Deconstructing Automotive Paint: The Science Behind the Sheen
The pursuit of hyper-realism in digital automotive visualization is an unending journey. From game development to cinematic renders and cutting-edge design reviews, the fidelity of a vehicle model’s surface is paramount. Nothing screams “next-gen” quite like a car model rendered with a breathtakingly intricate paint finish that perfectly mimics its real-world counterpart. Yet, achieving truly **photorealistic automotive shader** effects, especially in a real-time engine like Unreal Engine 5, can feel like chasing a mirage.
Traditional rendering approaches often fall short, struggling to capture the complex interplay of light with multi-layered automotive paints. The subtle shimmer of metallic flakes, the profound depth of a glossy clear coat, and the nuanced reflections that define a high-end finish demand a sophisticated approach. This guide is your roadmap to mastering these intricacies, empowering you to unlock unparalleled visual fidelity for your vehicles in Unreal Engine 5. We’ll dive deep into the physics, the node graphs, and the advanced techniques needed to create an **Unreal Engine 5 car paint** material that will make jaws drop.
Remember, a great shader starts with a great model. For high-quality, game-ready, and production-ready vehicle assets, explore the extensive library available at 88cars3d.com. These models provide the perfect canvas for the advanced paint techniques we’re about to explore.
Deconstructing Automotive Paint: The Science Behind the Sheen
Before we even open the Material Editor, it’s crucial to understand the physical makeup of automotive paint. It’s not a single, monolithic layer, but a meticulously engineered stack of coatings, each contributing to the final aesthetic. Grasping this multi-layered structure is the first step toward building a truly **photorealistic automotive shader**.
- Primer: Applied directly to the vehicle’s body, the primer layer ensures adhesion, corrosion resistance, and provides a uniform base for the color. While not directly visible, its underlying tone can subtly influence the final color.
- Base Coat (Color Coat): This is the layer that provides the primary color of the vehicle. It’s often relatively thin and can be either solid, metallic, or pearl. Solid colors are opaque, while metallic and pearl paints contain tiny reflective particles that scatter light.
- Flake Layer: For metallic and pearlescent paints, this layer is often integrated within or applied directly above the base coat. It contains microscopic metallic or ceramic flakes that provide the characteristic sparkle and color shift. The orientation and size of these flakes are critical to how light is reflected.
- Clear Coat: This is the outermost, transparent layer. It provides protection against UV light, scratches, and environmental damage, but more importantly for rendering, it delivers the signature deep gloss and reflective properties of car paint. It’s typically the thickest of the visible layers.
Understanding these layers allows us to leverage Physically Based Rendering (PBR) principles more effectively. Each layer has distinct metallic, roughness, and specular properties. The interplay of light with each of these layers, from absorption by the base coat to refraction and reflection by the clear coat, is what generates that coveted deep, wet look. We’ll be focusing on how to simulate this complex light interaction within Unreal Engine 5’s powerful material system, specifically targeting the metallic flake and **clear coat material** properties.
Setting Up Your Scene and Material Foundations in UE5
To effectively develop and test your **Unreal Engine 5 car paint** shader, you need a suitable environment and a robust foundation. Start by ensuring you have a high-quality vehicle model to work with – if you’re looking for professional-grade assets, 88cars3d.com offers an excellent selection. A neutral lighting setup, such as an HDRI studio environment, is ideal for evaluating reflections and color accuracy without undue environmental interference.
Creating the Base Material
In Unreal Engine 5, create a new Material (e.g., M_CarPaint_Advanced). Open it and set the following crucial properties:
- Material Domain: Leave it as ‘Surface’.
- Shading Model: For automotive paint, the ‘Clear Coat’ shading model is often the best starting point. This built-in model is specifically designed to simulate a transparent, glossy layer over an underlying base material, perfectly mimicking real-world car paint. It provides dedicated inputs for Clear Coat Roughness, Clear Coat Normal, and Clear Coat value. While `Material Layers` offer more modularity, ‘Clear Coat’ as a base shading model provides robust performance and a solid foundation.
