CAD Data Preparation is paramount to ensure a clean, manageable, and performant asset in Unreal Engine 5.
Think of this stage as decluttering and optimizing your digital workspace. Removing unnecessary data not only reduces file size and memory footprint but also simplifies the subsequent stages of texturing, rigging, and animation. Overlapping geometry can lead to Z-fighting (visual flickering where two surfaces occupy the same space), while excessively complex scene hierarchies can complicate scene management and asset manipulation.
Streamlining Geometry and Hierarchy
- Remove Hidden Geometry: CAD models frequently contain intricate internal components, such as engine parts or wiring, that will never be visible in a real-time visualization of the exterior. Identify and remove all non-visible geometry to significantly reduce polygon count.
- Merge Redundant Parts: Often, separate NURBS patches become separate mesh objects after conversion. If these objects form a single continuous surface and share the same material, merging them into one mesh object can improve draw call efficiency in Unreal Engine 5.
- Fix Overlaps and Intersections: Carefully check for overlapping surfaces or intersecting geometry. These can cause rendering artifacts and unexpected behavior with physics or collision detection. Tools within your DCC software can help identify and resolve these issues.
- Scale and Units: Ensure your model is correctly scaled. Unreal Engine 5 works best with real-world units (centimeters are standard). Verify that your exported model’s scale matches Unreal Engine’s expectations to avoid issues with lighting, physics, and world interaction.
- Simplify Scene Hierarchy: CAD assemblies can have extremely deep and complex hierarchies. While some hierarchy is necessary for animation (e.g., wheels, doors), unnecessary nesting can complicate asset management and increase overhead. Flatten the hierarchy where possible, grouping components logically.
Software Choices for CAD Data Preparation
Several software options can assist with CAD Data Preparation:
- DCC Tools (Maya, 3ds Max, Blender): These versatile programs offer robust modeling, sculpting, and retopology tools perfect for cleaning up and optimizing converted CAD data. They also provide excellent control over UV mapping and material setup.
- Dedicated Visualization Software (VRED, DeltaGen): Solutions like Autodesk VRED are specifically designed for high-end automotive visualization and offer advanced CAD import, tessellation, and material preparation features before export to real-time engines.
- Unreal Engine Datasmith: For direct import of CAD and DCC data into Unreal Engine, Datasmith is an invaluable tool. It automates much of the conversion, tessellation, and hierarchy preservation, though manual cleanup in a DCC tool is often still recommended for optimal results. Datasmith helps manage the intricate process, making it easier to bring high-fidelity models from sources like 88cars3d.com directly into your project.
Mastering Mesh Optimization Strategies for Performance and Fidelity
Once your CAD data is converted and initially cleaned, the next critical phase involves comprehensive Mesh Optimization Strategies. The goal is to achieve the lowest possible polygon count while meticulously preserving the visual fidelity of your high-end vehicle. This balancing act is crucial for ensuring smooth performance, especially for Real-time Automotive Rendering, where demanding scenes can quickly bog down even powerful hardware.
Modern game engines, particularly Unreal Engine 5 with Nanite, have shifted the paradigm, but traditional optimization techniques remain highly relevant and often necessary for non-Nanite meshes or specific performance considerations. Understanding the nuances of polygon budgets for different parts of a vehicle—the body, interior, wheels, undercarriage—is essential for a strategic approach to optimization.
Key Polygon Reduction Techniques
- Decimation (Automatic Polygon Reduction): Automated tools can reduce polygon count by selectively removing vertices and faces while attempting to preserve overall shape. Tools like ProOptimizer in 3ds Max, Maya’s Reduce, or Blender’s Decimate Modifier are powerful. However, exercise caution: aggressive decimation can distort topology, introduce triangulation artifacts, or destroy UVs, necessitating careful manual adjustment.
- Manual Retopology: For critical areas or parts requiring very clean topology (e.g., deformation for animation, specific reflections), manual retopology is often the superior choice. This involves creating new, optimized quad-based geometry over the high-polygon mesh. While time-consuming, it offers unparalleled control over edge flow and polygon density.
- Remeshing: Tools that remesh a high-poly sculpt or mesh into a new, uniform quad mesh can be useful, especially for organic shapes. This can be a starting point for manual retopology, offering a cleaner base.
