Deconstructing the Anatomy of Automotive Paint: Beyond a Simple Color
The gleam of a perfectly rendered car in a game or a high-fidelity visualization project is undeniably captivating. It’s the kind of detail that separates a good 3D model from an extraordinary one. While modeling the car’s intricate form is half the battle, achieving that breathtaking, real-world reflection and deep luster from its paint job is arguably the more complex and often overlooked challenge. Many artists struggle to move beyond basic material setups, leaving their otherwise stunning models feeling flat and artificial.
If you’ve ever spent hours tweaking parameters in Unreal Engine 5, only to find your automotive paint lacking that elusive photorealistic sheen, you’re not alone. The secret lies not in a single magic setting, but in a deep understanding of how real-world car paint behaves and how to translate those physical properties into a sophisticated, multi-layered shader. This comprehensive guide will pull back the curtain, revealing the techniques to master photorealistic automotive paint shaders in Unreal Engine 5. We’ll dive deep into the Unreal Engine 5 material editor, demonstrating how to craft physically accurate materials that will elevate your real-time automotive rendering to an entirely new level, perfect for both game development and high-end automotive visualization.
Deconstructing the Anatomy of Automotive Paint: Beyond a Simple Color
Before we even open the Unreal Engine 5 material editor, it’s crucial to understand what makes automotive paint so unique. It’s not just a single layer of color; it’s a complex sandwich of distinct coatings, each contributing to the final look. To create truly physically accurate materials, we must mimic this layered structure within our shader.
The Base Coat: Color and Opacity
This is the fundamental layer that gives the paint its primary color. Whether it’s a vibrant red, a deep blue, or a subdued grey, the base coat provides the initial pigment. In terms of PBR (Physically Based Rendering) values, this directly translates to our Base Color input. For solid, non-metallic paints, this layer would primarily define the diffuse reflection, dictating how light is absorbed and scattered at its surface. Understanding this initial layer is the first step towards building a robust PBR car paint shader.
The Metallic Flake Layer: Sparkle and Depth
Nestled within or just above the base coat, this is where metallic or pearlescent paints get their characteristic sparkle. Tiny, often microscopic, flakes of metal or mica are suspended in a binder. These flakes act like minuscule mirrors, catching and reflecting light at various angles, creating a dynamic shimmer that changes with the viewing perspective. The distribution, size, and orientation of these flakes are paramount for realistic results. Simulating this effect effectively is key to achieving compelling metallic flake mapping.
The Clear Coat: The Glossy Protective Shield
This is arguably the most critical layer for visual realism. The clear coat is a transparent, highly reflective layer applied over the base and flake layers. It provides the deep gloss, protects the underlying paint, and is the primary source of the sharp, mirror-like reflections we associate with car paint. When creating a clear coat shader, understanding its optical properties is paramount. This layer is responsible for the intense specular highlights and the environmental reflections that define a high-quality automotive finish. Unreal Engine 5 provides dedicated inputs for this, simplifying its integration.
Essential Optical Properties: Fresnel and Anisotropy
Two optical phenomena are particularly important for automotive paint: Fresnel and Anisotropy.
- Fresnel Effect: This describes how the reflectivity of a surface changes with the viewing angle. Surfaces become more reflective when viewed at grazing angles (almost parallel to the surface) and less reflective when viewed head-on. Car paint, especially the clear coat, exhibits a strong Fresnel effect. This is inherently handled by UE5’s PBR model but understanding its impact helps in parameter tuning.
- Anisotropy: This refers to reflections that stretch or deform in a specific direction, rather than appearing as perfect circles or ellipses. While a truly anisotropic effect for car paint flakes can be complex to simulate in real-time without specific engine features, we can often fake it through clever normal map manipulation or by understanding how flakes scatter light in a directional manner. This subtle detail significantly enhances the realism of metallic flake mapping.
Building the Foundation: Your First Multi-Layered Shader in Unreal Engine 5
Now that we understand the constituent layers, let’s translate this knowledge into action within the Unreal Engine 5 material editor. Our goal is to create a robust parent material that can be easily customized through material instances.
Core PBR Principles for Car Paint
Unreal Engine 5’s PBR pipeline relies on several key inputs:
- Base Color: This will come from our base coat layer, defining the primary pigment.
- Metallic: For metallic paints, this will primarily be driven by our flake layer, indicating how metallic the surface appears.
- Specular: Often left at default (0.5) for most non-metals, but can be adjusted.
