Deconstructing Automotive Paint: The Layers of Light Interaction
The pursuit of photorealism in 3D rendering has always been a challenging yet rewarding endeavor, especially when it comes to replicating the intricate beauty of an automobile. Few surfaces demand as much attention to detail as car paint, with its complex interplay of light, reflection, and subsurface scattering. Achieving that elusive, showroom-quality gleam in a real-time engine like Unreal Engine 5 can seem daunting, but it’s entirely within reach with the right techniques.
This guide will equip you with the knowledge to create an exceptional Unreal Engine 5 car paint shader that stands up to the closest inspection. We’ll dive deep into the layers, the parameters, and the optimization strategies needed to unlock next-gen photorealism for your vehicle visualizations. Whether you’re an automotive designer, a game developer, or a 3D artist aiming for perfection, mastering these PBR automotive materials is a critical skill. To test your shaders on pristine models, remember that resources like 88cars3d.com offer a vast collection of high-quality 3D car models ready for your material applications.
Deconstructing Automotive Paint: The Layers of Light Interaction
Before we can build an authentic car paint shader in Unreal Engine 5, we must first understand the real-world physics and layers that give automotive finishes their distinct look. True photorealism begins with an accurate physical representation. Car paint isn’t a single, uniform layer; it’s a sophisticated stack of materials, each contributing to the overall appearance.
The Foundational Layers: Primer and Base Coat
- Primer: While often unseen, the primer provides a smooth, uniform surface for subsequent layers and ensures adhesion. In 3D, we usually don’t explicitly model this, as its primary visual contribution is an even surface for the base coat.
- Base Coat: This is the layer that provides the primary color of the vehicle. It can be solid, metallic, or pearlescent. The properties of the base coat—its color, roughness, and metallic characteristics—are crucial for the initial light bounce. For PBR automotive materials, even a solid base coat will have a subtle roughness, preventing it from appearing like a perfect mirror.
The Shimmer and Depth: Metallic/Pearlescent Flakes
Many modern car paints incorporate tiny metallic or mica flakes suspended within the base coat. These flakes are responsible for the dazzling sparkle and color shift seen at different viewing angles. They act as miniature mirrors, reflecting light back at the viewer with varying orientations. The density, size, and orientation of these flakes are paramount to achieving a convincing metallic flake shader effect.
- Metallic Flakes: Typically aluminum particles, these reflect light directly, creating a strong sparkle.
- Pearlescent Pigments: Often mica-based, these can refract and reflect light, producing a softer, iridescent shimmer with color-shifting properties.
The Critical Shield: The Clear Coat Effect
Arguably the most important layer for visual fidelity, the clear coat is a thick, highly transparent layer of lacquer applied over the base coat. It provides the deep gloss, protection, and crucial reflective properties we associate with polished car surfaces. The clear coat effect is what gives car paint its liquid-like sheen and depth.
- Transparency and Reflectivity: The clear coat is highly transparent, allowing the base coat and flakes to show through, but it also has its own distinct reflections, acting like a separate, highly reflective surface.
- Roughness: While often appearing perfectly smooth, even the clearest coats have microscopic imperfections contributing to a subtle roughness. This roughness can also simulate phenomena like orange peel, a common texture in real-world automotive finishes.
- Thickness: The clear coat has a noticeable thickness, which can contribute to the way light refracts and reflects through it, creating a sense of true depth.
Understanding these layers is the first step in translating real-world phenomena into a robust and physically accurate Unreal Engine 5 car paint shader. Each layer contributes to how light interacts, reflects, and refracts, creating the rich, complex appearance we aim to achieve.
Building the Foundation: Your UE5 Master Car Paint Material
With a solid understanding of car paint’s physical composition, it’s time to translate that knowledge into a powerful master material within Unreal Engine 5. A master material provides a centralized hub for your shader logic, allowing you to create countless material instances with unique colors and parameters without duplicating complex node networks. This approach is fundamental for efficient PBR automotive materials development.
Setting Up the Base Material Graph
Begin by creating a new Material in the Content Browser. This will be our master material. The core of our shader will involve combining various material nodes to represent the base coat, flakes, and clear coat.
- Material Domain and Blending Mode: For car paint, set the Material Domain to ‘Surface’ and the Blend Mode to ‘Opaque’. We’ll use the built-in Clear Coat functionality rather than transparency for the top layer.
- Base Color: Create a ‘Vector Parameter’ node named ‘BaseColor’. Connect this to the Base Color input of your main material node. This will control the primary hue of your paint.
