The Challenge of High-Fidelity Automotive Assets in Real-Time
The pursuit of photorealism in real-time environments has long been the holy grail for 3D artists and automotive designers. For years, the immense polygon counts and intricate details of CAD-level automotive models made seamless integration into interactive experiences a daunting, if not impossible, task. Traditional game engines often demanded aggressive optimization, leading to compromises in visual fidelity that diminished the impact of stunning designs.
However, the advent of Unreal Engine 5 has fundamentally reshaped this landscape. With its revolutionary core technologies, UE5 now empowers creators to bring high-fidelity automotive models, previously reserved for offline render farms, into real-time applications with unparalleled visual quality and performance. But merely importing a high-poly car isn’t enough; mastering Unreal Engine 5 optimization requires a strategic approach, blending meticulous pre-engine preparation with a deep understanding of UE5’s innovative features. This guide will walk you through the essential techniques to achieve breathtaking real-time photorealism for your automotive assets, whether for games, simulations, or cutting-edge virtual production vehicles.
The Challenge of High-Fidelity Automotive Assets in Real-Time
Automotive design prides itself on precision. Every curve, every reflection, and every material nuance is critical to conveying a vehicle’s aesthetic and engineering prowess. CAD models, the foundation of modern vehicle design, can contain millions, sometimes billions, of polygons, capturing every minute detail. While perfect for offline rendering, directly importing these into a real-time engine traditionally brought performance to a crawl, demanding significant compromises.
The inherent conflict lies between detail and performance. Real-time rendering pipelines traditionally required assets to be “game-ready,” meaning significantly reduced polygon counts, baked normal maps to simulate detail, and carefully crafted Level of Detail (LOD) systems. This process was time-consuming, prone to visual artifacts, and often resulted in a noticeable drop in quality compared to the source CAD data. For sectors like virtual production, where designers need to see their creations in interactive, real-time environments without compromise, this limitation was a significant hurdle. Even for high-end game assets, the balance was always delicate.
This is where Unreal Engine 5 offers a paradigm shift. Its advanced rendering architecture has broken down many of these traditional barriers, allowing for a new era of visual fidelity for real-time automotive rendering. The key is understanding how to leverage these tools effectively, turning what was once a monumental optimization challenge into a streamlined workflow for stunning results.
Pre-Engine Optimization: Preparing Your High-Poly Model
Even with Unreal Engine 5’s groundbreaking features, preparation outside the engine remains crucial. A well-prepared model minimizes potential issues and maximizes the benefits of UE5’s systems. This stage focuses on cleaning, structuring, and optimizing your high-poly model before it even touches the Unreal Editor.
Intelligent Polygon Reduction Techniques
While Nanite allows for incredibly high polygon counts, not every mesh benefits equally from it, and some geometry might need traditional optimization. Strategic polygon reduction is about preserving visual integrity while removing redundant data. It’s not just about indiscriminately lowering polycounts; it’s about making smart decisions.
For areas that might not be Nanite-enabled (e.g., animated parts, deformable meshes) or static meshes far from the camera, traditional polygon reduction techniques are vital. Tools like Autodesk Maya’s Reduce, Blender’s Decimate modifier, ZBrush’s ZRemesher, or dedicated retopology software like TopoGun can be employed. The goal is to reduce face count without compromising the silhouette or requiring extensive normal map baking for primary forms. Focus on:
- Targeted Reduction: Apply aggressive reduction to areas that won’t be seen up close (e.g., undercarriage components) or have simple geometry.
- Manual Retopology: For highly critical areas, like door gaps or fender edges where clean topology is paramount for reflections, manual retopology might be necessary to ensure a perfect edge flow and eliminate messy triangles.
- Preserving Detail: Ensure that areas where detail is conveyed through geometry (e.g., intricate grille patterns) are treated carefully.
Even for Nanite meshes, starting with a reasonably clean mesh improves import times and reduces potential artifacts. Understanding and applying effective polygon reduction techniques is a foundational skill for high-performance 3D automotive assets.
