The Chasm Between Cinematic Fidelity and Real-Time Performance
The allure of photorealistic automotive renders is undeniable. From breathtaking cinematic sequences to stunning marketing visuals, high-fidelity 3D car models captivate audiences with their intricate details, flawless reflections, and impeccable surfacing. However, beneath this polished exterior lies a significant challenge when transitioning these marvels into the interactive realm of real-time game engines. What works for a pre-rendered animation simply won’t cut it for a playable game environment, where every millisecond counts and performance is paramount. The journey from a multi-million polygon cinematic masterpiece to a smooth, playable in-game vehicle requires a deep understanding of optimization techniques, a mastery of texture workflows, and a strategic approach to asset creation.
This article delves into the essential processes and considerations for transforming high-end automotive 3D models into efficient, visually stunning game-ready assets. We’ll explore the technical hurdles involved in adapting models for real-time rendering, from surgical poly count optimization to sophisticated Level of Detail (LODs) generation. Furthermore, we’ll dissect the critical role of clean UV unwrapping, precise normal map baking, and the creation of physically based PBR textures to ensure your automotive creations look spectacular without crippling performance. Whether you’re a seasoned 3D artist, a game developer, or an automotive designer looking to bridge the gap between concept and interactive experience, mastering this specialized automotive 3D workflow is key to unlocking the full potential of your designs in game engines.
The Chasm Between Cinematic Fidelity and Real-Time Performance
High-fidelity automotive models, often meticulously crafted for advertising or film, are designed with virtually no performance constraints. They can feature tens of millions of polygons, intricate interior geometries, layered materials, and complex lighting setups that take hours to render a single frame. This level of detail is fantastic for pre-rendered content, but it’s an absolute non-starter for real-time rendering in game engines.
The core problem lies in the fundamental difference between how pre-rendered visuals and interactive experiences are generated. Pre-rendering allows for extensive computational time per frame, whereas a game engine must render dozens or even hundreds of frames per second to provide a fluid user experience. Every polygon, every texture lookup, and every draw call adds to the computational burden on the GPU. A cinematic model, when directly imported into a game engine, will almost certainly cause severe frame rate drops, memory overloads, and an unresponsive user experience. This is why poly count optimization is not just a suggestion but an absolute necessity for creating viable game-ready assets.
The fidelity trade-offs are not merely about reducing polygons. It’s about intelligently preserving the visual essence and key design cues of the vehicle while drastically cutting down on data. This involves a strategic re-evaluation of how detail is represented, shifting from brute-force geometry to smart texture work and carefully managed levels of detail. Without this crucial conversion process, even the most stunning automotive model remains locked out of the interactive world.
Mastering Poly Count Optimization and Retopology
The cornerstone of transforming high-fidelity automotive models into game-ready assets is aggressive yet intelligent poly count optimization. This process involves reducing the number of polygons in a mesh while preserving its silhouette, primary forms, and enough detail to convey the original design. It’s a delicate balance between visual fidelity and performance, requiring both artistic judgment and technical expertise.
Understanding Polygon Budgets
Before beginning any optimization, it’s vital to establish clear polygon budgets. These budgets vary significantly based on the target platform (PC, console, mobile), the type of game (racing, open-world, VR), and the role of the vehicle within the game (player-controlled hero car, background prop, destructible asset). A hero vehicle might have a budget ranging from 50,000 to 150,000 triangles, while a background car could be as low as 10,000-20,000. For extremely high-end current-gen games, even higher budgets can be achieved for hero vehicles, but they are always carefully managed. Understanding these limitations is the first step in effective optimization for your automotive 3D workflow.
Manual Retopology: Precision and Control
For critical areas of an automotive model, such as the body panels, highly visible interior components, and unique exterior features, manual retopology is often the preferred method. This technique involves creating a new, optimized mesh on top of the high-polygon source model. Artists manually place new vertices and edges to construct a clean, quad-based topology that is specifically tailored for animation, deformation, and efficient rendering.
