The Paradigm Shift: Automotive Visualization in Unreal Engine 5
The quest for automotive realism in digital environments has always been a tightrope walk. On one side, the desire for exquisite detail, true-to-life materials, and breathtaking lighting. On the other, the relentless demands of performance, especially in real-time applications like games, simulations, and interactive configurators. For years, 3D artists and developers grappled with the brutal compromises required to bring high-fidelity automotive models, often derived from CAD data, into real-time engines. The ‘polycount’ was the ultimate arbiter, forcing countless hours of manual decimation, LOD creation, and texture baking, often sacrificing visual fidelity for the sake of frame rate.
Then came Unreal Engine 5, an engine that didn’t just push boundaries but fundamentally reshaped them. With its groundbreaking technologies like Nanite and Lumen, UE5 promises to bridge the gap between cinematic quality and real-time performance, offering unprecedented opportunities for automotive visualization. This article dives deep into how we can leverage these powerful features to optimize high-end automotive models, ensuring stunning photorealistic rendering without the traditional performance bottlenecks. We’ll explore strategic Nanite optimization, master the Lumen workflow, and refine PBR texturing to create truly immersive experiences.
The Paradigm Shift: Automotive Visualization in Unreal Engine 5
Historically, importing detailed automotive CAD models into a real-time engine was an exercise in frustration. CAD data, designed for engineering precision, often contains millions, if not billions, of polygons and complex NURBS surfaces. Converting this into a usable mesh for real-time involved aggressive decimation, which invariably led to visual degradation, faceting, and a loss of the car’s intricate design language. The goal of seamless automotive visualization seemed perpetually out of reach without significant manual intervention and compromise.
Unreal Engine 5 addresses these core challenges head-on with its two flagship technologies: Nanite and Lumen. These systems work in concert to fundamentally change how geometry and lighting are handled, allowing artists to focus on artistic quality rather than technical constraints. The implications for anyone working with high-fidelity car models are profound, ushering in an era where true photorealistic rendering is no longer a distant dream but an achievable reality in real-time.
Nanite: A Game-Changer for High-Detail Geometry
Nanite is Unreal Engine 5’s virtualized geometry system, and it’s nothing short of revolutionary. Instead of processing entire meshes frame by frame, Nanite intelligently streams and processes only the necessary detail in real-time. This means you can import models with astronomical polygon counts – think millions or even billions of triangles per mesh – and Nanite will render them efficiently, scaling detail based on screen resolution and distance. For automotive models, this is a monumental breakthrough. Intricate details like panel gaps, interior components, engine bays, and even tire treads can be represented with their full fidelity, eliminating the need for laborious manual LOD creation.
The immediate benefit for automotive visualization is the ability to directly use incredibly detailed meshes, often derived from CAD conversion, without significant simplification. This preserves the original design intent and quality, allowing for unprecedented visual fidelity. No longer do artists need to spend weeks optimizing individual components; Nanite handles the heavy lifting, allowing for a much faster pipeline from design to interactive experience.
Lumen: Unlocking Dynamic Global Illumination
Complementing Nanite’s geometric prowess is Lumen, Unreal Engine 5’s fully dynamic global illumination and reflections system. Lumen calculates diffuse inter-reflection and specular reflections in real-time, providing incredibly realistic bounce light, soft shadows, and convincing reflections that react dynamically to changes in lighting or environment. This is critical for achieving photorealistic rendering, especially for objects with highly reflective and nuanced surfaces like cars.
With Lumen, automotive scenes can be lit with unparalleled realism. Imagine a car reflecting the changing colors of a sunset, or the subtle bounce light from a brightly colored wall illuminating its undersides. Lumen makes these dynamic interactions possible without the need for pre-baked lightmaps, which were rigid and computationally expensive. The Lumen workflow empowers artists to create expressive and physically accurate lighting scenarios that respond in real-time, elevating the visual quality of any automotive project.
Mastering Nanite Optimization for Automotive Assets
While Nanite handles high polycounts with incredible efficiency, simply importing an unoptimized CAD model isn’t always the ideal solution. Strategic preparation and an understanding of Nanite’s nuances can further enhance performance and visual quality, ensuring truly game-ready assets. The goal is to provide Nanite with the cleanest, most efficient data possible.
Preparing Source CAD Data for Nanite Ingestion
The journey from CAD to a Nanite-enabled mesh begins with robust CAD conversion. CAD models are often composed of NURBS surfaces, which need to be tessellated into polygon meshes. This conversion process is crucial for optimal results in Unreal Engine 5. Tools like Unreal Engine’s Datasmith importer are invaluable here, providing direct links and robust import options for various CAD formats (STEP, IGES, SolidWorks, Catia, etc.).
