The Fundamental Challenge: Bridging the Fidelity-Performance Divide
In the world of 3D automotive design, the pursuit of photorealism often pushes the boundaries of polygon counts and texture detail. Artists meticulously craft vehicles with intricate geometry, high-resolution textures, and complex shader networks, perfect for stunning offline renders and cinematic showcases. However, translating these ultra-high-fidelity 3D automotive models into assets suitable for real-time game engines presents a unique and significant challenge.
Game engines demand efficiency. Every polygon, every draw call, and every texture lookup contributes to the overall performance budget. The raw assets designed for pre-rendered cinematics simply won’t perform in an interactive, real-time environment, leading to crippling frame rates and a poor user experience. The critical task for 3D artists and game developers is to bridge this fidelity-performance divide, optimizing models without sacrificing their visual integrity.
This comprehensive guide will delve into the essential techniques and best practices for transforming your high-end automotive designs into game-ready assets. We’ll explore strategies to drastically reduce overhead while preserving the aesthetic appeal that makes a car truly shine, ensuring your vehicles look exceptional and run smoothly in any modern game engine.
The Fundamental Challenge: Bridging the Fidelity-Performance Divide
High-end 3D automotive models, often created for marketing, visualization, or cinematic projects, are built with an emphasis on maximum detail. This typically means extremely high polycounts, often millions of polygons for a single vehicle, to capture every curve and seam perfectly. They might feature numerous separate mesh components, extensive material IDs, and complex shader graphs designed for ray tracing or global illumination rather than real-time rendering pipelines.
Real-time game engines, by contrast, operate under strict performance budgets. Each frame must be rendered within milliseconds to maintain a smooth frame rate (e.g., 30-60 frames per second). This limitation means that high polycounts directly translate to increased processing time for the GPU, leading to performance bottlenecks. Similarly, a high number of distinct materials and individual meshes can drastically increase draw calls, further taxing the CPU.
The challenge isn’t just about reducing polygons; it’s about intelligently simplifying the asset while preserving its visual identity. This involves a strategic approach to geometry, materials, and textures, ensuring the final game-ready model retains the sophisticated look of its high-fidelity counterpart without overwhelming the game engine’s resources. Our goal is to find that sweet spot where visual quality and performance harmoniously coexist.
Mastering Polycount Reduction Techniques for Game-Ready Assets
One of the most critical steps in optimizing high-end 3D automotive models for real-time applications is significantly reducing their polygon count. Raw CAD data or subdivision surface models, while incredibly detailed, are simply too dense for interactive rendering. Effective polycount reduction techniques are paramount to achieving performance targets without sacrificing critical visual detail.
Manual Retopology: Precision and Control
Manual retopology is often considered the gold standard for creating game-ready meshes, especially for hero assets like player-controlled vehicles. This process involves manually rebuilding the geometry over the high-poly model, creating a new, optimized mesh with clean topology, efficient edge flow, and a significantly lower polygon count. Artists meticulously place new vertices and edges, ensuring that the silhouette and key features of the vehicle are perfectly preserved.
- When to Use: Ideal for primary vehicles, character cars, or any asset that will be frequently viewed up close. It provides the most control over the final mesh quality.
- Workflow: Use modeling tools (like Quad Draw in Maya, RetopoFlow in Blender, or ZRemesher’s manual guides in ZBrush) to snap new geometry onto the high-poly surface. Focus on creating an all-quad mesh with clean edge loops that follow the curvature and creases of the vehicle.
- Benefits: Superior deformation, cleaner UVs, better control over mesh density in critical areas, and optimal for subsequent normal map baking.
Automated Decimation: Speed and Efficiency
Automated decimation, or polygon reduction, algorithms automatically remove vertices and edges from a mesh while attempting to preserve its overall shape. Tools like ZBrush’s Decimation Master or the ProOptimizer in 3ds Max can achieve significant polycount reductions quickly. While powerful, this method typically sacrifices clean topology and uniform edge flow.
