The Road to Realism: Achieving Photorealistic Automotive 3D Renders in Game Engines with Ray Tracing
The Road to Realism: Achieving Photorealistic Automotive 3D Renders in Game Engines with Ray Tracing
For decades, the pursuit of photorealism in real-time 3D graphics felt like a distant dream, especially when it came to the intricate beauty of automotive design. High-fidelity vehicle models, with their complex curves, reflective surfaces, and nuanced materials, traditionally demanded hours of offline rendering to achieve truly stunning results. Translating these pristine designs into a real-time game engine environment often meant significant compromises in visual quality, leaving a noticeable gap between cinematic renders and interactive experiences.
Today, this gap is rapidly diminishing, largely thanks to the advent of real-time ray tracing. This revolutionary technology has fundamentally transformed the automotive visualization pipeline, enabling artists and developers to render incredibly detailed and luminous photorealistic vehicle assets directly within game engines like Unreal Engine 5. The journey to achieving this level of fidelity is multifaceted, demanding expertise in asset optimization, material creation, engine configuration, and performance management. Let’s delve into the technical steps required to bring these virtual automotive masterpieces to life.
Bridging the Gap: Ray Tracing’s Revolution in Real-time Automotive Rendering
Historically, real-time graphics engines relied on rasterization, a technique that approximates how light interacts with surfaces. This meant baking static lighting, using screen-space reflections, and employing various tricks to simulate global illumination and complex shadows. While these methods became incredibly sophisticated, they always fell short of true physical accuracy, especially for highly reflective and refractive objects like cars.
Ray tracing, by contrast, simulates the actual physics of light. Instead of approximating, it traces individual light rays from the camera into the scene, calculating their bounces, reflections, refractions, and absorption as they interact with surfaces. This results in physically accurate global illumination, reflections, shadows, and translucency, making it an absolute game-changer for rendering photorealistic vehicle assets.
For the automotive visualization pipeline, ray tracing means that car paint exhibits realistic depth and reflections, chrome gleams with environmental accuracy, and glass components refract light correctly, creating a level of immersion previously confined to offline renderers. Modern GPUs are now capable of handling the computational demands of ray tracing in real-time, allowing for interactive experiences that blur the lines between virtual and reality.
Optimizing Your Automotive Assets for Real-time Realism
Even with powerful ray tracing capabilities, the quality of your final render is only as good as your source assets. Preparing automotive 3D models for real-time engines requires meticulous attention to detail, from initial data conversion to strategic mesh and texture optimization.
From CAD to Game Engine: The Importance of CAD Data Preparation
Automotive designs typically originate in Computer-Aided Design (CAD) software. These models are engineered for precision manufacturing, not real-time rendering. They often feature incredibly dense geometry, overlapping surfaces, and non-manifold edges – characteristics that can cripple a game engine.
Effective CAD data preparation is the foundational step. It involves converting the CAD data into a polygon mesh format (e.g., FBX, OBJ) that game engines can process. This conversion process is critical and often includes:
- Tessellation Control: Adjusting the polygon density to balance detail with performance. Too dense, and it’s unwieldy; too sparse, and you lose crucial curvature.
- Mesh Cleanup: Removing duplicate faces, fixing inverted normals, merging overlapping vertices, and addressing non-manifold geometry. Tools like Blender, Maya, or dedicated CAD converters are invaluable here.
- Simplification and Decimation: Reducing polygon count without sacrificing visual integrity, particularly for internal or hidden components.
- UV Mapping: Crucially, preparing clean, non-overlapping UVs for texture application is often overlooked during CAD conversion and must be addressed for proper PBR materials.
- Material Assignment: Organizing the model by material groups to streamline texture application later.
Starting with well-prepared, high-quality models, such as those available on 88cars3d.com, can significantly accelerate this process and ensure a robust foundation for your photorealistic vehicle assets.
Mesh Optimization: Topology and LODs
Once the initial CAD data is processed, further mesh optimization is essential. Even with ray tracing, an excessively high polygon count will strain GPU ray tracing performance.
- Clean Topology: While less critical for static objects than characters, a clean, quad-based topology (where possible) is still beneficial for predictable normal generation and easier UV unwrapping. Ensure smooth shading is applied correctly to avoid faceted appearances.
- LOD Optimization (Levels of Detail): This is paramount for managing performance in scenes with multiple vehicles or large environments. LOD optimization involves creating multiple versions of your mesh, each with a progressively lower polygon count.
The engine automatically swaps these models based on their distance from the camera:
- LOD0: Full detail, used when the car is close to the camera.
- LOD1, LOD2, etc.: Progressively lower detail, used as the car moves further away.
- LOD_Proxy/Billboard: A very low-poly proxy or even a 2D image for extreme distances.