Key considerations during CAD conversion include:
- Tessellation Quality: Set an appropriate tessellation level. Too low, and you get faceting; too high, and while Nanite can handle it, unnecessary geometry can still impact other systems (like CPU simulation or physics). Aim for a balance that captures the desired surface curvature.
- Watertight Geometry: Ensure meshes are watertight and have no open edges or holes. While Nanite is robust, clean geometry prevents artifacts and aids in accurate normal calculation.
- Mesh Triangulation: Most real-time engines, including Nanite, ultimately render triangles. Pre-triangulating meshes in your DCC application (e.g., Maya, Blender, 3ds Max) can sometimes offer more predictable results than relying solely on the engine’s triangulation.
- Instance Merging: CAD assemblies often contain many duplicate parts (e.g., bolts, nuts). Datasmith can often handle instancing, but ensuring that instances are correctly identified and handled can reduce overall data size and improve efficiency.
Strategic Nanite Workflow: When to Use It (and When Not To)
Nanite isn’t a silver bullet for every single asset. While it excels with static, opaque, high-detail meshes, there are scenarios where traditional meshes or specific configurations are more appropriate.
- Ideal Candidates: Car body panels, intricate engine components, detailed interior dashboards, wheel designs, and any static part requiring extreme fidelity benefit most from Nanite. These are the elements that truly define automotive visualization.
- Transparent Objects: Nanite currently does not support meshes with transparent materials, nor does it support two-sided foliage. For windshields, windows, and headlights, you’ll need to use standard meshes. You can, however, have opaque parts of a mesh be Nanite-enabled, while the transparent parts are traditional polygons.
- Deforming Meshes: Meshes that need to deform (e.g., car damage simulation, soft body physics) are not currently supported by Nanite. These will need to remain traditional static meshes.
- Merged Meshes: For performance, it’s often better to merge smaller, distinct components into larger Nanite meshes, especially if they share the same material. This reduces draw calls and Nanite overhead. For instance, combining multiple interior trim pieces into one Nanite mesh can be more efficient than having dozens of separate Nanite meshes.
Even with Nanite, a good understanding of topology optimization is still beneficial for clean imports and predictable results, especially for parts that might need to interact with other systems or that you might want to switch off Nanite for specific reasons.
Optimizing Nanite Settings in Unreal Engine
Once imported, you have several settings to fine-tune your Nanite meshes within Unreal Engine:
- Enable Nanite: The most critical step. Simply right-click on a Static Mesh asset and select ‘Nanite > Enable Nanite’.
- Proxy Triangle Percent: This setting controls the fidelity of the Nanite proxy mesh, which is used for culling and LOD decisions. A lower percentage creates a simpler proxy, which can improve performance at a distance.
- Preserve Area: When enabled, Nanite tries to maintain the surface area of triangles during simplification, which is crucial for preserving silhouettes and fine details like panel gaps.
- Fallback Resolution: For objects that are extremely far away or when Nanite needs to be disabled (e.g., for specific render features), this defines the resolution of a traditional static mesh fallback.
Use the Nanite visualization modes (available under ‘View Modes’ in the editor viewport) to analyze triangle density, clusters, and proxy meshes. This helps in understanding how Nanite is processing your geometry and identifying areas for further Nanite optimization.
Crafting Photorealistic Materials: PBR Texturing & Shaders
While Nanite handles geometry and Lumen illuminates the scene, it’s the materials that breathe life into your automotive models, delivering truly photorealistic rendering. A deep understanding of Physically Based Rendering (PBR) principles and advanced shader creation in Unreal Engine 5 is essential for replicating the complex surfaces of a vehicle.
Advanced Car Paint Shaders: Layers of Realism
Car paint is notoriously challenging to replicate due to its multi-layered nature. A convincing car paint shader in UE5 typically involves:
- Base Color & Metal Flakes: The underlying metallic or solid color of the paint. Often, a texture map with fine noise can simulate metallic flakes, driven by parameters like flake density, size, and sparkle intensity.
- Clear Coat: This is a crucial layer. Unreal Engine’s default physically based clear coat model is excellent. It requires specific normal maps (often subtle noise for orange peel effect), roughness maps (for varying sheen), and a clear coat tint. The IOR (Index of Refraction) of the clear coat is also vital for accurate reflections and refractions.
