Unreal Engine 5 for Automotive: Bridging the Gap from Cinematic Detail to Real-Time Game Assets
Unreal Engine 5 for Automotive: Bridging the Gap from Cinematic Detail to Real-Time Game Assets
The automotive industry has always pushed the boundaries of visual fidelity, from stunning marketing visuals to intricate engineering simulations. For years, achieving photorealism often meant painstaking offline renders, demanding hours or even days for a single frame. However, with the advent of Unreal Engine 5 (UE5), the landscape is rapidly transforming. We’re now witnessing a powerful shift, enabling artists and designers to render hyper-realistic automotive models in real-time, blurring the lines between cinematic quality and interactive experiences.
Yet, this leap isn’t without its challenges. The ultra-high-detail CAD models or cinematic assets, often boasting millions of polygons, are inherently unsuitable for direct import into a real-time engine. Bridging this gap requires a deep understanding of optimization techniques and a strategic deployment of UE5’s groundbreaking features. This article will delve into the essential workflows and technologies that empower automotive professionals to transition seamlessly from high-fidelity source models to performant, visually stunning real-time assets within Unreal Engine 5.
The High-Fidelity Dilemma: Navigating the Chasm of Detail vs. Performance
At the core of automotive design, engineers and visualization artists often work with incredibly dense models. These source assets, whether originating from CAD software, subdivision surface modeling, or photogrammetry scans, are designed for precision, manufacturing, or offline rendering, where polygon count is rarely a primary concern. A single car body panel, for instance, might contain hundreds of thousands of polygons, leading to an entire vehicle model easily exceeding tens or even hundreds of millions.
Directly importing such a model into a game engine like Unreal Engine 5 would cripple performance, leading to unplayable frame rates and excessive memory consumption. Real-time environments demand a delicate balance between visual richness and computational efficiency. This fundamental disparity necessitates a sophisticated optimization strategy to retain the aesthetic integrity of the original design while adhering to the stringent performance requirements of real-time applications. The challenge lies in intelligently reducing the data footprint without sacrificing the perception of detail that defines a luxury vehicle or a meticulously engineered prototype.
Foundational Optimization: Sculpting Game-Ready Meshes
The journey from a high-fidelity automotive model to a real-time asset begins with meticulous optimization. This process is crucial for ensuring smooth performance within Unreal Engine 5 while preserving the visual integrity of the original design. It’s about being smart with geometry and leveraging technology to make every polygon count.
Understanding Poly Count Optimization
Poly count optimization is the cornerstone of real-time asset creation. While a cinematic render might comfortably handle models with millions of polygons, a real-time game or interactive configurator demands a much leaner approach. The goal is to reduce the number of triangles that the GPU has to process, directly impacting frame rates. This often involves targeting specific polygon budgets for different parts of the vehicle, from the main body to intricate interior components.
Achieving efficient `poly count optimization` involves a strategic analysis of the model. Areas of flat surfaces require far fewer polygons than highly curved or detailed sections. The artistic challenge is to find the minimum number of polygons that can accurately represent the form without visible degradation.
The Retopology Workflow
`Retopology workflow` is the process of creating a new, optimized mesh on top of an existing high-polygon model. This new mesh, often referred to as a “low-poly” mesh, is designed specifically for real-time rendering. It features clean, quad-based topology, which is essential for proper deformation, UV mapping, and shading. Without a proper `retopology workflow`, issues like pinching, flickering, and inefficient rendering can occur.
There are two primary approaches to retopology:
* Manual Retopology: This involves an artist meticulously drawing new edges and faces over the high-poly mesh. It offers the highest level of control, allowing for optimal edge flow that follows the contours of the vehicle and anticipates deformation points. This method is often preferred for hero assets due to its precision.
* Automatic Retopology: Software tools can automatically generate a new mesh. While faster, these methods can sometimes produce less-than-ideal edge flow or introduce artifacts that require manual cleanup. They are often best suited for background assets or as a starting point for manual refinement.
A good `retopology workflow` ensures that the resulting mesh is not only low in poly count but also structurally sound, making it suitable for subsequent stages like UV unwrapping and animation.
Implementing Levels of Detail (LODs)
`LODs` (Levels of Detail) are an indispensable technique for managing `poly count optimization` in real-time applications. The concept is simple: objects that are closer to the camera require more detail, while objects further away can be represented by simpler, lower-polygon versions. As the camera moves, the engine automatically swaps between these different levels of detail, ensuring optimal `Unreal Engine performance`.
For automotive models, setting up `LODs` can drastically improve scene performance. A car seen from a distance might only require a few thousand polygons, while the same car up close could be rendered with hundreds of thousands. UE5 offers robust tools for generating and managing `LODs`, either automatically or through custom-authored meshes. Typically, 3-5 LODs are sufficient for most automotive assets, each decreasing in complexity by a significant margin.
