The Performance Imperative: Why Optimization is Non-Negotiable
The roar of a high-performance engine, the glint of chrome under virtual sun, the sleek lines of a supercar — automotive models are often the stars of any real-time environment, be it a racing simulator, an open-world adventure, or an architectural visualization. These vehicles demand an exceptional level of detail to capture their iconic aesthetics. However, this pursuit of photorealism often clashes with the harsh realities of real-time rendering. A beautifully sculpted high-poly model, bursting with intricate surfaces and thousands of parts, can cripple a game engine if not properly optimized.
The challenge isn’t just about creating stunning visuals; it’s about making those visuals perform flawlessly at 60 frames per second or higher. Unoptimized automotive 3D models can lead to sluggish frame rates, excessive load times, and a generally poor user experience. This isn’t just a minor technical hurdle; it’s a fundamental barrier to creating immersive and engaging interactive experiences. For artists and developers working with complex vehicle assets, bridging the gap between raw, detailed models and lean, high-performance game-ready assets is a critical skill. This guide delves deep into the essential techniques and workflows for mastering automotive 3D model optimization, ensuring your creations shine without sacrificing performance.
The Performance Imperative: Why Optimization is Non-Negotiable
Every element within a real-time game engine, from the smallest bolt to the most expansive landscape, consumes processing power and memory. Automotive models, by their very nature, are often among the most complex assets, featuring intricate geometry, multiple material zones, and dynamic components. Without proper optimization, these models can quickly become bottlenecks, leading to severe performance degradation. Understanding the core performance metrics is the first step towards effective optimization.
Polygonal Budget vs. Visual Fidelity: The Balancing Act
The most immediate concern for any 3D model is its polygon count. High-poly models, often derived from CAD data or detailed sculpting, can contain millions of triangles. While this provides unparalleled detail in offline renders, it’s a massive burden for real-time engines. Every polygon must be processed, transformed, and rendered, demanding significant GPU and CPU resources. A common practice in game development is to adhere to a strict polygonal budget for different asset types. For a hero vehicle in a modern game, this budget might range from 100,000 to 300,000 triangles, whereas background vehicles could be as low as 10,000-30,000. Achieving the desired visual fidelity within these constraints requires careful planning and skilled execution of optimization techniques.
The Hidden Cost of Draw Calls
Beyond raw polygon count, one of the most significant performance hogs in real-time rendering is the number of draw calls. A draw call is essentially an instruction from the CPU to the GPU to render a batch of triangles. Each unique mesh, material, and light source typically incurs at least one draw call. A complex automotive model might be composed of hundreds of separate meshes (body, wheels, windows, interior parts, lights, etc.), each potentially with its own material. This can accumulate into thousands of draw calls per vehicle, dramatically impacting CPU performance. Reducing draw calls is paramount for smooth gameplay, often achieved through techniques like mesh merging and material instancing.
Texture and Material Overhead: Memory and Fill Rate
High-resolution textures and complex shader networks also contribute significantly to performance overhead. Large texture maps consume valuable GPU memory, which can lead to texture streaming issues or even crashes on lower-end hardware. Furthermore, overly complex materials with numerous layers, expensive calculations, and many texture lookups can increase the “fill rate” burden on the GPU, slowing down rendering. Efficient UV unwrapping, baking, and judicious use of PBR (Physically Based Rendering) principles are crucial for managing this aspect of optimization.
Core Optimization Techniques: From Bloat to Lean Assets
Transforming a high-poly automotive model into a game-ready asset involves a suite of specialized techniques aimed at reducing its complexity while preserving its visual integrity. These methods are the backbone of any efficient game asset pipeline.
Mastering Retopology for Game Assets
Retopology for game assets is the process of creating a new, optimized mesh with a much lower polygon count over an existing high-detail model. This new mesh is specifically designed to have clean, animation-friendly topology, uniform quad distribution, and efficient UV mapping. Unlike raw CAD data, which often contains n-gons, triangles, and uneven polygon density, a retopologized mesh is built for performance and deformations.
Manual Retopology: Precision and Control
- Tools: Software like Maya, 3ds Max, Blender, TopoGun, or ZBrush’s ZRemesher provide tools for manual retopology.