- Instancing and Duplication: Components like wheels, brake calipers, or specific interior elements can often be duplicated or instanced. Instead of having unique geometry for all four wheels, use one optimized wheel model and instance it three more times. This significantly reduces memory usage and draw calls.
Progressive Detail (LODs) vs. Unreal Engine 5 Nanite
Traditionally, Level of Detail (LOD) systems were the cornerstone of optimization. LODs involve creating multiple versions of an asset, each with a progressively lower polygon count. The engine swaps these models based on the camera’s distance, ensuring high detail up close and performance efficiency further away.
- Traditional LODs: Still valuable for certain assets or situations, especially for skeletal meshes, translucent materials, or when targeting lower-end hardware. They require manual generation or careful automatic generation, which can be time-consuming.
Unreal Engine 5 Nanite, however, revolutionizes this. Nanite virtualized geometry automatically handles LODs and streaming, allowing artists to import incredibly high-polygon models directly. For static meshes, especially the car body and detailed interior, Nanite can render millions, even billions, of polygons with minimal performance overhead. This capability drastically reduces the manual effort in Polygon Reduction Techniques for the main car body, letting artists focus on preserving absolute fidelity.
- Nanite’s Advantage: For high-fidelity automotive models, Nanite is a game-changer. It intelligently streams only the necessary polygon data at the appropriate detail level, virtually eliminating the need for manual LOD creation for static meshes. This allows for unprecedented detail in Game-Ready Vehicle Assets.
UV Unwrapping for Efficiency and Quality
Even with Nanite, efficient UV mapping remains critical for texture resolution and material quality. UVs dictate how textures are projected onto your 3D model. Poor UVs lead to blurry, stretched, or mismatched textures.
- Atlas UVs: Consolidate multiple textures onto a single UV map (texture atlas) to reduce draw calls and improve performance. This is particularly useful for smaller components or interior parts.
- Multiple UV Sets: Utilize multiple UV sets for different purposes. One set for base color/normal maps, another for unique details, and potentially a third for lightmaps or ambient occlusion.
- Seam Placement: Strategically place UV seams in less visible areas to minimize texture stretching and visual distraction.
- Texel Density: Aim for consistent texel density across your model. This ensures that all surfaces appear with a similar level of texture detail regardless of their size on the model.
Unleashing Unreal Engine 5’s Power: Nanite and Lumen
Unreal Engine 5 has ushered in a new era of real-time rendering, primarily through two groundbreaking technologies: Nanite virtualized geometry and Lumen global illumination. For high-fidelity automotive visualization, these features are nothing short of revolutionary, enabling levels of detail and lighting realism previously unimaginable in real-time. Understanding how to effectively leverage Unreal Engine 5 Nanite and Lumen is key to achieving unparalleled photorealism for your car models.
Nanite fundamentally redefines how geometric data is handled, allowing artists to bypass many traditional polygon budget constraints. Lumen, on the other hand, delivers stunning, dynamic global illumination and reflections that bring scenes to life, essential for showcasing the intricate surfaces and reflective qualities of a high-end vehicle. Together, they form the bedrock of next-generation Real-time Automotive Rendering.
Unreal Engine 5 Nanite: Virtualized Geometry
Unreal Engine 5 Nanite is a virtualized geometry system that intelligently processes and streams only the necessary pixel detail for a given view. This means you can import source assets with millions or even billions of polygons directly into Unreal Engine 5 without significant performance degradation. For highly detailed CAD car models, this is a monumental advantage, as it virtually eliminates the need for aggressive polygon reduction on the main body meshes.
- How Nanite Works: Nanite converts your mesh into a hierarchical mesh structure. At runtime, it only renders the necessary clusters of triangles at the appropriate level of detail, making the polygon count largely independent of performance. This allows for extreme geometric detail, where every bolt and seam from your CAD model can be represented.
- Importing CAD Data for Nanite: When importing your optimized meshes (FBX or OBJ) into Unreal Engine 5, simply enable the “Build Nanite” option. Unreal Engine will then process your mesh for use with the Nanite system.
