Deconstructing Car Paint Physics: The Multi-Layered Reality
The pursuit of photorealism in 3D automotive rendering is a relentless journey, pushing the boundaries of what digital artists can achieve. While stunning vehicle models form the foundation, it’s often the subtle nuances of material shaders that truly breathe life into a scene. Among these, car paint stands as one of the most complex and visually critical elements. A flat, uninspired paint job can instantly shatter immersion, while a truly exceptional one can fool the eye into believing it’s looking at a photograph.
Many artists begin their material creation with Physically Based Rendering (PBR) principles, and rightly so. PBR provides an excellent baseline for consistent and realistic materials across various lighting conditions. However, achieving hyper-realistic car paint demands a deeper dive, moving beyond basic PBR workflows to construct intricate shader networks that accurately mimic the physics of real-world automotive finishes. This isn’t just about getting the color right; it’s about capturing the multi-layered depth, the interplay of light with microscopic flakes, and the subtle imperfections that tell a story. If you’re ready to elevate your 3D automotive assets to an unprecedented level of fidelity, let’s explore the advanced techniques required to craft truly breathtaking car paint shaders.
Deconstructing Car Paint Physics: The Multi-Layered Reality
Before we build an advanced shader, it’s crucial to understand the physical construction of real-world car paint. It’s not a single solid color; it’s a meticulously engineered system of distinct layers, each contributing to the final appearance. Comprehending these layers and their optical properties is the first step towards creating a convincing PBR car paint material.
- Primer: Applied directly to the vehicle’s body, the primer layer provides a smooth, uniform surface for subsequent coats. While typically not visible, it can influence the base coat’s color slightly, especially with translucent paints.
- Base Coat (Color Coat): This is the layer that provides the primary color of the vehicle. It can be a solid color, or it might contain metallic or pearlescent particles. The base coat itself can have varying degrees of opacity and roughness.
- Metallic/Pearlescent Flakes: Embedded within the base coat (or sometimes in a separate, very thin layer), these microscopic particles are responsible for the distinctive sparkle, shimmer, and color shift seen in many automotive finishes. Metallic flakes are usually aluminum, while pearlescent flakes are often mica-based, offering iridescent effects. The orientation and size of these flakes are critical.
- Clear Coat Layer: This is arguably the most significant layer for visual realism. A transparent, high-gloss polyurethane or acrylic layer, the clear coat provides protection, depth, and the characteristic highly reflective, mirror-like finish. It has its own distinct Index of Refraction (IOR), typically around 1.5, and can have varying levels of roughness that dictate its shininess. This is where most of the specular reflection originates.
Each of these layers interacts with light differently. Light penetrates the clear coat, reflects off the base coat and metallic flakes, and then exits back through the clear coat, undergoing refraction and absorption along the way. Simulating this complex interplay in a shader network is the key to moving beyond a flat, uniform appearance and achieving genuine depth and realism.
Beyond Basic PBR: Crafting the Core Shader Network
While standard PBR shaders like a principled BSDF are an excellent starting point, they often lack the granular control needed to simulate the multi-layered nature of car paint. To achieve hyper-realism, we need to construct a more complex shader graph, layering different material properties and reflection models.
The Base Coat: Color, Roughness, and Subsurface Effects
The base coat provides the fundamental hue. For solid, non-metallic paints, this layer can exhibit subtle subsurface scattering or absorption, giving the paint a volumetric depth rather than a purely surface-level color. This is especially true for certain reds or translucent candy colors. In your shader graph, this translates to a base color input, often with a slight tint in the subsurface color or a very subtle transmission component for deeper, richer hues.
The roughness of the base coat also plays a role, though its influence is mostly masked by the clear coat. However, understanding its inherent properties is important for simulating paint chips or areas where the clear coat might be damaged.
The Metallic Flake Layer: Simulating Sparkle and Depth
This is where much of the magic happens for metallic and pearlescent paints. A simple metallic input in a standard PBR shader often falls short because it assumes a uniform metallic surface. A true metallic flake shader requires simulating individual, micro-sized reflective particles suspended within the base coat.
To achieve this, you’ll typically overlay a dedicated flake effect on top of your base color. This can be done procedurally or with texture maps. Procedural methods often involve using noise patterns (like Worley noise or cellular noise) to create a distribution of “flakes.” These flakes aren’t just a color; they are distinct reflective surfaces. Therefore, you’ll need to manipulate their normals to ensure they reflect light independently of the main clear coat surface. A common technique involves perturbing the normal map of the base layer with a high-frequency, noisy normal map that mimics the orientation of the flakes. The color of these flakes is usually close to white or slightly tinted, and their reflectivity is very high, with low roughness.