Advanced UV Unwrapping for Automotive Game Assets
Clean, efficient UV maps are non-negotiable for high-quality texturing and lighting in any real-time engine, and Unreal Engine 5 is no exception. While Nanite handles geometry, UVs are still essential for PBR materials, lightmaps, and custom effects. Poor UVs lead to stretched textures, visible seams, and inefficient material usage.
For automotive models, particular attention must be paid to:
- Consistent Texel Density: Ensure that all parts of the model have a similar texel density for uniform texture resolution. Larger surfaces like the car body will need ample UV space.
- Minimizing Seams: Strategically place seams in less visible areas (e.g., along natural panel lines, under the car) to avoid texture breaks on prominent surfaces.
- Multiple UV Channels: Unreal Engine 5 utilizes multiple UV channels for different purposes:
- UV0 (or UV1): For base color, normal, metallic, roughness maps. This should be clean and optimized for material display.
- UV1 (or UV2+): For lightmaps. This channel needs to be non-overlapping to prevent lighting artifacts. UE5 can often generate these, but pre-made, optimized lightmap UVs are often superior.
- Optimized Packing: Maximize the use of UV space within a 0-1 texture quadrant to reduce wasted space and improve texture streaming.
Careful `UV unwrapping game assets` for automotive models ensures that your exquisite PBR materials automotive appear flawless, with accurate reflections and finely detailed surfaces, essential for real-time photorealism.
Model Cleanup and Export Readiness
Before exporting, a final pass of model cleanup is essential:
- Check Normals: Ensure all face normals are correctly oriented (pointing outwards). Incorrect normals will cause lighting issues.
- Remove Non-Manifold Geometry: Repair any geometry that is not “watertight,” such as duplicate faces or edges, which can cause rendering problems.
- Consolidate Materials: Group parts that share the same material to reduce draw calls, even if Nanite handles geometry efficiently.
- Naming Conventions: Use clear, consistent naming conventions for meshes and materials for better organization within Unreal Engine.
- Scale and Units: Export in a consistent unit scale (e.g., centimeters) to match Unreal Engine’s default scale, preventing sizing issues upon import.
- FBX Export: Use the FBX format, which is the industry standard for game engine asset transfer. Ensure only necessary elements (meshes, smoothing groups, UVs) are included.
Harnessing Unreal Engine 5’s Core Technologies: Nanite and Lumen
With a clean, optimized model ready, it’s time to unleash the true power of Unreal Engine 5. Nanite and Lumen are the cornerstones of its next-generation rendering capabilities, making real-time photorealism for high-poly automotive models not just possible, but practical.
Unleashing Detail with Nanite Workflow
Nanite is Unreal Engine 5’s virtualized micro-polygon geometry system. It’s a game-changer for high-fidelity assets, especially for intricate automotive designs. Instead of forcing artists to decimate models and bake details to normal maps, Nanite allows you to import models with millions, even billions, of polygons directly. It intelligently streams and processes only the geometric detail necessary for each pixel on screen, regardless of the overall scene complexity.
For `real-time automotive rendering`, Nanite’s benefits are immense:
- Direct CAD Import: High-poly meshes from CAD software or ZBrush can be imported with minimal preparation, preserving all geometric detail.
- Automatic LODs: Nanite effectively eliminates the need for manual LOD creation for its meshes, as it dynamically scales detail.
- Pixel-Perfect Detail: Intricate details like panel gaps, grille meshes, and tire treads can be represented with true geometry, not just texture maps, leading to unparalleled realism.
- Draw Call Reduction: It drastically reduces draw calls, improving performance even with highly detailed scenes.
To leverage the `Nanite workflow` effectively:
- Enable Nanite: In Unreal Engine, simply enable Nanite on your static mesh assets via the Static Mesh Editor.
- Material Compatibility: Ensure your materials are compatible. Nanite meshes generally work seamlessly with standard PBR materials.
