The Inherent Challenge: Why Direct CAD Doesn’t Cut It for High-Fidelity Rendering
The sleek lines, sculpted surfaces, and intricate details of a high-performance vehicle are a testament to exquisite design and engineering. For 3D artists, game developers, and automotive visualization specialists, capturing this essence in a digital model is paramount. However, bridging the gap between precise engineering CAD data, often based on NURBS (Non-Uniform Rational B-Splines), and the polygonal meshes required for rendering and real-time engines presents a unique and often daunting challenge. Simply exporting CAD data directly rarely yields satisfactory results for high-fidelity rendering or game assets.
The dream is a flawless digital representation that mirrors reality, with reflections gliding smoothly across every curve and panel gap rendered with surgical precision. The nightmare is a mesh riddled with artifacts, pinching, and an unmanageable polygon count that bogs down any scene. This article will delve deep into the critical process of NURBS data conversion, guiding you through an effective CAD to polygon workflow to achieve stunningly accurate and optimized automotive 3D models. We’ll explore techniques to preserve critical surface continuity, master essential retopology techniques, and ultimately produce models perfectly suited for subdivision surface modeling, ensuring your automotive designs shine in any virtual environment.
The Inherent Challenge: Why Direct CAD Doesn’t Cut It for High-Fidelity Rendering
CAD (Computer-Aided Design) software, like Catia, SolidWorks, or Rhino, excels at defining geometry with mathematical precision using NURBS. These spline-based surfaces are perfect for engineering, manufacturing, and design iterations because they can represent complex curves and surfaces with incredible accuracy, regardless of scale. They are parametric, meaning their form is defined by control points, weights, and knots, allowing for infinite resolution and perfectly smooth transitions.
However, rendering engines and game environments operate on a different principle: they require polygonal meshes. These meshes are composed of flat faces (triangles or quads), edges, and vertices. When you directly export NURBS data from a CAD package, the software performs a tessellation – it approximates the smooth NURBS surfaces with a dense network of triangles. While this sounds convenient, it often leads to a host of problems that severely impact visual quality and performance.
Firstly, direct tessellation frequently generates an enormous number of polygons, far more than necessary, making the model unwieldy and slow to render. Secondly, and more critically for automotive design visualization, it struggles to maintain perfect surface continuity. This results in visual “faceting” or visible seams and bumps, especially noticeable in reflections. Automotive surfaces are designed to be mirror-like, and any disruption in the surface normal will immediately break the illusion of a perfectly manufactured car body. Furthermore, the automatically generated triangular meshes are often messy, with long, thin triangles, T-junctions, and non-manifold geometry, all of which are detrimental to proper shading, UV unwrapping, and further mesh editing.
Essential Data Preparation: Laying the Groundwork for Conversion
Before embarking on any NURBS data conversion, meticulous preparation of your CAD model is crucial. Think of it as preparing the canvas before painting a masterpiece. This preparatory phase, often overlooked, can save countless hours downstream in the CAD to polygon workflow. The cleaner your source data, the smoother and more accurate your polygonal conversion will be.
Inspecting and Healing Your CAD Model
Begin by thoroughly inspecting the CAD model within its native software. Look for common issues such as:
- Gaps and Overlaps: Even small gaps between surfaces or overlapping geometry can cause problems during tessellation or later when creating a cohesive polygonal mesh. Use your CAD software’s analysis tools to identify and fix these.
- Trimmed Surfaces: Many complex automotive shapes involve extensively trimmed NURBS surfaces. Ensure these trims are clean and that the resulting edges are well-defined. Poorly trimmed surfaces can lead to holes or warped polygons during conversion.
- Surface Normal Consistency: Verify that all surface normals are pointing in a consistent direction. Inverted normals can cause shading artifacts and issues with backface culling in render engines.
- Simplifying Redundant Geometry: If there are small, insignificant details or overly complex blends that won’t be visible or are not critical for the visual fidelity, consider simplifying them in the CAD environment. This can reduce the complexity of the data you’ll eventually convert.