- Metallic: Car paint, even non-metallic, often has a subtle metallic quality due to its reflective nature. Use a ‘Scalar Parameter’ node named ‘BaseMetallic’ with a default value around 0.5 to 0.8. Connect this to the Metallic input.
- Roughness: Create a ‘Scalar Parameter’ node named ‘BaseRoughness’. A value between 0.2 and 0.4 is a good starting point for a somewhat glossy base. Connect this to the Roughness input.
- Specular: For PBR materials, Specular is typically left at its default of 0.5 for non-metals and calculated automatically for metals. However, you might expose a ‘Scalar Parameter’ named ‘BaseSpecular’ if you need fine-tuned control, though often it’s not strictly necessary for car paint given the Clear Coat layer.
- Normal: This input will be crucial for surface details like orange peel. Create a ‘Texture Sample’ node, convert it to a ‘Texture Parameter’ named ‘BaseNormalMap’, and connect it to the Normal input. Make sure the texture type is set to Normal Map.
This forms the basic structure for the underlying paint layer. Now, we’ll build upon this for the advanced effects.
Utilizing Material Instances for Efficiency
Once your master material is set up with parameters, you can right-click it in the Content Browser and select “Create Material Instance.” This instance will inherit all the logic from the master but allow you to modify the exposed parameters (like BaseColor, BaseRoughness, etc.) independently. This is a cornerstone of efficient real-time vehicle visualization, allowing for quick iterations on countless paint variations without recompiling shaders.
Crafting the Clear Coat Effect: The Jewel in the Crown
The clear coat is undeniably the most visually impactful layer of car paint. It provides the deep, wet look and the sharp, reflective highlights that define high-quality automotive finishes. Unreal Engine 5 provides dedicated inputs for a robust clear coat effect, making it relatively straightforward to implement a physically accurate simulation.
Leveraging UE5’s Clear Coat Inputs
In your master material, you’ll find specific inputs for Clear Coat:
- Clear Coat: This is a Scalar input (0 to 1) that enables the clear coat layer. A value of 1.0 means the clear coat is fully opaque and influencing the surface. Create a ‘Scalar Parameter’ node named ‘ClearCoatStrength’ and connect it here, defaulting to 1.0.
- Clear Coat Roughness: This Scalar input controls the smoothness of the clear coat layer’s reflections. A value of 0.0 results in a perfectly mirror-like surface (physically unlikely), while higher values create softer, blurrier reflections. Create a ‘Scalar Parameter’ node named ‘ClearCoatRoughness’. For a highly polished car, values typically range from 0.02 to 0.15. Connect this to the Clear Coat Roughness input.
- Clear Coat Normal: This input allows you to apply a separate normal map specifically for the clear coat layer. This is vital for simulating subtle surface imperfections like orange peel without affecting the underlying base coat’s normal map. Create another ‘Texture Parameter’ named ‘ClearCoatNormalMap’ and connect it.
Achieving Accurate IOR for Clear Coat
The Index of Refraction (IOR) is a fundamental physical property that dictates how light bends and reflects when passing through a material. For car clear coat, a common IOR value is around 1.5. While Unreal Engine’s Clear Coat model implicitly handles some IOR behaviors, understanding its impact is key to truly accurate PBR automotive materials. The default UE5 Clear Coat uses a Fresnel curve appropriate for typical clear coats, but fine-tuning can be achieved by blending different reflection models if required, though often not necessary for basic clear coat. The combination of Clear Coat, Clear Coat Roughness, and Clear Coat Normal gives you powerful control over this crucial layer, allowing you to achieve everything from a pristine, glassy finish to a subtly textured factory paint job.
The Shimmer and Sparkle: Implementing a Realistic Metallic Flake Shader
The distinct sparkle and color shift of metallic or pearlescent car paint are what truly make it come alive. Replicating this effect requires a dedicated metallic flake shader component within our master material. There are several approaches, ranging from texture-based to procedural, each with its own advantages.
Method 1: Texture-Based Flakes (Detail Normal Map Approach)
One of the most common and performant ways to simulate flakes is by using a high-frequency, tiling normal map specifically designed for flakes. This normal map is applied in addition to the base normal map.
- Create a Flake Normal Map: Use a tool like Substance Designer or an external normal map generator to create a texture that looks like tiny, randomly oriented bumps. The key is that these “bumps” represent the individual flakes. Ensure it tiles seamlessly.
