The allure of a perfectly rendered automobile in a 3D scene is undeniable. From the sleek curves to the intricate details, every element contributes to the overall realism. However, few things can elevate or deflate the visual impact of a 3D car model as profoundly as its paint shader. Achieving that coveted factory-fresh gleam or the subtle imperfections of a beloved classic goes far beyond simply applying a basic glossy material. It requires a deep dive into the physics of light and surface interaction, demanding a sophisticated approach to crafting hyperrealistic car paint shaders.
For many 3D artists, game developers, and automotive designers, the default “glossy” shader often falls short, resulting in a plasticky or generic look that strips away the soul of the vehicle. This common pitfall can prevent even the most meticulously modeled car from reaching its full potential. To truly capture the essence of a high-end finish, we need to understand the complex layers and optical phenomena that define real-world automotive paint.
This comprehensive guide will take you on a journey beyond basic gloss, deconstructing the science and art behind crafting truly believable car paint. We’ll explore advanced techniques, delve into the specifics of PBR car paint workflows, and uncover the secrets to mastering effects like anisotropic reflections and accurate Fresnel effect. By the end, you’ll be equipped with the knowledge to create stunning automotive rendering that breathes life into your 3D models, whether for cinematic showcases or performance-critical game engines. If you’re looking for high-quality base models to apply these techniques to, remember to visit 88cars3d.com for an extensive collection of professionally crafted automotive assets.
Demystifying the Anatomy of Real Car Paint
Before we can replicate car paint in a 3D environment, we must first understand its real-world composition. Automotive paint isn’t a single, monolithic layer; it’s a sophisticated system of several coats, each serving a distinct purpose and contributing to the final visual effect. Deconstructing this physical structure is the first step towards achieving clear coat realism and overall authenticity in your 3D shaders.
The Base Coat: Color and Opacity
At its core, automotive paint starts with a primer, followed by the base coat. This layer is primarily responsible for the car’s perceived color. It’s often an opaque layer, providing the fundamental hue that defines the vehicle. Depending on the finish, this base coat can be solid (a flat color), metallic, or pearlescent. For a solid color, the base coat is relatively simple in its reflective properties, primarily contributing its color to the diffuse component of our shader.
However, even solid base coats have a subtle degree of roughness that plays a role, especially before the clear coat is applied. In a 3D shader, this translates to the base color input and a base roughness value, though its influence is heavily masked by the subsequent clear coat.
The Micro-Flake Layer: Sparkle and Depth
This is where things get interesting, particularly for metallic or pearlescent finishes. Embedded within or on top of the base coat are tiny, often microscopic, metallic or mica flakes. These flakes are typically oriented somewhat randomly but tend to align with the surface when sprayed. When light hits these flakes, it reflects in myriad directions, creating the characteristic sparkle and depth associated with metallic paints.
The size, density, shape, and orientation of these flakes critically influence how the light scatters and how the paint appears to change color or intensity from different viewing angles. Simulating this metallic flakes shader effectively is crucial for a convincing metallic finish. Without them, the paint will look flat and uninteresting.
The Clear Coat: Protection and Gloss
The outermost layer of automotive paint is the clear coat, a transparent, durable layer of lacquer or urethane. Its primary function is to protect the underlying base and flake layers from UV radiation, scratches, and environmental damage. From a visual standpoint, the clear coat is paramount for the paint’s gloss, depth, and overall reflectivity. It acts as a transparent, highly reflective surface that encapsulates all the layers beneath it.
This clear coat is responsible for the sharp, mirror-like reflections we often associate with new car paint. Achieving proper clear coat realism involves accurately modeling its refractive index, roughness, and subtle imperfections. Itโs essentially a separate, highly reflective dielectric material layered on top of everything else.
Implementing PBR Workflows for Automotive Materials
Physically Based Rendering (PBR) has become the gold standard in 3D graphics for its ability to produce realistic and consistent results under varying lighting conditions. When it comes to PBR car paint, understanding the core principles and how different maps contribute to the final look is absolutely essential. PBR allows us to simulate the physical properties of real-world materials, ensuring our paint reacts correctly to light, just like an actual car.
The Foundation: Albedo, Metallic, Roughness
For any PBR material, these three maps form the bedrock.
- Albedo Map (Base Color): This map defines the diffuse color of the material, essentially what color it is when lit purely by ambient light, without any direct reflection. For car paint, this will be the underlying base coat color, often a solid color or a subtle gradient.