- Process: Artists meticulously trace the surface of the high-poly model, creating new faces and edges. This allows for precise control over edge flow, ensuring areas of high curvature (e.g., fender flares, body creases) retain sufficient detail while flatter areas are simplified.
- Benefits: Produces the cleanest, most efficient topology, ideal for deformation and animation, and provides the best foundation for UV unwrapping.
- Challenges: Time-consuming and requires a skilled artist.
Automatic Retopology and Semi-Automated Tools
- Tools: ZBrush’s ZRemesher, Blender’s QuadriFlow, or Houdini’s Auto Retopo.
- Process: These algorithms analyze the surface curvature and generate a new mesh based on user-defined parameters (e.g., target poly count, symmetry).
- Benefits: Significantly faster than manual methods, especially for organic shapes or initial passes.
- Challenges: May require manual cleanup and refinement to fix undesirable edge flow or preserve sharp details accurately, especially for hard-surface models like cars.
Strategic Mesh Decimation
While retopology builds a new mesh from scratch, mesh decimation (also known as polygon reduction) is a technique that simplifies an existing mesh by removing vertices and merging faces. It’s often used as a quicker alternative or a supplementary step, especially for non-deforming objects or for creating lower levels of detail.
Decimation Algorithms
- Tools: Most 3D software (Maya, 3ds Max, Blender) have built-in decimation modifiers. Standalone tools like Simplygon are specialized for this task.
- Process: Algorithms iteratively remove vertices and edges, attempting to preserve the overall shape and volume. Some advanced algorithms prioritize areas of high curvature or texture density.
- Benefits: Fast and can significantly reduce poly count with minimal visual impact if settings are tuned correctly.
- Challenges: Can introduce triangulation, uneven polygon distribution, and can struggle to maintain sharp edges or details without careful configuration. It’s typically less suitable for the primary game mesh compared to retopology but excellent for LODs.
Implementing LODs (Level of Detail) Systems
One of the most powerful optimization techniques for large scenes and complex assets like vehicles is the implementation of LODs (Level of Detail). This system dynamically swaps out higher-polygon models for lower-polygon versions as the camera moves further away from the object. This ensures that distant objects consume fewer resources while objects close to the viewer retain their full detail.
Designing an Effective LOD Strategy
- LOD0 (Hero Mesh): The highest detail model, visible when the camera is very close. This is your primary retopologized mesh.
- LOD1: A moderately reduced version, visible at medium distances. Often created by decimating LOD0 by 50-70%.
- LOD2: A significantly reduced version, for objects further away. Decimated by 80-90% from LOD0.
- LOD3+: For very distant objects, this might be a simple proxy mesh, a billboard, or even completely culled.
The number of LODs and their respective polygonal budget depends on the asset’s importance, screen size, and target platform. For a detailed automotive model, 3-5 LODs are common. Transitioning between LODs can be based on screen-space percentage, distance, or even custom metrics. When creating LODs, it’s crucial to ensure that UVs remain consistent across all levels to avoid texture flickering or popping during transitions.
When you’re looking for high-quality, pre-optimized automotive models that already incorporate smart LOD strategies, consider checking out the extensive library at 88cars3d.com. Starting with a solid foundation can significantly accelerate your development pipeline.
Crafting Game-Ready Visuals: Textures and Materials
Visual fidelity isn’t just about geometry; it’s also heavily reliant on high-quality textures and efficient material setups. The goal is to convey maximum detail with minimal texture resolution and shader complexity, transferring the intricate surfaces of the high-poly model onto the game-ready low-poly mesh.
Efficient UV Unwrapping
Clean and efficient UV unwrapping is fundamental for good texturing. UVs map the 3D surface of a model to a 2D texture space. Poor UVs lead to wasted texture space, resolution issues, and difficult texturing workflows.
Best Practices for Automotive UVs
- Minimal Seams: Reduce the number of UV seams as much as possible to avoid visible breaks in textures. Strategic placement of seams in less visible areas (e.g., under the chassis, along hard edges) is key.
- Non-Overlapping UVs: Essential for baking unique textures like normal maps and ambient occlusion. For tiling textures, overlapping can be acceptable.
- Uniform Texel Density: Ensure that all parts of the model have a consistent texture resolution, preventing some areas from looking blurry and others overly sharp. Critical parts like the bodywork should generally have a higher texel density than hidden interior parts.