- Limitations: Be aware that Nanite currently works best with static meshes and has limitations with animated or deformable geometry, transparent meshes (though this is evolving), and certain custom shaders. For these exceptions, traditional optimization (LODs, polygon reduction) is still necessary.
For the primary body, interior details, and wheel components of a vehicle, Nanite is your go-to for preserving every exquisite detail.
Achieving Photorealism with Lumen Global Illumination
Lumen is Unreal Engine 5’s fully dynamic global illumination and reflections system. It calculates indirect lighting and reflections in real-time, reacting instantly to changes in light sources or scene geometry. This is profoundly impactful for `PBR materials automotive`, as it correctly simulates how light bounces around the environment, illuminating surfaces and creating realistic reflections.
For `real-time automotive rendering`, Lumen brings:
- Realistic Car Paint: Lumen accurately reflects the environment on car paint, capturing subtle shifts in color and brightness that make paint surfaces truly come alive.
- Interior Illumination: Light spilling into the car’s interior from windows or doors will correctly bounce and illuminate the cabin, adding depth and realism.
- Dynamic Environments: As the car moves through a scene or lights change, Lumen updates the global illumination and reflections dynamically, critical for interactive experiences and virtual production vehicles.
Configuring `Lumen global illumination`:
- Enable Lumen: Lumen can be enabled in Project Settings > Engine > Rendering > Global Illumination and Reflections.
- Scene Setup: Ensure your scene has appropriate light sources (directional light for sun, skylight for ambient, rect lights for studio setups).
- Performance vs. Quality: Adjust Lumen quality settings in the Post Process Volume to balance visual fidelity with performance targets. Higher quality settings offer more accurate indirect lighting and reflections but require more GPU resources.
The combination of Nanite’s geometric fidelity and Lumen’s realistic lighting environment creates a visual foundation that allows automotive models to truly shine.
Crafting Photorealistic Automotive Materials with PBR
Even the most geometrically detailed model, bathed in perfect lighting, will fall flat without compelling materials. Physically Based Rendering (PBR) is the standard for realistic materials, ensuring they react to light in a physically accurate way. For automotive models, this means meticulously crafting materials that convey the distinct properties of car paint, glass, chrome, rubber, and other surfaces.
Foundations of PBR Materials Automotive
The core PBR workflow in Unreal Engine 5 typically uses the Metallic/Roughness model:
- Base Color (Albedo): The pure color of the surface, free from lighting information.
- Metallic: A grayscale map indicating how metallic a surface is (0 for dielectric/non-metal, 1 for metal). Metals have no diffuse color and reflect the environment.
- Roughness: A grayscale map defining the microscopic surface irregularities. Lower values (darker) mean smoother, glossier surfaces; higher values (lighter) mean rougher, more diffuse surfaces.
- Normal Map: Provides fine surface detail without adding geometry, simulating bumps and grooves.
- Ambient Occlusion (AO): A grayscale map simulating subtle contact shadows, enhancing depth.
For `PBR materials automotive`, achieving realism requires precise values for these maps, often generated from high-quality textures or procedural material functions. Understanding how light interacts with different material types (e.g., specular reflections on glass vs. diffuse reflection on matte plastic) is key.
Advanced Car Paint Shaders
Car paint is arguably the most challenging automotive material to get right, due to its complex layered structure. A realistic car paint shader in Unreal Engine 5 typically involves:
- Base Coat: The primary color, often with subtle metallic flakes. This forms the base of your PBR material.
- Clear Coat: A glossy, transparent layer on top of the base coat that provides specular reflections and fresnel effects. Unreal Engine’s standard material provides a ‘Clear Coat’ input for this. You’ll need to adjust its roughness and normal to simulate the clear coat’s properties.
- Metallic Flakes: Often achieved through a custom normal map or a procedural texture within the material that simulates thousands of tiny reflective particles under the clear coat. These flakes should catch highlights at specific angles, adding depth and sparkle.
