The Elusive Nature of Automotive Paint in 3D
In the realm of 3D modeling and visualization, few materials present as formidable a challenge as automotive paint. It’s not just a color on a surface; it’s a symphony of reflections, refractions, and microscopic interactions that define the very essence of a vehicle’s aesthetic. Achieving true photorealistic rendering for car paint goes far beyond simply dropping a default material onto your model. It demands a deep understanding of light physics, a meticulous approach to `shader network` construction, and a commitment to replicating the complex layers that make real-world car finishes so captivating.
Many artists grapple with paint shaders that look flat, lack depth, or fail to react convincingly to varying lighting conditions. The problem often lies in treating car paint as a monolithic entity, rather than the intricate, multi-layered system it truly is. Standard PBR setups, while excellent for many materials, often fall short when confronted with the unique properties of metallic flakes, clear coats, and the subtle nuances of automotive finishes. This guide is your journey into the advanced techniques required to move `Beyond Defaults`, empowering you to craft `hyperrealistic automotive paint shaders` that will elevate your 3D renders to a professional, high-end standard. For artists looking to apply these advanced techniques, starting with a high-quality base model from 88cars3d.com provides an excellent foundation.
The Elusive Nature of Automotive Paint in 3D
Automotive paint is arguably one of the most complex materials to faithfully reproduce in 3D. Its difficulty stems from a combination of factors: it’s highly reflective, often contains suspended particles, and comprises multiple distinct layers each with its own optical properties. These layers interact dynamically with light, producing phenomena like metallic sparkle, deep clear coat reflections, and an iridescent sheen that’s incredibly difficult to capture without a specialized approach.
The goal of `car paint realism` isn’t just about matching a color; it’s about replicating how light interacts with the surface from every angle. This means meticulously simulating effects such as Fresnel reflection, light scattering through flakes, and the subtle distortion of reflections caused by microscopic surface imperfections. A basic `PBR automotive paint` setup, while a good starting point for many materials, often lacks the intricate layering and specific controls needed to achieve the stunning visual fidelity demanded by high-end automotive visualization.
Adopting a “high-end” mindset means moving past the convenience of single-node solutions and embracing a `layered material workflow`. It involves deconstructing the physical components of car paint and rebuilding them methodically within your 3D software’s `shader network`. This attention to detail is what separates a convincing render from one that still looks “CGI.” It’s an investment in understanding the physics, which pays dividends in the final `photorealistic rendering`.
Deconstructing Automotive Paint: A PBR Physics Deep Dive
To truly master `hyperrealistic automotive paint shaders`, we must first understand its real-world composition. Automotive paint isn’t a single coat; it’s a sophisticated stack of distinct layers, each contributing to the final appearance. Through a PBR lens, we can isolate and simulate these components, building up complexity for superior `car paint realism`.
The Base Coat: Color, Roughness, and Underlying Specular
The base coat is the foundation, providing the primary color of the vehicle. This layer can be a simple solid color (non-metallic) or contain metallic or pearlescent pigments. For a solid color, its PBR properties would primarily involve a high metallic value (if it’s a true metallic base) or dielectric properties with a specific base color and roughness. Even for solid colors, there’s an inherent, subtle specularity beneath the clear coat that needs to be accounted for, contributing to the perceived depth.
For `PBR automotive paint`, the base coat’s roughness determines how diffuse or sharp its inherent reflections are before the clear coat is applied. A slightly higher roughness here, compared to the clear coat, can add to the visual depth. The color input is straightforward, but for complex paints, this might be a blend of colors or a procedural texture. This layer sets the stage for the captivating interplay of light that follows.
The Metallic Flake Layer: The Heartbeat of Dynamic Reflections
This is where many default shaders fall short. The `metallic flake shader` is responsible for the dazzling sparkle and dynamic color shifts seen in metallic and pearl paints. These are tiny, reflective particles (aluminum flakes, mica, etc.) suspended within a translucent binder, sitting atop the base coat but beneath the clear coat. Their orientation, size, density, and color are critical for realism.
