Unlock Real-Time Brilliance: Optimizing High-End 3D Car Models for Unreal Engine 5 Photorealism
Unlock Real-Time Brilliance: Optimizing High-End 3D Car Models for Unreal Engine 5 Photorealism
The dream of showcasing stunning, high-fidelity automotive designs in a real-time environment has never been more attainable. With the advent of Unreal Engine 5 (UE5), game developers, architectural visualizers, and automotive designers alike can achieve breathtaking photorealism previously reserved for offline renderers. Imagine experiencing every curve, every reflection, and every intricate detail of a luxury vehicle, all rendered seamlessly in real-time.
However, transforming a meticulously crafted, studio-grade 3D car model – often boasting millions of polygons and intricate material setups – into a performance-optimized asset for a real-time engine like Unreal Engine 5 presents a unique set of challenges. These high-poly models, while perfect for static renders, can bring even the most powerful GPUs to their knees when pushed into a dynamic, interactive environment. This is “The High-Poly Hurdle.”
At 88cars3d.com, we understand the incredible detail required for high-end vehicles and the desire to see them shine in real-time. This comprehensive guide will walk you through the essential techniques and best practices for 3D automotive modeling optimization, ensuring your high-end car models not only look spectacular but also run smoothly within Unreal Engine 5, delivering true real-time photorealism.
The High-Poly Hurdle: Bridging the Gap from Studio to Real-Time
High-end 3D car models created for cinematic animations or static renders often prioritize absolute geometric fidelity over polygon efficiency. They are designed to capture every minute detail, from the subtle curvature of body panels to the intricate mechanisms of an engine, resulting in extremely dense meshes. While this level of detail is visually stunning in pre-rendered content, it becomes a significant bottleneck in real-time applications.
Real-time engines like Unreal Engine 5 operate under strict performance constraints. Every polygon, every material layer, and every texture sample contributes to the computational load. An unoptimized high-poly car model can lead to drastically reduced frame rates, long loading times, and an overall poor user experience. The primary issues stem from:
- Excessive Polygon Count: Millions of polygons translate to millions of triangles that the GPU must process and render for every frame.
- Complex Material Shaders: Intricate shader networks designed for offline renderers are often too heavy for real-time interpretation.
- Unoptimized UV Layouts: Poor UV mapping can lead to inefficient texture sampling and increased memory usage.
- Lack of Level of Detail (LODs): Without varying levels of detail, the engine renders the full-resolution model regardless of its distance from the camera.
The goal of 3D automotive modeling optimization is not to compromise visual quality but to achieve an optimal balance between fidelity and performance. It’s about intelligently reducing complexity without sacrificing the defining visual characteristics that make a high-end car model truly spectacular. This transformation is crucial for any project aiming for interactive experiences with stunning vehicle visuals.
Core Optimization Strategies: Mesh Reduction and Geometric Fidelity
The first and often most critical step in optimizing high-end 3D car models for real-time engines involves strategic mesh reduction techniques. This isn’t just about indiscriminately deleting polygons; it’s about intelligently simplifying the geometry while preserving the silhouette and essential details of the vehicle. Two primary methods stand out: retopology and decimation.
Retopology: Crafting Clean, Efficient Topology
Retopology is the process of creating a new, optimized mesh on top of an existing high-polygon model. This manual or semi-manual process allows artists to construct clean, quad-based topology with efficient edge loops that are ideal for deformation, animation, and real-time rendering. For a hero car model that will be viewed up close, retopology is often indispensable.
The benefits of retopology include:
- Optimized Polygon Count: You define the exact poly count, dramatically reducing the original model’s complexity.
- Clean Edge Flow: Essential for proper deformation, especially around areas like doors, hood lines, and wheel wells.
- Easier UV Unwrapping: A clean, predictable mesh makes the UV mapping process much smoother and more efficient.
- Better Performance: Fewer polygons and predictable topology lead to faster rendering.
Tools like ZBrush’s ZRemesher, Maya’s Quad Draw, Blender’s Retopoflow add-on, or dedicated retopology software are commonly used. When performing retopology, aim for a poly count appropriate for your specific use case. For a hero vehicle in a game, this might mean anywhere from 50,000 to 200,000 triangles for the entire car, significantly less than the millions found in source models. Starting with a high-quality base model, such as those found on 88cars3d.com, is paramount to ensure the underlying detail is captured accurately during retopology.