Strategic Export Formats
Once your CAD model is clean, the choice of export format for the NURBS data conversion is important. While direct mesh export is an option, it’s often better to export the raw NURBS data or a high-precision approximation for greater control during the polygonal conversion. Common formats include:
- STEP (.stp): A neutral CAD format that preserves NURBS surface data well. It’s excellent for transferring geometry between different CAD packages and often provides a good base for polygonal conversion tools.
- IGES (.igs): Another neutral format, but generally older than STEP. It can be a viable option, but STEP is often preferred for newer projects due to its robustness.
- OBJ (.obj) or FBX (.fbx) from CAD: While these are polygonal formats, some CAD software offers more control over the tessellation process during export. If you must export directly as a mesh, look for options to control mesh density, deviation tolerance, and whether to output quads or triangles. However, even with these controls, the resulting topology is rarely ideal for subdivision surface modeling.
Remember, the goal here is to provide the cleanest, most accurate source data possible for the subsequent polygonal reconstruction phase. This diligent preparation is the cornerstone of a successful CAD to polygon workflow.
Navigating the CAD to Polygon Workflow: Strategies and Tools
The transition from mathematically perfect NURBS to editable polygonal meshes is where the true art and science of the CAD to polygon workflow lie. There isn’t a single “magic button” solution, but rather a combination of strategies and specialized tools designed to facilitate accurate NURBS data conversion while generating a production-ready mesh. The ultimate goal is a low-to-mid poly mesh that, when combined with subdivision surface modeling, can perfectly replicate the original NURBS curvature.
Automated vs. Manual Reconstruction
The two primary approaches to converting CAD data are automated tessellation and manual reconstruction, often blended into a hybrid strategy.
- Automated Tessellation with Control: Some advanced 3D software (like Maya, Modo, or dedicated CAD converters like moi3D or Power Translators for various DCC apps) offer more intelligent tessellation algorithms than basic CAD exports. These tools allow you to set parameters like chord height, angle tolerance, and edge length. This can produce a more uniform mesh than direct CAD export and is often a good starting point for less critical areas or as a base for retopology. However, the resulting topology is still usually triangular and may require significant cleanup and manual retopology techniques to be truly optimal for subdivision.
- Manual Retopology/Reconstruction: This is often the gold standard for high-end automotive models. It involves manually tracing or rebuilding a new polygonal mesh on top of the imported high-resolution CAD tessellation (or directly from the NURBS if your software supports it). This method offers unparalleled control over edge flow, polygon density, and overall clean topology. While time-consuming, it guarantees the best results for reflections and animation.
Leveraging Specialized Tools for Conversion and Retopology
Modern 3D software provides powerful tools to aid in this process:
- DCC Applications (Maya, Blender, Modo, 3ds Max): These programs have robust modeling toolsets, including features for importing CAD data (sometimes with plugins), projecting geometry, and extensive manual retopology tools like Quad Draw (Maya), Retopoflow (Blender), or Topology tools (Modo). They are essential for the meticulous rebuilding process.
- Dedicated Retopology Software (TopoGun, ZBrush): Tools like TopoGun are specifically designed for efficient retopology, offering intuitive workflows for drawing new topology directly onto a high-poly mesh. ZBrush’s ZRemesher can provide a good automated starting point, but often requires manual refinement for complex automotive surfaces.
- CAD-to-DCC Bridge Solutions: Some software acts as a bridge, like Okino PolyTrans or Datasmith for Unreal Engine, which can import CAD data and provide more control over the tessellation and simplification process before bringing it into your final 3D environment.
The chosen path for NURBS data conversion will depend on the project’s specific requirements, budget, and desired level of fidelity. For the highest quality automotive design visualization, a significant amount of manual retopology is often unavoidable, ensuring that the model achieves the required surface continuity and impeccable shading.
Mastering Retopology Techniques: Crafting Pristine, Quad-Based Meshes
Once you have a high-resolution, often triangular, reference mesh derived from your CAD data, the most critical phase for creating a render-ready model begins: retopology. This is where you hand-craft a new, optimized polygonal mesh that accurately captures the forms of the original NURBS surfaces, but with a highly organized, quad-based topology. This process is absolutely vital for subdivision surface modeling, smooth deformations, and flawless reflections characteristic of top-tier automotive models.
