The Formidable Challenge of Raw CAD Data
The sleek lines of a supercar glinting under a virtual sun, the roar of an engine echoing through a digital cityscape – these experiences captivate us, blurring the lines between the real and the simulated. Achieving this level of immersion in real-time applications, particularly with automotive assets, is a complex dance between artistic vision and technical prowess. Engineers design vehicles with an obsessive pursuit of precision and functionality, resulting in intricate CAD (Computer-Aided Design) data. Game developers and visualization artists, on the other hand, demand models that perform flawlessly within the strict confines of real-time rendering budgets.
Bridging this gap, transforming dense, engineering-grade CAD files into lightweight, visually stunning assets optimized for game engines, is a critical skill. It’s a workflow fraught with challenges, from astronomical polygon counts to non-manifold geometry. This guide will take you through the essential steps, strategies, and best practices to master the CAD to game engine pipeline, ensuring your high-fidelity digital automotive models not only look incredible but also deliver exceptional real-time rendering performance.
The Formidable Challenge of Raw CAD Data
At its core, CAD data is designed for manufacturing, not real-time rendering. These files, often originating from software like CATIA, SolidWorks, or Siemens NX, prioritize accuracy, precise measurements, and material definitions vital for production. While incredibly detailed, this inherent complexity makes them notoriously difficult to use directly in game engines like Unreal Engine or Unity.
Understanding CAD’s Intricacies
Unlike the polygonal meshes typically used in game engines, CAD software often works with NURBS (Non-Uniform Rational B-Splines) or solid geometry. These mathematical representations describe surfaces with infinite precision, leading to perfectly smooth curves and exact tolerances. However, when converted to polygons, this precision translates into an astronomical number of triangles, often millions or even billions for a complete vehicle assembly. This massive poly count is simply unsustainable for interactive, `real-time rendering performance`.
Furthermore, CAD models frequently contain internal components, bolt holes, and overlapping surfaces that are essential for engineering integrity but completely irrelevant for visual representation in a game engine. These hidden details contribute to the poly count without adding any visual value, severely impacting performance. Non-manifold geometry, common in direct CAD conversions, can also cause rendering artifacts and issues with physics simulations within game engines.
Initial CAD Data Preparation Strategies
The journey from CAD to game engine begins with robust `CAD data preparation`. This initial phase is crucial and can significantly streamline subsequent optimization steps. It involves more than just a simple file conversion; it’s about intelligently simplifying the data before it ever touches a DCC (Digital Content Creation) tool or game engine.
- Source File Selection: Whenever possible, obtain native CAD files (e.g., .CATPart, .SLDPRT, .STP). These often provide the best foundation for controlled conversion. Generic formats like STEP or IGES are widely compatible but can sometimes introduce data loss or conversion errors.
- Assembly Simplification: Work with the engineering team to identify and remove all non-essential internal components. Brake lines, engine internals (unless specifically needed for a transparent view or repair simulation), and complex chassis structures can often be simplified or removed entirely if they won’t be seen by the player.
- Surface Stitching and Healing: Many CAD packages offer tools to check for and fix gaps or overlaps in surfaces. Addressing these issues in the CAD environment before conversion can prevent the generation of complex, problematic mesh geometry later on.
- Targeted Tessellation: If your CAD software allows, convert NURBS to mesh with controlled tessellation. Aim for a lower polygon count in flat areas and higher density only where curves and details are critical. This proactive step sets a better baseline for further `polygon reduction`.
By taking these preliminary `CAD data preparation` steps, you lay a solid foundation for an efficient and successful workflow, making the subsequent stages of optimization much more manageable.
From Engineering Precision to Game-Ready Meshes: The Art of Optimization
Once you have a cleaner CAD export, the real work of transforming it into a performant game asset begins. This stage focuses on refining the mesh geometry to strike the perfect balance between visual fidelity and `real-time rendering performance`.
Mesh Clean-up and Retopology Fundamentals
Directly converted CAD meshes are often chaotic. They can feature triangles with extremely acute angles, tiny slivers of polygons, overlapping faces, and an overall disorganized topology. These issues not only increase poly count but also lead to poor shading, UV mapping difficulties, and inefficient rendering.
- Identifying and Fixing Issues: Use mesh analysis tools in your DCC software (Maya, 3ds Max, Blender) to identify non-manifold geometry, duplicate faces, and isolated vertices. Clean up these errors meticulously.
