The Foundation of Real-time Photorealism: Why Optimization is Key
The allure of a gleaming supercar, perfectly rendered with every subtle curve and reflection, is undeniable. For automotive designers, game developers, and visualization artists, achieving this level of visual fidelity in real-time engines like Unreal Engine 5 represents the pinnacle of digital artistry. However, the path to breathtaking photorealistic automotive rendering is paved with technical challenges, primarily stemming from the immense detail inherent in high-end vehicle models.
Raw CAD data, meticulously crafted for precision manufacturing, often contains millions of polygons and intricate surface information that is simply not optimized for real-time performance. Attempting to directly import such models into Unreal Engine 5 without proper preparation can lead to sluggish frame rates, excessive memory consumption, and a far cry from the smooth, immersive experience we all strive for. The secret to bridging this gap lies in a strategic approach to optimization, ensuring that visual quality is maintained while performance is significantly boosted.
This comprehensive guide delves into the essential techniques and workflows for transforming complex automotive designs into stunning, efficient Unreal Engine 5 vehicle assets. We’ll explore everything from geometric optimization and advanced material creation to streamlined data pipelines, providing you with the knowledge to master photorealism in your real-time projects. For those looking for a head start with meticulously crafted models, 88cars3d.com offers a vast selection of high-quality, pre-optimized assets ready for your next project.
The Foundation of Real-time Photorealism: Why Optimization is Key
In the realm of real-time automotive visualization, the goal is to deliver an experience that is both visually indistinguishable from reality and interactive without compromise. This delicate balance is where optimization becomes not just a recommendation, but an absolute necessity. High-end automotive models, whether sourced from CAD or meticulously hand-modeled, are inherently complex.
Modern real-time engines, particularly Unreal Engine 5 with its advanced rendering features like Nanite and Lumen, offer incredible capabilities. However, even with these powerful technologies, raw, unoptimized geometry and overly complex materials can quickly overwhelm a system. Performance issues manifest as low frame rates, stuttering, and an inability to achieve the smooth, responsive interaction expected in a real-time environment. Efficient asset creation ensures that your beautiful vehicles can be experienced fluidly, whether in a game, an architectural visualization, or a virtual showroom.
The challenge lies in retaining the intricate details that define a vehicle’s character – the sharp creases, the subtle reflections, the perfect panel gaps – while simultaneously reducing the computational overhead. This involves a multi-faceted approach, addressing everything from the fundamental structure of the mesh to the intricacies of material properties and texture maps. By intelligently optimizing each component, we can unlock the full potential of Unreal Engine 5 for truly stunning photorealistic automotive rendering.
Mastering Geometry: From CAD to Optimized Mesh
The journey to an optimized automotive asset in Unreal Engine 5 often begins with a highly detailed source model, frequently originating from Computer-Aided Design (CAD) software. These models are engineered for precision and manufacturing, not for real-time rendering. Consequently, the initial step involves robust CAD data conversion and meticulous mesh preparation.
Challenges with Raw CAD Data
- Excessive Polycount: CAD models are often composed of NURBS surfaces or extremely dense polygonal meshes, containing millions of triangles for even small components.
- Non-Manifold Geometry: CAD data can have open edges, overlapping faces, and other geometric irregularities that cause issues with UV mapping, shading, and baking.
- Unsuitable Topology: The edge flow and polygon distribution are typically optimized for design intent, not for efficient subdivision, deformation, or game engine performance.
Strategic Polycount Optimization Techniques
Once imported into a DCC (Digital Content Creation) tool like Maya, Blender, or 3ds Max, the process of polycount optimization begins. The goal is to reduce the polygon count significantly without sacrificing perceivable detail.
- Manual Retopology: This is the most labor-intensive but also the most precise method. Artists manually rebuild the mesh with clean, quad-based topology, following the forms of the high-poly model. This provides ultimate control over edge loops and polygon density in critical areas.
- Automated Decimation/Remeshing: Tools like ZBrush’s ZRemesher, Blender’s Quad Remesher, or Maya’s Reduce can automatically lower polycount. While fast, they may require manual cleanup and can sometimes generate less-than-ideal edge flow. For static car models, pure decimation can be effective if details are baked onto normal maps.
- Detail Prioritization: Focus reduction efforts on flatter, less critical surfaces. Areas like sharp creases, panel gaps, and complex grilles need to retain more detail to maintain visual integrity.