Manual retopology offers unparalleled control over edge flow, ensuring that crucial lines and curves are perfectly represented with the minimum number of polygons. It results in a mesh that is easier to UV unwrap, more stable for animation, and provides a much cleaner base for normal map baking. Tools like ZBrush (with ZRemesher used as a starting point, then manual cleanup), TopoGun, or Blender’s Retopoflow add-on are indispensable for this precise work. While time-consuming, the quality and performance benefits of a well-retopologized mesh are significant, making it a critical part of creating truly optimized game-ready assets.
Automated Decimation: Speed vs. Quality
When time is short, or for less critical parts of the vehicle (e.g., hidden engine components, undercarriage parts, or distant background elements), automated decimation tools can be incredibly useful. Software like Maya’s Reduce, Blender’s Decimate modifier, or ZBrush’s ZRemesher can quickly lower the polygon count of a mesh by intelligently removing vertices and edges. These tools are excellent for rapid prototyping or for components where absolute topological cleanliness isn’t paramount.
However, automated decimation often results in triangulated meshes with less predictable edge flow, which can lead to shading artifacts or issues during UV unwrapping and deformation. While a quick solution, always inspect the results carefully and be prepared for some manual cleanup. Automated tools are best used as a starting point for further manual refinement or for assets that will have less scrutiny in-game.
The Art of Level of Detail (LODs)
One of the most powerful strategies for managing visual fidelity across varying distances in real-time rendering is the implementation of Level of Detail (LODs). Instead of rendering a single high-resolution model for the entire game, LODs involve creating multiple versions of an asset, each with a progressively lower polygon count and simpler textures.
When the player is close to the vehicle, the highest detail model (LOD0) is rendered. As the player moves further away, the game engine automatically switches to a lower detail version (LOD1, LOD2, etc.). This significantly reduces the computational load on the GPU for objects that are far away or occupy a small portion of the screen, thereby boosting overall performance. An effective LOD strategy is essential for any high-performance automotive 3D workflow.
Typically, 3-5 LOD levels are created for automotive models. LOD0 is the full detail, carefully optimized mesh. LOD1 might be a 50-70% reduction, LOD2 a 70-90% reduction, and the lowest LODs (LOD3+) can be as simple as a few hundred triangles, often just a silhouette. Some game engines even support imposters or billboard representations for extremely distant objects.
LODs can be generated manually by retopologizing the model at different detail levels, or automatically using built-in engine tools or third-party plugins. Manual creation offers greater control over how detail is preserved, especially for critical visual cues, while automated solutions provide speed. A hybrid approach, where critical LODs are hand-tuned and lower LODs are automated, often yields the best results. For game developers seeking high-quality, pre-optimized assets with robust LODs, exploring the curated selection at 88cars3d.com can provide a strong foundation.
The Imperative of Efficient UV Unwrapping
Once your automotive model’s polygon count is optimized, the next critical step in preparing it for real-time rendering is efficient UV unwrapping. UVs are 2D coordinates that map the 3D surface of your model to a 2D texture space. Think of it like flattening a cardboard box so you can paint on its surfaces. Without properly unwrapped UVs, applying textures, especially complex PBR textures, becomes impossible or results in unsightly distortion and stretching.
Good UV unwrapping is foundational for achieving high-quality visuals and for successful normal map baking. The goal is to create a UV layout that:
- Minimizes Distortion: Ensures that texture pixels are evenly distributed across the model’s surface, preventing stretched or compressed textures.
- Maximizes Texel Density: Allocates appropriate pixel resolution to different parts of the model. Important, highly visible areas (like the hood or doors) should receive more texture space than less visible areas (like the underside or hidden engine parts).
- Avoids Overlapping UVs: Unless you are intentionally mirroring textures or using specific workflows like tiling, overlapping UVs prevent unique detail from being baked and can cause issues with lightmapping and ambient occlusion.
- Utilizes Texture Space Efficiently: Arranges UV islands (the flattened pieces of your mesh) to minimize empty space within the 0-1 UV coordinate range, allowing for higher effective texture resolution.