The flakes themselves are highly reflective and often exhibit `anisotropic reflections` due to their flat, irregular shapes. As the viewing angle changes, these flakes catch and reflect light in varying directions, creating the characteristic “glint” effect. Simulating this requires more than just a simple metallic input; it necessitates a specific shader component that can scatter light based on flake properties, often using a procedural noise or texture map to define their distribution and normal orientation.
The Clear Coat: Depth, Gloss, and `Anisotropic Reflections`
The clear coat is the outermost layer, a transparent, highly glossy protective film. It’s arguably the most visually dominant component, as it’s responsible for the deep, mirror-like reflections that define a high-quality finish. From a PBR perspective, the `clear coat material` is a dielectric layer with a high Index of Refraction (IOR), typically ranging from 1.4 to 1.6, similar to glass or lacquer.
Its roughness value should be extremely low to simulate the high gloss. Crucially, the clear coat is where we typically introduce `anisotropic reflections` to simulate the micro-scratches and manufacturing polish lines that, while often invisible to the naked eye, stretch highlights and add significant realism. The Fresnel effect is also paramount here, causing reflections to become stronger at glancing angles. A well-executed clear coat provides depth, protects the underlying layers, and gives the paint its characteristic wet, luxurious appearance.
Building Your Custom Shader: A `Layered Material Workflow`
Now that we understand the physical components, let’s translate that knowledge into a practical `layered material workflow` within your 3D software’s `shader network`. This approach mirrors the real-world manufacturing process, granting unparalleled control and flexibility.
The Philosophy of Layering
Why use a `layered material workflow`? Because it mimics reality. Just as paint is applied in distinct layers, constructing your shader in layers allows you to control each component independently. This means you can adjust the metallic flake properties without affecting the clear coat’s gloss, or change the base color without disturbing the flake distribution. This modularity is key to achieving `photorealistic rendering` and debugging complex looks.
Most modern render engines offer some form of material blending or layering nodes, allowing you to stack materials on top of each other, often controlled by masks or blend factors. This is the foundation of our advanced `PBR automotive paint` shader.
Setting Up the Base Coat (Layer 1)
Begin by creating a standard PBR material for your base coat. This will typically be a principled shader (Blender, Unreal) or a standard PBR material (V-Ray, Arnold).
- Base Color: Set this to your desired paint color. For solid paints, this is straightforward. For metallic/pearl paints, this is the underlying color that the flakes will sit on.
- Metallic: If your base coat itself contains fine metallic particles that contribute to a metallic sheen separate from the larger flakes, set this accordingly (e.g., 0.5-0.8). Otherwise, leave it at 0 for a dielectric base.
- Roughness: Give this a subtle roughness value (e.g., 0.2-0.4). This represents the finish of the base layer before the clear coat, adding a bit of diffuse quality.
- IOR (Index of Refraction): For a non-metallic base, set it to a standard dielectric value like 1.4-1.5.
This forms the lowest layer of your `shader network` and serves as the canvas for the more complex layers to come.
Integrating the `Metallic Flake Shader` (Layer 2)
This is where the magic happens for metallic and pearl paints. This layer needs to sit above the base coat but below the clear coat. You’ll typically blend a metallic material or a custom `metallic flake shader` on top of your base coat using an Add or Blend shader node.
- Flake Distribution: Use a high-frequency noise texture (like a Voronoi or Perlin noise) as a mask or as input to a custom shader to simulate the distribution of individual flakes. Scale it down significantly to get tiny, numerous points.
- Flake Material: The flakes themselves are metallic. Create a very reflective, metallic material (metallic=1, roughness=0.05-0.1).
- Flake Normal/Tangent: The most crucial aspect. To get the flakes to “glint” as they catch light, you need to give them varying normal orientations. Use a normal map generated from your noise texture, or a procedural method that introduces subtle randomization to the normals across the surface. This is vital for realistic `anisotropic reflections` at the flake level.
- Color/Hue: For pearl paints, you might introduce a subtle color shift or iridescence to the flakes based on viewing angle, using a Fresnel or falloff node to blend different colors.