- Topology for Normal Map Baking: Ensure your low-poly mesh has clean, non-overlapping UVs and enough resolution to accurately capture the high-frequency details from the high-poly model during Normal map baking. Good topology prevents shading artifacts.
Careful consideration of the final rendered resolution and viewing distance is crucial during this stage. An object that will only be seen from a distance requires less geometric detail than one that will be inspected up close. This selective approach to detail is fundamental for achieving efficient yet stunning Unreal Engine 5 vehicle assets.
Strategic Performance Gains: Leveraging LODs for Visual Scalability
Even with meticulous polycount optimization, a single, highly detailed mesh can still be a performance bottleneck when a vehicle is viewed from varying distances. This is where LOD generation (Level of Detail) becomes an indispensable technique for ensuring smooth, efficient photorealistic automotive rendering across an entire scene.
Understanding Level of Detail (LODs)
LODs are simplified versions of a 3D model that are dynamically swapped in and out based on the camera’s distance from the object. When the car is far away, a very low-polygon version (LOD3 or LOD4) is rendered. As the camera gets closer, progressively more detailed versions (LOD2, LOD1, LOD0) are displayed. This significantly reduces the computational load on the GPU by only rendering the necessary detail for the current view.
Methods for LOD Creation
- Manual Reduction: For critical assets, artists may manually create each LOD by selectively dissolving edges and faces, ensuring that important silhouettes and features are preserved at each step. This offers the highest quality but is time-consuming.
- Automated Decimation: Most DCC packages (Maya, Blender, 3ds Max) and specialized tools like Simplygon offer robust automated decimation algorithms. You can typically specify a target polygon count or percentage reduction for each LOD.
- Unreal Engine 5’s Built-in LOD System: UE5 has powerful integrated tools for generating and managing LODs directly within the Static Mesh Editor. You can import multiple LODs or have the engine generate them for you. It allows for control over screen size thresholds, polygon reduction percentages, and specific material assignments for each LOD.
LOD Budget and Implementation
A typical high-end automotive model might require 3-5 LODs:
- LOD0 (Base Mesh): The full-detail, optimized mesh (e.g., 80k-150k triangles for a modern car).
- LOD1: ~50% reduction from LOD0 (e.g., 40k-75k triangles).
- LOD2: ~75% reduction from LOD0 (e.g., 20k-38k triangles).
- LOD3: ~90% reduction from LOD0 (e.g., 8k-15k triangles).
- LOD4 (Optional): For extreme distances, a very simple proxy or billboard (e.g., <5k triangles).
When setting up LODs in Unreal Engine 5, carefully consider the screen size thresholds. These determine at what point each LOD switches. For Unreal Engine 5 vehicle assets, particularly those that are the focal point, ensuring a smooth transition between LODs is crucial to avoid popping artifacts. Proper UV mapping is also essential, as all LODs often share the same texture maps, ensuring consistent material appearance.
Crafting Hyper-Realistic Surfaces: PBR Materials and Texturing
Beyond optimized geometry, the visual fidelity of photorealistic automotive rendering hinges on incredibly realistic materials and textures. The modern standard for this is the PBR material workflow (Physically Based Rendering), which simulates how light interacts with surfaces in a physically accurate manner.
Core Principles of PBR for Automotive Surfaces
PBR relies on several key texture maps that define a material’s properties:
- Base Color (Albedo): Represents the diffuse color of the surface, free from lighting information.
- Metallic: A grayscale map defining which parts of the surface are metallic (white) and which are dielectric (black).
- Roughness: A grayscale map dictating how rough or smooth a surface is, directly impacting reflections and specular highlights. Rougher surfaces scatter light more diffusely, while smoother surfaces produce sharper reflections.
- Normal Map: Provides per-pixel surface normal data, simulating high-detail geometry without adding actual polygons. Crucial for fine details like bolts, textures, or panel lines.
- Ambient Occlusion (AO): A grayscale map indicating areas where ambient light is blocked, adding depth and realism to crevices and corners.
Automotive-Specific PBR Material Considerations
Creating convincing automotive materials requires a deep understanding of how real-world car surfaces behave:
- Car Paint: This is arguably the most complex. A sophisticated car paint shader often involves multiple layers:
- A base layer (e.g., metallic flakes embedded in a diffuse color).
- A clear coat layer (a highly reflective, very smooth dielectric surface) that sits on top.
- Unreal Engine 5’s clear coat shading model is perfect for this, simulating the complex reflections and refractions of automotive clear coats.