- Maximizing UV Space: Arrange UV islands efficiently to fill the 0-1 UV space as much as possible, minimizing wasted pixels.
- Multiple UV Sets: Use separate UV channels for different purposes, such as unique textures (channel 1), lightmaps (channel 2), or even tiling details.
Baking Textures for Detail Transfer
Baking textures is a core process in the game asset pipeline. It involves transferring high-resolution surface details (like bumps, cracks, or intricate geometry) from a high-poly source mesh onto the UV map of a low-poly target mesh. This allows the low-poly model to appear as detailed as its high-poly counterpart without the associated performance cost.
Key Baked Maps for Automotive Assets
- Normal Maps: The most crucial baked map. It simulates surface normals, making a low-poly surface appear to have high-poly details like sharp edges, rivets, or subtle curvatures without adding actual geometry.
- Ambient Occlusion (AO) Maps: Simulates soft shadows where surfaces are close together (e.g., in crevices, under mirrors). This adds depth and realism to the model.
- Curvature Maps: Useful for edge wear and dirt accumulation, as it highlights convex and concave areas.
- Thickness/Substance Maps: Can be used for subsurface scattering effects or to drive other material parameters.
- ID Maps/Mask Maps: Created from different material IDs or colors on the high-poly, used for masking specific areas for material assignment or procedural texturing in substance painters.
Baking is typically performed in software like Substance Painter, Marmoset Toolbag, or dedicated baking tools within 3ds Max/Blender. Accurate cage settings and matching low-poly to high-poly positions are vital for clean bakes.
PBR Material Setup for Real-Time Rendering
Physically Based Rendering (PBR) materials are the standard for modern game engines, offering a realistic representation of how light interacts with surfaces. However, even PBR materials need to be optimized.
Optimizing PBR Workflows
- Channel Packing: Combine multiple grayscale textures (e.g., roughness, metallic, ambient occlusion) into the RGB channels of a single texture map. This reduces the number of texture samples and memory footprint.
- Material Instancing: In engines like Unreal Engine, create parent materials with exposed parameters. Then, create child instances to change values (colors, texture selections, roughness variations) without compiling a new shader, saving draw calls and improving iteration speed.
- Shader Complexity: Avoid overly complex shader graphs with numerous mathematical operations. Simplify where possible, and profile your shaders to identify performance bottlenecks.
- Texture Resolution Management: Only use the resolution needed for the visual fidelity. A car body might need 4K maps, but a hidden engine component might only need 512×512 or 256×256. Mipmaps are essential for distant objects.
Streamlining the Game Asset Pipeline: From Concept to Console
An efficient game asset pipeline ensures that all optimization steps are integrated seamlessly into the workflow, enabling artists to produce high-quality, performant assets consistently. This isn’t just a collection of techniques; it’s a structured approach.
The End-to-End Optimization Workflow
- High-Poly Source: Start with CAD data, detailed sculpt, or highly tessellated model.
- Retopology: Create a clean, low-poly base mesh, adhering to the polygonal budget, typically in a 3D modeling package.
- UV Unwrapping: Unpack the low-poly mesh’s UVs for efficient texture mapping.
- Baking: Project details from the high-poly onto the low-poly using normal maps, ambient occlusion, and other utility maps.
- Texturing: Apply PBR textures using baked maps and paint additional details in Substance Painter or similar tools.
- LOD Creation: Generate lower-detail versions (LOD1, LOD2, etc.) of the low-poly mesh using mesh decimation or manual simplification, ensuring UVs are consistent.
- Collision Mesh Creation: Develop simple proxy geometry for collision detection, separate from the visual mesh.
- Export: Export the optimized model (often FBX format) with all LODs, textures, and collision meshes.
- Engine Integration & Validation: Import into the target game engine and perform final Unreal Engine optimization or other engine-specific tweaks.
This systematic approach ensures that performance considerations are addressed at every stage, preventing costly reworks later in the development cycle. For artists seeking top-tier starting points for this pipeline, 88cars3d.com offers a curated selection of automotive models that are built with optimization in mind.
Engine-Specific Integration: Unreal Engine Optimization & Beyond
Once your automotive model is optimized and textured, the final crucial step is integrating it into the target real-time engine. While the core principles remain universal, each engine has specific tools and best practices for maximizing performance. We’ll focus on Unreal Engine optimization as a prime example.