Initial Node Setup for Base Color
Let’s begin with the core color. This will represent our base coat beneath the clear coat. Connect a `VectorParameter` (e.g., “BaseColor”) to the Base Color input of your material. This allows for easy color changes via material instances. For a simple metallic effect, connect a `ScalarParameter` (e.g., “Metallic”) with a default value of `1` (or close to `1`) to the Metallic input, and another `ScalarParameter` (e.g., “Roughness”) with a low value (e.g., `0.2` or `0.3`) to the Roughness input. This gives us a shiny, colored metallic surface as our foundation, ready for the flakes and clear coat.
Crafting the Base Coat and Metallic Flake Effect
The base coat isn’t just about color; it’s also where the magic of metallic or pearlescent flakes happens. These microscopic particles reflect light in myriad directions, creating the characteristic sparkle and depth. Achieving this effect realistically is key to a truly **photorealistic automotive shader**.
The Core Color Layer
As established, our base color will come from a `VectorParameter`. For deeper, richer colors, consider slightly desaturating the color and relying on reflections from the clear coat to provide vibrancy. The metallic input should be set to a value close to 1 for a metallic paint finish, allowing it to reflect light like metal. The roughness of the base coat will typically be low, but slightly higher than the clear coat, as it’s underneath a protective layer.
Simulating PBR Metallic Flakes
This is where the shader gets complex and visually captivating. Metallic flakes are essentially tiny, highly reflective mirrors embedded within a translucent medium. Simulating millions of these individual flakes computationally is impractical for real-time rendering. Instead, we use a combination of techniques to trick the eye into perceiving them.
The most common and effective method for **PBR metallic flakes** in Unreal Engine 5 involves manipulating the material’s normal map, often combined with custom lighting calculations or a dedicated material function. The goal is to create micro-facets that catch and reflect light at different angles.
Here’s a common approach for simulating metallic flakes:
- Noise-Based Normal Map Generation:
- Start with a `TextureCoordinate` node to control the tiling of your flake pattern.
- Feed this into a `Noise` node (e.g., ‘Perlin Noise’ or ‘Voronoi Noise’). The noise pattern will serve as the distribution of your flakes.
- Apply a ‘Normalize’ node to the noise output.
- Use a `Component Mask` to isolate specific channels if needed.
- Pass this generated noise through a series of `Dot Product` operations with various light vectors (e.g., `LightVector` from a `CustomExpression` or `ReflectionVector`). This helps simulate directional reflection from the flakes.
- Multiply this result by a `ScalarParameter` (e.g., “FlakeIntensity”) to control how strong the flake effect is.
- Add a `VectorParameter` (e.g., “FlakeColor”) to tint the reflections. This is crucial for two-tone or pearlescent effects, where flakes reflect a different color than the base coat.
- Combine this flake-specific reflection with your base color.
- Custom Normal Map Flakes (Alternative/Enhancement):
- Instead of or in addition to procedural noise, you can generate a normal map that has millions of tiny, randomly oriented bumps. This pre-baked normal map can be applied in a similar fashion, adding micro-normals that simulate flake reflections.
- Blend this flake normal map with your main normal map using a `BlendNormal` node. This approach provides more control over the flake shape and distribution, but can be less dynamic than procedural methods.
- Integrating with the Shading Model:
- The most robust way to implement complex flake effects is often through a `Custom Output` node or a `Material Function`. This allows you to write custom GLSL code that directly manipulates how the flakes interact with light. For example, you can implement a micro-facet BRDF specifically for the flake layer, accounting for their orientation and anisotropy.
- Within the `Clear Coat` shading model, the flake effect primarily manifests as variations in the underlying ‘Base Color’ and ‘Metallic’ inputs. By dynamically adjusting these based on view angle and lighting, you can simulate the light scattering from the flakes. A common technique is to use a Fresnel-like effect to make flakes appear brighter or more prominent when viewed at glancing angles.
Parameters to expose for the flake layer typically include “FlakeSize” (via texture tiling or noise frequency), “FlakeDensity” (via masking or thresholds), “FlakeIntensity”, and “FlakeColor”. Experimentation with these values is key to capturing the unique look of different metallic paints.
Mastering the Clear Coat Material Layer
The clear coat is arguably the most visually impactful component of automotive paint. It’s the layer responsible for that deep, glossy sheen, the crisp reflections, and the overall sense of luxury. Unreal Engine 5’s dedicated `Clear Coat` shading model simplifies this considerably, but understanding its nuances is vital for a truly **photorealistic automotive shader**.