- Manual Retopology for Critical Components: For highly visible parts like the car body, headlights, and interior dashboard, manual retopology is often the gold standard. This involves drawing new, optimized polygon strips over the high-poly CAD mesh to create a clean, quad-based topology. Manual retopology ensures excellent edge flow, which is vital for smooth deformations, clean subdivisions (if needed), and efficient UV unwrapping.
- Automated Retopology for Less Critical Parts: For complex, less visible components like undercarriage elements or engine blocks (if visible), automated retopology tools (e.g., ZRemesher in ZBrush, QuadRemesher for 3ds Max/Blender) can be a time-saver. While they might not produce perfect quad topology, they can significantly reduce poly count and create a more manageable mesh for further cleanup.
Strategic Polygon Reduction Techniques
Polygon reduction is not simply about deleting polygons; it’s about intelligently simplifying the mesh while preserving the perceived detail. This is where `game-ready optimization` truly shines, balancing performance with visual integrity.
- Decimation: This is the most common method, often performed using modifiers or tools within your DCC software. Decimation algorithms iteratively remove edges or vertices based on criteria like curvature or distance from other geometry. While effective for overall reduction, it can sometimes introduce triangulation and uneven topology, so careful post-processing might be needed.
- Retriangulation: After clean-up and some reduction, ensuring all faces are triangles (the native language of GPUs) can be beneficial. Many game engines prefer triangulated meshes.
- Merging Vertices/Edges: Manually merging vertices or collapsing edges in areas of dense, redundant geometry can achieve targeted reduction without losing shape.
- Using LODs (Level of Detail): While `Level of Detail (LODs)` warrant their own section, they are a crucial part of polygon reduction. Instead of having one super-high-poly model, you create multiple versions of the asset with progressively lower poly counts, which the engine swaps out based on distance from the camera.
- Optimized Mesh for Materials: Consider how your materials will be applied. Flat surfaces with baked normal maps can often be much lower poly than highly sculpted areas. This intelligent `polygon reduction` is fundamental for achieving desired `real-time rendering performance`.
For artists seeking a head start, high-quality pre-optimized `digital automotive models` are available at resources like 88cars3d.com, offering game-ready assets that have already undergone this rigorous optimization process.
Crafting Visual Excellence: PBR Materials and Texturing
Once your mesh is optimized, the next crucial step is to give it life through realistic materials and textures. Physically Based Rendering (PBR) has become the industry standard for achieving photorealistic results in game engines, ensuring that light interacts with your surfaces in a believable way.
The Pillars of Physically Based Rendering (PBR)
PBR aims to simulate how light behaves in the real world, based on physical properties of materials. This approach results in much more consistent and realistic visuals under varying lighting conditions compared to traditional, artist-driven lighting models. Key PBR maps include:
- Albedo/Base Color: Represents the color of the surface without any lighting information. For metals, this map is typically dark.
- Metallic: A grayscale map indicating whether a surface is metallic (white) or dielectric (black/non-metallic).
- Roughness: A grayscale map defining the micro-surface detail, influencing how scattered or sharp reflections appear. Low roughness means shiny, high roughness means matte.
- Normal Map: Stores surface normal data in RGB channels, faking high-detail geometry on a low-poly mesh. Essential for baking fine details from your high-poly CAD model.
- Ambient Occlusion (AO): A grayscale map indicating how much ambient light a point on a surface receives, simulating self-shadowing in crevices.
Mastering `PBR texturing` is paramount for creating convincing `digital automotive models` that stand out in any real-time environment. Understanding how each map contributes to the final look is key to creating stunning automotive finishes.
Advanced Texturing Workflows for Automotive Assets
Automotive surfaces are notoriously difficult to texture due to their reflective nature, complex paint finishes, and diverse material palette (chrome, glass, carbon fiber, leather, rubber). An advanced `PBR texturing` workflow is essential.
- UV Unwrapping: Create clean, organized UV layouts for your low-poly mesh. Utilize UDIMs (U-Dimension) for large surfaces like the car body, allowing for multiple high-resolution texture maps without stretching or quality loss. Plan your UVs to minimize seams and facilitate efficient texture painting.
- Baking High-Poly Details: This is where the initial high-poly CAD data truly shines. Bake normal maps, ambient occlusion, and even curvature maps from your original or retopologized high-poly mesh onto your optimized game-ready low-poly model. This transfers all that intricate detail without increasing polygon count.