- Blend with Base Normal: In your material graph, sample this ‘FlakeNormalMap’ (make it a ‘Texture Parameter’). Use a ‘BlendAngleCorrectedNormals’ node to combine this flake normal map with your ‘BaseNormalMap’. The output of this blend goes into the main Normal input of your material.
- Flake Roughness and Metallic: The flakes themselves should have a very high metallic value (close to 1) and very low roughness (close to 0) to simulate their mirror-like reflective properties. To blend this into your base metallic and roughness:
- Create a ‘Scalar Parameter’ for ‘FlakeMetallic’ (e.g., 0.95).
- Create a ‘Scalar Parameter’ for ‘FlakeRoughness’ (e.g., 0.05).
- Use the same flake normal map’s red channel (or a separate mask) as an alpha to ‘Lerp’ (Linear Interpolate) between your ‘BaseMetallic’ and ‘FlakeMetallic’, and ‘BaseRoughness’ and ‘FlakeRoughness’. This ensures only the areas with flakes adopt the flake’s properties.
- Flake Color/Tint: You can add a ‘Vector Parameter’ for ‘FlakeColorTint’ to subtly influence the color of the reflections from the flakes. This can be multiplied with the environment reflections or blended with the base color.
This method offers good performance and visual consistency. For truly advanced users looking for ready-made solutions, 88cars3d.com offers detailed models perfect for applying and refining these complex material setups.
Method 2: Procedural Flakes (More Control, Higher Cost)
For even greater control over flake appearance, procedural methods can be employed, often involving custom code or more complex node networks. These usually involve generating noise patterns in world space or camera space to create unique flake IDs, then using those IDs to randomize flake rotation and properties. This can be more expensive computationally but offers unparalleled flexibility.
- World-Space Normal Variation: Generate a noise pattern (e.g., ‘Perlin Noise’ or ‘Voronoi’) and use it to perturb the surface normal in world space. This simulates flakes at different orientations catching the light.
- Anisotropic Effect: Real-world flakes often appear anisotropic, meaning their reflections stretch in one direction. This is harder to achieve procedurally without custom shader code, but techniques involving modifying the normal or tangent basis can approximate it.
Fine-Tuning Flake Parameters
Regardless of the method, several parameters are key to making your metallic flake shader convincing:
- Flake Density: Controls how many flakes are visible. For texture-based, this is tied to the tiling of your normal map.
- Flake Size: Again, related to tiling for texture maps, or the frequency of your noise for procedural methods. Larger flakes are often more visible but can look coarse if overdone.
- Flake Roughness/Glossiness: Individual flakes should be very shiny.
- Flake Color/Hue Shift: For pearlescent paints, the flakes might shift color based on viewing angle. This can be achieved by using a Fresnel effect to drive a color ‘Lerp’ between two or more ‘Vector Parameter’ colors.
By carefully balancing these parameters, you can achieve a dazzling, physically accurate metallic or pearlescent car paint that responds beautifully to light.
Advanced Realism Techniques: Going Beyond the Basics
Once the foundational layers and flake effects are in place, the pursuit of photorealism shifts to subtle nuances and imperfections that bridge the gap between CG and reality. These automotive rendering techniques push the boundaries of what’s possible in real-time environments.
Orange Peel Effect: Imperfect Perfection
No real-world car paint is perfectly smooth. The “orange peel” effect, a slight waviness resembling an orange’s skin, is a natural result of the painting process. Replicating this adds immense realism.
- Normal Maps for Orange Peel: The most effective way is to use a subtle, tiling normal map specifically for orange peel. This map should have very low intensity and a slightly irregular pattern.
- Applying to Clear Coat Normal: Critically, this normal map should be applied to the ‘Clear Coat Normal’ input of your material, rather than the base normal. This ensures the orange peel only affects the top clear coat reflections, which is physically accurate.
- Strength Control: Expose a ‘Scalar Parameter’ to control the intensity of the orange peel normal map, allowing you to dial it in for different levels of finish quality.
Dirt, Grime, and Imperfections: Telling a Story
A perfectly clean car can look sterile. Adding subtle layers of dirt, dust, water spots, and even micro-scratches tells a story and grounds the vehicle in its environment.
- Layered Materials: Use a ‘Material Layer Blend’ asset or manual ‘Lerp’ operations within your master material to blend in additional material layers for dirt.
- Procedural Masks: Use ‘World Aligned Blend’ or vertex colors to apply dirt procedurally to upward-facing surfaces or areas prone to grime buildup.
- Texture Masks: Employ specific texture masks for dust, scratches, or dried water spots. These should have their own roughness and color properties. For example, dust might increase roughness and lighten the color.