- Metallic Map: In PBR, materials are either metallic (conductors) or non-metallic (dielectrics). A value of 1 (white) means the material is fully metallic, and 0 (black) means it’s dielectric. Car paint, despite having metallic flakes, is overwhelmingly a dielectric material (the clear coat and base coat). The metallic flakes themselves would technically be metallic, but we often simulate them within the clear coat’s parameters or with specific flake shaders, keeping the overall PBR material set as dielectric for the clear coat layer.
- Roughness Map: This map dictates how rough or smooth a surface is, directly influencing the sharpness of reflections and highlights. A value of 0 (black) means perfectly smooth and mirror-like, while 1 (white) means completely rough and diffuse. For car paint, the clear coat will typically have a very low roughness value (close to 0) for a brand-new finish, gradually increasing with wear and tear.
These core maps are vital for establishing the fundamental look of your PBR car paint.
Normal and Displacement Maps: Subtle Imperfections
While the clear coat is designed to be smooth, absolute perfection is rarely found in the real world. Subtle manufacturing imperfections, micro-scratches, dust, or orange peel effects can add a layer of realism that elevates your render.
- Normal Maps: These maps store surface direction information, allowing you to add fine details like subtle orange peel texture or very fine scratches without increasing polygon count. They fake surface detail by altering how light interacts with the surface normals.
- Displacement Maps: For more pronounced surface deformation, displacement maps can physically alter the mesh. While usually overkill for car paint, they could be used for very specific, extreme effects like heavy texture or impact damage, though normal maps are generally preferred for the subtle clear coat nuances.
Applying these maps sparingly and subtly can significantly enhance the believability of your automotive rendering.
Understanding PBR Values for Automotive Rendering
Getting the numbers right is crucial for PBR. Dielectric materials like car paint will have a base color (Albedo) and a Roughness value that defines the clear coat’s finish. The “Metallic” input will typically be 0. The specular F0 (reflectivity at a perpendicular angle) for dielectrics is usually around 0.04 (or an RGB value of 0.04, 0.04, 0.04). Many PBR shaders simplify this with a single “specular” or “IOR” (Index of Refraction) input. For a clear coat, an IOR of around 1.4-1.5 is typical. Understanding these physical values ensures that your PBR car paint behaves realistically under any lighting condition.
Mastering Advanced Shader Techniques for Car Paint
Once you have a solid PBR foundation, it’s time to push the boundaries of realism with advanced shader techniques. These methods are what truly differentiate a convincing car paint from a merely good one, adding the nuances that captivate the eye and sell the illusion of a real vehicle. Mastering these elements is key to achieving truly hyperrealistic car paint shaders.
Unlocking Depth with Fresnel Effect
The Fresnel effect is a fundamental principle of light interaction that dictates how the reflectivity of a surface changes based on the viewing angle. Simply put, reflective surfaces become more reflective when viewed at grazing angles (from the side) and less reflective when viewed perpendicularly (straight on). This effect is profoundly visible on car paint, especially the clear coat.
Without an accurate Fresnel implementation, your car paint will look flat, with uniform reflections across its surface. By applying a Fresnel falloff, reflections become stronger and more apparent towards the edges of the car’s panels, adding crucial depth and realism. Most modern PBR shaders include a Fresnel component automatically, often driven by the IOR (Index of Refraction) input, but understanding its role helps in fine-tuning your material.
Simulating Anisotropic Reflections
One of the most distinctive features of metallic car paint, and indeed many brushed metals, is the phenomenon of anisotropic reflections. Unlike isotropic reflections, which spread evenly in all directions, anisotropic reflections stretch or streak in a particular direction. This is caused by microscopic grooves or, in the case of car paint, the parallel alignment of tiny metallic flakes.
When light hits these aligned flakes, it scatters preferentially along the direction of their alignment, creating those characteristic elongated highlights that appear to stretch and move as the car rotates or the camera moves around it. Implementing anisotropic reflections is paramount for a convincing metallic flakes shader. This typically requires inputs for “anisotropy direction” (often a tangent space normal or UV direction) and “anisotropy intensity” in your shader.
Crafting Realistic Micro-Flake Patterns
The magic of metallic and pearlescent paints lies in their tiny flakes. To accurately represent the metallic flakes shader, you need more than just an anisotropic reflection. You need to simulate the individual glints and sparkles from these microscopic particles. This is often achieved procedurally within the shader graph or using specialized textures.
Techniques include:
- Procedural Noise: Using complex noise patterns (e.g., Voronoi, Perlin) to create a distribution of reflective points. These points are then treated as miniature reflective surfaces with their own normal directions, often perturbed by a secondary normal map.
- Texture-based Flakes: Generating a texture that contains small, high-frequency “sparkle” patterns. This texture can then be blended with the primary clear coat reflections and driven by the viewing angle and roughness.