- When to Use: Excellent for generating initial LODs, background vehicles, or non-hero assets where perfect topology isn’t critical. It’s also useful for quickly generating simplified meshes for collision detection.
- Caveats: Can result in triangulated, uneven, and sometimes messy topology, which might complicate UV unwrapping or animation. Careful consideration of the target percentage reduction is necessary to avoid excessive visual distortion.
- Process: Apply the decimation modifier/tool and adjust the percentage reduction. Visually inspect the result to ensure crucial details are maintained.
Strategic Deletion: Eliminating Hidden Geometry
Often overlooked, strategic deletion is a simple yet effective polycount reduction technique. High-fidelity automotive models frequently contain geometry that will never be seen in a game environment. This includes parts of the engine bay that are always obscured, complex interior elements that won’t be visible from the typical camera angles, or the underside of the car if it’s never meant to flip over.
- Identification: Analyze the camera angles and gameplay scenarios. What parts of the model will genuinely be visible to the player?
- Execution: Manually delete any geometry that falls outside the visible envelope. This can offer surprisingly large polycount savings, especially on highly detailed models from 88cars3d.com or similar sources, without any impact on visual quality.
- Considerations: If parts might become visible under specific circumstances (e.g., car damage system revealing interior), plan for appropriate LODs or a modular approach to those components.
Implementing Level of Detail (LOD) Generation for Scalable Performance
Even with significant polycount reduction techniques applied, a single game-ready mesh can still be too complex to render efficiently when viewed from a distance. This is where Level of Detail (LOD) generation becomes indispensable. LODs are simplified versions of a 3D model that are swapped in dynamically by the game engine based on the asset’s distance from the camera, significantly optimizing rendering performance without a noticeable drop in visual quality.
The LOD Strategy: Distance-Based Switching
A typical LOD setup involves multiple versions of the same asset, each with a progressively lower polygon count and potentially simpler materials. The engine automatically switches between these versions as the camera moves closer or further away from the object. This ensures that assets far in the distance, which occupy fewer pixels on screen, don’t waste precious rendering resources on unnecessary detail.
- LOD0 (Base Mesh): This is the highest detail version, the primary game-ready asset. It should have a polycount suitable for close-up views.
- LOD1: A noticeable reduction (e.g., 50-75% fewer polygons than LOD0), used for medium distances.
- LOD2, LOD3, etc.: Progressively more aggressive reductions (e.g., 90% fewer polygons than LOD0), used for far distances. The lowest LODs might be simple bounding box representations or even completely culled from rendering.
- LOD Switching: Game engines allow you to define the distances at which each LOD level will be activated. Careful calibration is needed to prevent visible “popping” as LODs switch.
Best Practices for LOD Creation
Creating effective LODs requires a strategic approach to maintain visual fidelity across different detail levels. While automated tools can assist, manual oversight is often necessary, especially for critical visual elements of an automotive model.
- Silhouette Preservation: Ensure that the silhouette of the car remains consistent across all LODs. Minor details can be simplified, but the overall shape must be maintained to avoid jarring changes.
- Progressive Reduction: Reductions should be gradual. A drastic drop in polygon count between two consecutive LODs will be very noticeable. Aim for consistent percentage decreases.
- Texture Impact: Lower LODs might benefit from simpler textures or texture atlases to reduce memory overhead and draw calls further. Normal maps become less critical at extreme distances.
- Automated vs. Manual: Many game engines (like Unreal Engine and Unity) have built-in LOD generation tools that can automatically simplify meshes. However, for hero vehicles, a combination of manual retopology for LOD0 and carefully managed automated decimation for subsequent LODs often yields the best results. Manual cleanup of automated LODs can often improve their visual integrity.
Crafting Efficient UV Unwraps and Texture Atlases for Games
Beyond geometry optimization, efficient texturing is paramount for achieving stunning visual quality in real-time without compromising performance. A well-executed UV unwrapping for games strategy, combined with the intelligent use of texture atlases, can drastically reduce draw calls and optimize texture memory usage.
