From High-Poly to High-Performance: Optimizing Automotive 3D Models for Real-Time Game Engines
From High-Poly to High-Performance: Optimizing Automotive 3D Models for Real-Time Game Engines
The sleek lines, intricate details, and flawless reflections of a high-performance vehicle are a sight to behold, especially when rendered with cinematic fidelity. In the world of 3D modeling, capturing this level of realism often means working with extremely high-polygon models, rich textures, and complex material setups. However, bringing these stunning automotive creations into a real-time game engine presents a unique and formidable challenge: how do you maintain visual excellence without bringing the frame rate to its knees?
This isn’t just about making cars look good; it’s about making them *perform* beautifully within the demanding constraints of interactive experiences. For 3D artists and game developers, the journey from a CAD-level, multi-million polygon model to a perfectly optimized game asset is a critical part of the Game Asset Pipeline. It requires a deep understanding of mesh optimization, material efficiency, and engine-specific best practices. This guide will walk you through the essential techniques to transform your high-fidelity automotive 3D models into high-performance assets ready for the rigors of Real-Time Rendering.
The Essential Challenge: Bridging the Fidelity-Performance Gap
Automotive 3D models, by their very nature, are often complex. Vehicles feature smooth, curved surfaces, intricate internal mechanisms, and myriad small details from emblems to tire treads. When these models originate from CAD software, they are designed for manufacturing precision, not real-time rendering efficiency.
The fundamental conflict lies between the desire for extreme visual fidelity and the strict performance requirements of game engines. Every polygon, every texture, and every material shader contributes to the computational load. In a game, where dozens or even hundreds of assets need to be rendered every frame, unchecked complexity quickly leads to low frame rates, stuttering, and a poor user experience.
Our goal, therefore, is to strategically reduce this complexity without perceptibly compromising visual quality. This involves a multi-faceted approach, touching every stage of the Game Asset Pipeline, from initial mesh preparation to final engine integration. High-quality automotive models, such as those found at 88cars3d.com, often serve as excellent starting points, but even they require careful optimization for specific game engine targets.
Mastering Mesh Optimization: Strategic Polygon Reduction and LODs
The most direct way to improve performance is to reduce the geometric complexity of your models. This is where Polygon Reduction and the intelligent use of LODs (Levels of Detail) become indispensable.
Understanding Polygon Reduction Techniques
Polygon Reduction, also known as decimation or optimization, aims to lower the polygon count of a mesh while preserving its silhouette and critical details. There are several approaches:
- Manual Retopology: This is the gold standard for creating clean, animation-friendly, and highly optimized meshes. Artists manually trace over a high-poly sculpt or CAD model, creating a new mesh with an ideal edge flow and much lower poly count. While time-consuming, it offers unparalleled control over topology and UVs.
- Automated Decimation Tools: Most 3D software (Blender, Maya, 3ds Max, ZBrush, Substance Modeler) includes tools that can automatically reduce polygon count. These tools typically collapse edges or vertices based on specific algorithms, preserving details as much as possible. While fast, they can sometimes create messy, triangulation-heavy topology that’s harder to work with or UV map. They are excellent for generating initial LODs or for static background objects.
- Remeshing and Quad-based Retopology: Tools like ZRemesher or Quad Remesher aim to convert highly triangulated or messy meshes into clean, all-quad topology, which can then be further optimized. This is often an intermediate step before final manual clean-up or decimation.
When applying polygon reduction, it’s crucial to strike a balance. Aggressive reduction can lead to visible artifacts, sharp edges becoming blocky, or loss of sculptural detail. Target polygon counts vary wildly depending on the asset’s importance and screen presence:
- Hero Vehicles (player-controlled, main focus): 50,000 – 150,000 triangles (or even higher for very high-end games with advanced tech like Nanite).
- Background Vehicles (parked, non-interactive): 5,000 – 20,000 triangles.
- Distant Vehicles (part of traffic system, far away): 1,000 – 5,000 triangles.