- Roughness: Crucial for both the base coat (determining its diffuse quality) and especially the clear coat (determining its glossiness).
- Normal: Used for surface detail, micro-scratches, or even to simulate flake orientation.
- Clear Coat: UE5’s dedicated input for a secondary reflective layer.
- Clear Coat Roughness: Controls the glossiness of the clear coat.
- Clear Coat Normal: Allows for normal mapping on the clear coat itself.
By judiciously blending and driving these inputs, we can achieve compelling PBR car paint.
Constructing the Base Layer
Start by creating a new Material in Unreal Engine 5. For the Base Color, expose a Vector Parameter (e.g., “PaintColor”). This allows you to easily change the car’s color later via a Material Instance. For the Metallic input, use a Scalar Parameter (e.g., “MetallicIntensity”) ranging from 0 to 1. A value of 0 would be a solid paint, while higher values would introduce metallic properties. The Roughness can initially be driven by another Scalar Parameter (e.g., “BaseRoughness”) to control the initial diffuse quality of the base coat.
Integrating the Clear Coat System
Unreal Engine 5 greatly simplifies clear coat shader creation with its dedicated Clear Coat inputs. This is where a significant portion of the realism for real-time automotive rendering comes from. Connect a Scalar Parameter (e.g., “ClearCoatAmount”) to the Clear Coat input, typically driven by a value of 1 for a fully opaque clear coat. For the Clear Coat Roughness, expose another Scalar Parameter (e.g., “ClearCoatRoughness”). This will be the primary control for how shiny or satin your car’s finish is. For a highly polished car, this value will be very low (e.g., 0.02 – 0.08). If you have specific normal details for the clear coat (like very fine scratches), you would connect them to the Clear Coat Normal input. The Index of Refraction (IOR) for car paint clear coats is typically around 1.5, which Unreal Engine handles internally, so you usually don’t need to adjust a separate IOR parameter unless you have very specific artistic requirements.
Advanced Techniques: Sculpting Realistic Metallic Flakes
This is where your PBR car paint truly begins to shine. Realistic metallic flakes are a hallmark of high-quality automotive visualization. Without them, even a perfect clear coat will look artificial.
The Art of Metallic Flake Mapping
The key to convincing flakes lies in how they interact with light. We’re not usually rendering individual flakes, but rather simulating their aggregate effect. The most common approach for metallic flake mapping involves using a fine, noisy texture to influence the material’s properties, often a combination of its Metallic and Roughness inputs, or even its normal map.
Start by bringing in a high-frequency noise texture (e.g., a “Grunge” or “Worley Noise” texture, or even a texture specifically designed for flakes). Scale this texture very small using a “TextureCoordinate” node and a “Multiply” node to control its tiling. Now, use this texture to drive subtle variations:
- Metallic Influence: Multiply the noise texture by a Scalar Parameter (e.g., “FlakeMetallicIntensity”) and add it to your overall Metallic input. This will make certain areas appear more metallic than others, simulating where flakes are present.
- Roughness Variation: Connect the noise texture to a “Desaturation” node, then multiply it by a small factor. Add this to your “BaseRoughness” and “ClearCoatRoughness” parameters. This creates micro-roughness variations that scatter light more realistically, enhancing the flake effect.
- Normal Map Manipulation: This is a powerful technique. Take the noise texture, pass it through a “NormalFromHeightmap” node, and then blend this generated normal map with your main material’s normal input using a “BlendNormal” node. This subtly alters the surface normals at the flake level, providing directional glints that are crucial for simulating true metallic flake mapping. You can expose parameters for the intensity of this normal map for fine-tuning.
Simulating Anisotropic Flakes (Without True Anisotropy)
While Unreal Engine’s standard material model doesn’t offer a direct anisotropic shader for car paint flakes, we can achieve a very convincing faked effect. The technique of driving a micro-normal map from your flake texture, as described above, is the primary method. These micro-normals essentially “point” the surface in different directions at a tiny scale, mimicking how individual flakes might reflect light in a somewhat directional manner. Experiment with the strength of this generated normal map; too strong, and it looks like a bumpy surface; too subtle, and the effect is lost. The goal is a delicate balance that enhances the sense of depth and shimmer without overtly breaking the smoothness of the clear coat.
Flake Color and Size Variation
For even greater realism, introduce subtle variations in flake color and size. You can use another noise texture, perhaps a slightly different scale, to drive a “Lerp” node between two slightly different flake colors (or even just variations in intensity). This adds visual complexity and prevents the flakes from looking too uniform. Similarly, by using different noise patterns and blending techniques, you can simulate areas with denser or sparser flake distribution. This attention to detail dramatically improves the realism of your PBR car paint.