Efficient UV Mapping Strategies
Efficient UV mapping is critical for applying textures to a 3D model without distortion. UVs are the 2D coordinates that tell the engine how to project a 2D image (texture) onto the 3D surface. For automotive assets, clean and organized UV layouts are paramount for several reasons:
* Texture Clarity: Seamless, non-overlapping UVs prevent texture stretching or blurring, ensuring crisp decals, paint details, and material patterns.
* Lightmap Generation: For static lighting, a separate UV channel (often UV Channel 1 in UE5) is used for lightmaps. These must be free of overlapping faces to prevent lighting artifacts.
* Material Efficiency: Well-laid-out UVs allow for better texture reuse and more efficient material creation, especially when dealing with complex `PBR materials` for various car components.
Strategies for efficient UV mapping include minimizing UV seams, maximizing the use of UV space, and ensuring consistent texel density across the model. This meticulous approach to UVs pays dividends in visual quality and rendering efficiency down the line.
The Canvas of Realism: Texture Baking and PBR Materials
Once the optimized low-poly mesh is ready, the next crucial step is to imbue it with the rich visual detail of the original high-fidelity model. This is where `texture baking` and `PBR materials` come into play, forming the backbone of photorealistic real-time rendering.
Mastering Texture Baking
`Texture baking` is the process of transferring detail from a high-resolution mesh to a lower-resolution mesh through textures. Instead of relying on millions of polygons to define surface nuances, these details are “baked” into 2D image maps that can be applied to the optimized game-ready mesh. This technique is indispensable for achieving high levels of detail without the computational cost of excessive geometry.
Key types of maps commonly baked for automotive models include:
* Normal Maps: These are the most crucial. Normal maps store surface normal information, allowing a low-poly surface to simulate the intricate bumps, grooves, and panel lines of the high-poly model. This creates the illusion of depth and fine detail.
* Ambient Occlusion (AO) Maps: AO maps capture self-shadowing details in crevices and corners, adding realistic depth and contact shadows to the model.
* Curvature Maps: Useful for edge wear effects, these maps define convex and concave areas of the mesh.
* ID Maps/Masks: Used to define different material zones (e.g., body paint, trim, glass, rubber) on a single mesh, simplifying material assignment in the engine.
The process typically involves aligning the low-poly and high-poly models, then using a dedicated baking tool within 3D software (like Substance Painter, Marmoset Toolbag, or Blender) to project the high-poly details onto the UVs of the low-poly mesh. This results in highly detailed textures that are lightweight and efficient for real-time engines.
Crafting Realistic PBR Materials
`PBR materials` (Physically Based Rendering materials) are fundamental to achieving photorealistic results in modern game engines like Unreal Engine 5. PBR systems are designed to simulate how light interacts with surfaces in the real world, producing consistent and accurate results under varying lighting conditions. For automotive visualization, correctly authored `PBR materials` are what give a vehicle its distinctive sheen, the depth of its paint, and the realistic reflectivity of its chrome.
A typical `PBR materials` setup involves several key texture maps:
* Albedo/Base Color: Defines the base color of the surface without any lighting information.
* Metallic: A grayscale map indicating whether a surface is metallic (white) or dielectric (black).
* Roughness: Controls the microscopic surface irregularities that scatter light. A low roughness value results in a shiny, reflective surface (like polished chrome), while a high value creates a matte, diffuse look (like rubber or a rough plastic).
* Normal Map: As discussed, this adds surface detail.
* Ambient Occlusion (AO) Map: Adds subtle self-shadowing.
For automotive surfaces, specialized `PBR materials` are often created. Car paint, for example, typically involves a complex blend of metallic and clear-coat layers. UE5’s material editor allows for incredibly intricate material graphs, enabling artists to simulate multi-layered paint, realistic glass, textured tires, and reflective chrome, all adhering to PBR principles for maximum realism. Leveraging material instances further streamlines this process, allowing quick variations without recompiling shaders.
Unleashing Unreal Engine 5’s Power for Automotive Visualization
Unreal Engine 5 represents a paradigm shift in real-time rendering capabilities, offering a suite of technologies that are particularly transformative for automotive visualization. From handling immense geometric detail to sophisticated global illumination, UE5 empowers artists to achieve unprecedented levels of photorealism and interactivity.
Embracing Nanite Geometry
Perhaps the most revolutionary feature for high-detail assets like automotive models is `Nanite geometry`. Nanite is a virtualized micro-polygon geometry system that allows artists to import film-quality source art, comprising hundreds of millions or even billions of polygons, directly into UE5. It intelligently processes and streams only the geometric detail that is relevant to the viewer’s perspective and screen resolution.