Decimation: Automated Poly Count Reduction
Decimation is an automated process that reduces the polygon count of a mesh by intelligently merging or removing vertices and faces. Unlike retopology, decimation doesn’t create new topology; it simplifies the existing one. While less precise than manual retopology, it’s incredibly fast and effective for certain applications.
When to use decimation:
- LOD Generation: Decimation is excellent for creating lower Level of Detail (LOD) models for objects viewed from a distance.
- Non-Deforming Assets: For static parts of the car or background elements that don’t require complex deformation.
- Pre-processing: To quickly bring down extreme poly counts before manual retopology, making the latter easier.
Popular tools include ZBrush’s Decimation Master, Maya’s Optimize tool, and Blender’s Decimate modifier. The key is to find a balance where the visual integrity of the car is maintained despite the poly count reduction. Always inspect the decimated mesh carefully for artifacts, broken surfaces, or lost details, especially around sharp edges or intricate components.
Textural Excellence: The PBR Workflow and UV Mapping for Games
Once the geometry is optimized, the next crucial step in achieving real-time photorealism is to master the textual aspects. This involves an efficient UV mapping for games strategy and a robust PBR texturing workflow.
Efficient UV Unwrapping for Real-Time Performance
UV unwrapping is the process of flattening the 3D surface of your model into a 2D space, allowing you to apply textures. For real-time engines, efficient UVs are critical for performance and visual quality.
Key principles for game-ready UVs:
- Maximize UV Space: Utilize as much of the 0-1 UV square as possible to ensure optimal texel density and texture resolution.
- Minimize Seams: While seams are inevitable, place them in less visible areas to avoid noticeable texture stretching or discontinuities.
- Consistent Texel Density: Ensure that the texture resolution is consistent across different parts of the car model. Inconsistent texel density can lead to blurry areas next to sharp ones.
- No Overlapping UVs: For unique texture baking, UV islands should not overlap. For tiling textures or areas that share identical texture information (like symmetrical parts), overlapping can be beneficial for efficiency.
- Modular UV Sets: For complex vehicles, consider splitting UVs across multiple texture sets (e.g., body, interior, wheels, glass). This allows for targeted detail and better memory management.
Tools like Maya, Blender, and dedicated UV unwrapping software like RizomUV offer powerful features for creating clean, optimized UV layouts. Careful planning at this stage saves immense time and improves the final look significantly.
Baking High-Detail into PBR Textures
With an optimized low-polygon mesh and clean UVs, we can now transfer the intricate details from the original high-poly model onto the low-poly version through texture baking. This process is central to the PBR texturing workflow and essential for game asset optimization.
Key textures to bake and their purpose:
- Normal Map: This is arguably the most important map. It simulates high-frequency surface detail (like subtle panel lines, bolts, or fine scratches) by manipulating how light reflects off the surface, giving the illusion of complexity without adding actual geometry.
- Ambient Occlusion (AO) Map: Calculates how much ambient light a point on the surface receives, creating subtle shadows in crevices and corners, enhancing depth and realism.
- Curvature Map: Identifies convex and concave areas of the mesh, useful for applying procedural wear and tear or edge highlights.
- Thickness Map: Shows the thickness of the mesh, valuable for sub-surface scattering effects on translucent materials.
- ID Maps: Color-coded maps used to quickly mask different material zones during texturing in Substance Painter or similar tools.
These baked maps, combined with hand-painted or procedural maps for Base Color, Metallic, and Roughness, form the core of your Unreal Engine 5 materials. Popular baking software includes Substance Painter, Marmoset Toolbag, and XNormal. Ensure your high-poly and low-poly meshes are aligned perfectly to avoid baking artifacts.
Mastering Unreal Engine 5 Materials, Lighting, and Rendering Features
Once your optimized 3D car model and PBR textures are ready, the next step is to bring them to life within Unreal Engine 5. UE5 offers a suite of powerful tools and rendering features designed to achieve unparalleled real-time photorealism.
Setting Up Physically Based Materials in UE5
Unreal Engine 5 operates on a Physically Based Rendering (PBR) pipeline, meaning materials behave realistically based on real-world physical properties of light. Setting up your materials correctly is paramount for your car model to look convincing.
Essential material inputs in UE5:
- Base Color: This map defines the diffuse color or albedo of the material, representing the color of the object without lighting information.