- Fresnel Effect: The phenomenon where objects become more reflective at grazing angles. This is naturally handled by Unreal Engine’s PBR model but can be subtly enhanced.
For the highest quality automotive models, such as those available on 88cars3d.com, these complex material setups are often meticulously crafted, providing a robust foundation for your projects. Experiment with different roughness values for the clear coat and base coat, and consider using Substance Painter or similar tools to author highly detailed PBR texture sets.
Advanced Performance and Presentation for Real-Time Automotive Rendering
Even with Nanite and Lumen, performance can become a bottleneck if not managed correctly. Furthermore, presenting your meticulously crafted `virtual production vehicles` requires attention to cinematic detail and interaction design.
Performance Profiling and Optimization Strategies
Maintaining a smooth framerate is essential for any real-time application. Unreal Engine 5 provides powerful profiling tools to identify and address performance bottlenecks:
- Stat Commands: Use `stat fps` to see your frame rate, `stat unit` for frame time breakdowns (CPU, GPU, Game Thread, Render Thread), and `stat GPU` for detailed GPU performance.
- GPU Visualizer: Access via `ctrl + shift + ,` (comma). This invaluable tool shows exactly what your GPU is spending time on, identifying expensive draw calls, shaders, or rendering features.
- LODs for Non-Nanite Meshes: While Nanite handles core geometry, background props, foliage, or animated elements might still require traditional LODs to maintain performance.
- Culling and Streaming: Utilize distance culling, occlusion culling, and level streaming (World Partition) to ensure only relevant assets are loaded and rendered.
- Lightmap Optimization: For static lighting scenarios, optimize lightmap resolution and packing.
- Shader Complexity: Use the “Shader Complexity” view mode to identify overly expensive materials that might be contributing to performance drops. Simplify where possible.
Remember that `Unreal Engine 5 optimization` is an iterative process. Profile often, make changes, and re-profile to gauge the impact.
Cinematic Production and Interactive Showcases
Once your automotive model is optimized and beautifully rendered, the next step is to showcase it. Unreal Engine 5 offers robust tools for cinematic sequences and interactive experiences.
- Sequencer: Unreal’s powerful non-linear cinematic editor. Use it to choreograph camera movements, animate vehicle components (doors, wheels, suspension), and control lighting changes over time. Craft stunning fly-throughs or dramatic close-ups of your vehicle.
- Camera Best Practices:
- Field of View (FOV): Experiment with different FOVs to achieve cinematic perspectives without distortion.
- Depth of Field (DoF): Use subtle DoF to draw attention to specific parts of the vehicle and add a professional, filmic quality.
- Motion Blur: Apply subtle motion blur to wheels or fast camera movements for added realism, especially in virtual production vehicles.
- Post-Processing Volumes: These are critical for the final visual polish. Apply effects like color grading, bloom, lens flares, vignetting, ambient occlusion, and screen space reflections to enhance the mood and realism of your scene.
- Interactive Blueprints: For interactive configurators or demonstrations, leverage Unreal’s Blueprint visual scripting system. Create systems for users to change paint colors, wheel types, open doors, or even drive the car, further immersing them in the experience.
Whether you’re creating marketing materials, a game demo, or an internal design review, these tools allow you to present your `real-time automotive rendering` in the most compelling way possible. For readily available, high-quality models suitable for these showcases, be sure to visit 88cars3d.com.
Best Practices and Troubleshooting for Virtual Production Vehicles
Integrating high-fidelity automotive models into demanding real-time workflows requires not just technical skill but also a disciplined approach to asset management and problem-solving.
Iterative Workflow and Asset Management
Working with complex automotive assets, particularly in `virtual production vehicles` scenarios, benefits greatly from an organized and iterative workflow:
- Version Control: Use source control systems (like Perforce or Git LFS) to manage changes to your models and project files. This is indispensable for collaborative environments.
- Modular Assets: Break down the vehicle into logical components (body, doors, wheels, interior, engine). This allows for easier updates, material application, and optimization of individual parts.