- Glass and Transparencies: Automotive glass requires accurate refraction, subtle tints, and realistic reflections. Tint maps and roughness variations can simulate dirt or smudges.
- Tires and Rubber: Rubber materials are generally non-metallic with varying degrees of roughness. Tread patterns and sidewall details are often achieved through Normal map baking for efficiency.
- Chrome and Metallic Accents: These are high-metallic, low-roughness materials. Slight roughness variations, smudges, and fingerprints can break up perfect reflections and add realism.
- Interior Materials: Leathers, fabrics, plastics, and carbon fiber all require unique PBR setups, often incorporating specific normal maps for weave patterns or grain.
High-resolution, seamlessly tiled textures are paramount. Tools like Substance Designer and Substance Painter are invaluable for creating and painting PBR texture sets with incredible precision. For artists seeking a high-quality starting point, 88cars3d.com offers a range of Unreal Engine 5 vehicle assets that often come with meticulously crafted PBR textures, ready to be dropped into your scenes and customized.
Elevating Detail with Baked Textures: The Power of Normal Maps
In the quest for photorealistic automotive rendering, one of the most powerful techniques for maximizing visual detail while minimizing polygon count is Normal map baking. This process allows you to transfer intricate surface details from a high-polygon model onto the low-polygon game-ready mesh, achieving stunning fidelity without the performance penalty.
What are Normal Maps and Why are They Essential?
A normal map is a special type of texture map that stores directional information (normals) for each pixel. When applied to a low-poly mesh, it tells the lighting engine how light should reflect off the surface as if the high-poly detail were actually present. This means you can have a relatively simple low-poly mesh for your car, but still see all the bolts, panel lines, intricate grilles, and surface imperfections that were modeled on your high-poly source.
The Normal Map Baking Process
The core concept is projecting information from a “high-poly” source mesh onto a “low-poly” target mesh. Here’s a general workflow:
- Prepare High-Poly Mesh: Ensure your high-poly model (often the original CAD conversion or a further sculpted version) is clean, watertight, and has no overlapping geometry that could cause baking errors.
- Prepare Low-Poly Mesh: Your optimized low-poly mesh should have clean, non-overlapping UVs. Good UV unwrapping is critical for successful baking, as it determines how the texture information is laid out. Ensure UVs are properly scaled and packed.
- Baking Software: Dedicated baking tools like Substance Painter, Marmoset Toolbag, or XNormal are industry standards. Even DCC tools like Blender or Maya have baking capabilities.
- Cage Setup (Crucial Step): A “cage” or “ray distance” defines the volume from which the high-poly details are sampled. It’s essentially a slightly inflated version of your low-poly mesh. Properly setting up the cage ensures that all details from the high-poly are captured without artifacts or missing information.
- Baking the Normal Map: Execute the bake. The software will cast rays from the low-poly mesh (within the cage) to the high-poly mesh, recording the surface normal differences and storing them in the normal map texture.
- Review and Iteration: Always inspect your baked normal maps for artifacts like skewing, seams, or missing details. Adjust the cage, UVs, or even the high-poly model if necessary, and re-bake.
Beyond Normal Maps: Other Baked Texture Maps
While normal maps are the cornerstone, baking can also generate other useful maps for your PBR material workflow:
- Ambient Occlusion (AO): Captures self-shadowing information from the high-poly, adding depth.
- Curvature Map: Identifies convex and concave areas, useful for procedural wear and tear effects.
- ID Maps: Color-coded maps for different material zones, simplifying material assignment in texture painting software.
By effectively utilizing Normal map baking, artists can achieve a level of geometric detail that would be impossible with raw polygons, all while maintaining excellent performance for Unreal Engine 5 vehicle assets.
The CAD-to-UE5 Pipeline: A Streamlined Workflow for High-End Designs
Bringing intricate, high-end automotive designs from their native CAD environment into Unreal Engine 5 for real-time automotive visualization requires a robust and streamlined pipeline. This process, often referred to as CAD data conversion, is more than just importing a file; it involves a series of strategic steps to prepare, optimize, and integrate the complex data.
Key Stages of the CAD-to-UE5 Workflow
- CAD Export and Preparation:
- Source Files: Begin with native CAD formats (e.g., CATIA, SolidWorks, Rhino, Alias) which offer the highest fidelity.
- Export Formats: Exporting to common intermediary formats like STEP or IGES is often the first step. These formats preserve surface data (NURBS) rather than converting directly to polygons, allowing for more control in the next stage. Alternatively, direct polygonal exports (OBJ, FBX) can be used, but these often require more cleanup.