- Layered Materials and Procedural Texturing: Software like Substance Painter is invaluable here. Build complex automotive paints using layers for base color, metallic flakes, clear coat, and subtle imperfections. Use procedural generators for tire treads, leather grain, or carbon fiber patterns.
- Custom Masks and Decals: Employ masks to define areas for different materials (e.g., separating body paint from trim). Add decals for branding, racing stripes, or warning labels directly in your texturing software or as separate overlays in the engine.
- Optimizing Texture Resolution: Use appropriate texture resolutions (e.g., 4K for the main body, 2K for wheels, 1K for small details). Use texture atlases for smaller components to reduce draw calls and improve `real-time rendering performance`.
Unleashing Performance with Level of Detail (LODs) and Instancing
Even with careful `polygon reduction` and efficient `PBR texturing`, a high-fidelity automotive model can still be a performance hog if not managed correctly. This is where strategic use of `Level of Detail (LODs)` and instancing becomes critical for maintaining smooth frame rates.
Generating Effective Level of Detail (LODs)
LODs are simplified versions of your mesh that are swapped in by the game engine as the object moves further away from the camera. This ensures that the engine only renders the necessary level of detail, drastically improving `real-time rendering performance`.
- LOD Strategy: Plan for 3-5 LODs per asset. A typical setup might include:
- LOD0 (Base Mesh): Full detail, used when very close to the camera.
- LOD1: ~50-70% reduction, used at medium distances.
- LOD2: ~70-85% reduction, used at further distances.
- LOD3: ~85-95% reduction, often a simplified silhouette, used at far distances.
- LOD4 (Cull): No geometry, simply disappears at extreme distances.
- Generation Methods: Most DCC software and game engines offer automatic LOD generation tools. However, for critical assets like an `Unreal Engine automotive` hero vehicle, manual intervention or careful settings are often required to ensure good silhouette preservation and avoid popping. For manual LODs, you can progressively decimate your mesh or create simplified proxy geometry.
- LOD Transitions: Configure smooth fading or dithered transitions between LODs in your game engine to prevent noticeable “popping” as the models swap. Ensuring UVs are consistent across LODs helps avoid texture flickering.
- Separate LODs for Components: For complex vehicles, you might have separate LODs for wheels, the main body, and interior components, allowing for finer control over optimization based on their visibility and contribution to screen space.
Instancing and Draw Call Optimization
Beyond individual mesh optimization, how objects are rendered collectively in the scene also impacts performance. Instancing and draw call optimization are key for scenes with multiple similar objects.
- Static Mesh Instancing: For repetitive elements like car wheels (four instances of the same wheel mesh), bolts, or modular interior components, instancing allows the engine to render multiple copies of the same mesh with a single draw call. This significantly reduces CPU overhead and improves `real-time rendering performance`.
- Actor Merging/HLODs: In Unreal Engine, tools like Actor Merging and Hierarchical Level of Detail (HLODs) can combine multiple static meshes into a single, optimized mesh with its own set of LODs. This is particularly useful for distant clusters of cars or complex vehicle interiors that act as a single unit when far away.
- Occlusion Culling: Game engines use occlusion culling to prevent rendering objects that are hidden behind other objects. While largely automatic, ensuring your scene geometry provides good occluders can indirectly help performance by reducing the number of objects the engine attempts to draw.
By implementing robust LOD strategies and leveraging instancing, you ensure that your high-fidelity `digital automotive models` maintain visual quality across all distances while preserving vital frame rates.
Seamless Engine Integration: Focusing on Unreal Engine Automotive
Bringing your carefully optimized automotive asset into a game engine is the culmination of your efforts. Unreal Engine, with its powerful rendering capabilities and extensive toolset, is a popular choice for high-fidelity `Unreal Engine automotive` visualizations and games. Integration requires specific considerations to maximize visual quality and performance.
Importing and Initial Setup in Unreal Engine
The bridge between your DCC software and Unreal Engine is typically the FBX file format. Careful export and import settings are vital.
- FBX Export Settings: From your DCC software, ensure you export with correct units (Unreal uses centimeters by default), smooth groups (or face normals), and embedded media (textures, if desired, though often imported separately). Make sure to include LODs if you’ve set them up in your DCC.
- Unreal Engine Import Options: When importing the FBX, Unreal presents various options. Ensure “Combine Meshes” is handled carefully – for complex cars, it’s often better to import distinct components as separate static meshes. Enable “Import Materials” and “Import Textures” if you want Unreal to create basic material setups. Crucially, verify that “Auto Generate Collision” is either unchecked (if you’ve made custom collision meshes) or set to a simple Convex Hull or Box for initial setup.