Understanding the Clear Coat’s Role
The clear coat is a transparent, highly reflective layer that sits atop all other paint layers. It functions like a separate dielectric (non-metallic) material. Light interacts with it in two primary ways:
- Reflection: A portion of the light bounces off the clear coat’s surface, creating sharp, often mirror-like reflections of the environment and light sources. The amount of light reflected is governed by the Fresnel effect, meaning more light is reflected at glancing angles.
- Refraction/Transmission: The remaining light passes through the clear coat, hits the underlying base coat (with its metallic flakes), and then travels back through the clear coat to the viewer. This gives the paint its perceived depth.
Leveraging Unreal Engine 5’s Clear Coat Shading Model
When you select ‘Clear Coat’ as your Shading Model, several new inputs appear on the main material node:
- Clear Coat: This is a scalar value (0-1) that controls the presence and intensity of the clear coat effect. Typically, you’ll set this to `1` for full clear coat.
- Clear Coat Roughness: This scalar input dictates the smoothness of the clear coat surface. A value close to `0` (e.g., `0.02` to `0.08`) will result in a highly glossy, mirror-like finish, characteristic of new, well-maintained car paint. Higher values will create a more diffused, matte appearance. This is crucial for adding subtle imperfections later.
- Clear Coat Normal: This vector input allows you to apply a normal map specifically to the clear coat layer. This is incredibly powerful for simulating subtle surface imperfections like orange peel, micro-scratches, or manufacturing defects without affecting the underlying base coat’s normal.
Advanced Clear Coat Properties and Techniques
While the basic inputs are a great start, you can push the realism further:
- Clear Coat IOR (Index of Refraction): While not a direct input on the standard Clear Coat shading model (it’s handled internally), understanding IOR is crucial. Car clear coats typically have an IOR of around 1.5. Unreal’s `Clear Coat` model generally handles this accurately, but if you’re using `Material Layers UE5` and building a custom clear coat, you’d account for this. The IOR dictates how much light is reflected versus refracted.
- Orange Peel Effect: This is a subtle, uneven texture on the clear coat surface, often resulting from the painting process. It’s barely visible head-on but subtly distorts reflections at glancing angles, adding immense realism.
- Generate a subtle noise normal map (e.g., using a `TextureCoordinate` with a fine scale, fed into a `Perlin Noise` or similar, then converted to a normal).
- Connect this subtle normal map to the `Clear Coat Normal` input. Use a `ScalarParameter` to control its intensity. Keep this effect very, very subtle for realism.
- Fresnel Reflectance for Clear Coat: The clear coat naturally exhibits a strong Fresnel effect. At 88cars3d.com, we emphasize attention to detail, and Fresnel is a key one. While the `Clear Coat` shading model handles the basic Fresnel, you can create custom Fresnel curves for specific artistic looks by feeding `Fresnel` nodes (e.g., ‘Fresnel’ or ‘Fresnel_Function’) into various blend factors or intensity multipliers for roughness or reflectivity, especially if you’re layering materials manually. This is particularly useful for achieving unique ‘candy coat’ or multi-layered paint effects beyond a simple clear coat.
The interplay of a very low `Clear Coat Roughness` with a subtle `Clear Coat Normal` map for orange peel gives the paint a convincing wet, deep, and slightly imperfect look that truly elevates it to a **photorealistic automotive shader**.
Elevating Realism with Imperfections and Advanced Automotive Rendering Techniques
Perfection is often the enemy of realism. In the real world, no car paint surface is absolutely flawless. Introducing subtle imperfections is one of the most powerful **automotive rendering techniques** for bridging the gap between digital and reality. These details make your **Unreal Engine 5 car paint** truly believable.
Micro-Scratches and Swirl Marks
The subtle marks from washing, wiping, or everyday wear are ubiquitous on car surfaces. They break up perfect reflections and scatter light in a realistic way.
- Using Grunge Maps: Acquire or create high-resolution grunge textures (grayscale images of micro-scratches, dust, and smudges).