Blend this metallic flake material over your base coat using an appropriate blend mode. The overall opacity or strength of this layer will control the density and intensity of the metallic effect.
Crafting the `Clear Coat Material` (Layer 3)
The top layer is the `clear coat material`, a critical component for `car paint realism`. This will be a distinct dielectric material blended on top of the combined base and flake layers.
- Material Type: Create a new dielectric material. Set its metallic value to 0.
- Roughness: Set this to a very low value (e.g., 0.01-0.03) to achieve a highly glossy, mirror-like finish.
- IOR: Crucial for accurate Fresnel reflections. Use a value between 1.4 and 1.6 (e.g., 1.5 for acrylic/lacquer).
- `Anisotropic Reflections`: This is a key detail. Apply a subtle anisotropy to the clear coat itself. This simulates microscopic polish lines or imperfections that stretch highlights. The direction of anisotropy is usually controlled by a tangent map or a procedural vector that flows across the surface. Experiment with the anisotropic rotation value to achieve the desired stretching.
- Micro-Scratches (Optional but Recommended): For ultimate realism, introduce a very subtle roughness map (a faint noise or dirt texture) to slightly break up the perfect gloss and simulate microscopic wear. Connect this to the roughness input of your clear coat material. You can also use a very subtle normal map to simulate tiny scratches.
This final layer encapsulates and enhances everything beneath it, providing the deep reflections and wet look characteristic of high-quality automotive finishes. When applying these techniques, remember that starting with a meticulously crafted 3D car model from 88cars3d.com gives you the perfect canvas to showcase your advanced shaders.
Advanced Techniques for `Photorealistic Rendering`
With the layered structure in place, we can fine-tune our `shader network` with advanced techniques to push `car paint realism` even further, moving beyond the obvious to capture the subtle nuances that define true `photorealistic rendering`.
Leveraging `Anisotropic Reflections` Correctly
`Anisotropic reflections` are not just for the clear coat; they can also subtly enhance metallic flakes. However, their primary impact is on the clear coat, where they replicate the visual effect of microscopic grooves or polishing marks on the surface. These grooves cause reflections to stretch perpendicular to their direction, creating characteristic elliptical highlights.
- Direction: The key to correct anisotropy is the tangent vector. This vector defines the direction along which reflections will stretch. For most car paints, this might follow the general curvature of the panels or be a subtle, almost uniform direction. You can use a custom tangent map or a procedural vector based on the object’s UVs or local coordinates.
- Strength: Don’t overdo it. Anisotropy should be subtle, especially for a well-maintained car. Too much anisotropy can make the paint look brushed or fake.
- Fresnel Integration: Ensure your anisotropic clear coat still correctly implements Fresnel reflections, where the strength of the anisotropic effect increases at glancing angles.
Micro-Scratches and Imperfections
Perfectly clean and pristine surfaces rarely exist outside of concept renders. Introducing subtle imperfections is crucial for `photorealistic rendering`. For car paint, this means micro-scratches, dust, and subtle swirl marks. These are not defects to be hidden but details to be celebrated for their realism.
- Roughness Maps: Connect a subtle, procedural noise texture (like a very fine Grunge map or Perlin noise) to the roughness input of your clear coat material. This breaks up uniform reflections and creates tiny variations in glossiness.
- Normal Maps: Even more subtly, a very faint normal map, perhaps derived from a slightly coarser noise or a custom scratch texture, can simulate the physical indentations of micro-scratches. Blend this with your surface normal.
- Edge Wear: Consider adding a very subtle layer of increased roughness or even a slight color shift to edges and panel lines, mimicking areas prone to more wear.
The goal is realism, not destruction. These imperfections should be barely noticeable, but collectively they prevent the surface from looking too “perfect” and computer-generated.
Sub-Surface Scattering (SSS) for Pearlescent and Candy Paints
While not for every car paint, SSS becomes crucial for specialized finishes like pearlescent or “candy” paints. These paints often have layers where light can penetrate the surface, scatter within the translucent pigment, and re-emerge, creating a soft, luminous quality and often a color shift depending on the angle.