- Clear Coat Layers: Some advanced shaders use multiple clear coat layers, with one layer having a higher roughness and containing the flake texture, and another perfectly smooth top clear coat. This helps separate the sharp environmental reflections from the individual flake glints, contributing significantly to clear coat realism.
The key is to make these flakes small, numerous, and subtly varied in their orientation and reflectivity to avoid a repetitive or artificial look.
Building Your Shader with Material Nodes
Modern 3D software and game engines largely rely on material nodes (or shader graphs) for creating complex materials. This visual programming approach allows artists to connect different functions and textures to build sophisticated shaders without writing a single line of code. Understanding how to structure your material nodes for car paint is crucial for translating theoretical knowledge into practical results.
A Common Material Node Graph Structure
While specific node names may vary between software like Blender, Maya, 3ds Max, Unreal Engine, or Unity, the logical flow for car paint remains quite consistent. You’re essentially layering effects.
- Base Color Input: Start with your primary color, potentially incorporating subtle gradients or variations.
- Flake Layer Group: This will be the most complex part. It typically involves:
- A noise texture or procedural pattern to define flake distribution.
- A normal map generator or perturbation logic for flake orientation.
- A specific reflective component (often anisotropic) that uses the flake normals.
- Masking and blending logic to control the visibility and intensity of flakes based on view angle (to blend with the clear coat).
- Clear Coat Group: This is a highly reflective, often very smooth, dielectric material.
- A very low roughness value (or a roughness map for imperfections).
- A defined IOR or specular F0 value for accurate Fresnel effect.
- Potentially a slight normal map for orange peel or micro-scratches.
- Layer Blending: The core of the shader involves blending these components. Often, the clear coat is layered on top of the base color and flake layer using a dedicated “clear coat” input in a standard PBR shader, or manually blended using mix nodes with appropriate maskings.
This layered approach in your material nodes allows for modularity and fine-grained control over each aspect of the car paint.
Layering for Complexity: Base, Flakes, Clear Coat
Think of your shader as a stack of physical layers. The bottom layer is your base color, perhaps with some diffuse roughness. On top of that, you introduce the metallic flakes shader layer. This layer needs to be treated as a separate reflective surface with its own normals and anisotropic properties. Finally, the clear coat realism layer sits on top of everything. This clear coat is a highly reflective, transparent dielectric that uses the surface’s primary normal map and has its own roughness, IOR, and Fresnel properties.
In many PBR setups, you’ll have dedicated “clear coat” inputs that simplify this layering, allowing you to plug in a clear coat roughness, normal, and IOR directly. When such inputs aren’t available, you’ll need to manually blend reflective components using `Lerp` or `Mix` nodes, ensuring the Fresnel effect correctly modulates the blend between the underlying layers and the strong clear coat reflections. This approach, crafted through careful material nodes, gives you ultimate control.
Fine-Tuning Parameters for Hyperrealistic Car Paint
Achieving hyperrealistic car paint shaders isn’t just about setting up the structure; it’s about meticulous fine-tuning.
- Flake Size and Density: Experiment with the scale and intensity of your noise patterns for flakes. Too large, and they look like glitter; too small or dense, and they might become imperceptible or generate aliasing.
- Anisotropy Direction and Intensity: Pay close attention to how the anisotropy direction aligns with the car’s geometry. Often, it follows the primary tangent vector, but slight variations can add realism. Adjust the intensity to control how stretched the reflections appear.
- Clear Coat Roughness: This is a critical parameter. A value too low will look impossibly perfect; a value slightly higher introduces subtle bloom and diffusion, which is often more realistic. For realistic used cars, this might include a roughness map with micro-scratches.
- IOR/Fresnel: Stick to physically accurate IORs (1.4-1.5 for clear coat) to ensure the reflections behave correctly at glancing angles.
Iterative adjustments, combined with careful observation of reference images, are key to nailing the final look. If you’re working with high-quality 3D car models from resources like 88cars3d.com, the underlying mesh quality will perfectly complement your advanced shader work.
Optimizing Car Paint Shaders for Diverse Applications
The demands for a car paint shader can vary wildly depending on whether you’re creating a breathtaking cinematic render or developing a real-time game. While the principles of hyperrealistic car paint shaders remain the same, the implementation and complexity must be carefully managed to meet performance targets without sacrificing too much visual fidelity. Balancing visual quality with computational efficiency is a core challenge in automotive rendering.
Cinematic Renders: Uncompromising Quality
For high-end animations, product visualizations, or static renders, performance is often less of a concern than visual quality. This is where you can unleash the full potential of your shader.