- Reflection & Specular: PBR materials inherently handle these, but ensure your roughness and metallic maps are accurately calibrated. The interplay of the base coat’s reflectivity and the clear coat’s highly reflective surface creates the characteristic depth of car paint.
- Subtle Scratches & Dirt: Overlaying subtle grime or microscopic scratch textures (via blend materials or decals) can add an extra layer of realism, breaking up perfectly clean surfaces.
Utilize Unreal Engine’s Material Editor to build complex shader graphs, and leverage Material Functions for reusable modules (e.g., a generic clear coat function) to maintain efficiency and consistency across different car models. This is where your PBR texturing expertise truly shines.
Glass, Chrome, and Interior Surfaces
Beyond car paint, other materials require careful attention to detail:
- Glass: Accurate reflections and refractions are key. Use a translucent material, ensuring proper IOR values for glass. Adjust roughness to simulate smudges or dirt. For performance, especially with many windows, consider using masked materials for simpler cases or optimizing the translucent material’s complexity.
- Chrome & Polished Metals: These are characterized by high metallic values and very low roughness. Ensure your environment reflections (from Lumen and Sky Light) are contributing correctly to these surfaces.
- Interior Surfaces: Fabrics, leathers, plastics, and wood trims each have unique PBR properties. For leather, consider subtle normal maps for grain and varying roughness for worn areas. Fabrics benefit from micro-normal maps and possibly a touch of subsurface scattering for softness. Consistency in PBR texturing across all materials ensures a unified visual style.
Texture Optimization for Performance
While Nanite handles geometry, textures still consume significant memory. Efficient texture management is vital for creating game-ready assets and ensuring smooth performance:
- Mipmaps: Always generate mipmaps for textures. UE5 does this by default, but confirm it. Mipmaps allow the engine to load lower-resolution versions of textures for objects further away, saving memory and VRAM.
- Texture Compression: Use appropriate compression formats. BC7 is excellent for high-quality diffuse and normal maps, while BC5 is good for normal maps with only two channels. For specific needs, explore other formats provided by Unreal.
- Channel Packing: Combine grayscale textures (e.g., roughness, metallic, ambient occlusion) into the RGB channels of a single texture. This reduces texture count and memory footprint significantly. For example, a common practice is packing Roughness into the Red channel, Metallic into Green, and Ambient Occlusion into Blue (RMA map).
- Resolution Considerations: Use appropriate texture resolutions. A 4K texture for a small, distant bolt is overkill. Prioritize resolution for large, prominent surfaces like body panels and interiors, and reduce for less critical details.
Topology and UV Mapping: The Unsung Heroes of Performance
Even with Nanite abstracting away traditional polycount concerns, the underlying mesh topology and UV mapping remain critical for several reasons: material application, deformation, lightmap generation, and ultimately, the quality of your photorealistic rendering.
Efficient Topology for Animation and Deformation
While Nanite excels at rendering millions of static triangles, good topology optimization is still vital for any part of your automotive model that might need to deform or animate. This includes:
- Quad-Dominant Meshes: While Nanite triangulates meshes for rendering, starting with clean, quad-dominant geometry in your DCC application results in more predictable tessellation and easier manipulation if you ever need to edit the mesh or disable Nanite.
- Edge Flow: Proper edge flow is essential for defining smooth curves and ensuring that details like panel lines or body creases are accurately represented. Good edge flow ensures that even with high tessellation, the surface remains clean and doesn’t introduce unwanted artifacts.
- Controlled Density: Even for Nanite meshes, avoiding excessively dense areas where detail isn’t needed can reduce the overall data size and simplify the creation of lower-detail proxies or fallback meshes.
- Animation/Physics Preparation: If your car model needs to simulate damage, open doors, or interact with character animations (e.g., a character entering the car), those specific parts must have clean, animatable topology.
At 88cars3d.com, we understand the importance of not just high polycount, but also clean and intelligently structured geometry, ensuring that our models are not only visually stunning but also production-ready for diverse applications.
Intelligent UV Mapping for Consistent Textures
UV mapping is the bridge between your 3D model and its 2D textures. Even with advanced PBR materials, poor UVs can lead to stretched, blurry, or inconsistent textures. For game-ready assets, focus on:
- Non-Overlapping UVs: Essential for lightmap generation and preventing texture bleeding. While Nanite often doesn’t require lightmaps, other parts of your scene or specific rendering techniques might.
