Beyond the Showroom: Optimizing High-Fidelity Automotive Models for Next-Gen Game Engines
Beyond the Showroom: Optimizing High-Fidelity Automotive Models for Next-Gen Game Engines
The sleek lines, intricate details, and flawless finishes of a high-fidelity automotive model are a testament to modern design and 3D artistry. These stunning creations, often born from CAD data or meticulously sculpted for cinematic renders and marketing showcases, embody aesthetic perfection. However, translating these visually breathtaking assets directly into a next-generation game engine presents a formidable challenge. The very qualities that make them so appealing—their immense polygon counts and complex material setups—are often detrimental to real-time rendering performance.
Bridging this gap, transforming a showroom-ready masterpiece into a game-ready powerhouse, is an art and a science. It requires a deep understanding of automotive 3D model optimization techniques, a mastery of game engine pipelines, and a keen eye for balancing visual fidelity with performance constraints. This comprehensive guide will take you through the essential strategies, from intelligent poly count optimization and dynamic Level of Detail (LODs) to advanced PBR materials and crucial texture baking. Our goal is to equip you with the knowledge to deliver stunning, performant vehicles for the most demanding virtual environments.
The High-Fidelity/Real-Time Divide: Understanding the Essential Challenge
Automotive design studios prioritize absolute accuracy and visual quality, often without significant concern for the computational cost of their models. A single wheel, for instance, might have hundreds of thousands of polygons, complete with intricate bolt details and complex tread patterns. Multiply this by four, add the highly detailed body, interior, engine bay, and undercarriage, and you quickly arrive at models with tens of millions of polygons. While perfectly acceptable for offline rendering or static showcases, this level of geometric complexity is a non-starter for interactive real-time applications.
Game engines operate under strict budgets for triangles, draw calls, and memory usage. Every millisecond counts to maintain smooth frame rates and responsive gameplay. Unoptimized, high-poly models can bring a game to its knees, causing stuttering, long load times, and an overall poor user experience. The challenge lies in intelligently reducing this complexity while preserving the visual integrity that makes the vehicle recognizable and appealing. This is where a robust game asset pipeline becomes indispensable, guiding artists through a series of transformations designed to make these assets performant.
Furthermore, the material systems used in design software are often proprietary and far more complex than what typical real-time PBR (Physically Based Rendering) engines can handle efficiently. Shaders might include multiple layers of procedural textures, intricate blend modes, and computationally expensive effects that need to be distilled down into a set of standard PBR texture maps. Understanding this fundamental disparity is the first step toward effective automotive 3D model optimization.
Core Optimization Techniques: Mastering Polygon Reduction and LODs
The foundation of game-ready automotive models lies in efficient geometry. This involves a multi-pronged approach to reduce polygon count without sacrificing perceived detail, and dynamically managing detail based on distance.
Strategic Poly Count Optimization
Reducing polygon count is more than just blindly running a decimation tool. It requires a thoughtful, strategic approach to ensure that important contours and details are preserved while unnecessary geometry is eliminated.
- Manual Retopology: This is the most labor-intensive but often the most effective method. Manual retopology involves tracing a new, optimized mesh over the high-poly model, creating clean quad-based topology that is animation-friendly and highly efficient. Artists can strategically place polygons where detail is needed (e.g., around headlights, grilles, or character lines) and simplify flat surfaces (e.g., large body panels). This granular control ensures optimal distribution of polygons.
- Automatic Decimation with Care: Tools like Blender’s Decimate modifier, ZBrush’s ZRemesher, or Maya’s Reduce tool can quickly lower polygon counts. However, they must be used judiciously. Blind decimation can introduce artifacts, triangulation, and destroy important edge flow. It’s often best used as an initial pass or for areas less critical to visual fidelity. Always inspect the results closely and manually clean up any issues.
- Removing Internal Geometry: Many CAD models contain geometry for parts that are completely hidden, such as the back faces of engine components, or parts of the suspension that are never visible through the wheel wells. Identifying and deleting this unseen geometry can significantly reduce the overall poly count without any visual impact.
- Optimizing Sub-Objects: Analyze each component of the vehicle independently. Wheels, for example, can be extremely high-poly. Consider if every bolt head needs to be perfectly round or if a simpler cylindrical shape will suffice when paired with normal maps. Brake calipers, often hidden behind wheels, can also be simplified heavily.
Efficient UV Mapping for Texture Space
Once your geometry is optimized, efficient UV mapping becomes critical. UVs dictate how textures are applied to your model. Poor UVs lead to wasted texture space, resolution issues, and difficult material creation.