Enhancing Realism: Clear Coat Imperfections and Environment Interaction
A brand-new car off the showroom floor might have a pristine clear coat, but in any realistic scenario, surfaces gather micro-scratches, dust, and fingerprints. Integrating these imperfections is vital for truly convincing automotive visualization.
Clear Coat Roughness and Imperfections
To break up the uniformity of a perfect clear coat, we introduce texture maps to drive the “ClearCoatRoughness” input. Create or acquire grayscale texture maps representing:
- Micro-scratches: Subtle, fine lines that appear brighter at certain angles.
- Dust/Grime: Areas of slightly higher roughness.
- Fingerprints/Smudges: Localized patches of distinct roughness.
Blend these textures using Lerp nodes, masking them with additional noise or wear maps if desired. The output of this blend then feeds into your “ClearCoatRoughness” parameter. Ensure the values in these maps are appropriate; a pure black would be perfectly smooth, while a light gray would be slightly rough. This subtle variation in roughness causes reflections to scatter differently across the surface, giving it a much more organic and believable appearance. This is a critical component of a high-quality clear coat shader.
Dynamic Reflections and Environmental Cubemaps
The stunning reflections on a car’s surface are primarily driven by the environment. Unreal Engine 5’s reflection system is crucial for real-time automotive rendering. Ensure your scene has:
- Reflection Captures: Place Sphere or Box Reflection Captures strategically around your vehicle. These bake the environment into cubemaps, which the material then uses for reflections. Update them regularly if your environment changes.
- Planar Reflections (for ground/large surfaces): For perfectly mirror-like reflections on flat surfaces (like the ground under the car), Planar Reflections offer very high quality, though at a higher performance cost. Use them judiciously.
- Screen Space Reflections (SSR): Provides dynamic, real-time reflections for objects visible on screen. While good, SSR has limitations (only reflects what’s on screen) and should be complemented by Reflection Captures.
The combination of these reflection methods, interacting with your finely tuned clear coat shader, will create truly breathtaking reflections that ground your vehicle firmly within its environment. For high-fidelity results, especially in static renders or cinematics, consider using high-resolution HDRI skyboxes as part of your lighting and reflection solution, which can dramatically enhance automotive visualization.
Optimization and Workflow: Efficient Automotive Materials
Creating beautiful shaders is one thing, but ensuring they perform well in real-time automotive rendering is another. Efficiency is paramount, especially in game development or large-scale visualization projects. For high-quality, optimized models, consider resources like 88cars3d.com, which provides models designed with performance in mind.
Material Instances for Scalability and Variation
One of the most powerful features in the Unreal Engine 5 material editor is the concept of parent materials and child Material Instances. The complex shader we’ve been building should be your “Master Car Paint Material.” By exposing various parameters (like “PaintColor,” “ClearCoatRoughness,” “FlakeMetallicIntensity,” etc.) as Scalar, Vector, or Texture Parameters, you can create countless variations without recompiling the shader or duplicating complex node networks.
To do this, right-click on your master material and select “Create Material Instance.” This instance will inherit all the logic from the parent but allow you to modify any exposed parameter directly in the Details panel. This is the cornerstone of effective material instance optimization. You can have a blue car, a red car, a matte finish, or a super glossy finish—all using the same underlying shader, simply by adjusting parameters on their respective instances. This saves significant development time and vastly improves performance by reducing the number of unique shaders the engine needs to process.
Parameter Collections and Functions
For advanced users, Material Parameter Collections allow you to define global parameters that can affect multiple materials simultaneously. For instance, you could have a global “DustIntensity” parameter that affects the clear coat roughness of all cars in a scene. Material Functions are reusable snippets of material logic that can be integrated into multiple materials, further streamlining your workflow and promoting consistency.
Performance Considerations: Texture Resolution and Instruction Count
While visual fidelity is important, it must be balanced with performance. High-resolution textures are fantastic for detail but consume VRAM and bandwidth. Use appropriate resolutions for your target platform and leverage Unreal Engine’s texture compression settings. The “Instruction Count” displayed in the material editor gives you a rough idea of the shader’s complexity. While modern GPUs are powerful, excessively complex shaders can still lead to bottlenecks. Always profile your GPU using tools like the “Stat GPU” command in UE5 to identify and address performance hotspots. Remember, optimized assets, like those found on 88cars3d.com, already consider these factors, giving you a head start.