- Complex Flake Simulations: Employ advanced procedural noise systems or even geometry-based flakes for ultimate control over the metallic flakes shader.
- Multi-Layered Clear Coats: Implement multiple clear coat layers, perhaps one with a slight roughness and another perfectly smooth, to achieve incredible depth and interaction with light.
- High-Resolution Maps: Utilize 4K or 8K textures for normal maps (for orange peel), roughness maps (for subtle wear), and any custom flake patterns.
- Advanced Lighting Interactions: Leverage path tracing or sophisticated global illumination solutions to ensure light bounces and reflections interact realistically with every nuanced detail of your PBR car paint.
In a cinematic context, every detail, every subtle reflection, and every glint contributes to the final emotional impact and believability of the vehicle.
Real-Time Game Engines: Performance vs. Realism
Game development presents a different set of challenges. Shaders must be highly optimized to run at interactive frame rates. This often means making smart compromises without visually compromising the clear coat realism too severely.
- Simplified Flake Shaders: Instead of complex procedural flakes, game engines often rely on more optimized techniques for the metallic flakes shader. This might involve using a dedicated clear coat material that incorporates pre-baked or simpler procedural flake patterns, or specialized screenspace flake solutions.
- Single Clear Coat Layer: Most game engines will use a single clear coat pass within their standard PBR shader, where you feed in a clear coat roughness, normal, and IOR.
- Optimized Normal Maps: Use lower resolution normal maps where appropriate, or employ texture atlases. Consider texture packing (e.g., storing roughness, metallic, and ambient occlusion in different channels of a single RGB texture).
- Reduced Ray Tracing: While real-time ray tracing is becoming more common, traditional rasterization still dominates. This means relying more on screen-space reflections (SSR) and pre-baked reflection probes, which need careful setup to look convincing with complex car paint.
- Shader Complexity Budget: Be mindful of the instruction count of your shader. Each additional node in your material nodes graph adds to the computational cost. Profile your shaders to identify bottlenecks.
The goal is to achieve an excellent illusion of realism that holds up well during gameplay, even if it’s not physically perfect in every microscopic detail.
LODs and Shader Simplification
For game assets, Level of Detail (LOD) is crucial. As a car moves further away from the camera, it needs progressively simpler meshes and, crucially, simpler shaders.
- Shader LODs: You can create multiple versions of your car paint shader. A high-detail shader for close-ups, a medium-detail shader that might simplify the flake calculations, and a low-detail shader that might remove flakes entirely and just use a standard PBR glossy material for the clear coat.
- Texture Mipmapping: Ensure all your textures are set up with proper mipmaps to prevent aliasing and optimize texture sampling at a distance.
- Conditional Nodes: Some game engines allow you to use conditional material nodes that enable or disable parts of your shader based on distance or other parameters, providing a dynamic LOD system for your shader complexity.
Implementing a robust LOD system, both for geometry and shaders, is fundamental for delivering smooth performance in demanding real-time environments.
Conclusion
Crafting hyperrealistic car paint shaders is a journey that bridges artistic vision with technical understanding. Itโs about more than just a glossy finish; it’s about deconstructing the physical layers of real car paint, embracing the power of PBR workflows, and meticulously fine-tuning advanced techniques like the Fresnel effect and anisotropic reflections. By understanding the role of each component, from the base coat and metallic flakes shader to the transparent clear coat realism, you gain the ability to breathe incredible life into your 3D automotive models.
Whether your goal is a show-stopping cinematic render or an optimized asset for a real-time game engine, the principles of layering and attention to physical accuracy remain paramount. Leveraging material nodes effectively allows for granular control, letting you sculpt light and reflections with precision. The continuous pursuit of realism in automotive rendering is a rewarding challenge, pushing the boundaries of what’s possible in digital art.
Now that you’re armed with this comprehensive knowledge, it’s time to put it into practice. Experiment with different parameters, study real-world references, and don’t be afraid to iterate. For those seeking a solid foundation for their projects, remember that 88cars3d.com offers a vast library of professionally modeled 3D cars, providing the perfect canvas for your advanced shader creations. Dive in, push the limits of realism, and transform your 3D vehicles into truly captivating digital masterpieces!
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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
Texture: Yes
Material: Yes
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Toyota Mark II X81 1990 3D Model
Texture: Yes
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
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
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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
Texture: Yes
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Toyota Yaris 1999 3D Model
Texture: Yes
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Toyota Supra 2020 3D Model
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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
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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
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Material: Yes
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Mazda Familia 3D Model
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GAS 21 3D Model
Texture: 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
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Mercedes-Benz E-class Estate S212 2009 3D Model
Texture: Yes
Material: Yes
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