- Maximizing UV Space Utilization: Arrange UV islands efficiently within the 0-1 UV space to get the most detail out of your textures. Avoid wasting space.
- Consistent Texel Density: Aim for a relatively consistent texel density across the entire model, or at least across related parts. This ensures that textures don’t appear significantly more pixelated or sharper in different areas.
- Multi-Tile UVs (UDIMs): For extremely high-resolution models like premium automotive assets, UDIM workflows allow you to use multiple UV tiles, each with its own texture, effectively bypassing the 0-1 space limitation. Datasmith and Unreal Engine 5 support UDIMs, making it easier to manage large sets of textures for immense detail.
- Dedicated Lightmap UVs: Even if Lumen is dynamic, having a secondary UV channel specifically for lightmaps can be beneficial for specific scenarios or if you ever need to bake static lighting.
The Lumen Workflow: Lighting Your Automotive Masterpiece
Lumen is the cornerstone of photorealistic rendering in Unreal Engine 5. It transforms how artists approach lighting, moving away from static, baked solutions to fully dynamic, real-time global illumination. Mastering the Lumen workflow is paramount for bringing your automotive models to life with believable lighting and reflections.
Setting Up Lumen for Automotive Scenes
Activating and configuring Lumen is straightforward but requires attention to detail:
- Enable Lumen: In Project Settings > Engine > Rendering > Global Illumination, select ‘Lumen’. Do the same for Reflections.
- Post Process Volume: Add a Post Process Volume to your scene and ensure its ‘Infinite Extent’ is enabled. Within the volume, you can fine-tune Lumen’s settings:
- GI Method: Set to Lumen.
- Reflections Method: Set to Lumen.
- Lumen Scene Quality: Increase for higher fidelity, especially for detailed reflections on car surfaces.
- Lumen Bounce Distance: Controls how far light bounces within the scene.
- Hardware Ray Tracing vs. Software Ray Tracing: Lumen defaults to Software Ray Tracing, which is compatible with a wider range of hardware. For the absolute highest quality and performance on compatible RTX cards, enable Hardware Ray Tracing in Project Settings and set Lumen’s Ray Tracing Mode to ‘Hit Lighting for Reflections and Global Illumination’.
- Emissive Materials: For headlights, taillights, and interior ambient lights, use emissive materials. Lumen will correctly propagate light from these surfaces, adding incredible realism to your automotive scene.
Dynamic Lighting and Environment Interaction
The true power of the Lumen workflow lies in its dynamic nature. You can change the time of day, move light sources, and modify the environment, and Lumen will instantly update the global illumination and reflections. This is critical for interactive automotive visualization experiences.
- HDRI Backgrounds: Use high-dynamic-range image (HDRI) backgrounds in conjunction with a Sky Light. The Sky Light captures the colors and luminance of the HDRI, casting incredibly realistic environmental lighting and reflections onto your car model. A high-quality HDRI is one of the most impactful elements for photorealistic rendering.
- Directional Lights: Use a Directional Light to simulate the sun. Lumen will calculate how this direct light bounces off surfaces, illuminating darker areas of the car and environment.
- Point Lights & Spot Lights: For specific accent lighting, interior lights, or studio setups, utilize Point and Spot Lights. Lumen ensures their light bounces realistically off the car’s surfaces.
- Reflections: Lumen handles global reflections for metallic and glossy surfaces. Combine this with Screen Space Reflections (SSR) for close-up details if necessary, though Lumen’s reflections are often sufficient.
- Color Bleed: Observe how the color of the ground or surrounding objects subtly bleeds onto the car’s paintwork, a key indicator of realistic global illumination.
Experiment with different lighting scenarios – from bright sunny days to dramatic overcast conditions or nighttime cityscapes – to truly showcase the versatility of your game-ready assets with Lumen.
Building a Streamlined Automotive Asset Pipeline
Bringing all these elements together requires a well-defined and efficient pipeline. From initial CAD conversion to final optimization and iteration within Unreal Engine 5, a streamlined workflow is key to delivering high-quality game-ready assets.
From CAD to UE5: Datasmith and Beyond
The journey often starts with CAD data, which needs careful handling:
- Datasmith for CAD Conversion: Unreal Engine’s Datasmith is the primary tool for importing CAD data. It handles tessellation, scene hierarchy, metadata, and even basic materials. Use Datasmith’s Direct Link functionality for iterative updates directly from your CAD software (e.g., SolidWorks, Catia, Revit).