- Material Instance Creation: Once imported, convert your base materials into Material Instances. This allows you to create variations (e.g., different paint colors, varying roughness levels) from a single master material, significantly reducing shader compilation times and improving iteration speed for your `Unreal Engine automotive` project.
- Scale and Pivot Points: Verify that the imported car has the correct scale and that its pivot point is at the base center, facilitating easy placement and animation within the scene.
Optimizing for Unreal Engine’s Strengths
Unreal Engine offers a plethora of features that can elevate your `digital automotive models` from good to outstanding, all while keeping performance in mind.
- Blueprint Setup for Interactivity: Use Unreal’s Blueprint visual scripting system to add interactive elements. This could include opening doors, turning on headlights, adjusting suspension, or even simulating basic car physics. Blueprints provide a powerful, codeless way to bring your vehicle to life.
- Lighting and Reflections: Leverage Unreal’s advanced lighting system. HDRI (High Dynamic Range Image) backdrops are excellent for realistic environmental lighting and reflections on car paint. Utilize Lumen for dynamic global illumination and reflections, providing stunning visual fidelity. For truly pristine reflections, consider adding planar reflections or capture actors.
- Material Tweaks for Realism: Fine-tune your PBR materials within Unreal. Experiment with clear coat layers for automotive paint, adjust Fresnel effects, and add subtle grunge or dust masks to break up pristine surfaces. Use Subsurface Scattering for elements like plastic or rubber to give them a softer, more realistic look.
- Nanite and Virtual Textures (for specific use cases): While traditional LODs are still essential, for extremely high-poly concept models or cinematic quality assets, Nanite can render massive polygon counts with incredible efficiency. Virtual Textures can manage enormous texture resolutions without excessive memory usage. Understand when and where these technologies can enhance your `Unreal Engine automotive` projects.
- Post-Processing Effects: Apply post-processing volumes to enhance the overall visual appeal. Effects like Bloom, Vignette, Color Grading, and Depth of Field can give your automotive scenes a cinematic, polished look. Balance these effects to maintain good `real-time rendering performance`.
Advanced Techniques and Future Considerations
The journey from CAD to game engine is continually evolving, with new technologies and workflows emerging. Mastering advanced techniques ensures your `digital automotive models` remain cutting-edge and future-proof.
Collision Meshes and Physics Assets
While often overlooked, accurate collision meshes are paramount for any interactive automotive experience. A simplified collision mesh allows for realistic physics simulations without the overhead of complex, high-polygon geometry.
- Custom Collision Meshes: Create dedicated, low-poly collision meshes (often simple boxes, capsules, or convex hulls) for the car body and individual wheels. Import these alongside your visual mesh.
- Physics Assets: In Unreal Engine, combine your simplified collision geometry with physics constraints to create a Physics Asset. This allows for realistic suspension movement, tire deformation, and even destructible elements if desired.
Ray Tracing and Path Tracing in Real-Time
The advent of real-time ray tracing and path tracing in modern game engines like Unreal Engine 5 is revolutionizing photorealism. Optimized `game-ready optimization` workflows, including precise `CAD data preparation` and `polygon reduction`, directly benefit from these advancements. Clean geometry and efficient materials allow these computationally intensive rendering methods to perform optimally, delivering breathtaking lighting, reflections, and global illumination.
Data Integrity and Version Control
Managing complex automotive projects requires rigorous data integrity and version control. Consistent naming conventions, organized folder structures, and robust version control systems (like Perforce or Git LFS) are essential. They prevent data loss, facilitate collaboration, and ensure that changes can be tracked and reverted, safeguarding your investment in these high-fidelity assets.
Conclusion
Transforming engineering-grade CAD data into performant, visually stunning `digital automotive models` for real-time applications is a testament to the blend of technical expertise and artistic finesse. From the initial stages of `CAD data preparation` and meticulous `polygon reduction` to crafting exquisite `PBR texturing` and intelligent `Level of Detail (LODs)`, every step is critical for achieving optimal `real-time rendering performance` within environments like `Unreal Engine automotive` projects.
The workflow demands a deep understanding of mesh topology, material science, and engine optimization, but the reward is truly immersive experiences that captivate audiences. By mastering these techniques, you equip yourself to create breathtaking automotive visualizations, simulations, and interactive experiences.