- Micro-scratches: A subtle normal map with very fine, anisotropic scratches can be layered on top, especially affecting the clear coat roughness, to simulate wear.
Accurate IOR and Fresnel: The Physics of Reflection
We touched on IOR for the clear coat, but understanding Fresnel is equally vital. The Fresnel effect dictates that surfaces become more reflective at grazing angles. Unreal Engine’s PBR shader model inherently handles Fresnel, but understanding how it influences your reflections is key. For example, water spots or oil slicks might have different IORs, subtly altering their reflectivity and adding to visual complexity.
Environmental Reflections: The Mirror to the World
Even the most advanced car paint shader will look flat without high-quality environmental reflections. The car’s surface is a mirror to its surroundings.
- High-Resolution HDRIs: Use high dynamic range image (HDRI) cubemaps for your skybox and reflection capture actors. The fidelity of these images directly impacts the realism of your reflections.
- Reflection Captures: Place ‘Sphere Reflection Capture’ or ‘Box Reflection Capture’ actors strategically around your vehicle to capture localized reflections. For ultimate precision in studio shots, a planar reflection can be used for the ground plane.
- Real-Time Global Illumination: Lumen in Unreal Engine 5 is transformative here, providing dynamic, realistic global illumination and reflections that respond to environmental changes in real-time, elevating the overall fidelity of your automotive rendering techniques dramatically.
Optimizing for Performance and Visual Fidelity in Real-Time
Creating a beautiful car paint shader is only half the battle; ensuring it runs smoothly for real-time vehicle visualization is equally important. Unreal Engine 5’s powerful features can be demanding, so clever optimization is key to maintaining high frame rates without sacrificing visual quality.
Shader Graph Optimization: Lean and Mean Materials
Every node in your material graph contributes to the instruction count, directly impacting performance. A complex Unreal Engine 5 car paint shader can quickly become a bottleneck if not optimized.
- Material Functions: Encapsulate reusable logic (e.g., your metallic flake generator, orange peel effect) into Material Functions. This promotes modularity and can sometimes help the engine optimize compilation.
- Parameter Control: Use ‘Static Switch Parameters’ to toggle complex features on or off in material instances. This allows you to create high-quality versions and performance-optimized versions from the same master material. For example, you might disable certain dirt layers or even complex flake effects for distant LODs.
- Reduce Texture Samples: Each texture sample adds cost. Consolidate textures where possible (e.g., packing masks into different channels of a single texture).
- Mathematical Efficiency: Be mindful of expensive mathematical operations. For instance, a ‘Power’ node is more expensive than a series of ‘Multiply’ nodes. Understand the performance implications of nodes like ‘If’, ‘Lerp’, and various blend modes.
Harnessing Lumen Global Illumination
Lumen global illumination is one of Unreal Engine 5’s standout features, providing truly dynamic and realistic indirect lighting and reflections. For car paint, Lumen is transformative:
- Dynamic Reflections: Lumen provides software ray-traced reflections that interact accurately with your car paint, responding to lights and objects in real-time. This is far more accurate than static reflection probes.
- Indirect Lighting: The subtle bounces of light that illuminate shaded areas of your car are handled by Lumen, adding depth and realism to your paint’s appearance, especially in complex environments.
- Setup: Ensure Lumen is enabled in your Project Settings. For optimal performance, consider settings like ‘Software Ray Tracing Mode’ (for meshes) and ‘Hardware Ray Tracing’ if your target hardware supports it.
Nanite and Virtual Textures: UE5’s Core Technologies
While Nanite primarily optimizes mesh geometry, and Virtual Textures manage texture memory, understanding how they interact with your materials is crucial.
- Nanite-Ready Meshes: Ensure your car models (especially those from 88cars3d.com) are Nanite-enabled. This allows for incredibly high polygon counts without performance hitches, meaning your detailed car paint shader has a perfectly smooth surface to be rendered on.
- Virtual Textures for Details: If you’re using extremely high-resolution grunge maps or other detail textures on your car, Virtual Textures can help manage their memory footprint, ensuring consistent performance.
LODs and Material Instances: Scaling for Performance
For games or large-scale visualizations, cars will be viewed at varying distances. Implementing Level of Detail (LODs) for your meshes and optimizing materials for those LODs is critical.
- Mesh LODs: Generate or import appropriate LODs for your car mesh.
- Material LODs: Within your master material, you can use a ‘Material Quality Switch’ or ‘Distance Fade’ node to simplify the shader for lower LODs. For example, you might disable the metallic flake shader or reduce the complexity of the normal maps when the car is far away.