- Metallic: A grayscale map (0 to 1) indicating how metallic a surface is. 0 is non-metallic (dielectric), 1 is fully metallic. Car paint is complex, often using a low metallic value with a strong clear coat.
- Specular: Controls the intensity of specular reflections for non-metallic surfaces. Often left at default (0.5) or used subtly.
- Roughness: A grayscale map (0 to 1) controlling the smoothness of the surface. 0 is perfectly smooth (mirror-like), 1 is completely rough (matte). Crucial for defining reflections on car paint, chrome, and glass.
- Normal: Connect your baked normal map here to add detailed surface variations.
- Emissive Color: For lights or glowing elements on the car (e.g., headlights, brake lights).
- Opacity: For transparent materials like glass or intricate headlight covers.
- Clear Coat: UE5 provides dedicated Clear Coat inputs (Normal and Roughness) specifically designed for realistic car paint. This allows for a layered material effect where a reflective clear coat sits on top of a colored base layer, crucial for high-quality automotive rendering.
Leverage Material Instances to create variations of your base car materials (e.g., different paint colors, wheel finishes) without recompiling shaders, greatly improving iteration speed and performance.
Harnessing UE5’s Advanced Lighting & Rendering
Unreal Engine 5’s rendering capabilities are key to pushing automotive realism. Proper lighting can make or break the visual impact of your optimized car model.
- Lumen Global Illumination and Reflections: Lumen is UE5’s revolutionary dynamic global illumination and reflections system. It calculates indirect lighting and reflections in real-time, providing incredibly realistic light bounces and reflections on your car’s surfaces without needing baked lightmaps. Ensure Lumen is enabled and correctly configured in your project settings.
- Ray Tracing: For higher-end hardware, activating Hardware Ray Tracing can elevate reflections, shadows, and global illumination to new levels of fidelity, achieving truly cinematic results for high-end showcases.
- HDRI Backdrops: Use high-dynamic-range image (HDRI) skyspheres to provide realistic environment lighting. HDRIs not only illuminate your car with accurate light but also provide compelling reflections on its glossy surfaces.
- Cinematic Lighting Setups: Beyond environment lighting, strategic placement of directional lights (sun), sky lights (ambient), and point/spot lights can highlight the car’s contours and materials, mimicking studio photography techniques. Think about key, fill, and rim lighting principles.
Leveraging Nanite and Virtual Textures (Where Applicable)
Unreal Engine 5 introduces game-changing technologies like Nanite and Virtual Textures, which can further enhance visual quality and optimization, particularly for environments and static meshes.
- Nanite: UE5’s virtualized micro-polygon geometry system. While primarily designed for static meshes, enabling Nanite for certain extremely detailed, non-deforming parts of your car (e.g., brake calipers, engine components viewed through a transparent hood, or extremely detailed interior elements that don’t animate) can allow them to maintain incredibly high geometric detail with minimal performance impact. However, Nanite is not typically ideal for the primary body mesh of an animated or deforming vehicle, which requires a traditional mesh for skinning. Its strength lies in handling static, complex geometry in the surrounding environment, allowing the car to be the performance focus.
- Virtual Textures (Sparse Virtual Textures): This system allows for the streaming of extremely large textures, far beyond what traditional texture memory can hold. While not always necessary for a single car model, it becomes invaluable when creating vast environments or incorporating super-high-resolution decals and details across large surfaces.
Understanding when and how to apply these powerful features ensures you get the most out of Unreal Engine 5’s capabilities for your game asset optimization goals.
Performance and Fidelity Best Practices: Ensuring Smooth Real-Time Experiences
Achieving stunning visuals is only half the battle; maintaining smooth, interactive performance is equally critical. This section focuses on essential strategies for game asset optimization and ensuring your high-end 3D car models run flawlessly in Unreal Engine 5.
Implementing Level of Detail (LODs) for Scalability
LOD generation is a fundamental technique for managing performance in real-time applications. It involves creating multiple versions of your car model, each with a progressively lower polygon count and simpler materials. The engine automatically switches between these LODs based on the camera’s distance to the object.
Here’s how to approach LODs for automotive models:
- LOD0 (Highest Detail): Your fully optimized, retopologized model, ideal for close-up views.
- LOD1: Roughly 50-75% of LOD0’s poly count. Details start to simplify, but the silhouette remains strong.
- LOD2: Around 25-50% of LOD0’s poly count. More aggressive decimation is used.
- LOD3+: Even lower poly counts, potentially using extreme decimation or even simplified geometry for very distant views.