These are general guidelines, and modern engines with technologies like Unreal Engine’s Nanite can handle vastly more geometric detail, effectively making some of these older limits less rigid for hero assets, but optimization remains crucial for performance on lower-end hardware and for overall scene budget.
Implementing Effective LODs (Levels of Detail)
LODs (Levels of Detail) are fundamental to efficient Real-Time Rendering. Instead of rendering a high-detail mesh regardless of its distance from the camera, LODs allow the engine to swap in lower-polygon versions of an asset as it moves further away. This dramatically reduces the geometric processing load and the number of Draw Calls.
A typical LOD setup might involve 3-5 levels:
- LOD0 (High Detail): Visible up close, full detail. (e.g., 100% polygons)
- LOD1 (Medium Detail): Visible at mid-range distances, significant polygon reduction. (e.g., 50-70% polygons)
- LOD2 (Low Detail): Visible at further distances, aggressive polygon reduction. (e.g., 20-30% polygons)
- LOD3 (Very Low Detail/Impostor): Visible very far away, potentially a simple billboard or drastically reduced mesh. (e.g., 5-10% polygons)
Creating LODs can be done manually through retopology for critical levels or automatically using decimation tools in your 3D software or directly within the game engine. When setting up LODs:
- Screen Size Thresholds: Configure when each LOD switches based on the asset’s percentage of screen space. This is done within the game engine’s LOD group settings.
- Maintaining Visual Integrity: Ensure that the silhouette and major features remain recognizable across LOD transitions. Avoid noticeable popping or sudden changes in shape.
- UV Continuity: Ensure UVs are consistent across LODs where possible to avoid texture distortion.
- Baking Normals: For lower LODs, it’s common practice to bake normal maps from the higher detail mesh to retain surface details without adding geometry.
Properly implemented LODs can yield massive performance gains, especially in scenes with many vehicles or large open worlds where objects span a wide range of distances from the player camera.
Texturing and Material Workflow: PBR, Atlasing, and Instancing
Beyond geometry, textures and materials are significant contributors to memory usage and render time. An optimized texturing and material workflow is crucial for high-performance automotive assets, especially with the prevalence of PBR Materials.
Optimizing PBR Material Workflows
PBR (Physically Based Rendering) Materials are the industry standard for achieving realistic lighting and surface properties. While PBR delivers stunning visuals, it often requires multiple texture maps (Albedo/Base Color, Normal, Metallic, Roughness, Ambient Occlusion, Height, Emissive). Each map consumes memory and bandwidth.
- Texture Resolution: Use appropriate resolutions. A hero car might warrant 4K or even 8K textures for its main body, but smaller, less critical parts (like interior buttons or undercarriage components) can use 1K or 512px maps. Avoid unnecessarily high resolutions for textures that won’t be seen up close.
- Channel Packing: This is a powerful optimization technique. Instead of using separate grayscale textures for Metallic, Roughness, and Ambient Occlusion, you can pack them into the R, G, and B channels of a single RGB texture. This reduces the number of textures the GPU has to sample, saving memory and reducing Draw Calls. For example, a common packing is: Red (Metallic), Green (Roughness), Blue (Ambient Occlusion).
- Texture Compression: Game engines automatically compress textures, but understanding the options (e.g., DXT1, DXT5, BC7) can help. DXT1 is good for opaque colors, DXT5 for textures with alpha, and BC7 offers higher quality.
- Material Layers: For complex automotive paint, rather than using multiple materials, consider using material layers within a single master material. This allows for intricate blendings (e.g., clear coat, metallic flakes, base color) without incurring additional draw calls for separate materials.
The Power of Texture Atlasing
Texture Atlasing is the practice of combining multiple smaller textures into one larger texture sheet. This technique is incredibly effective for reducing Draw Calls, which are a major performance bottleneck in Real-Time Rendering.
Each time the engine needs to render an object with a different material or texture, it typically incurs a new draw call. If a car has 20 different materials for its various parts (body, tires, windows, interior, chrome trim), that’s 20 draw calls. By consolidating textures onto a single atlas, many parts can share one material, drastically cutting down draw calls.