Ready to accelerate your projects? Explore the vast collection of high-quality, pre-optimized `digital automotive models` available at 88cars3d.com. Whether you need a foundation for a new game, a detailed asset for an architectural visualization, or a versatile model for an automotive configurator, 88cars3d.com provides the professional-grade assets to bring your visions to life, saving you countless hours in the optimization pipeline.
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Toyota Mark II (X100) 1998 3D Model
Texture: Yes
Material: Yes
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Toyota Corona 1985 3D Model
Texture: Yes
Material: Yes
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Toyota Mark II X81 1990 3D Model
Texture: Yes
Material: Yes
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Toyota iQ EV 2012 3D Model
Texture: Yes
Material: Yes
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Toyota Aygo 2013 3D Model
Texture: Yes
Material: Yes
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Toyota Crown S180 2005 3D Model
Texture: Yes
Material: Yes
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Toyota Celica 2004 3D Model
Texture: Yes
Material: Yes
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Toyota Corolla AE100 1992 3D Model
Texture: Yes
Material: Yes
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Toyota Mark II X110 2000 3D Model
Texture: Yes
Material: Yes
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Toyota Corolla 2020 3D Model
Texture: Yes
Material: Yes
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Toyota Yaris 2020 3D Model
Texture: Yes
Material: Yes
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Volkswagen Beetle 2012 3D Model
Texture: Yes
Material: Yes
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Toyota Matrix 2005 3D Model
Texture: Yes
Material: Yes
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Toyota Yaris Sedan 3D Model
Texture: Yes
Material: Yes
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Volkswagen Golf R-004 2024 3D Model
Texture: Yes
Material: Yes
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Volkswagen Golf 5 Door 2010 3D Model
Texture: Yes
Material: Yes
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Toyota Premio 2010 3D Model
Texture: Yes
Material: Yes
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Toyota Opa 2000 3D Model
Texture: Yes
Material: Yes
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Volkswagen Polo 5 Door 2010 3D Model
Texture: Yes
Material: Yes
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Toyota Prius 2024 3D Model
Texture: Yes
Material: Yes
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Toyota Yaris 1999 3D Model
Texture: Yes
Material: Yes
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Toyota Supra 2020 3D Model
Texture: Yes
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Volkswagen New Beetle 2000 3D Model
Texture: Yes
Material: Yes
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Volkswagen Jetta 2005 3D Model
Texture: Yes
Material: Yes
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Volkswagen Golf 3-Door 3D Model
Texture: Yes
Material: Yes
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Volvo V70 2005 3D Model
Texture: Yes
Material: Yes
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Volkswagen Bora 2004 3D Model
Texture: Yes
Material: Yes
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Volkswagen Lupo 3D Model
Texture: Yes
Material: Yes
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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
Material: 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
Texture: Yes
Material: Yes
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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
Material: Yes
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Volkswagen Polo 3D Model
Texture: Yes
Material: Yes
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Volkswagen Golf 5-Doors 2018 3D Model
Texture: Yes
Material: Yes
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Volvo C70 T5 2000 3D Model
Texture: Yes
Material: Yes
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Volvo S40 Sedan 2004 3D Model
Texture: Yes
Material: Yes
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Volvo C30 BEV 2012 3D Model
Texture: Yes
Material: Yes
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Volvo C70 1998 3D Model
Texture: Yes
Material: Yes
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Mazda B-Series 3D Model
Texture: Yes
Material: Yes
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Mercsedes Benz Z3-006 3D Model
Texture: Yes
Material: Yes
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Mazda RX-7 3D Model
Texture: Yes
Material: Yes
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Volvo VCC-003 3D Model
Texture: Yes
Material: Yes
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Mercedes-Benz SLR McLaren 2005 3D Model
Texture: Yes
Material: Yes
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GAZ 3110 Pickup 2000 3D Model
Texture: Yes
Material: Yes
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Mazda 626 GF 1997 3D Model
Texture: Yes
Material: Yes
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Volvo S80 2011 3D Model
Texture: Yes
Material: Yes
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Volkswagen Touran restyle-006 3D Model
Texture: Yes
Material: Yes
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Skoda Octavia Scout 3D Model
Texture: Yes
Material: Yes
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Volkswagen Golf V 2006 3D Model
Texture: Yes
Material: Yes
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Mazda CX-7 3D Model
Texture: Yes
Material: Yes
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Mazda Familia 3D Model
Texture: Yes
Material: Yes
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GAS 21 3D Model
Texture: Yes
Material: 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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