For automotive assets, `Nanite geometry` drastically simplifies the `poly count optimization` process. While traditional `LODs` are still relevant for certain situations, Nanite largely eliminates the need for manual retopology for distant or mid-range views. It allows unprecedented geometric detail in real-time, meaning intricate grilles, fine panel gaps, and complex engine components can be rendered with remarkable fidelity, all while maintaining high `Unreal Engine performance`. This technology is a game-changer for detailed car showcases and configurators, bringing an unparalleled level of visual realism previously only achievable in offline renders.
Global Illumination with Lumen
Lumen is Unreal Engine 5’s fully dynamic global illumination and reflections system. Unlike previous static or pre-baked lighting solutions, Lumen calculates and updates indirect lighting and reflections in real-time. This is profoundly impactful for automotive rendering:
* Realistic Reflections: The highly reflective surfaces of a car (paint, chrome, glass) accurately reflect their environment, creating a sense of presence and realism. Changes in the scene’s lighting or objects are immediately reflected on the car’s surface.
* Dynamic Lighting: As a car moves through a scene, or as the time of day changes, Lumen ensures that the indirect lighting and bounced light react naturally, illuminating the vehicle’s interior and shadowed areas with correct color and intensity.
* Visual Fidelity: Lumen eliminates the flat, unconvincing look of scenes without proper global illumination, bringing depth and realism to every automotive scene.
The combination of Lumen’s real-time GI and reflections with the precise detail afforded by `Nanite geometry` forms a powerful foundation for a truly photorealistic `automotive rendering pipeline`.
Optimizing for Performance in UE5
While Nanite and Lumen handle much of the heavy lifting, general `Unreal Engine performance` optimization remains crucial, especially for ensuring smooth experiences across a range of hardware or for complex interactive applications.
* Shader Complexity: Keep materials as optimized as possible. Complex `PBR materials` can be demanding; use material instances and functions to reuse common logic and textures.
* Texture Resolution: Use appropriate texture resolutions. While high-res textures are vital for hero assets, don’t overuse 4K or 8K textures where 2K or 1K would suffice, especially for less prominent parts.
* Culling and LODs: Even with Nanite, traditional `LODs` can still be beneficial for non-Nanite meshes (like foliage or characters) or for specific performance-critical scenarios. Implement effective occlusion and distance culling.
* Instancing: For repeated elements (e.g., rivets, bolts, small interior details), use instancing where possible to reduce draw calls.
* Profiling: Regularly use UE5’s profiling tools (Stat GPU, Stat RHI, Stat Engine, etc.) to identify performance bottlenecks and optimize accordingly.
Mastering these optimization techniques ensures that your automotive visualizations not only look stunning but also run efficiently, providing a seamless user experience.
The Automotive Rendering Pipeline in UE5
The `automotive rendering pipeline` in Unreal Engine 5 leverages these technologies to create compelling visuals. It starts with meticulously optimized 3D models (often sourced from 88cars3d.com, which provides a fantastic starting point for high-quality, game-ready automotive assets) that feature clean `retopology workflow` and efficient `LODs`. These models are then textured with robust `PBR materials` and their details enhanced through `texture baking`.
Once in UE5, `Nanite geometry` handles the heavy poly counts for the main vehicle body, while Lumen provides dynamic global illumination and reflections. Advanced lighting setups, volumetric effects, and post-processing further enhance the realism. The end result is an interactive experience or cinematic sequence that stands shoulder-to-shoulder with offline renders, all generated in real-time.
A Streamlined Workflow: From Source to Real-Time Integration
Translating a high-fidelity automotive design into a real-time Unreal Engine 5 asset is a multi-stage process that demands precision and foresight. A streamlined workflow ensures efficiency, consistency, and the highest possible visual quality.
Source Model Preparation
The initial step involves preparing the high-poly source model. This could be a CAD model, a subdivision surface model from a traditional 3D package, or a highly detailed sculpted mesh.
1. Clean-up and Export: CAD data often needs cleaning to remove non-manifold geometry, interior components that won’t be seen, or excessively small details that won’t bake well. Export the high-poly model in a format like FBX or OBJ, ensuring proper scaling.
2. Part Separation: It’s beneficial to separate the vehicle into logical components (e.g., body, wheels, interior, glass, lights) for easier management, material assignment, and potential animation later on.
Retopology and UV Generation
This is where the high-poly model is transformed into a real-time-friendly mesh.
1. Low-Poly Creation: Perform manual or automatic `retopology workflow` to create a new, optimized mesh on top of the high-poly model. Focus on clean quad topology, good edge flow, and a controlled `poly count optimization`.
2. UV Unwrapping: Unpack the UVs of the low-poly mesh. Create a primary UV channel for textures, ensuring no overlapping faces and consistent texel density. If static lighting is to be used, create a second UV channel (UV Channel 1) specifically for lightmaps, making sure it also has no overlapping faces and adequate padding.