- Normal Map Blending: Blend these grunge maps into your `Clear Coat Normal` input. Use a `Lerp` node (Linear Interpolate) to blend your base `Clear Coat Normal` (e.g., orange peel) with a scratch normal map, using a mask to control where scratches appear. A `Multiply` operation can also increase the intensity of the scratch normal.
- Roughness Variation: Connect the same grunge maps (or similar ones) to your `Clear Coat Roughness` input. Brighter areas of the grunge map (representing scratches or dust) should correspond to higher roughness values, making those areas less reflective and more diffused. Use a `Lerp` node to blend a base roughness with a higher roughness value based on your grunge map.
- Subtle Masking: Use a `Noise` node or another grunge map as a mask to control the distribution and intensity of these scratches, preventing a perfectly uniform look.
Dust and Dirt Accents
Vehicles collect dust, especially in crevices, along edges, and on horizontal surfaces. This adds a layer of grime that grounds the model in reality.
- Ambient Occlusion (AO) as a Mask: Use a baked Ambient Occlusion texture (or generate a basic one in the material using techniques like `WorldAlignedTexture` and a `Depth Fade` for edges). This serves as an excellent mask for dirt accumulation.
- Blending Dirt Material: Create a simple dirt material (e.g., a brown base color with higher roughness and a subtle normal map).
- Lerp for Blending: Use a `Lerp` node to blend your main car paint material with the dirt material, using the AO map as the alpha. You can also use a `Power` node on the AO map to control the falloff and intensity of the dirt.
- Vertex Painting: For custom dirt placement, utilize vertex painting on your mesh. Expose a `VertexColor` node in your material and use its channels as masks for dirt, grime, or even localized damage. This offers incredible artistic control for your **real-time visualization**.
Procedural Wear and Tear (Briefly)
For dynamic or game-focused scenarios, you might want wear and tear to be procedural. This can involve parameters that control the intensity of scratches, dirt, or even chipped paint based on external inputs (e.g., a health variable). This usually involves more complex material functions and potentially runtime computations, blending between “new” and “worn” states of the material based on a driven parameter.
Refinements for Real-Time Visualization
- Subsurface Color: For certain metallic or pearl paints, a very subtle `Subsurface Color` input (enabled when ‘Subsurface Profile’ is chosen, or mimicked with custom nodes) can add a hint of color transmission and depth, especially for lighter colors.
- Edge Wear: Utilize the mesh’s curvature (often baked into a vertex color or generated via `WorldAlignedTexture` and normal map analysis) to apply subtle wear effects along sharp edges, revealing a primer or bare metal layer. This is a common **automotive rendering technique** to enhance realism.
- Post-Processing Integration: Remember that the material is just one part of the equation. Lighting, reflections (Lumen/Ray Tracing), and post-processing effects significantly impact the final look.
By thoughtfully adding these subtle imperfections, your **photorealistic automotive shader** will transcend the realm of sterile perfection and achieve a believable, lived-in aesthetic, crucial for effective **real-time visualization**.
Optimization and Achieving Cinematic Quality Renders
Creating a visually stunning **Unreal Engine 5 car paint** shader is only half the battle. For any serious project, especially in game development or interactive experiences, balancing visual fidelity with performance is critical. Even for cinematic renders, efficient material design ensures faster iteration and smoother workflows.
Performance Considerations for Complex Shaders
- Instruction Count: Every node in your material graph translates to shader instructions. While modern GPUs are powerful, excessively high instruction counts (especially over 200-300 for complex opaque materials) can impact performance, particularly on less powerful hardware or for scenes with many complex objects. Profile your material using the “Shader Complexity” view mode in Unreal Engine to identify bottlenecks.
- Texture Sampling: Each `Texture Sample` node consumes resources. Optimize by using shared textures where possible, packing multiple masks into a single texture (e.g., Red channel for dirt, Green for scratches, Blue for edge wear), and using lower-resolution textures for details that won’t be seen up close.
- Overdraw: Complex transparency or overlapping geometry can lead to overdraw, where pixels are rendered multiple times. While less of an issue for opaque car paint, be mindful of complex decals or layered meshes.