The density, size, and orientation of these flakes are critical parameters. Smaller, denser flakes create a smoother, more uniform sparkle, while larger, sparser flakes produce a more pronounced glitter effect. Randomizing their orientation using a texture or procedural noise ensures a natural, non-uniform glimmer as the camera or light moves. For high-quality 3D automotive models, like those available on 88cars3d.com, ensuring a nuanced metallic flake shader is paramount for realism.
The Clear Coat Layer: The Reflective Top Surface
The clear coat layer is essentially a highly reflective, transparent material that encapsulates everything beneath it. It’s responsible for the primary specular reflections and highlights that define the car’s glossiness. In your shader graph, this translates to a separate, layered material or a dedicated clear coat input within a more advanced PBR shader (if available in your renderer).
Key parameters for the clear coat include:
- IOR (Index of Refraction): Set this accurately for automotive lacquer, typically around 1.5. This dictates how light bends as it enters and exits the clear coat, affecting reflections and refractions.
- Roughness: This controls the sharpness of the reflections. A perfectly polished car will have very low roughness, resulting in sharp, mirror-like reflections. Subtle variations in roughness can simulate dust, wax build-up, or very fine surface imperfections.
- Absorption/Tint: While mostly transparent, a clear coat can have a very subtle absorption or tint, especially if it’s an older or specialized finish. This can add a touch of warmth or cool tone to the overall reflections.
Layering this clear coat effectively means that the reflections it generates are distinct from those of the metallic flakes or the base coat. Light interacts with the clear coat first, reflecting some energy, and then passes through to interact with the underlying layers.
Mastering Reflections: Anisotropy and Microfacets
One of the most powerful techniques to push car paint realism beyond standard PBR is the implementation of anisotropic reflections. While isotropic reflections (which are uniform in all directions) work for many materials, car paint, particularly highly polished surfaces or those with a specific brushing direction, often exhibits anisotropic behavior.
Anisotropic reflections occur when the micro-structure of a surface has a preferred direction. On car paint, this can be subtle but significant, often appearing as streaky or elongated highlights that follow the contours of the bodywork or the direction of polishing. This effect is particularly noticeable on brushed metal trim, but it also contributes to the perceived smoothness and depth of the clear coat itself.
To implement anisotropic reflections in a shader graph, you typically need to provide a “tangent” map or vector. This map defines the direction along which the surface’s microfacets are aligned. For car paint, this tangent map can often be derived from the UV coordinates, or procedurally generated to flow along the curvature of the car panels. The roughness parameter for anisotropic reflections will then have two components: one along the tangent direction and one perpendicular to it, allowing you to stretch reflections in a specific direction.
The interaction between the clear coat’s roughness and its anisotropic properties is crucial. Even a seemingly smooth clear coat can exhibit subtle anisotropy due to microscopic polishing marks or the way paint settles. Incorporating this detail adds a layer of believable imperfection and optical complexity that is characteristic of real-world automotive CGI visualization.
Adding Imperfection & Photographic Fidelity
A perfectly clean, pristine car in a perfectly lit studio can look sterile. Realism often comes from acknowledging the world the object inhabits. Adding subtle imperfections is paramount for achieving photographic fidelity and making your high-end 3D automotive assets truly convincing. These details might be barely perceptible, but their cumulative effect transforms a “3D render” into a “photograph.”
Micro-Scratches and Swirl Marks
Every car, new or old, accumulates microscopic scratches and swirl marks from washing, waxing, or just daily use. These aren’t deep gouges, but rather fine lines that become visible when light catches them at specific angles, revealing the true nature of the clear coat layer. Simulating these is crucial for a realistic metallic flake shader.
To achieve this, you’ll primarily manipulate the roughness and normal maps of your clear coat.
- Roughness Maps: Create a grunge map or procedural noise pattern that represents these fine scratches. These maps should introduce subtle variations in roughness, making areas with scratches slightly rougher and therefore scattering light more diffusely, revealing the scratch pattern.
- Normal Maps: A very subtle normal map, generated from noise or a specialized scratch texture, can add the geometric perturbation needed for light to “catch” the edges of these micro-scratches. These normal maps should be layered on top of the main clear coat normal.
Often, a combination of both is used. Swirl marks, specifically, are circular patterns of scratches that occur from improper washing techniques. These can be simulated with specific radial noise patterns or hand-painted masks, influencing the direction of anisotropy or the scratch normal map. These micro-scratches are a hallmark of a truly advanced car paint shader.
Dust, Dirt, and Environmental Wear
Depending on the scenario, adding dust, dirt, or environmental wear can significantly enhance realism.