- Non-Overlapping UVs: For unique texture sets (like a car body), ensuring all UV islands are non-overlapping is paramount for baking accurate maps (normals, ambient occlusion, etc.). For tiled textures or repeating patterns, overlapping can be intentional but must be managed carefully.
- Maximizing Texel Density: Texel density refers to the number of pixels per unit of surface area on your model. Critical areas like the front fascia, headlights, or branding logos should receive more UV space (and thus higher texel density) than less important areas like the undercarriage or hidden interior parts. Distribute UV space intelligently to make the most of your texture budget.
- Strategic Seam Placement: Place UV seams in areas that are less visible or along natural hard edges of the geometry. This minimizes visible texture stretching or artifacts at the seams. For automotive models, seams can often follow panel gaps or the undersides of components.
- Symmetry for Efficiency: Many car parts are symmetrical (e.g., left and right doors). You can often UV map one half and then mirror it, effectively halving your texture budget for those symmetrical elements, assuming non-unique textures.
Dynamic Level of Detail (LODs) Creation
Level of Detail (LODs) are crucial for maintaining real-time rendering performance in game engines. They allow the engine to swap between different versions of a model with varying polygon counts based on its distance from the camera. When a car is far away, a very low-poly version is displayed; as it gets closer, progressively higher-poly versions are loaded.
- What are LODs and Why are They Crucial? Imagine a bustling city scene with dozens of vehicles. If every car rendered at its highest detail level, frame rates would plummet. LODs prevent this by providing a controlled degradation of detail. The player never notices the swap because the perceived detail loss at a distance is minimal.
- LOD Generation Strategies:
- Manual LODs: The most controlled method, involving manually simplifying a copy of your base mesh (LOD0) to create LOD1, LOD2, and so on. This gives you precise control over which details are kept or removed at each level. It’s often preferred for hero assets like player vehicles.
- Procedural LODs: Many DCC tools and game engines offer automatic LOD generation. These tools use algorithms to decimate the mesh by a specified percentage at each level. While faster, they can sometimes produce less optimal topology or artifacts compared to manual methods.
- Setting Up LOD Groups and Distances: In game engines, you define a series of LODs (e.g., LOD0, LOD1, LOD2, LOD3) and specify the screen space percentage or distance at which each LOD should be activated. A common setup might include 3-5 LODs:
- LOD0 (Base Mesh): Full detail, used when very close to the camera.
- LOD1: ~50-70% reduction in polygons, subtle detail simplification, used at medium distances.
- LOD2: ~70-90% reduction, significant simplification, used when further away.
- LOD3 (Shadow/Billboard): Very low-poly proxy or even a 2D billboard for extreme distances or purely for shadow casting, minimal polygon count.
- Visual Fidelity vs. Performance: The key is to find the sweet spot where the transition between LODs is imperceptible to the player while yielding significant performance gains. Test your LODs extensively in the target engine under various lighting conditions and camera angles.
Mastering PBR Materials and Texture Baking for Game Engines
Once your geometry is optimized and UV-ed, the next critical step is to translate the sophisticated material appearance of your high-fidelity model into a game-engine-friendly PBR materials workflow. This often involves extensive texture baking to capture fine details and complex lighting information.
The Transition to PBR Materials
Physically Based Rendering (PBR) is the industry standard for achieving realistic materials in real-time engines. It’s based on real-world physics, simulating how light interacts with surfaces. Understanding the core PBR maps is essential:
- Albedo (Base Color): This map defines the diffuse color of the surface, stripped of any lighting information. It represents the raw color of the material. For metallic surfaces, the albedo often represents the color of the reflection.
- Normal Map: This grayscale or colored map simulates high-resolution surface detail (like bumps, scratches, panel lines, or subtle curves) by altering how light reflects off the low-poly mesh’s surface, giving the illusion of added geometry without increasing the poly count. This is crucial for retaining detail after decimation.
- Roughness Map: Controls the micro-surface detail that dictates how light scatters off a surface. A rough surface scatters light broadly (matte appearance), while a smooth surface reflects light sharply (shiny appearance).
- Metallic Map: A grayscale map (0 or 1) that determines whether a surface is metallic or dielectric (non-metallic). Metals reflect light differently and have different albedo characteristics than non-metals.
- Ambient Occlusion (AO) Map: This map simulates soft, diffuse shadows that occur where light is blocked from reaching parts of a surface, such as in crevices or tight corners. It adds a crucial layer of depth and realism to objects, making them feel grounded.
Translating complex procedural shaders or highly customized materials from design software into these standardized PBR maps often requires creative problem-solving and careful consideration of how the original material was constructed. Consistency across different parts of the vehicle is key for a cohesive look.