Optimizing UV Layout: Maximizing Texture Space
UV unwrapping is the process of flattening the 3D mesh into a 2D space, allowing a 2D texture to be applied. For games, optimized UVs mean several things:
- Minimizing Seams: Fewer seams mean cleaner textures and less distortion, but some seams are unavoidable. Strategic placement of seams (e.g., along natural panel lines or hidden edges) is key.
- Uniform Texel Density: Ensure that all parts of the model that require similar levels of detail have a consistent texel density. This prevents parts of the texture from appearing blurry or overly pixelated compared to others.
- Non-Overlapping UVs: Absolutely crucial for accurate normal map baking and other texture projection techniques. Overlapping UVs mean different parts of the mesh share the same texture space, leading to incorrect baked details.
- Maximizing UV Space: Arrange UV islands efficiently within the 0-1 UV space, minimizing wasted empty space. Rotate and scale islands appropriately to fill the texture canvas as much as possible.
- Padding: Leave adequate padding (e.g., 8-16 pixels) between UV islands to prevent texture bleeding and artifacts at lower texture resolutions or during mipmapping.
Tools like RizomUV, UVLayout, or the built-in UV tools in Maya, Blender, or 3ds Max are essential for creating clean and optimized UV maps. This meticulous process lays the groundwork for high-quality PBR textures.
The Power of Texture Atlases
A texture atlas is a single, larger texture image that combines multiple smaller textures, often for different parts of a model or even multiple models. For automotive assets, instead of having separate texture maps for the car body, wheels, interior, and windows, you can consolidate them into one or a few atlases.
- Reducing Draw Calls: The primary benefit of texture atlases is reducing draw calls. Each time the game engine has to switch materials or textures, it incurs a draw call overhead. By using a single material that references one texture atlas, multiple parts of the vehicle can be rendered in a single draw call, leading to significant performance gains.
- Optimizing Texture Memory: While a single large atlas might seem memory-intensive, it can often be more efficient than numerous smaller textures due to how graphics hardware manages texture memory and mipmaps.
- Structuring Atlases: For automotive models, consider atlasing by material type (e.g., one atlas for metallic body parts, another for interior plastics/fabrics, and a third for glass/emissives). This allows for targeted material properties within the atlas.
- Workflow Integration: Tools like Substance Painter and Designer make it easy to create and manage texture atlases, allowing artists to paint on individual parts and then export them into a single, unified set of maps.
The PBR Texturing Workflow: Realism Through Smart Shading
Physically Based Rendering (PBR) has become the industry standard for achieving realistic materials in real-time game engines. The PBR texturing workflow ensures that surfaces react to light in a physically plausible way, resulting in stunning visual fidelity. This workflow heavily relies on a set of specific texture maps, with normal map baking playing a crucial role in capturing fine details.
Baking High-Detail Information with Normal Maps
Normal maps are arguably the most critical component of the PBR workflow for game assets. They allow a low-polygon mesh to display the surface detail of a high-polygon mesh without adding any actual geometry. This is achieved by storing surface normal information (how light reflects off a surface) in an RGB texture, which the game engine then uses to simulate detailed bumps and grooves.
- The Process: You project the surface detail from your high-poly automotive model (e.g., panel gaps, intricate vents, sculpted creases) onto your optimized low-poly game mesh. This projection process “bakes” the detail into a normal map.
- Tools and Best Practices: Dedicated baking tools in software like Substance Painter, Marmoset Toolbag, or XNormal are used. It’s crucial to set up a “cage” or “envelope” that encompasses both the high-poly and low-poly meshes accurately to prevent baking errors. Proper anti-aliasing during baking helps smooth out jagged edges.