Proper LOD optimization ensures that unnecessary polygons aren’t rendered when they won’t be visible, dramatically improving frame rates and GPU ray tracing performance. Many engines, including Unreal Engine 5, offer automated LOD generation, but manual refinement is often necessary for optimal visual transitions and to preserve crucial automotive forms.
Crafting Impeccable PBR Materials for Automotive Finishes
The visual realism of your automotive model hinges on its materials. Physically Based Rendering (PBR) is the industry standard for achieving realistic materials because it models how light interacts with surfaces in a way that is consistent with the real world. For photorealistic vehicle assets, mastering PBR materials is non-negotiable.
The Core PBR Channels
PBR workflows typically utilize several key texture maps (channels):
- Base Color (Albedo): This map defines the diffuse color of the surface, stripped of any lighting or shadowing information. For car paint, this would be the pure color of the paint layer.
- Metallic: A binary value (0 or 1). Metallic surfaces (like chrome, exposed metal) are 1, dielectrics (paint, plastic, rubber) are 0. There are no in-between values for true metals, though some engines allow blending for artistic effect.
- Roughness (or Glossiness): This is one of the most critical maps for automotive realism. It defines how light scatters off the surface. A low roughness value results in a highly reflective, mirror-like surface (e.g., polished chrome, clear coat paint). High roughness creates diffuse, matte surfaces (e.g., tire rubber, unpolished plastic). Subtle variations in roughness can simulate dust, fingerprints, or wear.
- Normal Map: This map fakes high-resolution surface detail (like subtle bumps, seams, or fine scratches) by manipulating how light is shaded across the low-polygon mesh, without adding actual geometry.
- Ambient Occlusion (AO) Map: This map provides pre-baked contact shadows in crevices and corners, enhancing depth. While ray tracing provides dynamic AO, a baked map can still supplement for subtle details or performance.
Advanced PBR Techniques for Automotive Paint
Automotive paint is notoriously complex to replicate due to its layered structure and special effects. Here are advanced techniques to achieve convincing automotive finishes with PBR materials:
- Clear Coat Layers: Modern car paint consists of a base color coat, sometimes a metallic flake coat, and then a thick, highly reflective clear coat. Game engines like Unreal Engine 5 offer dedicated clear coat material properties or allow you to build custom shaders to simulate this layered effect. This creates a distinct specular highlight that sits on top of the base color.
- Flake Maps: For metallic or pearlescent paints, a subtle flake normal map or procedural texture can simulate the tiny reflective particles embedded in the paint. This adds sparkling depth and shifts in color depending on the viewing angle.
- Anisotropy: Brushed metals (e.g., some interior trims) exhibit anisotropic reflections, where light stretches in a specific direction. PBR materials can be configured to simulate this effect, adding another layer of realism to metallic components.
- Subsurface Scattering (SSS): While not dominant for an entire car, SSS can be subtly applied to materials like headlight plastics, indicator lenses, or even very thick rubber to allow a slight amount of light to penetrate and scatter beneath the surface, giving them a more organic and less “plastic” feel.
Ensuring your texture maps are high-resolution, correctly authored, and efficiently packed into atlases will significantly impact the final quality and performance of your photorealistic vehicle assets.
Unleashing Ray Tracing Power in Unreal Engine 5
Unreal Engine 5 stands at the forefront of real-time rendering, offering robust ray tracing capabilities that are ideal for achieving cinematic quality automotive renders. Configuring the engine correctly is key to unlocking this potential.
Setting Up Ray Tracing in Unreal Engine 5
Before you begin, ensure your project is configured for ray tracing:
- Enable Ray Tracing: Go to Project Settings > Engine > Rendering and enable “Ray Tracing” under the Hardware Ray Tracing section. You may also need to enable “Support Compute Skincache” and restart the engine.
- RHI Selection: Ensure your project is set to use DirectX 12 (D3D12) as the default RHI (Render Hardware Interface) in Project Settings > Platforms > Windows.
- Console Variables: Fine-tune ray tracing quality and performance using console variables (e.g.,
r.RayTracing.GlobalIllumination.MaxBounces,r.RayTracing.Reflections.MaxRoughness,r.RayTracing.AmbientOcclusion.SamplesPerPixel).
Lighting for Ray Tracing
Ray tracing fundamentally changes how light interacts with your scene, allowing for more realistic and dynamic lighting setups:
- Directional Light: Represents the sun. With ray tracing, its shadows are incredibly accurate, displaying correct penumbra sizes and contact hardening.
- Sky Light: Crucial for realistic outdoor automotive scenes. Use a high-dynamic-range image (HDRI) as its source to provide rich global illumination and accurate reflections across the car’s surfaces. Ray-traced skylights capture environmental lighting with unprecedented fidelity.