Best practices for texture atlasing in your Game Asset Pipeline:
- UV Packing: Arrange the UV shells of different parts within the 0-1 UV space of the atlas. Automated packers or manual packing can be used. Aim for minimal empty space but ensure sufficient padding between islands to prevent bleeding.
- Consistent Pixel Density: Try to maintain a relatively consistent texel density across different parts of the car that share an atlas. This avoids some parts looking blurry while others are crisp.
- Material Grouping: Group components that logically share similar material properties (e.g., all interior plastics, all metallic trim pieces) onto the same atlas.
This technique is particularly valuable for complex models like cars, where numerous small components might otherwise demand individual texture sets and materials.
Material Instancing and Shared Materials
Further optimizing materials involves leveraging material instancing. In game engines like Unreal Engine or Unity, you can create a “master” material with all your shader logic and then create “instances” of that material. These instances inherit the master’s logic but allow you to modify parameters (like color, roughness, metallic values, or even texture assignments) without creating a wholly new material.
This significantly reduces shader complexity, compilation times, and Draw Calls. For example, you can have one master car paint material and create instances for red, blue, and black paint, simply by changing a color parameter. Each instance still counts as a unique material for rendering, but the underlying shader code is shared, leading to performance gains.
Engine-Specific Considerations: Minimizing Draw Calls and Leveraging Engine Features
While general optimization principles apply everywhere, game engines offer specific tools and workflows to maximize performance. Understanding these is vital for transforming high-quality models into game-ready assets.
Reducing Draw Calls: The Performance Bottleneck
Draw Calls are instructions sent from the CPU to the GPU to draw objects on the screen. Each draw call has overhead. Too many draw calls can quickly bottleneck the CPU, even if the GPU isn’t heavily loaded. Minimizing them is paramount for smooth Real-Time Rendering.
- Static Batching: For static (non-moving) objects that share the same material, game engines can combine them into fewer, larger meshes at runtime, reducing draw calls. This is often an automatic process if you mark meshes as static.
- Dynamic Batching: For smaller, moving objects, engines can also attempt to batch them dynamically. However, this has more constraints (e.g., vertex count limits) and can be less reliable than static batching.
- Merging Meshes: In your 3D software or directly in the engine, physically combine separate mesh components that share the same material and are always seen together (e.g., all parts of a car’s dashboard that use the same plastic material). This creates a single mesh object, reducing draw calls to one for that component group.
- Hardware Instancing: For identical objects (e.g., multiple identical cars in a parking lot, or many small decals), hardware instancing allows the GPU to render many copies of the same mesh using a single draw call, varying only their position, rotation, and scale.
Optimizing Lightmap UVs and Global Illumination
For static lighting, automotive models require proper Lightmap UVs. These are a separate set of UV coordinates (typically UV channel 1 or 2, depending on the engine) that are used solely for baking static light and shadow information onto the mesh. Unlike regular texture UVs, lightmap UVs must:
- Be Non-Overlapping: Every face must have unique UV space to prevent light bleed or incorrect shadows.
- Minimize Gaps: Gaps between UV islands should be small to maximize resolution and prevent light leaks.
- Utilize Space Efficiently: Pack the UV islands as tightly as possible to get the most out of the lightmap texture resolution.
Modern engines also feature advanced global illumination solutions (e.g., Unreal Engine’s Lumen, Unity’s Realtime GI). While powerful, these systems also have performance costs. Understanding how your car models interact with them—whether they receive or contribute to GI, and how their materials are set up—is key to achieving both visual quality and performance.
Culling Techniques for Maximum Frame Rates
Culling is the process of preventing objects or parts of objects from being rendered if they are not visible to the camera. Game engines employ several culling strategies:
- Frustum Culling: Automatically done by the engine, this prevents objects entirely outside the camera’s view frustum (the visible cone) from being rendered.
- Occlusion Culling: More advanced, this technique prevents objects from being rendered if they are hidden behind other opaque objects, even if they are within the camera’s frustum. For large, complex scenes with many cars, setting up occlusion culling volumes can save significant rendering time by eliminating unseen geometry and Draw Calls.