- Facilitates Seamless Texturing: Strategically places seams in less visible areas to prevent obvious texture breaks.
For complex automotive models with many distinct parts (body, interior, wheels, lights), it’s common to use multiple UV sets or texture atlases. For instance, the main body might occupy one UV space, while the interior components occupy another, and smaller details like bolts or badges might be packed into a shared atlas. This modular approach to UVs helps manage texture resolution and draw calls within the game engine.
The process of unwrapping can be tedious, but modern 3D software (Maya, 3ds Max, Blender) offers robust tools for automatic unwrapping, manual seam placement, and island packing. Understanding how to use these tools effectively is paramount to your automotive 3D workflow. Remember, clean UVs are not just an aesthetic concern; they directly impact how well your textures perform and look in the game engine. High-quality models from resources like 88cars3d.com often come with meticulously unwrapped UVs, ready for texturing and baking.
Baking Essential Maps for Real-Time Visuals
Once your low-poly, optimized automotive model has clean UVs, the next crucial step is to transfer the fine details from your high-polygon source model onto textures. This process, known as texture baking, allows us to achieve the visual fidelity of a high-poly model without the performance cost, making your assets truly game-ready assets. These baked textures, particularly normal maps, are central to creating compelling PBR textures.
Normal Map Baking: Capturing Fine Detail
Normal map baking is arguably the most important texture baking technique for game assets. A normal map is a special type of texture that stores directional information (normals) on a per-pixel basis. When applied to a low-polygon model, it tricks the renderer into believing that the surface has far more geometric detail than it actually does. This allows us to represent intricate panel gaps, subtle surface imperfections, bolt heads, and sharp edges that were present in the high-poly model, all without adding a single extra polygon.
The process generally involves:
- Aligning the high-poly and low-poly models (they should occupy roughly the same space).
- Defining a “cage” or “ray distance” that tells the baking software how far to project rays from the low-poly surface to capture details from the high-poly.
- Baking the normal map, typically from an object space (tangent space is more common for games).
Tools like Substance Painter, Marmoset Toolbag, or the baking features in Maya, Blender, and 3ds Max are standard for normal map generation. Common issues to watch out for include skewed normals (fixable by ensuring correct tangent space calculation), projection errors (often due to badly aligned models or insufficient cage distance), and texture seams (minimized by careful UV unwrapping and anti-aliasing during baking).
Ambient Occlusion (AO): Adding Depth and Realism
Ambient Occlusion (AO) maps enhance the realism of a model by simulating subtle self-shadowing that occurs in crevices and corners where light struggles to reach. While modern game engines often calculate real-time screen-space ambient occlusion (SSAO), baking a detailed AO map into your textures provides a higher quality, more consistent result that complements the real-time effect. This baked AO map is typically multiplied into the base color or combined with the diffuse lighting, adding crucial depth and grounding to the vehicle, making the real-time rendering appear more grounded.
Baking AO maps follows a similar process to normal maps, utilizing the high-poly model’s geometry to generate the detailed shadow information. It is an indispensable part of creating rich PBR textures.
Curvature and Other Utility Maps
Beyond normal and AO maps, several other utility maps can be baked to aid in the material creation process, especially when working with procedural texturing tools like Substance Painter:
- Curvature Map (or Edge Map): Highlights convex and concave edges, invaluable for adding procedural edge wear, dust accumulation, or subtle material variations.
- Thickness Map (or Cavity Map): Identifies thin areas of the mesh, useful for simulating subsurface scattering or light bleed.
- Position Map: Stores the world-space position of each vertex, useful for applying gradients or position-based effects.
- ID Map: Bakes out distinct color information from different material IDs or polygroups, allowing for easy masking and material assignment in texturing software.
These maps collectively streamline the texturing process, allowing artists to rapidly create complex and realistic PBR textures for their automotive models, all while staying within the performance budgets required for game-ready assets.