- Units and Scale: Ensure consistent unit systems across all software to avoid scaling issues in Unreal Engine 5.
- Pre-Processing in DCC Software (Optional but Recommended):
- Import to DCC: Bring the STEP/IGES data into a DCC application like Maya, 3ds Max, Blender, or Rhino. Here, the NURBS data can be tessellated into a polygonal mesh with controlled density.
- Initial Cleanup: Address any initial geometric issues from the CAD conversion – merging vertices, fixing normals, removing duplicate geometry.
- Hierarchy Management: Organize the model’s hierarchy logically (e.g., chassis, doors, wheels, interior components). This is crucial for later animation, material assignment, and instancing in UE5.
- Initial Optimization: Perform some preliminary polycount optimization, especially on components that won’t require extreme detail.
- UV Unwrapping: Begin the process of creating clean UV maps for texturing, though often refined later.
- Unreal Engine 5 & Datasmith: The Game Changer:
- Datasmith Plugin: Epic Games’ Datasmith is a powerful tool specifically designed to facilitate the import of complex scene data from design applications (CAD, Revit, SketchUp, 3ds Max, etc.) into Unreal Engine 5. It excels at preserving hierarchies, metadata, and even basic material assignments.
- Direct CAD Import: Datasmith can directly import native CAD files (e.g., SolidWorks, CATIA, Alias Wire files) without needing an intermediate polygonal export. This is incredibly efficient for maintaining accuracy and control.
- Intelligent Tessellation: Datasmith intelligently tessellates NURBS surfaces into polygons during import, allowing you to control the quality and density right within UE5.
- Material Handling: Datasmith attempts to convert source materials into Unreal Engine 5 materials, providing a good starting point for your PBR material workflow.
- Post-Import Optimization and Refinement in UE5:
- Material Setup: Refine and build out your PBR materials, leveraging UE5’s advanced shaders for car paint, glass, and metals.
- LODs: Implement LOD generation (Level of Detail) within UE5 using its built-in tools or by importing pre-made LODs.
- Lightmapping UVs: Generate or import appropriate lightmap UVs for static lighting scenarios.
- Collision Meshes: Create simplified collision meshes for physics interactions, especially for interactive experiences.
- Asset Organization: Keep your project tidy with clear naming conventions and folder structures for all your Unreal Engine 5 vehicle assets.
This structured approach ensures that the fidelity of high-end designs is preserved while simultaneously creating efficient and high-performing assets for seamless integration into Unreal Engine 5, resulting in truly captivating real-time automotive visualization.
Conclusion: The Art and Science of Real-time Automotive Photorealism
The journey to mastering photorealistic automotive rendering in Unreal Engine 5 is a blend of artistic vision and rigorous technical execution. We’ve explored the critical steps, from the initial challenges of raw CAD data to the final polished Unreal Engine 5 vehicle assets that breathe life into virtual worlds. The overarching theme is clear: optimization is not a compromise on quality, but the very foundation upon which breathtaking real-time visuals are built.
Through strategic polycount optimization, intelligent LOD generation (Level of Detail), and a robust PBR material workflow complemented by precise Normal map baking, artists can transform complex models into high-performance assets. The streamlined CAD data conversion pipeline, especially when leveraging tools like Datasmith, empowers designers to bring their most intricate automotive creations into a dynamic real-time environment, making stunning real-time automotive visualization an achievable reality.
Achieving true photorealism requires patience, attention to detail, and a deep understanding of both your 3D assets and the capabilities of Unreal Engine 5. By implementing these advanced techniques, you can ensure your automotive models not only look spectacular but also perform flawlessly. Ready to start building your next stunning automotive scene or looking for assets that already embody these best practices? Explore the high-quality, pre-optimized Unreal Engine 5 vehicle assets available at 88cars3d.com to kickstart your projects with confidence.
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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
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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
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
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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
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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
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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
Material: Yes
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Volkswagen Passat CC 3D Model
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Material: Yes
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Volkswagen Golf V 2006 3D Model
Texture: Yes
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Volvo S60 R-Design 2024 3D Model
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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
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Mazda B-Series 3D Model
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Material: Yes
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Mercsedes Benz Z3-006 3D Model
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Material: Yes
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Mazda RX-7 3D Model
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Material: Yes
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Volvo VCC-003 3D Model
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
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Material: Yes
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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
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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
Texture: Yes
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Mercedes-Benz SL 65 AMG 3D Model
Texture: Yes
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