- Other Useful Maps: Beyond normal maps, other baked maps like Ambient Occlusion (AO) for self-shadowing, Curvature for edge wear, and Thickness maps for subsurface scattering effects are invaluable for creating realistic PBR materials.
Albedo, Roughness, Metalness: Core PBR Maps
The core PBR maps define how a surface interacts with light. Understanding their individual roles is essential for crafting convincing materials for your automotive models.
- Albedo Map (Base Color): This map represents the diffuse color of a surface without any lighting information. It should be flatly lit and contain no baked shadows or highlights. For car paint, this would be the pure color of the paint.
- Roughness Map: A grayscale map that dictates how rough or smooth a surface is. Rougher surfaces scatter light in many directions (matte finish), while smoother surfaces reflect light sharply (glossy finish). A low value represents a smooth, shiny surface (e.g., polished chrome), and a high value represents a rough, diffuse surface (e.g., matte plastic).
- Metalness Map: A grayscale (or sometimes black and white) map that defines whether a surface is metallic or dielectric (non-metallic). White (1) indicates a metallic surface (e.g., chrome trim, bare metal), while black (0) indicates a dielectric surface (e.g., paint, rubber, glass). Metallic surfaces handle reflections and specular highlights differently from dielectrics in PBR.
Creating these maps often involves a combination of painting, procedural generation, and smart material application in tools like Substance Painter or Quixel Mixer. These tools enable artists to layer materials, generate wear and tear, and ensure consistency across all textures.
Optimizing Texture Resolution and Formats
While high-resolution textures provide incredible detail, they consume significant memory. Strategic optimization is key:
- Resolution Strategy: Use 4K textures for hero assets and main body panels, 2K for medium-detail parts like wheels or interior elements, and 1K or even 512px for smaller, less prominent details or very distant LODs. Remember that a texture atlas can contain varying texel densities.
- Compression: Game engines automatically compress textures, but understanding the options is vital. DXT (BC1-5) formats are common for color and normal maps, while BC7 offers higher quality at the cost of larger file sizes. Choose the appropriate format to balance quality and memory footprint.
- Mipmaps: Ensure mipmaps are generated for all textures. Mipmaps are pre-filtered, smaller versions of textures that the engine uses for objects far from the camera, preventing aliasing and improving rendering performance.
Game Engine Integration and Asset Pipeline Efficiency
Once your high-end 3D automotive models have undergone rigorous optimization, the final phase involves integrating them seamlessly into your chosen game engine. This stage focuses on material setup, collision, lighting, and establishing an efficient workflow, ensuring top-tier game engine optimization and asset pipeline efficiency.
Importing and Material Setup (Unreal Engine/Unity)
The journey into the game engine typically begins with exporting your optimized model from your 3D software as an FBX file. This format efficiently carries geometry, UVs, and basic material assignments.
- FBX Export Settings: Ensure your FBX export settings are correct. Typically, export with tangents and binormals (for normal maps), embedded media off (you’ll link textures separately), and appropriate scale settings (e.g., 1 unit = 1cm for Unreal, 1 unit = 1m for Unity).
- PBR Material Setup: In the game engine, create new materials (e.g., a “Master Material” in Unreal or a “Standard Shader” in Unity). Connect your baked PBR texture maps (Albedo, Normal, Roughness, Metalness, AO) to the corresponding inputs on the material. Adjust parameters like metallic value (if not using a map), roughness, and normal strength to fine-tune the look.
- Material Instances: For variations (e.g., different car paint colors), create material instances from your master material. This allows you to change parameters like base color without creating entirely new materials, drastically saving on draw calls and memory.
- Glass and Translucent Materials: Special attention is required for glass. Use a separate material with a translucent or clear shader, adjusting refraction, absorption color, and roughness to achieve realistic effects without being overly expensive to render.
Collision Meshes and Physics Assets
For a vehicle to interact realistically with the game world, it needs collision detection. High-detail visual meshes are too complex for physics calculations, hence the need for simplified collision meshes.