Unreal Engine 5 has a robust built-in LOD system. You can generate LODs directly within the Static Mesh Editor, either automatically (using UE5’s decimation) or by importing custom-made LOD meshes. Always test your LOD transitions to ensure they are seamless and don’t pop awkwardly.
Optimizing the Asset Pipeline for Unreal Engine
An efficient workflow is key to managing complex projects with numerous assets. Streamlining your asset pipeline reduces errors, speeds up development, and maintains consistency.
- Naming Conventions: Implement clear, consistent naming conventions for meshes, textures, and materials (e.g., SM_CarBody_01, T_CarPaint_BC, M_CarPaint_Inst).
- Folder Structure: Organize your content logically within the Unreal Engine Content Browser.
- FBX Import Settings: Pay close attention to FBX import options in UE5. Ensure correct scale, normal import methods (e.g., “Import Normals and Tangents”), and material creation settings.
- Texture Compression: Use appropriate texture compression settings within UE5. For normal maps, use “NormalMap (DXT5, BC5)” compression. For color and data maps, use “Default (DXT1/5, BC1/3)” or “UserInterface2D (DXT5, BC3)” for crisp text.
- Material Consolidation: Where possible, consolidate materials. Fewer draw calls mean better performance. Use material instances for variations rather than entirely new master materials.
- Instancing: For repeated elements like wheels (if not animated individually), consider using instancing or Blueprint instances to reduce draw calls.
Profiling and Troubleshooting Common Performance Bottlenecks
Even with careful optimization, performance issues can arise. Unreal Engine 5 provides powerful profiling tools to help identify and resolve bottlenecks.
- Stat FPS: A basic command (type `stat fps` in the console) to display your current frame rate.
- Stat GPU: (`stat gpu` in console) provides a detailed breakdown of GPU rendering times, helping pinpoint whether shading, post-processing, or geometry rendering is the bottleneck.
- Stat RHI: (`stat rhi` in console) offers insights into render hardware interface calls, useful for identifying excessive draw calls or state changes.
- Shader Complexity Viewmode: Accessible from the viewport, this view mode visually highlights areas with complex (expensive) shaders, allowing you to optimize material costs.
- Draw Call Optimization: High draw calls are a common problem with detailed models. Analyze your scene for areas with too many unique meshes or materials. Techniques like instancing, mesh merging, and material consolidation can help significantly.
- Texture Memory: Monitor texture memory usage. High-resolution textures, especially uncompressed ones, can quickly consume VRAM.
Regular profiling throughout your development cycle allows for iterative improvements and ensures that your high-fidelity car models remain performant.
The Road Ahead: Continuous Optimization and Future Trends
The journey to perfecting real-time photorealism for 3D car models in Unreal Engine 5 is an ongoing process of learning and refinement. As hardware capabilities evolve and Unreal Engine continues to introduce new features, the possibilities for visual fidelity will only expand.
Staying updated with the latest advancements in real-time rendering, PBR workflows, and game asset optimization techniques is crucial. Experiment with new tools, refine your personal workflow, and always strive for that perfect balance between visual splendor and robust performance. Whether you’re aiming for cinematic showcases, interactive configurators, or high-octane racing games, the principles of intelligent optimization will serve as your guiding compass.
Conclusion
Unlocking the true brilliance of high-end 3D car models in Unreal Engine 5 demands a strategic and meticulous approach to optimization. From the initial stages of 3D automotive modeling optimization through intelligent mesh reduction techniques and efficient UV mapping for games, every step contributes to the final result.
Mastering the PBR texturing workflow and understanding how to leverage Unreal Engine 5 materials, coupled with its advanced lighting and rendering features like Lumen, allows artists to achieve unparalleled real-time photorealism. Finally, implementing LOD generation and rigorously profiling performance ensures that your visually stunning creations run smoothly, providing an immersive and engaging experience for your audience.
The blend of artistry and technical precision is what truly brings these digital masterpieces to life in real-time. Embark on this journey of optimization, and watch your automotive visions transcend the boundaries of static renders into dynamic, interactive showcases. For those looking to kickstart their projects with exceptional automotive models, consider the premium selections available at 88cars3d.com, providing a solid foundation for your Unreal Engine 5 endeavors.