The Primacy of Quads for Subdivision Surfaces
Subdivision surface modeling relies almost exclusively on quad (four-sided polygon) topology. When a mesh composed of quads is subdivided, it smoothly interpolates new geometry, creating a higher-resolution, curvature-continuous surface. Triangles, while fundamental to direct tessellation, behave unpredictably under subdivision, often leading to pinching, creasing, and uneven surface interpolation. Therefore, your primary goal during retopology is to create an all-quad mesh.
Core Retopology Techniques for Automotive Models
- Projection and Snapping: Most retopology tools allow you to ‘snap’ or ‘project’ your newly drawn polygons onto the underlying high-resolution reference mesh. This ensures that the new, lower-poly mesh precisely follows the contours and shapes of the original CAD data, maintaining the critical surface continuity.
- Strategic Edge Flow: This is arguably the most important aspect of automotive retopology. Edge loops should follow the natural contours and panel lines of the vehicle. Think about where reflections will fall.
- Contour Loops: Place edge loops that run along the major curves and forms of the car (e.g., fender arches, roofline, door panels). These define the primary shapes.
- Feature Loops: Add edge loops around hard edges, panel gaps, vents, and other intricate details. These loops will act as “crease lines” that hold their sharpness under subdivision, preventing features from becoming soft and undefined. Two or three closely spaced edge loops are often used to create a sharp, yet smooth, creased edge.
- Even Distribution: Strive for an even distribution of quads across the surface. Avoid overly stretched or compressed polygons, as these can lead to shading issues and problematic subdivisions.
- Pole Management: Poles (vertices where more or less than four edges meet) are inevitable, but their placement is crucial.
- 5-Edge Poles: Often useful on convex surfaces to guide edge flow.
- 3-Edge Poles: Best placed on concave surfaces or in areas that won’t deform heavily or be scrutinized closely.
- Avoid Poles on Critical Surfaces: Steer clear of placing poles directly on large, flat, or highly reflective surfaces where they can cause unwanted shading artifacts or “dimples.”
- Handling Panel Gaps: For realistic panel gaps, you generally create two separate meshes for adjacent panels, with a slight offset. The edges defining the gap should have supporting edge loops to maintain sharpness after subdivision.
Mastering these retopology techniques is essential for achieving a truly clean topology, which in turn leads to superior automotive design visualization. It’s a painstaking process, but the results – models with perfect reflections and efficient performance – are well worth the effort. For those seeking high-quality, pre-modeled cars with exemplary topology, resources like 88cars3d.com offer models that have already undergone this rigorous process.
Ensuring Surface Continuity and Optimal Mesh Density
Beyond simply creating quads, the art of NURBS data conversion lies in meticulously translating the original CAD model’s precise curves and surfaces into a polygonal representation that retains its integrity. Achieving perfect surface continuity and establishing an optimal mesh optimization strategy are paramount for high-quality automotive design visualization.
Preserving the Original Curvature
The core challenge is ensuring that your new polygonal mesh, when subdivided, matches the smooth, flowing curves of the original NURBS data as closely as possible. This is where precise projection and careful edge flow come into play. Every major curve and subtle nuance of the vehicle’s design must be reflected in the new topology.
- Reference Mesh Accuracy: Ensure your underlying high-poly reference mesh (from the CAD tessellation) is dense enough to accurately represent all the details. If the reference is too low-res, your new mesh will inherit those inaccuracies.
- Tension and Relaxation: When drawing new geometry, be mindful of the “tension” in your edge loops. They should not fight against the underlying surface. Many retopology tools include a “relax” brush to subtly even out the polygon distribution while staying projected onto the surface.
- Iterative Refinement: The process is rarely one-and-done. Continuously check your subdivided mesh against the reference, identifying areas where more polygons are needed to define a curve, or where a different edge flow might better capture a shape.