- Benefits for Automotive: Nanite is perfect for the complex, smooth surfaces and intricate details of vehicle exteriors and interiors. It allows for incredibly detailed panels, intricate grilles, and realistic panel gaps that contribute significantly to photorealism, making your Game-Ready Vehicle Assets shine.
Nanite Limitations and Best Practices
While powerful, Nanite does have some considerations:
- Non-Nanite Meshes: Skeletal meshes (for character animation), translucent materials (like car glass, which often requires traditional rendering), and some particle systems are generally not Nanite-enabled. These still require traditional optimization techniques and LODs.
- Two-Sided Meshes: Ensure your meshes are correctly oriented and ideally closed volumes. Nanite works best with solid objects.
- Masked Materials: Masked materials generally work with Nanite, but be mindful of performance implications with complex masked patterns.
- Avoid Overlapping Geometry: While Nanite can handle dense geometry, extremely complex internal overlapping geometry can still cause issues, so good CAD Data Preparation remains crucial.
Lumen Global Illumination for Real-time Automotive Rendering
Lumen is Unreal Engine 5’s fully dynamic global illumination and reflection system. It calculates indirect lighting bounces and reflections in real-time, adapting instantly to changes in lighting, scene geometry, or material properties. For automotive rendering, Lumen provides:
- Realistic Lighting Bounces: Light realistically bounces off car surfaces, the ground, and surrounding objects, creating natural fill light and soft shadows that dramatically enhance realism.
- Dynamic Reflections: Lumen delivers highly realistic reflections on metallic paint, chrome, and glass, adapting dynamically as the car moves or the environment changes. This is critical for showcasing the polished surfaces of a vehicle.
- Environmental Integration: The car model seamlessly integrates with its environment, with lighting and reflections from the scene accurately represented on its surfaces. This is essential for creating believable renders.
- Workflow Efficiency: With Lumen, artists no longer need to bake static lightmaps, saving immense amounts of time and allowing for iterative design changes and dynamic scene setups.
Using Nanite for geometry and Lumen for lighting creates an incredibly powerful combination that delivers unparalleled visual fidelity and real-time performance for high-end automotive visualization within Unreal Engine 5. It’s truly a game-changer for bringing the precision of CAD models to life.
Achieving Photorealism with PBR Material Workflow
Beyond highly optimized geometry and cutting-edge lighting, the materials applied to your car model are arguably the most significant factor in achieving photorealism. Unreal Engine 5 utilizes a Physically Based Rendering (PBR) pipeline, which means materials react to light in a way that mimics real-world physics. Mastering the PBR Material Workflow is crucial for accurately representing complex surfaces like car paint, glass, rubber, and chrome, turning your optimized meshes into stunning Game-Ready Vehicle Assets.
PBR materials rely on a set of texture maps that define how light interacts with a surface. Instead of faking light interaction, PBR uses scientifically accurate parameters, ensuring that your car looks correct under any lighting condition, whether in a bright outdoor scene or a dimly lit garage. This consistency is vital for maintaining visual integrity.
Understanding PBR Maps for Automotive Materials
The core of the PBR Material Workflow involves several key texture maps:
- Base Color (Albedo): This map defines the pure color of the surface, excluding any lighting or shadow information. For car paint, this would be the primary hue.
- Metallic: A grayscale map where white (1.0) indicates a metallic surface (like chrome or polished aluminum) and black (0.0) indicates a non-metallic (dielectric) surface (like plastic, rubber, or matte paint).
- Roughness: Another grayscale map, indicating how rough or smooth a surface is. White (1.0) means very rough (diffuse reflections), while black (0.0) means very smooth (sharp, mirror-like reflections). This map is critical for car paint clear coats and varying levels of polish.
- Normal Map: This map fakes fine surface detail (like tiny scratches, panel lines, or texture irregularities) by altering the perceived surface normal, adding detail without increasing polygon count.
- Ambient Occlusion (AO): Although not strictly part of PBR material definition, an AO map provides subtle, contact shadows in crevices and corners, enhancing depth and realism. Unreal Engine 5’s Lumen handles much of this, but a baked AO can still provide subtle, local detail.