Texture Baking and PBR Material Authoring
With the low-poly mesh and its UVs ready, it’s time to capture the detail and define the surfaces.
1. Bake Essential Maps: Using software like Substance Painter or Marmoset Toolbag, bake normal maps, ambient occlusion maps, curvature maps, and ID maps from the high-poly model onto the low-poly mesh’s UVs.
2. Author PBR Textures: Create the albedo/base color, metallic, and roughness maps for each material zone, leveraging the baked maps as a foundation. Pay close attention to achieving realistic car paint, glass, chrome, and rubber effects, adhering to `PBR materials` principles.
3. Export Textures: Export textures in an appropriate format (e.g., PNG, TGA, EXR) and resolution for UE5.
Importing and Assembling in Unreal Engine 5
Bringing the optimized assets into the engine and building the vehicle.
1. Import Mesh: Import the low-poly FBX mesh into Unreal Engine 5. Ensure that Nanite is enabled for appropriate meshes (like the main body) during import or in the Static Mesh Editor. Configure `LODs` as needed for non-Nanite meshes or specific performance targets.
2. Import Textures: Import all the baked `PBR materials` textures. UE5 will automatically recognize and assign texture types based on naming conventions (e.g., `_N` for normal maps).
3. Create Materials: Develop master materials for common surfaces (car paint, glass, plastic, metal) using the texture maps. Then, create material instances for each specific part of the car, allowing for easy color changes or material variations without recompiling the shader. Apply these materials to the imported mesh.
4. Assemble Vehicle: If the car was imported in separate parts, assemble them within a Blueprint or simply in the level, ensuring correct hierarchy and pivots if animation is intended.
Lighting and Environment Setup
Setting the scene to showcase the automotive asset.
1. Environment HDRIs: Utilize High Dynamic Range Image (HDRI) backdrops for realistic indirect lighting and reflections, complementing Lumen’s capabilities.
2. Directional Light: Add a strong directional light to simulate the sun, casting crisp shadows and highlighting the vehicle’s form.
3. Reflection Captures: While Lumen handles much of the global reflections, Reflection Captures (or Sphere Reflection Captures) can still be beneficial for very specific, localized reflections or for areas where Lumen’s real-time reflections might be less accurate.
4. Volumetric Fog/Clouds: Add atmospheric effects to enhance realism and depth, especially in exterior scenes.
Post-Processing and Cinematic Touches
The final polish to bring the visualization to life.
1. Color Grading: Adjust colors, contrast, and saturation using the Post Process Volume to achieve a desired mood or match real-world references.
2. Bloom and Lens Flares: Enhance emissive elements like headlights and taillights.
3. Depth of Field: Create cinematic focus effects, drawing the viewer’s eye to specific details.
4. Anti-Aliasing: Ensure smooth edges and high-quality rendering. Temporal Super Resolution (TSR) in UE5 is excellent for this.
5. Sequencer for Cinematics: For creating marketing videos or animations, use UE5’s Sequencer to choreograph camera movements, lighting changes, and vehicle animations, crafting a compelling `automotive rendering pipeline` that showcases the model’s finest details.
By diligently following this workflow, artists and developers can effectively bridge the gap between high-fidelity source models and stunning, performant real-time automotive assets in Unreal Engine 5. For those looking to jumpstart their projects with expertly crafted models, 88cars3d.com offers a premium selection of optimized automotive assets ready for integration.
Conclusion
The journey from intricate CAD models to real-time interactive automotive experiences in Unreal Engine 5 is a testament to the rapid advancements in 3D technology. We’ve explored the critical techniques required to bridge this gap, emphasizing the importance of `poly count optimization`, a robust `retopology workflow`, efficient `LODs`, and the magic of `texture baking`. These foundational steps ensure that even the most complex automotive designs are performant enough for real-time applications.
Furthermore, Unreal Engine 5’s revolutionary features like `Nanite geometry` and Lumen have truly democratized photorealism, allowing for unprecedented geometric detail and dynamic global illumination previously confined to offline renders. When combined with carefully authored `PBR materials` and a streamlined `automotive rendering pipeline`, these tools empower artists and designers to create breathtakingly realistic and interactive automotive visualizations that redefine industry standards.
Whether you’re developing the next-generation racing game, a cutting-edge car configurator, or cinematic marketing content, mastering these techniques in Unreal Engine 5 is essential. If you’re looking for a head start with high-quality, pre-optimized automotive 3D models, be sure to visit 88cars3d.com to explore our extensive collection tailored for professional use in Unreal Engine and beyond. Unlock the full potential of your automotive projects today!
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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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Material: Yes
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Toyota Yaris 2020 3D Model
Texture: Yes
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
Texture: Yes
Material: 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
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
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
Texture: Yes
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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
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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
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
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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
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
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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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