Unlocking Detail with Texture Baking
Texture baking is the process of transferring surface details, shading, and other attributes from a high-resolution source model (your original, detailed automotive model) onto a low-resolution target model (your optimized game asset). This is perhaps the most vital step in preserving visual quality after poly count optimization.
- Baking Normal Maps: This is the cornerstone of preserving detail. A normal map captures the surface orientation information of the high-poly model and projects it onto the low-poly mesh. This allows a relatively simple surface to appear incredibly detailed, showing off rivets, intricate panel lines, or tire treads without adding a single polygon. Proper cage setup is critical for clean normal map baking.
- Baking Ambient Occlusion (AO) Maps: As mentioned, AO maps add crucial contact shadows and depth. Baking this from the high-poly model ensures that all the intricate crevices and overlaps are accurately represented in the final low-poly asset. This map can then be multiplied over the Albedo map in the game engine.
- Other Essential Maps:
- Curvature Map: Identifies convex and concave areas, useful for wear and tear effects or edge highlights.
- Position Map: Captures the position of points on the mesh, useful for procedural texturing and blending.
- Thickness Map: Indicates the thickness of the mesh, helpful for subsurface scattering or transparency effects.
- Cavity Map: Similar to AO but specifically highlights very fine crevices, often derived from the normal map.
- Tools for Baking: Industry-standard tools for texture baking include Substance Painter, Marmoset Toolbag, Blender, and Maya. Each offers robust baking functionalities with varying levels of control and automation. A good baking process involves setting up proper cage meshes, managing anti-aliasing, and carefully troubleshooting any projection errors.
Implementing an Efficient Game Asset Pipeline
A well-defined game asset pipeline ensures smooth collaboration, consistent quality, and efficient integration of automotive models into the game engine. This goes beyond just the 3D model itself, encompassing export settings, naming conventions, and version control.
From DCC to Engine: Export Settings
Exporting your optimized automotive model from your Digital Content Creation (DCC) software (like Maya, Blender, or 3ds Max) to the game engine requires specific settings to ensure everything translates correctly.
- File Formats: FBX (.fbx) is the undisputed industry standard for game asset interchange. It supports meshes, materials, animations, and hierarchies robustly. OBJ (.obj) is a simpler alternative for meshes and basic UVs, but lacks advanced features.
- Scale and Units: Maintain consistent scale across all assets and your game engine. Most engines use 1 unit = 1 meter. Ensure your DCC software is set to the same units during export to avoid scale mismatches.
- Rotations and Pivot Points: Ensure the model’s pivot point is at its logical center or origin (e.g., the center of the car’s base) and that rotations are zeroed out (frozen transforms). This prevents unexpected rotations or offset pivots once imported into the engine.
- Triangulation: Game engines render everything as triangles, regardless of whether your DCC software uses quads. It’s often best to let the exporter or engine handle triangulation, but some artists prefer to triangulate manually in the DCC tool to control the edge flow.
- Material Export: Exporting basic material information (color, texture assignments) with the FBX can be useful, but you’ll almost always need to set up the full PBR materials within the game engine itself for optimal control and performance.
- Splitting Meshes: For very large assets or vehicles with many moving parts (doors, wheels, suspension components), it’s often beneficial to export them as separate meshes but within the same FBX file. This allows for easier management, unique collision setup, and potential animation within the engine.
Asset Naming Conventions and Folder Structure
Consistency is key in a professional game asset pipeline. Clear naming conventions and an organized folder structure prevent chaos, especially in large projects with many assets and collaborators.
- Naming Conventions: Adopt a standardized prefix/suffix system for meshes, materials, and textures (e.g.,
SM_Vehicle_CarName_Body_LOD0,T_Vehicle_CarName_Body_Albedo,M_Vehicle_CarName_Body). This makes assets easily identifiable and searchable. - Folder Structure: Organize your assets logically within your project. A common structure might involve folders for “Vehicles,” then subfolders for individual car models, with further subfolders for “Meshes,” “Materials,” “Textures,” and “Animations.”
Version Control and Collaborative Workflows
For team-based game development, version control systems are non-negotiable. They track changes, allow rollbacks, and manage conflicts when multiple artists work on the same files.
- Perforce (Helix Core): Widely used in the game industry, particularly for projects with large binary assets. It handles large file sizes and provides robust locking mechanisms.
- Git LFS (Large File Storage): An extension for Git that optimizes handling of large binary files, making Git more viable for game asset management.