- Dust: Dust often settles in crevices, along edges, and on horizontal surfaces. Use procedural masks (like curvature maps or ambient occlusion) to control the placement of a separate, slightly rougher, and often lighter-colored dust layer.
- Dirt/Grime: For a more weathered look, layered dirt textures can be blended in, again using masks. Consider how dirt accumulates – often splattered, or concentrated near wheel wells.
- Edge Wear: Subtle chipping or abrasion along sharp edges can be simulated by revealing the underlying primer or even bare metal with masks derived from curvature or cavity maps.
Fingerprints and Water Spots
These are the ultimate subtle details that scream “real.” Fingerprints are essentially patches of oil and moisture, which alter the clear coat’s roughness and sometimes leave a very faint imprint. Water spots are dried mineral deposits. Both can be achieved by blending in small, localized patches on your roughness map and potentially a very subtle normal map, controlled by masked textures or procedural placement for real-time automotive rendering.
Remember, the goal with imperfections is subtlety. They should be just noticeable enough to add realism without distracting from the main form of the vehicle. For artists looking to start with a pristine base and then add these layers of realism, high-quality models from 88cars3d.com provide an excellent foundation.
Shader Graph Implementation: Bridging Theory to Practice
The concepts discussed – layering, custom flake effects, anisotropic reflections, and imperfections – are brought to life through a shader graph. A shader graph provides a visual, node-based environment to construct complex materials without writing code. This approach is highly flexible and iterative, allowing artists to experiment with different combinations of effects.
In a typical shader graph for advanced car paint, you would see a logical flow:
- Base Material: Start with your base coat, incorporating its color and any subtle subsurface properties.
- Flake Layer: Add nodes to generate or sample the metallic flake shader. This will involve normal map blending (to orient the flakes), roughness adjustments for their distinct reflections, and potentially color variation.
- Clear Coat Layer: This will be a separate reflective layer, often with its own PBR material properties (IOR, roughness, metallic value of 0). Crucially, its output will be blended over the base + flake layers.
- Anisotropy: Nodes related to tangent space manipulation and anisotropic reflection models will be integrated into the clear coat or a dedicated reflection layer.
- Imperfections: Blend in various grunge, scratch, dust, and fingerprint maps to modify the roughness, normal, and possibly base color outputs of the clear coat and underlying layers. These are often controlled by masks and mix nodes.
- Fresnel Effect: A Fresnel node is critical for car paint. It ensures that reflections become stronger at grazing angles, which is a fundamental property of dielectric materials like the clear coat.
The power of the shader graph lies in its ability to combine these effects precisely. You might use multiple normal map blend nodes, various mix nodes (lerp), and custom functions to create sophisticated falloffs or texture lookups. Understanding vector math, blending modes, and how light interacts with surfaces are fundamental skills when building such a complex shader. This layered approach is key to achieving the depth and optical complexity required for high-end automotive assets.
Optimization for Diverse Production Pipelines
Crafting a hyper-realistic car paint shader is one challenge; ensuring it performs well across different rendering environments is another. The demands of high-end offline rendering differ significantly from those of real-time game engines. Understanding these differences allows for optimal shader design.
High-End Offline Renderers (V-Ray, Arnold, Redshift)
For automotive CGI visualization in offline renderers, the primary goal is often uncompromising fidelity. Performance is still a consideration, but the complex calculations involved in ray tracing and global illumination mean that a more intricate shader graph is generally acceptable.
- Physical Accuracy: These renderers excel at physically accurate light transport. Leverage true layered materials (e.g., V-Ray Blend Mtl, Arnold Layer Shader) to simulate the clear coat over the base coat and flakes.
- Procedural Power: Use procedural textures for flakes, micro-scratches, and subtle imperfections. The renderer can compute these on the fly, offering infinite detail without large texture memory footprints.
- Complex IOR and Dispersion: Some advanced renderers can simulate chromatic dispersion (where different wavelengths of light refract slightly differently), adding another layer of realism to the clear coat.
- Robust Light Setups: Offline renders benefit immensely from well-crafted HDRI environments and physically accurate light sources to showcase the shader’s properties.
In these environments, you have the luxury of pushing computational complexity for maximum visual quality. The detailed models available on 88cars3d.com are designed to take full advantage of these advanced rendering capabilities, forming a perfect base for your sophisticated shader work.
Real-Time Game Engines (Unreal Engine, Unity HDRP)
Real-time automotive rendering presents a different set of constraints: performance is paramount. Every shader instruction, texture sample, and draw call contributes to frame rate. Therefore, optimization becomes a critical part of the shader development process.
- Shader Complexity Budget: Be mindful of the number of instructions in your shader graph. Too many layers or complex calculations can quickly become a performance bottleneck.