Setting Up Realistic Car Materials in Unreal Engine 5
- Car Paint: Car paint is notoriously complex due to its multi-layered nature (base color, metallic flakes, clear coat). In Unreal Engine 5, this is typically achieved using a blend of metallic and roughness maps, often layered with an additional clear coat material function to simulate the distinct clear coat layer. Experiment with various metallic flake normal maps and roughness variations to achieve specific paint effects.
- Glass: Car windows require a transparent or translucent material. Use a high-quality normal map for subtle imperfections and ensure correct refraction. The roughness and metallic values should be very low (close to 0) for clean glass.
- Rubber/Tires: These are non-metallic, with varying degrees of roughness. A detailed normal map for tire treads is essential. Dirt and wear can be added via texture blending.
- Chrome/Metallic Accents: These are fully metallic (metallic = 1.0) with very low roughness values for a highly reflective, mirror-like finish.
Texture Creation and Resolution
The resolution and quality of your textures directly impact the visual fidelity. For high-end automotive models:
- High-Resolution Textures: Use 4K or 8K textures for primary surfaces like the car body, wheels, and interior dashboard elements, especially if they will be viewed up close.
- Texture Atlases: For smaller, less critical components, consolidate textures into atlases to reduce the number of material samples and improve rendering performance.
- Consistency: Ensure a consistent texel density across your model so that textures appear equally sharp, regardless of the size of the UV island.
Material Instancing for Variation and Optimization
Unreal Engine 5’s material instancing is invaluable for automotive projects. Create a master material for each major type (car paint, glass, plastic, rubber). Then, create material instances from these masters. Instances allow you to adjust parameters (like base color, roughness values, normal map strength) without recompiling shaders, making iterative design and color variations incredibly fast and efficient. This also reduces draw calls and memory usage, essential for managing many Game-Ready Vehicle Assets.
Assembling Game-Ready Vehicle Assets in Unreal Engine 5
With your CAD data converted, optimized, and beautifully textured, the final stage is to assemble these components into a cohesive, functional, and truly Game-Ready Vehicle Asset within Unreal Engine 5. This involves more than just importing meshes; it requires careful consideration of asset hierarchies, collision setups, and even basic animation considerations to ensure your vehicle behaves realistically and performs optimally in any interactive environment.
This holistic approach guarantees that your high-fidelity car model is not just a static showpiece but a dynamic, interactive element capable of being driven, explored, and integrated into complex scenes. Achieving this level of integration is what truly unlocks the potential of Real-time Automotive Rendering for a variety of applications, from virtual showrooms to cinematic sequences.
Structuring Your Vehicle for Unreal Engine 5
A well-organized asset hierarchy is fundamental for ease of use, animation, and performance. Think about how a real car is constructed and try to mirror that logic digitally.
- Root Component: Start with a main “Car_BP” Blueprint or an empty actor as the root. This is where you’ll attach all other components.
- Chassis/Body: The main car body mesh (often a Nanite mesh) will be the primary child of the root.
- Wheel Sub-Hierarchy: Each wheel should be a separate component, typically nested under an “Axle” or “Suspension” component. This allows for independent rotation and suspension compression. Ensure the pivot points for wheels are correctly centered for rotation.
- Doors, Hood, Trunk: These should also be separate meshes with their pivot points correctly set for opening/closing animations.
- Interior Components: Group interior elements logically (dashboard, seats, steering wheel). For dynamic elements like the steering wheel, ensure its pivot is correctly set.
- Lights: Headlights, taillights, and indicator lights should be separate meshes, allowing you to assign emissive materials and control their visibility or brightness dynamically.
Collision Meshes for Interaction
For any interactive vehicle, collision meshes are essential. These are simplified versions of your geometry used by the physics engine to detect collisions, providing a much lighter alternative to full-detail meshes.
- Hull Collisions: For the main body, a simple box or capsule collision can be sufficient for basic interaction. For more precise driving physics, a custom, simplified mesh (often manually created in your DCC tool) is ideal.
- Wheel Collisions: Sphere or capsule collisions are typically used for wheels to simulate tire contact and friction accurately.
- Unreal Engine’s Collision Generation: Unreal Engine can automatically generate collision meshes (simple or complex convex hulls), but for precise vehicle physics, custom collision meshes often provide the best results.