Crafting PBR Materials for Game Engines
With a meticulously optimized low-poly mesh and a suite of baked texture maps, the final major step in transforming your automotive model for real-time rendering is creating its Physically Based Rendering (PBR) materials. PBR is a shading model that aims to represent how light interacts with surfaces in a physically accurate way, leading to more consistent and realistic results across various lighting conditions.
The foundation of PBR relies on several key texture maps that define the material’s properties:
- Base Color / Albedo Map: Defines the fundamental color of the surface without any lighting information.
- Normal Map: Provides the illusion of high-resolution surface detail, as discussed in the baking section.
- Roughness Map: Controls the microsurface detail, determining how blurry or sharp reflections appear. A value of 0 is perfectly smooth (mirror-like), while 1 is completely rough (matte).
- Metallic Map: Differentiates between metallic and non-metallic surfaces. A value of 1 indicates a metallic material (e.g., chrome, painted car body), while 0 indicates a dielectric (e.g., plastic, rubber, glass).
- Ambient Occlusion (AO) Map: Provides pre-baked self-shadowing information for enhanced depth.
- Emissive Map: Defines areas that emit light, such as headlights or tail lights.
- Height/Displacement Map (less common for real-time): Can be used for parallax occlusion mapping or tessellation for subtle surface relief, though more performance intensive.
Understanding the PBR Workflow
There are two primary PBR workflows: Metalness/Roughness and Specular/Glossiness. The Metalness/Roughness workflow is generally more prevalent in modern game engines (Unreal Engine, Unity) due to its simplicity and intuitive parameterization. In this workflow, metallic surfaces derive their base color from the albedo and use the metallic map, while dielectric surfaces primarily rely on the albedo and roughness. Getting these PBR textures right is crucial for a believable result.
For automotive models, achieving realistic paint, chrome, glass, and rubber materials requires careful attention to each PBR channel. Car paint, for instance, often involves complex layers, but for real-time, it’s typically represented with a metallic map (values close to 1) and a roughness map that captures its glossy but not perfectly mirror-like finish. Subtle color variations and imperfections are integrated directly into the base color and roughness maps.
Material Setup in Unreal Engine and Unity
Both Unreal Engine and Unity provide robust material editors that allow artists to assemble their PBR textures and define how they interact with light. The general process involves:
- Importing your low-poly automotive model (e.g., as an FBX).
- Importing all your baked texture maps.
- Creating a new material and assigning it to your model.
- Connecting the respective texture maps to the material’s PBR channels (Base Color, Normal, Roughness, Metallic, Ambient Occlusion).
- Adjusting material parameters such as tiling, color tinting, and potential clear coat properties (especially for car paint).
- Creating Material Instances: For variations of the same car (e.g., different paint colors), use material instances. This allows you to modify parameters without creating entirely new materials, saving on draw calls and memory.
Optimizing materials also means keeping the number of unique materials per car to a minimum. Combining elements into shared texture atlases reduces draw calls, which is a significant performance gain in real-time rendering. Always test your materials under various lighting conditions within the engine to ensure they react correctly and consistently, guaranteeing your game-ready assets shine.
Streamlining the Automotive Asset Pipeline for Game Development
Creating beautiful, optimized automotive models is only half the battle; the other half is integrating them seamlessly into the game development pipeline. An efficient automotive 3D workflow ensures that assets move smoothly from creation to engine, maintaining visual integrity while meeting strict performance budgets. This involves more than just exporting an FBX; it requires careful planning and adherence to best practices for game-ready assets.
Data Preparation and Export Best Practices
Before exporting your automotive model, ensure it’s clean and prepared:
- Consolidate Meshes: Combine parts that share the same material to reduce draw calls. For example, all interior plastics might be one mesh, while the car body is another.
- Proper Scaling and Units: Ensure your model is built to real-world scale (e.g., centimeters in Unreal, meters in Unity). Consistent scaling prevents headaches with physics, collisions, and character interactions.
- Pivot Points: Set correct pivot points for interactive elements like doors, wheels, and steering. The wheel pivot should be at its center, allowing it to rotate correctly.