- Simple Collisions: For most general interactions, a simplified collision mesh (often a handful of primitive shapes like boxes or capsules) is sufficient. Game engines can often generate these automatically, or you can create them manually in your 3D software.
- Complex Collisions: For vehicle wheels or specific body parts that need more precise interaction (e.g., hitting a curb), a slightly more detailed, custom-made convex hull collision mesh might be necessary.
- Physics Assets: In game engines, you’ll often define a “Physics Asset” that ties simplified collision bodies to your skeletal mesh (if the car has moving parts like doors or wheels), allowing for realistic physics simulation.
Lighting and Shadows: Performance Considerations
Realistic lighting is crucial for automotive aesthetics, but it’s also a major performance hog. Balancing visual quality with performance is key.
- Baked vs. Dynamic Lighting: Static parts of the environment and indirect lighting can be “baked” into lightmaps, which is very performant. Dynamic lighting (for headlights, brake lights, real-time sun/moon) is more expensive but necessary for moving objects.
- Shadows: Dynamic shadows are costly. Optimize shadow map resolution, distance cascades, and only cast shadows from essential objects. Consider using simpler shadow types (e.g., capsule shadows) for distant objects.
- Reflections: Modern game engines offer various reflection solutions (screen-space reflections, reflection probes, planar reflections). Use reflection probes for static environment reflections and SSR for dynamic, real-time reflections on glossy surfaces like car paint, but be mindful of their performance impact.
Streamlining Your Workflow: Tools and Best Practices
An efficient workflow is the backbone of successful game development, especially when dealing with numerous complex assets like vehicles. To maintain peak asset pipeline efficiency and integrate assets for optimal game engine optimization:
- Version Control: Use systems like Git or Perforce to manage iterations of your assets. This is non-negotiable for team projects and provides a safety net for individual work.
- Automation: Script repetitive tasks. Python in DCC tools can automate FBX exports, texture resizing, or asset naming conventions.
- Naming Conventions: Establish clear, consistent naming conventions for meshes, materials, and textures. This drastically improves organization and collaboration.
- Modularity: Consider a modular approach for vehicles (e.g., separate meshes for body, wheels, interior, doors). This allows for easier customization, damage systems, and targeted LODs.
- Asset Libraries: Leverage asset libraries or marketplaces for high-quality, pre-optimized assets. For example, 88cars3d.com offers a range of high-quality 3D automotive models that are often built with performance considerations in mind, saving valuable development time.
- Profiling Tools: Regularly use the profiling tools within your game engine (e.g., Unreal Insights, Unity Profiler) to identify performance bottlenecks related to your automotive assets.
Conclusion
Bridging the gap between high-end 3D automotive models and real-time game engines is a meticulous, multi-faceted process. It requires a deep understanding of geometry, texturing, and engine-specific optimizations. From strategic polycount reduction techniques and robust Level of Detail (LOD) generation to the sophisticated demands of the PBR texturing workflow and precise normal map baking, every step contributes to the final balance of visual fidelity and performance.
Mastering UV unwrapping for games and establishing a resilient asset pipeline efficiency are not just technical requirements; they are artistic endeavors that enable your automotive designs to shine in interactive environments. The goal is always to deliver an immersive experience where players can appreciate the beauty and detail of your vehicles without experiencing any performance hiccups.
By diligently applying these principles and best practices, you can transform even the most complex automotive creations into game-ready masterpieces. Whether you’re a seasoned game developer or a 3D artist new to real-time optimization, these techniques will empower you to create stunning, high-performance vehicles for any project. For those looking to kickstart their projects with exceptional quality, remember that resources like 88cars3d.com provide a wide array of professionally crafted 3D automotive models, often designed with these very optimizations in mind.
Start optimizing your automotive assets today and drive your projects to new levels of realism and performance!
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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
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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
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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
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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
Texture: 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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Mercedes-Benz 190 W201 3D Model
Texture: 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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