- Data Preparation in DCC Tools: After initial import via Datasmith, it’s often beneficial to bring the tessellated mesh into a Digital Content Creation (DCC) tool like Maya, Blender, or 3ds Max. Here, you can perform additional topology optimization, clean up any messy geometry from the CAD conversion, create proper UV maps (especially for lightmaps or specific texture layouts), and prepare the mesh for Nanite.
- Hierarchy and Materials: Maintain a clean and logical hierarchy in your DCC tool. This makes it easier to organize the car parts in Unreal Engine. Assign placeholder materials in your DCC to separate parts, which will translate into separate material slots in UE5, making PBR texturing setup much smoother.
- Exporting: Export as FBX for static meshes. Ensure proper scale and axis orientation. Then import into UE5 and enable Nanite where appropriate.
Iteration and Performance Profiling
Optimization is an ongoing process. Even with Nanite and Lumen, constant profiling and iteration are crucial for delivering truly high-performance game-ready assets:
- Stat Commands: Unreal Engine offers powerful profiling tools. Use console commands like
Stat GPU,Stat RHI,Stat Nanite, andStat Lumento monitor performance metrics. These provide insights into render times, draw calls, Nanite triangle counts, and Lumen’s impact. - Identifying Bottlenecks: If performance dips, analyze the stat readouts to pinpoint the culprit. Is it an overly complex material? Too many transparent objects? Too many lights? Inefficient Nanite meshes?
- Scene Optimization: Beyond individual assets, optimize the overall scene. Use level streaming for large environments, cull unnecessary geometry, and optimize particle effects.
- Continuous Refinement: The process of optimizing your automotive visualization is iterative. Make small changes, profile, and evaluate the impact. This approach ensures you maintain visual quality while hitting your performance targets.
Starting with high-quality, pre-optimized models can significantly accelerate this process. For a head start on your projects, exploring the extensive library of professionally modeled and optimized vehicles at 88cars3d.com can provide a solid foundation, saving countless hours on the initial CAD conversion and topology optimization phases.
Conclusion
Unreal Engine 5, with its revolutionary Nanite and Lumen technologies, has truly transformed the landscape of real-time automotive visualization. The traditional constraints of polycount are largely diminished, opening up unprecedented possibilities for delivering stunning photorealistic rendering of even the most intricate vehicle designs. By embracing strategic Nanite optimization, mastering the dynamic Lumen workflow, and meticulously crafting materials with advanced PBR texturing, artists can now achieve cinematic quality in real-time experiences.
The journey from high-fidelity CAD data to production-ready, game-ready assets requires a blend of technical understanding and artistic vision. It’s about leveraging the power of Unreal Engine 5 while still adhering to best practices in topology optimization, UV mapping, and a streamlined asset pipeline. The future of interactive automotive experiences is here, promising immersive simulations, engaging configurators, and breathtaking virtual showcases that were once unimaginable.
Ready to accelerate your automotive projects with unparalleled visual fidelity and performance? Explore the vast collection of professionally crafted, high-quality, and optimized automotive 3D models available at 88cars3d.com. Give your projects the head start they deserve and focus on bringing your creative vision to life within Unreal Engine 5.
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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
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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
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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
Texture: Yes
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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
Texture: Yes
Material: Yes
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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
Texture: Yes
Material: Yes
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Volkswagen Passat CC 3D Model
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Volkswagen Golf V 2006 3D Model
Texture: Yes
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Volvo S60 R-Design 2024 3D Model
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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
Material: Yes
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Mazda B-Series 3D Model
Texture: Yes
Material: Yes
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Mercsedes Benz Z3-006 3D Model
Texture: Yes
Material: Yes
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Mazda RX-7 3D Model
Texture: Yes
Material: Yes
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Volvo VCC-003 3D Model
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Material: Yes
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Mercedes-Benz SLR McLaren 2005 3D Model
Texture: Yes
Material: Yes
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GAZ 3110 Pickup 2000 3D Model
Texture: Yes
Material: Yes
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Mazda 626 GF 1997 3D Model
Texture: Yes
Material: Yes
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Volvo S80 2011 3D Model
Texture: Yes
Material: Yes
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Volkswagen Touran restyle-006 3D Model
Texture: Yes
Material: Yes
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Skoda Octavia Scout 3D Model
Texture: Yes
Material: Yes
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Volkswagen Golf V 2006 3D Model
Texture: Yes
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Mazda CX-7 3D Model
Texture: Yes
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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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
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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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Mercedes-Benz SL 65 AMG 3D Model
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