Strategic Mesh Density for Performance and Detail
Mesh optimization is about finding the sweet spot between visual fidelity and performance. Not every part of the car needs the same level of polygon density. A wise strategy for automotive design visualization involves:
- High-Detail Areas: Parts of the car that will be seen up close, such as headlights, grilles, intricate badges, and wheel hubs, will require a denser mesh to capture their complex geometry and fine details without relying solely on normal maps. These areas benefit from a higher polygon count and more intricate clean topology.
- Medium-Detail Areas: The main body panels, doors, and roof typically require a moderate density to maintain smooth reflections across large surfaces. The goal here is efficient quads that flow well and react predictably to subdivision.
- Low-Detail/Distant Areas: Undercarriage components, parts that are largely obscured, or elements that will only be seen from a distance can have a significantly lower polygon count. Simplification here can dramatically reduce overall model complexity without impacting visual quality.
A well-optimized model is efficient to render, easier to rig and animate (if required), and lighter on system resources – a crucial consideration for real-time applications like game engines or interactive configurators. This strategic approach to density, combined with impeccable surface continuity, elevates your model from a simple conversion to a truly professional asset.
Post-Conversion Cleanup and Production Readiness
Even after meticulous NURBS data conversion and careful application of retopology techniques, the process isn’t over. The final stages involve rigorous mesh cleanup and preparing your high-fidelity automotive model for its ultimate destination: rendering engines, game environments, or animation pipelines. This ensures your hard work culminates in a truly flawless asset with robust clean topology.
The Final Mesh Audit and Cleanup
Before moving forward, perform a thorough audit of your newly created mesh:
- Identify and Fix Ngons: While you aimed for an all-quad mesh during retopology, occasionally an N-gon (a polygon with more than four sides) might sneak in, or a conversion step might introduce them. These must be converted to quads or triangles for predictable subdivision and rendering.
- Merge Stray Vertices and Edges: Check for any unmerged vertices or loose edges that might have been accidentally created. Use your 3D software’s “merge by distance” or “cleanup” tools.
- Check for Non-Manifold Geometry: Non-manifold geometry (edges connected to more than two faces, or faces sharing the same edge in a way that can’t exist in the real world) can cause serious rendering and export problems. Ensure your mesh is manifold, especially if it’s intended for 3D printing or specific simulation pipelines.
- Orient Normals: Confirm that all polygon normals are consistently oriented outwards. Inconsistent normals lead to black artifacts and incorrect shading.
- Remove Redundant Edge Loops: While you added supporting loops for sharp edges, sometimes extra, unnecessary loops can be present in flat areas. These can be dissolved to further optimize the mesh without losing detail. This falls under good mesh optimization practices.
UV Mapping: The Unseen Art of Texturing
Efficient UV mapping is crucial for applying textures, decals, and custom paint jobs without stretching or distortion. Automotive models require careful UV layout:
- Strategic Seams: Place UV seams in inconspicuous areas, such as along natural panel gaps or hidden edges. This minimizes visible texture seams.
- Consistent Texel Density: Ensure that all visible parts of the car have a relatively consistent texel density (pixels per unit of surface area). This prevents textures from appearing blurry in some areas and overly sharp in others.
- UDIM Workflow: For extremely high-resolution texturing, especially for complex automotive bodies, consider using a UDIM workflow. This allows you to use multiple UV tiles (separate texture maps) for different parts of the car, providing immense detail without requiring a single, colossal texture map.
Preparing for Rendering Engines and Real-Time Environments
The final step is preparing your model for its target platform:
- Material IDs: Assign distinct material IDs to different parts of the car (body, glass, tires, chrome, interior, etc.). This makes it easy to apply and manage materials in your rendering software.
- Export Settings: Understand the specific export requirements for your chosen rendering engine (V-Ray, Corona, Arnold, Cycles) or game engine (Unreal Engine, Unity). This might involve baking normal maps from your high-poly reference onto your subdivision-ready mesh, packaging textures, or consolidating objects.
- Naming Conventions: Use clear and consistent naming conventions for all meshes, materials, and textures. This ensures a smooth pipeline for other artists or for archiving the asset.