Applying Your Masterpiece: Practical Automotive Visualization
A beautifully crafted shader needs the right environment to truly shine. Integrating your new PBR car paint into a scene requires careful consideration of lighting and post-processing, especially for compelling automotive visualization.
Lighting Setup for Automotive Renders
Lighting is paramount in showcasing your detailed paint shader. It dictates how reflections behave and how the metallic flakes catch the light. Here are some key considerations:
- HDRI Lighting: High Dynamic Range Image (HDRI) skyboxes are excellent for providing realistic ambient lighting and rich environmental reflections. Use a “Sky Light” with a high-quality HDRI texture. Experiment with different HDRIs (e.g., studio setups, outdoor environments) to see how they impact your paint.
- Area Lights: Large, soft area lights (Rect Lights in UE5) are ideal for illuminating the broad surfaces of a car and creating elegant, elongated reflections on the clear coat. Position them strategically to highlight the car’s curves.
- Directional Lights: A powerful directional light can simulate the sun, creating sharp shadows and strong specular highlights that reveal the clear coat’s gloss and the metallic flakes’ sparkle.
- Backlighting: Often overlooked, backlighting can dramatically enhance the sense of depth and bring out the contours of the vehicle by creating a rim light effect.
The goal is to create a lighting setup that beautifully articulates the paint’s properties, showing off its gloss, depth, and the intricate dance of its flakes.
Post-Processing for Polish
No render is complete without a touch of post-processing. These effects can push your real-time automotive rendering from good to stunning:
- Color Grading: Adjust the overall mood, contrast, and color balance to achieve a cinematic look.
- Bloom: A subtle bloom can enhance the brightness of reflections and light sources, adding a touch of ethereal glow.
- Ambient Occlusion (AO): Adds soft shadows in crevices and corners, enhancing depth and realism. Screen Space Ambient Occlusion (SSAO) is great for real-time.
- Vignette: A subtle darkening around the edges of the frame can draw the viewer’s eye towards the subject.
- Depth of Field (DoF): Blurring the foreground and background can mimic camera optics, directing focus and adding artistic flair.
- Screen Space Reflections (SSR): As mentioned earlier, SSR can add an extra layer of real-time reflections, especially beneficial for close-up shots.
Apply these effects judiciously; too much can make the image look artificial. The aim is to enhance, not overpower, the incredible work you’ve put into your PBR car paint shader.
Conclusion
Mastering photorealistic automotive paint in Unreal Engine 5 is a journey that begins with understanding the real-world physics of paint and culminates in a sophisticated, multi-layered shader. We’ve deconstructed the base coat, unveiled the secrets of metallic flake mapping, meticulously built a convincing clear coat shader, and explored essential optical properties like Fresnel. We’ve also delved into crucial topics like handling clear coat imperfections, leveraging environmental reflections, and, critically, optimizing your workflow with material instance optimization for peak performance in real-time automotive rendering and high-fidelity automotive visualization.
The Unreal Engine 5 material editor is a powerful tool, and with the techniques revealed here, you’re now equipped to create truly breathtaking automotive finishes. Don’t be afraid to experiment with different noise patterns for flakes, various roughness maps for imperfections, and diverse lighting setups to see how your shader reacts. The beauty is in the subtle details.
Ready to apply your newfound knowledge to stunning vehicle models? Explore the extensive library of high-quality, production-ready 3D car models available at 88cars3d.com. Whether you’re a game developer, an automotive designer, or an architectural visualizer, our models provide the perfect canvas for your photorealistic paint shaders. Start creating your next masterpiece today and share your incredible results with the community!
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Subaru Legacy 2003 3D Model
Texture: Yes
Material: Yes
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Subaru Legacy Touring Wagon 3D Model
Texture: Yes
Material: 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
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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
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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
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Volkswagen Polo 5 Door 2010 3D Model
Texture: Yes
Material: Yes
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Toyota Prius 2024 3D Model
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Toyota Yaris 1999 3D Model
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Toyota Supra 2020 3D Model
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Volkswagen New Beetle 2000 3D Model
Texture: Yes
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Volkswagen Jetta 2005 3D Model
Texture: Yes
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Volkswagen Golf 3-Door 3D Model
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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
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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
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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
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Volkswagen Golf V 2006 3D Model
Texture: Yes
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Mazda CX-7 3D Model
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Mazda Familia 3D Model
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GAS 21 3D Model
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Mercedes-Benz SL500 AMG (R129) 3D Model
Texture: Yes
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