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Toyota Corolla 2020 3D Model
Texture: Yes
Material: Yes
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Toyota Yaris 2020 3D Model
Texture: Yes
Material: Yes
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Volkswagen Beetle 2012 3D Model
Texture: Yes
Material: Yes
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Toyota Matrix 2005 3D Model
Texture: Yes
Material: Yes
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Toyota Yaris Sedan 3D Model
Texture: Yes
Material: Yes
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Volkswagen Golf R-004 2024 3D Model
Texture: Yes
Material: Yes
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Volkswagen Golf 5 Door 2010 3D Model
Texture: Yes
Material: Yes
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Toyota Premio 2010 3D Model
Texture: Yes
Material: Yes
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Toyota Opa 2000 3D Model
Texture: Yes
Material: Yes
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Volkswagen Polo 5 Door 2010 3D Model
Texture: Yes
Material: Yes
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Toyota Prius 2024 3D Model
Texture: Yes
Material: Yes
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Toyota Yaris 1999 3D Model
Texture: Yes
Material: Yes
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Toyota Supra 2020 3D Model
Texture: Yes
Material: Yes
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Volkswagen New Beetle 2000 3D Model
Texture: Yes
Material: Yes
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Volkswagen Jetta 2005 3D Model
Texture: Yes
Material: Yes
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Volkswagen Golf 3-Door 3D Model
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Material: Yes
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Volvo V70 2005 3D Model
Texture: Yes
Material: Yes
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Volkswagen Bora 2004 3D Model
Texture: Yes
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Volkswagen Lupo 3D Model
Texture: Yes
Material: Yes
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Volkswagen Passat B5 2000 3D Model
Texture: Yes
Material: Yes
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Volkswagen Passat CC 3D Model
Texture: Yes
Material: Yes
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Volkswagen Golf V 2006 3D Model
Texture: Yes
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Volvo S60 R-Design 2024 3D Model
Texture: Yes
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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
Texture: Yes
Material: Yes
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Volkswagen Polo 3D Model
Texture: Yes
Material: Yes
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Volkswagen Golf 5-Doors 2018 3D Model
Texture: Yes
Material: Yes
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Volvo C70 T5 2000 3D Model
Texture: Yes
Material: Yes
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Volvo S40 Sedan 2004 3D Model
Texture: Yes
Material: Yes
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Volvo C30 BEV 2012 3D Model
Texture: Yes
Material: Yes
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Volvo C70 1998 3D Model
Texture: Yes
Material: Yes
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Mazda B-Series 3D Model
Texture: Yes
Material: Yes
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Mercsedes Benz Z3-006 3D Model
Texture: Yes
Material: Yes
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Mazda RX-7 3D Model
Texture: Yes
Material: Yes
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Volvo VCC-003 3D Model
Texture: Yes
Material: Yes
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Mercedes-Benz SLR McLaren 2005 3D Model
Texture: Yes
Material: Yes
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GAZ 3110 Pickup 2000 3D Model
Texture: Yes
Material: Yes
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Mazda 626 GF 1997 3D Model
Texture: Yes
Material: Yes
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Volvo S80 2011 3D Model
Texture: Yes
Material: Yes
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Volkswagen Touran restyle-006 3D Model
Texture: Yes
Material: Yes
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Skoda Octavia Scout 3D Model
Texture: Yes
Material: Yes
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Volkswagen Golf V 2006 3D Model
Texture: Yes
Material: Yes
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Mazda CX-7 3D Model
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Material: Yes
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Mazda Familia 3D Model
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Material: Yes
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GAS 21 3D Model
Texture: Yes
Material: Yes
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Mercedes-Benz SL500 AMG (R129) 3D Model
Texture: Yes
Material: Yes
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Mercedes-Benz S-Class W221 2005 3D Model
Texture: Yes
Material: Yes
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Mercedes-Benz E-Class W212 2009 3D Model
Texture: Yes
Material: Yes
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Mercedes-Benz E-class Estate S212 2009 3D Model
Texture: Yes
Material: Yes
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Mercedes-Benz 190 W201 3D Model
Texture: Yes
Material: Yes
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Mercedes-Benz C230 SportCoupé 2005 3D Model
Texture: Yes
Material: Yes
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Mercedes-Benz SLK 3D Model
Texture: Yes
Material: Yes
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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
Texture: Yes
Material: Yes
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Mercedes-Benz SLK 350 2005 3D Model
Texture: Yes
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Mercedes-Benz SL 65 AMG 3D Model
Texture: Yes
Material: Yes
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