- Material Instances: As mentioned, leveraging material instances is vital. You can even have different material instances assigned to different LODs if necessary, offering tailored performance optimizations.
By thoughtfully applying these optimization and integration strategies, you can achieve stunning automotive rendering techniques for real-time vehicle visualization that not only look fantastic but also run efficiently across various platforms.
Conclusion: The Road to Photorealistic Car Paint
Creating a truly photorealistic car paint shader in Unreal Engine 5 is a journey that combines a deep understanding of real-world physics with mastery of UE5’s powerful material editor. We’ve deconstructed car paint into its fundamental layers—the base coat, the scintillating metallic flakes, and the defining clear coat effect—and then meticulously built each component using PBR principles.
From crafting a robust Unreal Engine 5 car paint shader with a dedicated metallic flake shader to implementing subtle details like orange peel and leveraging Unreal Engine 5’s cutting-edge features like Lumen global illumination, you now have the tools to elevate your vehicle rendering to cinematic levels. Remember that shader graph optimization is paramount for maintaining smooth performance in any real-time vehicle visualization.
The pursuit of realism is an ongoing process of refinement and experimentation. Don’t be afraid to tweak parameters, try different textures, and explore new combinations. The more you experiment, the more you’ll understand the nuances that contribute to a truly believable finish. To further hone your skills and apply these advanced automotive rendering techniques, consider exploring the high-quality, production-ready 3D car models available at 88cars3d.com. These meticulously crafted assets provide the perfect canvas for your next-gen car paint masterpieces. Start creating today and unlock the full potential of your automotive renders!
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Material: Yes
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Suzuki Liana Sedan 2004 3D Model
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Material: Yes
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Subaru Outback 2024 3D Model
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Material: Yes
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Subaru Legacy 2003 3D Model
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Subaru Legacy Touring Wagon 3D Model
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Material: Yes
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Toyota Mark II (X100) 1998 3D Model
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Toyota Corona 1985 3D Model
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Toyota Mark II X81 1990 3D Model
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Toyota iQ EV 2012 3D Model
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Toyota Aygo 2013 3D Model
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Toyota Crown S180 2005 3D Model
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Toyota Celica 2004 3D Model
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Toyota Corolla AE100 1992 3D Model
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Toyota Mark II X110 2000 3D Model
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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
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Toyota Matrix 2005 3D Model
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Toyota Yaris Sedan 3D Model
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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
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Toyota Opa 2000 3D Model
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Volkswagen Polo 5 Door 2010 3D Model
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Toyota Prius 2024 3D Model
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Toyota Yaris 1999 3D Model
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Toyota Supra 2020 3D Model
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Volkswagen New Beetle 2000 3D Model
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Volkswagen Jetta 2005 3D Model
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Volkswagen Golf 3-Door 3D Model
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Volvo V70 2005 3D Model
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Volkswagen Bora 2004 3D Model
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Volkswagen Lupo 3D Model
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Volkswagen Passat B5 2000 3D Model
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Material: Yes
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Volkswagen Passat CC 3D Model
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Material: Yes
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Volkswagen Golf V 2006 3D Model
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Volvo S60 R-Design 2024 3D Model
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Volkswagen Passat 2025 3D Model
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Volkswagen Passat Variant B6 2005 3D Model
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
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Material: Yes
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Volvo S60 2024 3D Model
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Volkswagen Polo 3D Model
Texture: Yes
Material: Yes
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Volkswagen Golf 5-Doors 2018 3D Model
Texture: Yes
Material: Yes
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Volvo C70 T5 2000 3D Model
Texture: Yes
Material: Yes
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Volvo S40 Sedan 2004 3D Model
Texture: Yes
Material: Yes
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Volvo C30 BEV 2012 3D Model
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Material: Yes
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Volvo C70 1998 3D Model
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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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Volvo VCC-003 3D Model
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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
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Material: Yes
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Volvo S80 2011 3D Model
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Volkswagen Touran restyle-006 3D Model
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Skoda Octavia Scout 3D Model
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Volkswagen Golf V 2006 3D Model
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Mazda CX-7 3D Model
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Mazda Familia 3D Model
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GAS 21 3D Model
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Mercedes-Benz SL500 AMG (R129) 3D Model
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Mercedes-Benz S-Class W221 2005 3D Model
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Mercedes-Benz E-Class W212 2009 3D Model
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Mercedes-Benz E-class Estate S212 2009 3D Model
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