- Distance Culling: Related to LODs, objects beyond a certain distance are simply not rendered at all, or replaced by simple impostors (billboards).
Properly configuring these culling settings, especially occlusion culling, can drastically improve frame rates in dense environments, ensuring that only what needs to be seen is actually processed by the GPU.
The Game Asset Pipeline in Practice: From DCC to Engine
Bringing all these techniques together requires a structured approach within your Game Asset Pipeline. A clean and efficient workflow is crucial from your Digital Content Creation (DCC) software to the game engine.
Pre-Export Preparations in DCC Software
Before exporting your automotive model, ensure it’s game-engine ready:
- Clean Scene: Delete construction history, freeze transformations, and reset pivots to logical centers (e.g., origin of the car, center of wheels).
- Units and Scale: Ensure your scene units match your engine’s units (e.g., 1 unit = 1 meter). Inconsistent scales lead to issues with physics, lighting, and engine tools.
- Naming Conventions: Use clear, consistent naming for all meshes, materials, and textures (e.g., “Car_Body_LOD0”, “Tire_FL_Material”). This is vital for organization and future modifications.
- Mesh Separation: Keep moving parts (wheels, doors) as separate meshes for easy animation. Static parts can be merged for Draw Call reduction.
- Normals and Tangents: Ensure all normals are facing outwards consistently. Triangulate meshes before export if your engine requires it, or let the engine handle it.
- Export Settings: Use FBX as the primary exchange format. Configure export settings carefully, including tangent and binormal calculation, smoothing groups, and embedded media options.
Importing and Validating Assets in the Engine
Once imported, the real-time validation begins:
- Scale Check: Verify the imported model’s scale against known objects in the engine.
- Material Setup: Assign your PBR Materials, ensuring all texture maps are correctly linked and material parameters are set up for optimal performance (e.g., using instances).
- LOD Setup: Configure your LODs (Levels of Detail) within the engine’s static mesh or actor settings, defining screen size thresholds for transitions. Test these transitions by moving the camera closer and further away.
- Collision Meshes: Set up appropriate collision geometry. This is often overlooked but critical for physics and player interaction.
- Initial Profiling: Use the engine’s built-in profilers (e.g., Unreal Insights, Unity Profiler) to get an early reading on the asset’s performance impact. Look for high Draw Calls, excessive texture memory usage, or complex shaders.
Collision Meshes: A Critical Optimization
Realistic physics interactions with automotive models require collision geometry. However, using the visual mesh for collision is almost always too expensive. Instead, create simplified collision meshes:
- Convex Hulls: Many engines can automatically generate convex hull collision geometry. This is efficient but might not be precise for concave shapes.
- Custom Collision Meshes: For crucial parts like the car body, you can model a simplified, low-polygon mesh specifically for collision. This mesh is usually invisible in-game but provides accurate collision detection.
- Primitive Colliders: For simple components (e.g., wheels), use basic primitives like spheres or capsules.
The goal is to provide enough collision fidelity for gameplay without burdening the physics engine with unnecessary complexity. This is an integral part of the Game Asset Pipeline.
Conclusion
The journey from a high-fidelity automotive 3D model to a seamlessly performing game asset is a testament to the blend of artistic skill and technical mastery. It’s a continuous process of strategic Polygon Reduction, intelligent use of LODs (Levels of Detail), efficient PBR Materials, clever Texture Atlasing, and rigorous attention to minimizing Draw Calls.
By internalizing these optimization techniques and applying them diligently throughout your Game Asset Pipeline, you can ensure that your stunning automotive creations not only look incredible but also deliver a smooth, immersive experience in any Real-Time Rendering environment. The pursuit of visual perfection shouldn’t come at the cost of performance, and with these strategies, you can achieve both.
For artists and developers seeking a head start, remember that starting with high-quality, often pre-optimized 3D models from trusted sources like 88cars3d.com can significantly streamline your workflow and allow you to focus more on the intricate process of engine integration and further performance tuning. Dive in, experiment, and drive your projects to new levels of visual and technical excellence!
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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
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
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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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