Engine-Specific Optimization: Unreal Engine 5 and Beyond
Even with perfectly optimized assets, performance can be lost or gained based on how you implement them within the target game engine. Next-gen engines like Unreal Engine 5 and Unity’s High Definition Render Pipeline (HDRP) offer powerful tools that, when used correctly, can elevate your automotive models.
Unreal Engine 5 Optimization Deep Dive
Unreal Engine 5 introduces groundbreaking technologies that significantly impact how we approach automotive 3D model optimization.
- Nanite for Static Meshes: Nanite is UE5’s virtualized geometry system, capable of processing incredibly high-poly source meshes in real-time. For static parts of a vehicle (like the body shell or dashboard), Nanite can be a game-changer, allowing you to import very detailed meshes without traditional poly count optimization. However, it’s generally not suitable for meshes that deform (like wheels spinning rapidly) or require complex collision setups, which typically still benefit from traditional LODs and simpler collision meshes. Use Nanite for the main body and interior, but consider standard static meshes with LODs for wheels, doors, and animated parts.
- Lumen: Global Illumination and Reflections: Lumen provides real-time global illumination and reflections, drastically improving the visual realism of vehicles. Ensure your PBR materials are correctly configured to leverage Lumen’s capabilities, as accurate metallics and roughness values will directly impact how light bounces and reflects off your car’s surfaces.
- Material Instances: Always use Material Instances derived from a master material. This allows you to create many variations (e.g., different paint colors, levels of wear) from a single base material without increasing draw calls, which is a major performance saver.
- Level Streaming and World Partition: For open-world games with many vehicles, leveraging Unreal’s level streaming or the new World Partition system helps manage memory and load times by only loading relevant parts of the world and assets when needed.
- Physics Assets and Collision: For vehicles, accurate collision is crucial. Create simplified collision meshes (often convex hulls or simple box shapes) that closely match the visual shape of the car. Use Unreal’s Physics Asset editor for complex components or skeletal meshes to ensure realistic interactions.
- Optimizing Glass and Transparencies: Transparent materials like car windows and headlights can be expensive to render. Use simplified glass shaders, consider frosted effects for less critical windows, and ensure proper sorting order to prevent visual artifacts.
Unity HDRP and Other Engines
Unity’s High Definition Render Pipeline (HDRP) also offers a powerful suite of tools for high-fidelity automotive rendering.
- Shader Graph for Custom Materials: HDRP’s Shader Graph allows artists to create custom, node-based PBR materials without writing code. This is invaluable for replicating unique automotive paint finishes, iridescent effects, or complex material blends.
- SRP Batcher and GPU Instancing: Ensure your materials and meshes are compatible with Unity’s SRP Batcher and GPU Instancing. These features significantly reduce draw calls by grouping similar render jobs, boosting performance when many identical objects (like parked cars) are on screen.
- Occlusion Culling: Implement occlusion culling to prevent the engine from rendering objects that are hidden behind other geometry (e.g., cars behind a building). This is a vital optimization for complex scenes.
- Real-time Ray Tracing: For higher-end platforms, both Unreal and Unity HDRP support real-time ray tracing. While computationally intensive, it offers unparalleled realism for reflections and global illumination. Optimizing your scenes for ray tracing often involves ensuring clean geometry, accurate PBR setups, and limiting excessive lights.
Advanced Techniques for Automotive Realism and Performance
Beyond the core optimization steps, several advanced techniques can push the realism of your automotive models even further, all while keeping performance in mind.
Decal Systems for Customization and Wear
Instead of baking every scratch, dirt splatter, or custom racing stripe into the base texture, utilize decal systems. Decals are separate textures projected onto the surface of your vehicle. This offers immense flexibility for:
- Customization: Players can add unique liveries, numbers, or sponsor logos without needing new texture maps for the entire car.
- Dynamic Wear and Tear: Dirt, mud, scratches, and damage can be applied procedurally or dynamically as the car is used, making the vehicle feel alive and reactive to its environment.
- Performance: Decals are typically inexpensive to render and can be layered, offering a powerful way to add intricate details without increasing vertex count or texture memory of the base model.
Optimizing Transparent Materials (Glass, Lights)
Transparent and translucent materials like glass and headlights require special attention. They often cause performance bottlenecks due to overdraw (rendering pixels multiple times) and sorting issues.
- Simplified Shaders: Use shaders specifically designed for performance with transparency. Avoid complex refraction or advanced volumetric effects unless absolutely necessary and budgeted for.
- Frosted Glass: For less critical windows or at a distance, a frosted or slightly opaque glass material can be cheaper to render and still look convincing.