- Naming Conventions: Use clear, consistent naming conventions for meshes, materials, and textures (e.g., ‘Car_Body_LP’, ‘Car_Wheel_FL_Material’, ‘T_Car_Paint_Albedo’). This significantly improves organization and collaboration.
- Hierarchy: Establish a logical hierarchy for your model (e.g., master car bone, then chassis, then wheels, doors, etc.) for easier animation and component access within the engine.
When exporting, FBX is the industry standard. Ensure you export with appropriate settings: typically embedding media (textures) is off, smoothing groups are handled correctly, and animations (if any) are included.
Collision Meshes and Physics Setup
For an automotive model to interact realistically within a game, it needs collision geometry. High-polygon visual meshes are far too complex for real-time physics calculations. Instead, simplified collision meshes are created:
- Hull Colliders: Often a very low-poly, convex hull that roughly approximates the car’s shape. This is efficient for broad collisions.
- Wheel Colliders: Spherical or cylindrical colliders for wheels, configured to interact with the ground and other objects.
- Compound Colliders: For more detailed collisions (e.g., car smashing into a wall), a combination of multiple simple colliders (boxes, spheres, capsules) can represent the car’s individual components.
These collision meshes are usually invisible in-game but are crucial for physics simulations. They are typically exported separately or tagged with specific naming conventions (e.g., `UCX_` or `_COL`) that game engines recognize automatically.
Testing and Profiling within the Game Engine
The optimization process doesn’t end when the model is in the engine. Continuous testing and profiling are essential to ensure your game-ready assets meet performance targets. Utilize the engine’s built-in profilers (e.g., Unreal Insights, Unity Profiler) to monitor frame rates, draw calls, memory usage, and GPU performance. Identify bottlenecks and iterate on optimizations. This might involve:
- Further reducing poly count on less critical elements.
- Adjusting Level of Detail (LODs) switch distances.
- Optimizing texture sizes and compression settings.
- Consolidating materials to reduce draw calls.
- Ensuring proper culling (frustum and occlusion) is working.
This iterative feedback loop is vital for creating truly performant automotive assets. For teams looking to fast-track their development, utilizing assets from 88cars3d.com ensures a strong head start, as their models are specifically designed with these optimization principles in mind.
Conclusion
The journey from a dazzling, photorealistic cinematic automotive model to a fully optimized, interactive game-ready asset is a testament to the blend of artistic skill and technical acumen required in modern 3D production. It’s a process that moves beyond merely creating beautiful geometry, embracing the disciplined art of poly count optimization, the strategic implementation of Level of Detail (LODs), and the meticulous craftsmanship of UV unwrapping and normal map baking.
Mastering the creation of robust PBR textures and understanding how to seamlessly integrate these assets into a demanding real-time rendering environment like Unreal Engine or Unity is paramount. This specialized automotive 3D workflow ensures that not only do your vehicles look stunning, but they also perform flawlessly, providing players with an immersive and responsive experience.
Whether you’re building the next generation of racing simulations, crafting an open-world adventure, or visualizing automotive designs in an interactive environment, the principles outlined here are your roadmap to success. By thoughtfully approaching each stage of the optimization pipeline, you transform high-fidelity models into performant, visually rich assets that push the boundaries of real-time graphics.
For those seeking to accelerate their game development or enhance their automotive visualizations with top-tier, pre-optimized models, we invite you to explore the extensive collection of high-quality, game-ready automotive 3D models available at 88cars3d.com. Discover assets meticulously crafted with performance and visual fidelity in mind, providing an excellent foundation for your next project.
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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
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Material: Yes
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Toyota Corolla 2020 3D Model
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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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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
Texture: Yes
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Toyota Opa 2000 3D Model
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Volkswagen Polo 5 Door 2010 3D Model
Texture: 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
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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
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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
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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
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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
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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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Mercedes-Benz S500 3D Model
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Mercedes-Benz S55 W220 AMG 1999 3D Model
Texture: Yes
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