- Material Instances: Always create `Material Instances` from your master material. This allows artists to adjust parameters (like base color, flake intensity, roughness values) without recompiling the shader, saving immense time during iteration. It also helps with draw call batching for performance.
- LODs for Distant Vehicles: For vehicles that will be viewed from a distance, consider creating simpler paint shaders for lower Levels of Detail (LODs) on your mesh. This reduces the computational load significantly when high-detail flakes and clear coat imperfections aren’t visible anyway.
- Material Layers UE5: While potentially adding complexity in setup, utilizing Unreal Engine 5’s Material Layers can lead to more organized and potentially optimized materials by allowing re-use of common layers and masks. You can create a base car paint layer, and then add clear coat, dirt, or scratch layers on top, promoting modularity.
Post-Processing for the Final Touch
A phenomenal material can be diminished by poor lighting or a lack of post-processing. These are vital **automotive rendering techniques** that take your render from good to cinematic.
- Lighting Environment:
- HDRI: Always use a high-dynamic-range image (HDRI) for realistic reflections and ambient lighting. For automotive renders, studio HDRIs with softboxes or outdoor HDRIs with clear skies work best.
- Directional Light: A strong directional light (simulating the sun) adds depth and highlights.
- Sky Light: Captures the overall ambient light from your HDRI or sky dome, providing soft, natural fill light.
- Reflections (Lumen & Ray Tracing): Unreal Engine 5’s Lumen global illumination system provides excellent indirect lighting and reflections. For the absolute highest quality reflections, especially for a glossy **clear coat material**, enable hardware Ray Tracing. This is indispensable for cinematic shots.
- Post Process Volume Settings:
- Exposure: Fine-tune the overall brightness to make your paint pop.
- Bloom: Adds a soft glow to bright areas, enhancing the specular highlights on the paint. Keep it subtle to avoid blowing out details.
- Screen Space Reflections (SSR) / Ray Traced Reflections: Ensure these are configured for maximum fidelity.
- Depth of Field (DoF): Use DoF to focus the viewer’s eye on specific parts of the vehicle, adding a cinematic touch.
- Vignette: A subtle darkening at the screen edges can draw attention to the center.
- Color Grading: Adjust saturation, contrast, and color balance to achieve the desired mood and look. This can dramatically alter the perception of your **Unreal Engine 5 car paint**.
- Camera Settings: Just like a real-world photographer, adjust your camera’s focal length, aperture, and position to find the most flattering angles and compositions.
The combination of a well-crafted shader, optimized for performance, and a meticulously set up lighting and post-processing pipeline is what truly elevates your **real-time visualization** to cinematic quality. It’s a holistic approach where every component works in harmony.
Conclusion
Mastering photorealistic automotive paint shaders in Unreal Engine 5 is a journey that blends artistic vision with technical understanding. We’ve deconstructed the complex physics of multi-layered car finishes, delved into the intricacies of building an advanced **Unreal Engine 5 car paint** material, and explored sophisticated techniques for simulating metallic flakes and a convincing **clear coat material**. From the subtle shimmer of **PBR metallic flakes** to the nuanced imperfections that breathe life into a render, each step contributes to achieving a truly **photorealistic automotive shader**.
By embracing these **automotive rendering techniques** and paying close attention to both material construction and scene optimization, you can elevate your **real-time visualization** projects to an unprecedented level of realism. The power of Unreal Engine 5, combined with a deep understanding of PBR and meticulous material design, provides an incredible canvas for bringing your automotive creations to life.
Now, it’s time to put these principles into practice! For high-quality, production-ready vehicle models that provide the perfect foundation for your shader experiments, be sure to visit 88cars3d.com. Start crafting your next-gen automotive masterpiece today!
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Skoda Roomster 2007 3D Model
Texture: Yes
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
Texture: Yes
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
Texture: Yes
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Suzuki Swift 2024 3D Model
Texture: Yes
Material: Yes
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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
Texture: Yes
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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
Material: Yes
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Toyota Corona 1985 3D Model
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Material: Yes
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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
Material: Yes
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Toyota Aygo 2013 3D Model
Texture: Yes
Material: 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
Material: 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
Texture: Yes
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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
Texture: Yes
Material: Yes
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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
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
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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
Texture: Yes
Material: Yes
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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
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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
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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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