- Consistent Naming: Stick to clear and consistent naming conventions for all meshes, materials, and textures. This prevents confusion and streamlines the import process.
- Blueprints for Vehicle Logic: Encapsulate vehicle functionality (e.g., opening doors, operating lights, basic driving mechanics) within Blueprints. This makes the vehicle reusable and easily integrated into different scenes.
Common Pitfalls and Solutions
Even with the best preparation, you might encounter issues. Here are some common problems and their troubleshooting steps for `Unreal Engine 5 optimization`:
- Nanite Meshes Not Rendering Correctly:
- Issue: Nanite meshes appear faceted, have odd shading, or don’t render detail.
- Solution: Ensure your mesh doesn’t have overlapping UVs in the first channel (UV0) as this can sometimes cause issues. Check if the mesh has complex material graphs that might not fully comply with Nanite’s requirements (e.g., complex world position offsets, which Nanite handles differently). Make sure the mesh is truly a static mesh; Nanite is not intended for skeletal meshes or complex animations.
- Lumen Artifacts (Light Leaks, Splotches):
- Issue: Uneven or incorrect indirect lighting, splotchy shadows, or light leaking through geometry.
- Solution: Adjust Lumen’s quality settings in the Post Process Volume (e.g., Final Gather Quality, Trace Distance). Ensure your geometry is completely watertight, as gaps can cause light leaks. Increase the mesh distance fields resolution (Project Settings > Engine > Rendering > Global Illumination).
- Poor Performance (Even with Nanite/Lumen):
- Issue: Low frame rates despite using UE5’s optimization features.
- Solution: Profile using `stat GPU` and GPU Visualizer. Check shader complexity for overly expensive materials. Reduce non-Nanite geometry. Optimize texture resolutions. Limit the number of dynamic lights. Tune post-processing effects. Ensure your PC meets the recommended specs for real-time `Unreal Engine 5 optimization` with high-poly assets.
- Incorrect PBR Material Appearance:
- Issue: Materials look dull, too shiny, or have incorrect reflections.
- Solution: Double-check your texture maps (Base Color, Metallic, Roughness) for correct sRGB/linear settings and proper values. Ensure Metallic is 0 for non-metals and 1 for metals. Verify your roughness map is correct (dark for smooth, light for rough). Check normal map strength and orientation.
Conclusion
Mastering Unreal Engine 5 for high-poly automotive models represents a significant leap forward in real-time visualization. By combining intelligent pre-engine optimization with the revolutionary power of Nanite and Lumen, artists and designers can now achieve levels of photorealism and performance previously unimaginable. From the intricate details preserved by Nanite to the lifelike global illumination provided by Lumen, and the meticulously crafted `PBR materials automotive` that bring surfaces to life, the tools are now at your disposal to create truly breathtaking `real-time automotive rendering` experiences.
The journey from a complex CAD model to an interactive, visually stunning `virtual production vehicles` showcase is one that demands both technical understanding and artistic finesse. By following the techniques outlined in this guide – from strategic `polygon reduction techniques` and meticulous `UV unwrapping game assets` to harnessing the core strengths of Unreal Engine 5 – you can elevate your automotive projects to cinematic quality.
The future of automotive visualization is here, blending engineering precision with interactive immersion. Begin your journey today and explore the incredible potential within Unreal Engine 5. To accelerate your projects with top-tier assets, consider browsing the extensive collection of high-quality, production-ready automotive models available at 88cars3d.com. Experiment, optimize, and create the next generation of real-time automotive masterpieces.
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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
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Material: Yes
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Toyota Yaris 2020 3D Model
Texture: Yes
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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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
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Volkswagen Golf 5 Door 2010 3D Model
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Toyota Premio 2010 3D Model
Texture: Yes
Material: Yes
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Toyota Opa 2000 3D Model
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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
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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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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
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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
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Mercedes-Benz SL 65 AMG 3D Model
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