Animation Considerations and Blueprints
Even if you’re not planning a fully driveable car, basic animations greatly enhance realism:
- Wheel Rotation: Set up simple rotations for wheels to simulate movement.
- Door/Hood Opening: Create basic open/close animations for interactive elements.
- Suspension: If developing a driveable vehicle, integrate suspension kinematics.
- Unreal Engine Blueprints: Leverage Unreal Engine’s powerful Blueprint visual scripting system to tie these animations to user input, simulate physics, control lighting, or create interactive experiences. This is where you bring your static asset to life.
Ensuring Scalability and Performance Across Platforms
Even with Nanite, thoughtful optimization and asset management are key for broad platform compatibility:
- Target Platforms: Consider your target hardware. While Nanite excels on high-end PCs and consoles, mobile platforms still demand traditional LODs and aggressive optimization.
- Texture Streaming: Utilize Unreal Engine’s texture streaming settings to manage memory efficiently, ensuring high-resolution textures are only loaded when needed.
- Occlusion Culling: Ensure your assets are correctly set up for occlusion culling, where objects hidden behind other objects are not rendered, further optimizing performance.
By meticulously following these steps, you transform a complex CAD model into a fully functional and visually stunning vehicle asset, ready to perform and impress in any Unreal Engine 5 project. This careful blend of technical precision and artistic vision is what truly defines high-end Real-time Automotive Rendering.
Conclusion: The Future of Photorealistic Automotive Visualization
The journey from a complex CAD engineering model to a photorealistic, performant asset in Unreal Engine 5 is a challenging yet immensely rewarding endeavor. It demands a blend of technical expertise, artistic finesse, and a deep understanding of real-time rendering principles. We’ve navigated the intricate process of NURBS to Polygon Conversion, meticulously cleaning and optimizing raw data through various Mesh Optimization Strategies and powerful Polygon Reduction Techniques. We’ve also explored the revolutionary potential of Unreal Engine 5 Nanite and Lumen, which together have democratized access to unprecedented levels of geometric detail and dynamic global illumination for Real-time Automotive Rendering.
Mastering the PBR Material Workflow and strategic CAD Data Preparation are the final brushstrokes that imbue your Game-Ready Vehicle Assets with life, ensuring every reflection, every surface, and every subtle detail contributes to an experience indistinguishable from reality. The days of sacrificing fidelity for performance are rapidly fading, replaced by a new era where high-end CAD models can truly shine in interactive, real-time environments.
The ability to showcase automotive designs with such fidelity, instantly adaptable and explorable, opens up vast possibilities for design iteration, marketing, configurators, and even virtual driving experiences. By embracing these advanced techniques, artists and designers can push the boundaries of visual storytelling and interactive realism further than ever before. We hope this guide empowers you to unlock the full potential of your high-fidelity CAD car models in Unreal Engine 5.
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Subaru Legacy 2009 3D Model
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Material: Yes
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Suzuki Swift 2024 3D Model
Texture: Yes
Material: Yes
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Suzuki Liana Sedan 2004 3D Model
Texture: Yes
Material: Yes
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Subaru Outback 2024 3D Model
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Material: Yes
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Subaru Legacy 2003 3D Model
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Subaru Legacy Touring Wagon 3D Model
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Material: Yes
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Toyota Mark II (X100) 1998 3D Model
Texture: Yes
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
Texture: Yes
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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
Texture: Yes
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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
Material: Yes
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Volkswagen Passat CC 3D Model
Texture: Yes
Material: Yes
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Volkswagen Golf V 2006 3D Model
Texture: Yes
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Volvo S60 R-Design 2024 3D Model
Texture: Yes
Material: Yes
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Volkswagen Passat 2025 3D Model
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Volkswagen Passat Variant B6 2005 3D Model
Texture: Yes
Material: Yes
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Volkswagen Phaeton W12 2004 3D Model
Texture: Yes
Material: Yes
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Volkswagen Scirocco 2015 3D Model
Texture: Yes
Material: Yes
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Volvo S60 2024 3D Model
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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
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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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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
Texture: Yes
Material: Yes
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Volvo S80 2011 3D Model
Texture: 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
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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
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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
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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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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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