Importing and Initial Configuration in Unreal Engine
Proper import settings are vital. When importing an FBX file into Unreal Engine:
- Scale: Ensure the model’s scale is correct to avoid issues with physics, lighting, and gameplay elements.
- Pivot Point: Verify the pivot point is at a logical location (e.g., the center of the car’s base) for easy manipulation.
- LODs: Make sure all generated LODs are correctly imported and recognized by the engine. Unreal Engine provides tools to automatically generate simple LODs, but pre-authored LODs are almost always superior.
- Collision Meshes: Import dedicated collision meshes. Simple box or convex hull collisions are far more efficient than per-polygon collision for a complex car body.
Unreal Engine Optimization Techniques
Unreal Engine offers a robust set of tools and features to further optimize assets and scene performance:
- Static Mesh Editor: Within the static mesh editor, you can review and adjust LODs, generate simple collision meshes, and configure options like ‘Never Stream’ for critical textures or ‘Use Full Precision UVs’.
- Material Instances: Leverage material instances extensively. Create a master material for your car, then make instances for different paint colors, wheel variations, or interior trims. This dramatically reduces shader compilation time and draw calls by sharing the same shader code.
- Actor Merging/Instancing: For scenes with multiple identical cars (e.g., a parking lot), use instancing or the ‘Merge Actors’ tool to combine multiple static meshes into a single mesh. This drastically reduces draw calls.
- Culling:
- Frustum Culling: Objects outside the camera’s view frustum are not rendered.
- Occlusion Culling: Objects hidden behind other objects are not rendered. Unreal Engine’s Hierarchical Z-Buffer Occlusion Culling (HZB) is highly efficient.
- Distance Culling: Manually set maximum draw distances for certain objects to prevent them from rendering when too far away. This complements LODs.
- Nanite (UE5+): For highly detailed, non-deforming assets, Nanite virtualized geometry in Unreal Engine 5 can simplify the optimization process significantly, allowing for much higher polygon counts directly. However, for animated or deformable parts, traditional optimization still applies. It’s a game-changer for static elements of a car’s body.
Optimizing Draw Calls in Engine
Reducing draw calls is paramount for CPU performance. Beyond material instancing and merging actors:
- Texture Atlases: Combine multiple smaller textures into one larger texture atlas. This allows multiple materials to sample from the same texture, potentially reducing material slots and draw calls if materials can be batched together.
- Shader Complexity Tool: Use Unreal Engine’s built-in Shader Complexity view mode to identify expensive materials and optimize them.
- Lightmap UVs: Ensure dedicated, non-overlapping UV channels for lightmaps to prevent artifacts and ensure efficient light baking.
By diligently applying these engine-specific optimizations, your meticulously optimized automotive models will integrate seamlessly and perform beautifully within your real-time projects.
Conclusion: Driving Performance and Fidelity Forward
Mastering automotive 3D model optimization for real-time game engines is an art form that balances visual ambition with technical constraints. From the initial stages of retopology for game assets and the strategic use of mesh decimation, to the sophisticated implementation of LODs (Level of Detail), every step in the game asset pipeline is critical. Careful attention to polygonal budget, efficient baking textures, and smart PBR material setups lay the groundwork for high-performance visuals.
Ultimately, it’s about delivering an immersive and fluid experience for the end-user. Whether you’re building a hyper-realistic racing sim or populating an urban environment, optimized automotive models are key to achieving a professional-grade product. The journey from a raw, high-poly CAD model to a lean, game-ready asset that performs flawlessly in environments like Unreal Engine is complex but incredibly rewarding. By understanding and applying these techniques, you empower your projects with both stunning fidelity and uncompromising performance, significantly reducing draw calls and ensuring smooth frame rates.
Ready to accelerate your projects with top-tier assets? Explore the vast collection of meticulously crafted and optimized automotive 3D models available at 88cars3d.com. Find the perfect vehicle to drive your real-time experiences to new heights.
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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
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Material: Yes
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Toyota Corolla 2020 3D Model
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Material: Yes
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Toyota Yaris 2020 3D Model
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Material: Yes
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Volkswagen Beetle 2012 3D Model
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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
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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
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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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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
Texture: Yes
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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
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
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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
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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
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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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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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