- Texture Baking: Often, intricate procedural details like complex flake patterns, micro-scratches, or subtle dirt layers are baked down into texture maps (normal maps, roughness maps, metallic masks). This shifts computational cost from run-time calculations to pre-computation.
- Simplified Layering: While some engines (like Unreal Engine’s Clear Coat shader model) offer specialized car paint options, you might need to find clever ways to emulate layering without multiple full PBR material layers. This could involve blending two PBR materials based on Fresnel, or custom blending logic for reflections.
- LOD (Level of Detail): Implement material LODs. When the car is far away, use a simpler, less computationally intensive shader. As the camera gets closer, switch to the full, complex shader.
- Shader Graph Optimizations: Within the shader graph, use efficient nodes, consolidate calculations, and avoid unnecessary texture lookups. Utilize static switches or feature levels to disable complex effects on lower-end hardware or for distant objects.
Achieving hyper-realistic real-time car paint is a balance between visual quality and performance. By judiciously selecting which details to bake and which to compute at runtime, artists can deliver stunning results even within the demanding constraints of game engines.
Conclusion
Crafting hyper-realistic car paint shaders for high-end 3D automotive assets is an art form that blends technical understanding with an acute eye for detail. It’s a journey that moves beyond the foundational principles of PBR, delving into the multi-layered physics of automotive finishes. From deconstructing the primer, base coat, metallic flake shader, and clear coat layer, to mastering anisotropic reflections and incorporating the subtle imperfections of micro-scratches, every step contributes to an unparalleled level of realism.
Whether you’re targeting the uncompromising fidelity of automotive CGI visualization or the optimized performance of real-time automotive rendering, the techniques discussed here provide a roadmap. By building robust shader graphs and understanding how to adapt your materials for different pipelines, you can transform your 3D models from good to truly breathtaking. The pursuit of photorealism is ongoing, but with these advanced techniques, you’re well-equipped to achieve stunning, believable results.
Ready to put these advanced shading techniques into practice? Start with a solid foundation. Explore the vast collection of meticulously crafted 3D automotive models at 88cars3d.com, perfect for artists and developers seeking high-quality base assets to apply their advanced car paint shaders and bring their visions to life.
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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
Material: Yes
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Toyota Corolla AE100 1992 3D Model
Texture: Yes
Material: Yes
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Toyota Mark II X110 2000 3D Model
Texture: Yes
Material: Yes
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Toyota Corolla 2020 3D Model
Texture: Yes
Material: Yes
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Toyota Yaris 2020 3D Model
Texture: Yes
Material: Yes
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Volkswagen Beetle 2012 3D Model
Texture: Yes
Material: Yes
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Toyota Matrix 2005 3D Model
Texture: Yes
Material: Yes
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Toyota Yaris Sedan 3D Model
Texture: Yes
Material: Yes
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Volkswagen Golf R-004 2024 3D Model
Texture: Yes
Material: Yes
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Volkswagen Golf 5 Door 2010 3D Model
Texture: Yes
Material: Yes
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Toyota Premio 2010 3D Model
Texture: Yes
Material: Yes
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Toyota Opa 2000 3D Model
Texture: Yes
Material: Yes
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Volkswagen Polo 5 Door 2010 3D Model
Texture: Yes
Material: Yes
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Toyota Prius 2024 3D Model
Texture: Yes
Material: Yes
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Toyota Yaris 1999 3D Model
Texture: Yes
Material: Yes
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Toyota Supra 2020 3D Model
Texture: Yes
Material: Yes
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Volkswagen New Beetle 2000 3D Model
Texture: Yes
Material: Yes
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Volkswagen Jetta 2005 3D Model
Texture: Yes
Material: Yes
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Volkswagen Golf 3-Door 3D Model
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
Material: Yes
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Volkswagen Touran restyle-006 3D Model
Texture: Yes
Material: Yes
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Skoda Octavia Scout 3D Model
Texture: Yes
Material: Yes
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Volkswagen Golf V 2006 3D Model
Texture: Yes
Material: Yes
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Mazda CX-7 3D Model
Texture: Yes
Material: Yes
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Mazda Familia 3D Model
Texture: Yes
Material: Yes
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GAS 21 3D Model
Texture: Yes
Material: Yes
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Mercedes-Benz SL500 AMG (R129) 3D Model
Texture: Yes
Material: Yes
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Mercedes-Benz S-Class W221 2005 3D Model
Texture: Yes
Material: Yes
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Mercedes-Benz E-Class W212 2009 3D Model
Texture: Yes
Material: Yes
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Mercedes-Benz E-class Estate S212 2009 3D Model
Texture: Yes
Material: Yes
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