- When to Use: If your paint needs to look like it has depth beyond just reflections, or if it exhibits distinct color shifts (e.g., iridescent greens to purples), consider a subtle SSS layer.
- Integration: This typically sits within or just above your base coat layer, allowing light to scatter before hitting the metallic flakes or being covered by the clear coat. The SSS component should have a very short scattering distance and a color that matches the internal pigment.
- Subtlety is Key: Overdoing SSS can make the paint look like plastic or wax. Use it sparingly, focusing on the subtle glow and color shifts.
Environment and Lighting’s Role
Even the most meticulously crafted `shader network` will fall flat without appropriate lighting. The environment plays an absolutely critical role in how `PBR automotive paint` looks, especially for its reflections and `anisotropic reflections`.
- HDRI (High Dynamic Range Image): Always use high-quality HDRIs for environment lighting. These provide accurate, real-world lighting and reflections that are essential for `car paint realism`. The contrast, color, and dynamic range of your HDRI will directly impact the vibrancy and depth of your paint.
- Area Lights: Supplement HDRIs with strategically placed area lights to create compelling, clean specular highlights that interact beautifully with the clear coat and `metallic flake shader`. These can define the form and curvature of the vehicle.
- Backlighting: Pay attention to backlighting. This can reveal the subtle depth and translucency of certain paint types and make the `clear coat material` truly pop.
Optimizing Your `Shader Network` Across Engines
While the principles of `layered material workflow` and PBR physics remain consistent, the implementation of your `shader network` will vary slightly depending on your chosen render engine. Understanding these differences is key to successful `photorealistic rendering`.
V-Ray/Corona Specifics
V-Ray and Corona are renowned for their physically accurate rendering capabilities, making them excellent choices for `photorealistic rendering` of automotive surfaces.
- V-Ray Blend Mtl: This is your primary tool for `layered material workflow`. You can stack multiple materials (e.g., base coat, flake material, clear coat) using masks to blend them.
- V-Ray Car Paint Mtl: V-Ray offers a dedicated Car Paint material. While a good starting point, for extreme realism, you’ll often want to build a custom `shader network` using Blend Mtls to gain more granular control over each layer, especially the `metallic flake shader` and `anisotropic reflections` of the `clear coat material`.
- Anisotropy: Both the V-Ray Standard material and the Car Paint material have built-in anisotropy controls. Ensure your tangent maps or procedural setups correctly feed into these.
- Performance: V-Ray’s layered materials are generally optimized, but heavy use of complex procedural textures for flakes can increase render times.
Unreal Engine Material Editor
Unreal Engine offers robust real-time rendering, but its material system can also achieve impressive offline-quality results with careful setup, especially for `PBR automotive paint`.
- Layered Materials: Unreal’s material system natively supports layering. You can create Material Functions for each layer (base, flakes, clear coat) and then combine them in a master material.
- Clear Coat Input: The default Unreal Engine PBR material node has a dedicated “Clear Coat” input, which simplifies adding a second, highly reflective specular layer. However, for maximum control over anisotropy and imperfections, you might still need to build custom nodes or blend in a separate clear coat shader function.
- `Metallic Flake Shader`: Custom flake shaders are often implemented using a combination of World Position Offset (WPO) to slightly perturb flake normals, alongside custom reflection vector calculations, blended via a mask onto the base layer.
- Real-time Considerations: For games or interactive experiences, optimize your `shader network` to balance realism with performance. Complex procedural networks can be expensive, so consider baking some elements into textures where possible.
Blender Cycles/Eevee Nodes
Blender’s node-based `shader network` is incredibly flexible for building complex materials like `hyperrealistic automotive paint shaders` for both Cycles (ray tracing) and Eevee (real-time).
- Principled BSDF: This is your foundation. You’ll typically use multiple Principled BSDF nodes and combine them with “Mix Shader” nodes for `layered material workflow`.
- Mixing Layers: Use a Principled BSDF for the base, another for the metallic flakes (set metallic=1, low roughness), and a third for the `clear coat material` (metallic=0, very low roughness, high IOR). Blend these using Mix Shaders, controlling the blend factor with masks or procedural textures.