- Material Optimization: Consolidate headlight and taillight materials where possible. Use emissive maps for lights rather than multiple complex light sources unless dynamic lighting is required.
Exhausting VFX and Particle Systems
Realistic exhaust smoke, tire dust, and debris are crucial for immersive driving experiences. These are often achieved with particle systems.
- Optimized Particle Effects: Design particle systems with performance in mind. Use a limited number of particles, optimize their texture sizes, and ensure their lifecycle is appropriately short.
- GPU Particles: Leverage GPU-driven particle systems where available in your engine, as they can handle a much larger number of particles more efficiently than CPU-driven systems.
Animation and Rigging Considerations
Automotive models in games often require dynamic elements: spinning wheels, opening doors, working suspension, and steering.
- Skeletal Meshes vs. Static Meshes: For parts that animate independently or deform (like suspension systems), using a skeletal mesh with a bone hierarchy is ideal. For simple rotations (like wheels), sometimes separating them as static meshes and rotating them in code is more performant.
- Optimized Rigs: Keep your animation rigs as simple as possible. Fewer bones and simpler hierarchies lead to better performance for animated vehicles.
- Morph Targets (Blend Shapes): For subtle deformations like tire bulge under pressure or minor body damage, morph targets can be an efficient alternative to complex bone rigs, especially for details that don’t change topology.
Conclusion
The journey from a breathtaking, high-fidelity automotive design model to a fully optimized, game-ready asset is a complex but rewarding one. It demands a meticulous approach to poly count optimization, strategic application of Level of Detail (LODs), a deep understanding of PBR materials, and the careful art of texture baking. Every step in the game asset pipeline, from export settings to engine-specific configurations and advanced techniques, plays a vital role in balancing visual splendor with uncompromised real-time rendering performance.
By mastering these techniques, 3D artists and game developers can ensure that their automotive creations not only look spectacular but also run smoothly across next-generation game engines like Unreal Engine 5. The result is a truly immersive experience where players can fully appreciate the intricate beauty and dynamic presence of each vehicle, without performance hitches. For those seeking a head start with meticulously crafted, high-quality automotive models, 88cars3d.com offers a fantastic selection, providing a solid foundation for your automotive 3D model optimization efforts and game development projects.
Embrace these optimization principles, experiment with the tools at your disposal, and you’ll be well on your way to creating stunning, performant virtual automotive experiences that truly go “Beyond the Showroom.”
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Smart Roadster 2003 3D Model
Texture: Yes
Material: Yes
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Skoda Roomster 2007 3D Model
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Material: Yes
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Subaru Impreza Sport Wagon 3D Model
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Material: Yes
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Skoda Octavia A7 2017 3D Model
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Suzuki SX4-002 3D Model
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Material: Yes
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Tesla Model S 2024 3D Model
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Material: Yes
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Subaru Impreza WRX STi-002 3D Model
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Subaru Impreza WRX STi Sedan 3D Model
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Subaru Legacy 2009 3D Model
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Suzuki Swift 2024 3D Model
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Suzuki Liana Sedan 2004 3D Model
Texture: Yes
Material: Yes
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Subaru Outback 2024 3D Model
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Subaru Legacy 2003 3D Model
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Subaru Legacy Touring Wagon 3D Model
Texture: Yes
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Toyota Mark II (X100) 1998 3D Model
Texture: Yes
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Toyota Corona 1985 3D Model
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Toyota Mark II X81 1990 3D Model
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Material: Yes
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Toyota iQ EV 2012 3D Model
Texture: Yes
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Toyota Aygo 2013 3D Model
Texture: Yes
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Toyota Crown S180 2005 3D Model
Texture: Yes
Material: Yes
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Toyota Celica 2004 3D Model
Texture: Yes
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Toyota Corolla AE100 1992 3D Model
Texture: Yes
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Toyota Mark II X110 2000 3D Model
Texture: Yes
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Toyota Corolla 2020 3D Model
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Toyota Yaris 2020 3D Model
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Volkswagen Beetle 2012 3D Model
Texture: Yes
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Toyota Matrix 2005 3D Model
Texture: Yes
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Toyota Yaris Sedan 3D Model
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Volkswagen Golf R-004 2024 3D Model
Texture: Yes
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Volkswagen Golf 5 Door 2010 3D Model
Texture: 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
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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
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Toyota Supra 2020 3D Model
Texture: 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
Texture: Yes
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
Material: 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
Material: Yes
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Volvo S60 R-Design 2024 3D Model
Texture: Yes
Material: 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
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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
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Volkswagen Touran restyle-006 3D Model
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Skoda Octavia Scout 3D Model
Texture: 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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