- Rect Lights and Spot Lights: Use these for specific areas, such as illuminating the interior, highlighting design elements, or simulating studio lighting setups. Ray-traced area lights provide soft, physically accurate shadows and reflections.
- Emissive Materials: For headlights, taillights, and dashboard displays, use emissive PBR materials. With Lumen (UE5’s global illumination system) and ray tracing, these will naturally contribute light to the scene, illuminating nearby surfaces.
Ray-Traced Reflections and Global Illumination
These are the hallmarks of ray tracing for automotive realism:
- Ray-Traced Reflections (RTR): Provide perfect, physically accurate reflections on all reflective surfaces – car paint, chrome, glass, and even wet roads. Unlike traditional screen-space reflections, RTRs see beyond what’s currently on screen, reflecting off-screen objects and accurately capturing multiple bounces, which is vital for complex reflective shapes of a car.
- Ray-Traced Global Illumination (RTGI): Simulates how light bounces around a scene, illuminating indirect areas. For cars, RTGI fills the undersides with realistic bounced light from the ground, adds subtle light bleed into the interior through windows, and generally creates a much more cohesive and naturalistic lighting environment. Unreal Engine 5‘s Lumen system works brilliantly with ray tracing, providing dynamic GI that adapts in real-time.
Shadows and Translucency
- Ray-Traced Shadows: Offer superior quality compared to traditional shadow maps, with accurate contact shadows, soft edges, and correct self-shadowing, critical for the intricate details of a car body and interior.
- Ray-Traced Translucency: Essential for accurate glass, headlights, and other transparent materials. Ray-traced translucency correctly calculates refraction and absorption, making windows and lenses look genuinely physical rather than just semi-transparent.
Post-Processing and Cinematic Touches for the Automotive Vision
While ray tracing provides the raw realism, post-processing is where you refine the image, add artistic flair, and achieve that final cinematic polish for your photorealistic vehicle assets. It’s the final crucial step in the automotive visualization pipeline.
Enhancing Visuals with Post-Processing Effects
Unreal Engine 5‘s Post Process Volume is a powerful tool for this:
- Color Grading: This is arguably the most impactful post-process. Adjust hue, saturation, contrast, and gain to set the mood, evoke specific emotions, and match the aesthetic of real-world automotive photography. Use LUTs (Look-Up Tables) for consistent color profiles.
- Exposure and White Balance: Fine-tune the overall brightness and color temperature to ensure the scene feels natural and professionally shot.
- Bloom and Lens Flares: Introduce subtle glow around bright areas (like headlights or reflections on chrome) and simulate lens artifacts for a more photographic look. Be careful not to overdo these effects, as they can quickly detract from realism.
- Vignette and Chromatic Aberration: Used subtly, a vignette (darkening edges of the frame) can draw focus to the car, while chromatic aberration (color fringing at high-contrast edges) can mimic real-world camera lens imperfections.
- Depth of Field (DoF): Crucial for cinematic renders, DoF allows you to control the focus plane, blurring the foreground and background to isolate the car and guide the viewer’s eye. Experiment with aperture settings to control the intensity of the blur.
- Screen Space Global Illumination (SSGI) / Lumen: While ray tracing handles the primary GI, Lumen can add subtle local detail and enhance the overall light bounce for truly immersive visuals.
Camera Settings and Composition
Beyond effects, consider fundamental photography principles:
- Focal Length: Experiment with different focal lengths. Wider angles can make cars look more imposing, while telephoto lenses compress perspective, often used for classic automotive beauty shots.
- Aperture (f-stop): Directly impacts DoF. A lower f-stop means a shallower depth of field.
- Shutter Speed: While less relevant for still renders, for cinematic sequences, slower shutter speeds can introduce motion blur, enhancing the sense of speed.
- Composition Rules: Apply rules like the rule of thirds, leading lines, and framing to create visually compelling shots that highlight the car’s design and form.
A well-composed and post-processed scene elevates a great render to an extraordinary one, truly showcasing the power of ray tracing for photorealistic vehicle assets.
Performance, Pitfalls, and the Future of Automotive Real-Time Rendering
Achieving stunning visuals is one thing; maintaining smooth, interactive performance is another. Optimizing for GPU ray tracing performance is a constant balancing act, but with strategic planning, you can future-proof your automotive visualization pipeline.
Balancing Visuals and GPU Ray Tracing Performance
Ray tracing is computationally intensive. Here’s how to manage performance:
- Iterative Optimization: Regularly profile your scene using Unreal Engine 5‘s profiling tools (e.g., Stat GPU, Stat Unit) to identify bottlenecks.
- Ray Tracing Samples & Bounces: Reduce the number of samples per pixel for reflections, shadows, and GI, as well as the maximum bounce count, until the visual degradation is imperceptible. More samples mean cleaner results but lower frame rates.