- Anisotropy: The Principled BSDF has an Anisotropic input. You’ll need to provide an anisotropic tangent vector (e.g., using an input texture or procedural method) and control the strength and rotation.
- Group Nodes: For reusability and cleaner `shader network` management, group your complex flake or clear coat setups into Node Groups.
Common Pitfalls and Troubleshooting
Even with a solid understanding, you might encounter issues. Here are common pitfalls for `car paint realism`:
- Overly Glossy Clear Coat: A roughness of exactly 0 is unrealistic. Introduce a tiny bit of roughness (0.01-0.03) or a subtle roughness map.
- Incorrect IOR: An IOR too low will make the reflections weak. An IOR too high will make them too dominant. Stick to 1.4-1.6 for clear coat.
- Too Visible Flakes: If your `metallic flake shader` looks like glitter rather than subtle sparkle, adjust flake size, density, and the transparency of the flake layer. They should be microscopic.
- Tiling Textures: Ensure any noise or procedural textures used for flakes or imperfections are large enough or randomized enough to avoid obvious tiling, which instantly breaks `photorealistic rendering`.
- Bad Lighting: As mentioned, even the best shader can look bad under poor lighting. Always use high-quality HDRIs and balanced light setups.
Crafting `hyperrealistic automotive paint shaders` is an art and a science, requiring patience and a keen eye for detail. By embracing the `layered material workflow` and delving into the physics of `PBR automotive paint`, you gain the power to transform your 3D models from mere geometry into captivating, lifelike vehicles.
We’ve journeyed from understanding the basic components of automotive paint – the base coat, the `metallic flake shader`, and the all-important `clear coat material` – to building a complex `shader network` that mimics their real-world interactions. We explored the critical role of `anisotropic reflections`, micro-imperfections, and the subtle use of SSS, all contributing to the ultimate goal of `photorealistic rendering`.
The path to `car paint realism` isn’t about finding a magic “car paint” button. It’s about understanding the underlying principles and meticulously constructing your materials, layer by layer. Experiment with different settings, analyze reference images, and constantly push the boundaries of your `shader network`. The rewards are truly stunning visuals that breathe life into your automotive renders.
Ready to apply these advanced shader techniques? Elevate your projects by starting with exceptionally detailed and accurate 3D models. Visit 88cars3d.com to explore our extensive library of high-quality vehicle models, providing the perfect canvas for your hyperrealistic paint shaders. Start rendering masterpieces today!
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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
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Material: Yes
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Volkswagen Beetle 2012 3D Model
Texture: Yes
Material: Yes
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Toyota Matrix 2005 3D Model
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Toyota Yaris Sedan 3D Model
Texture: Yes
Material: Yes
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Volkswagen Golf R-004 2024 3D Model
Texture: Yes
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Volkswagen Golf 5 Door 2010 3D Model
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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
Texture: Yes
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Toyota Yaris 1999 3D Model
Texture: Yes
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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
Texture: 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
Texture: Yes
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Volkswagen Polo 3D Model
Texture: Yes
Material: Yes
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Volkswagen Golf 5-Doors 2018 3D Model
Texture: Yes
Material: Yes
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Volvo C70 T5 2000 3D Model
Texture: Yes
Material: Yes
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Volvo S40 Sedan 2004 3D Model
Texture: Yes
Material: Yes
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Volvo C30 BEV 2012 3D Model
Texture: Yes
Material: Yes
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Volvo C70 1998 3D Model
Texture: Yes
Material: Yes
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Mazda B-Series 3D Model
Texture: Yes
Material: Yes
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Mercsedes Benz Z3-006 3D Model
Texture: Yes
Material: Yes
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Mazda RX-7 3D Model
Texture: Yes
Material: Yes
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Volvo VCC-003 3D Model
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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
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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Material: Yes
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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
Material: Yes
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McLaren MP4-12C-001 3D Model
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Material: Yes
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Mercedes-Benz SLK 350 2005 3D Model
Texture: Yes
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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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