By meticulously addressing these post-conversion steps, you transform a raw CAD file into a production-ready, high-fidelity asset, perfectly poised for stunning automotive design visualization. For those who need premium models that have already undergone this rigorous process, including expert NURBS data conversion and impeccable clean topology, explore the extensive library at 88cars3d.com.
Conclusion: The Pursuit of Perfection in Automotive 3D
The journey from a precise engineering CAD file to a beautifully rendered automotive 3D model is a complex but incredibly rewarding one. It demands more than a simple file conversion; it requires a deep understanding of geometry, topology, and the nuances of how surfaces behave under light. Mastering the techniques of NURBS data conversion and implementing an effective CAD to polygon workflow are fundamental skills for any professional in automotive design, visualization, or game development.
By carefully preparing your CAD data, employing thoughtful retopology techniques to achieve an impeccable clean topology, and meticulously optimizing your mesh, you ensure perfect surface continuity and breathtaking reflections. This commitment to detail not only elevates the visual fidelity of your automotive design visualization but also ensures your models are efficient, scalable, and versatile for any project. Ultimately, it’s this blend of technical proficiency and artistic discernment that brings a digital vehicle to life with unparalleled realism.
If you’re looking to accelerate your projects with ready-to-render, high-quality automotive 3D models that already boast exemplary subdivision surface modeling and optimized topology, be sure to visit 88cars3d.com. Our curated collection offers assets built with these very principles in mind, saving you countless hours in the conversion and cleanup process, and allowing you to focus on unleashing your creative vision.
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Toyota Corolla AE100 1992 3D Model
Texture: Yes
Material: Yes
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Toyota Mark II X110 2000 3D Model
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Material: Yes
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Toyota Corolla 2020 3D Model
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Toyota Yaris 2020 3D Model
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Volkswagen Beetle 2012 3D Model
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Toyota Matrix 2005 3D Model
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Toyota Yaris Sedan 3D Model
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Volkswagen Golf R-004 2024 3D Model
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Volkswagen Golf 5 Door 2010 3D Model
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Toyota Premio 2010 3D Model
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Toyota Opa 2000 3D Model
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Volkswagen Polo 5 Door 2010 3D Model
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Toyota Prius 2024 3D Model
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Toyota Yaris 1999 3D Model
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Toyota Supra 2020 3D Model
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Volkswagen New Beetle 2000 3D Model
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Volkswagen Jetta 2005 3D Model
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Volkswagen Golf 3-Door 3D Model
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Volvo V70 2005 3D Model
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Volkswagen Bora 2004 3D Model
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Volkswagen Lupo 3D Model
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Volkswagen Passat B5 2000 3D Model
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Volkswagen Passat CC 3D Model
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Volkswagen Golf V 2006 3D Model
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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
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Volkswagen Phaeton W12 2004 3D Model
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Volkswagen Scirocco 2015 3D Model
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Volvo S60 2024 3D Model
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Volkswagen Polo 3D Model
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Volkswagen Golf 5-Doors 2018 3D Model
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Volvo C70 T5 2000 3D Model
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Material: Yes
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Volvo S40 Sedan 2004 3D Model
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Material: Yes
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Volvo C30 BEV 2012 3D Model
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Material: Yes
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Volvo C70 1998 3D Model
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Mazda B-Series 3D Model
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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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Volvo VCC-003 3D Model
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Mercedes-Benz SLR McLaren 2005 3D Model
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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
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Material: Yes
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Volvo S80 2011 3D Model
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Material: Yes
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Volkswagen Touran restyle-006 3D Model
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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
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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
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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
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Mercedes-Benz E-Class W212 2009 3D Model
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Mercedes-Benz E-class Estate S212 2009 3D Model
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Mercedes-Benz 190 W201 3D Model
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Mercedes-Benz C230 SportCoupé 2005 3D Model
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Mercedes-Benz SLK 3D Model
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Mercedes 600 SEC W140 1992 3D Model
Texture: Yes
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Mercedes S-Class 2010 3D Model
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McLaren MP4-12C-001 3D Model
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Mercedes-Benz SLK 350 2005 3D Model
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