- DLSS/FSR: Utilize NVIDIA’s DLSS (Deep Learning Super Sampling) or AMD’s FSR (FidelityFX Super Resolution). These upscaling technologies render the scene at a lower resolution and then intelligently upscale it to a higher resolution, providing significant performance boosts with minimal visual compromise.
- Strategic LODs and Culling: Aggressive LOD optimization for distant objects and implementing frustum/occlusion culling ensures only visible geometry is processed.
- Light Map Baking (Hybrid Approach): For static environments where performance is paramount, consider baking some static lighting with Lightmass or GPU Lightmass, then augmenting with dynamic ray-traced reflections and shadows for the car itself.
- Optimized Textures: Use appropriate texture resolutions (e.g., 4K for hero assets, 2K for medium-detail, 1K for distant objects) and leverage texture compression.
Common Pitfalls to Avoid
Even seasoned artists can stumble. Watch out for these common issues:
- Unoptimized CAD Data: Skipping thorough CAD data preparation is a recipe for disaster, leading to bloated meshes and rendering artifacts.
- Incorrect PBR Materials: Misconfigured PBR materials (e.g., wrong metallic values, overly high roughness) can quickly break realism, making surfaces look plastic or dull.
- Poor UV Mapping: Stretched or overlapping UVs will distort textures, especially normal maps, making the surface look unnatural.
- Ignoring Scalability: Designing only for high-end GPUs without considering how the experience will degrade on lower-spec hardware limits your audience for interactive applications.
- Over-reliance on Automated Tools: While tools can assist, manual oversight and refinement are almost always necessary for truly photorealistic vehicle assets.
Future-Proofing Your Automotive Visualization Pipeline
The pace of innovation in real-time graphics is relentless. By adopting ray tracing and optimizing your workflow, you’re not just creating stunning renders today; you’re building a future-ready pipeline:
- Virtual Production: Real-time rendered automotive assets are becoming central to virtual production workflows for film and advertising, allowing directors to visualize scenes in real-time.
- Interactive Configurators: High-fidelity real-time cars power next-generation online and showroom configurators, offering customers an immersive way to customize their dream vehicles.
- Digital Twins & Metaverse: As industries move towards digital twins and the metaverse, the demand for highly optimized, photorealistic vehicle assets that perform flawlessly in real-time environments will only grow.
- Hardware Advancements: Continued advancements in GPU ray tracing performance will further reduce optimization hurdles, allowing for even higher fidelity experiences.
Investing in quality assets from resources like 88cars3d.com and continually refining your skills ensures you remain at the cutting edge of this exciting field.
Conclusion
The road to achieving photorealistic automotive 3D renders in game engines with ray tracing is a journey that combines technical prowess with artistic vision. It demands a holistic approach, starting from meticulous CAD data preparation, moving through strategic LOD optimization, and culminating in the precise application of PBR materials and sophisticated lighting setups within engines like Unreal Engine 5.
Real-time ray tracing has not just improved graphical fidelity; it has fundamentally redefined the automotive visualization pipeline, allowing for interactive experiences that rival offline renders. Balancing this visual excellence with optimal GPU ray tracing performance is an ongoing challenge, but the rewards – stunning, interactive, and truly immersive automotive visuals – are undeniable.
Whether you’re a game developer pushing visual boundaries, an automotive designer presenting future concepts, or an artist creating cinematic experiences, the tools and techniques discussed here empower you to create truly believable digital automobiles. Start your journey today by exploring premium photorealistic vehicle assets at 88cars3d.com, and begin crafting your own path to real-time realism.
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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
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Material: 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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Material: Yes
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Toyota Yaris 1999 3D Model
Texture: Yes
Material: 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
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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
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Volkswagen Phaeton W12 2004 3D Model
Texture: Yes
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Volkswagen Scirocco 2015 3D Model
Texture: Yes
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Volvo S60 2024 3D Model
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Volkswagen Polo 3D Model
Texture: Yes
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Volkswagen Golf 5-Doors 2018 3D Model
Texture: 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
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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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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
Material: Yes
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Mazda CX-7 3D Model
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Mazda Familia 3D Model
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Material: Yes
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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
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
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Mercedes-Benz C230 SportCoupé 2005 3D Model
Texture: Yes
Material: Yes
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Mercedes-Benz SLK 3D Model
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Mercedes 600 SEC W140 1992 3D Model
Texture: Yes
Material: Yes
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Mercedes S-Class 2010 3D Model
Texture: Yes
Material: Yes
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McLaren MP4-12C-001 3D Model
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Mercedes-Benz SLK 350 2005 3D Model
Texture: Yes
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Mercedes-Benz SL 65 AMG 3D Model
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Mercedes-Benz S500 3D Model
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Mercedes-Benz S55 W220 AMG 1999 3D Model
Texture: Yes
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