From Studio to Engine: Achieving Photorealistic Performance with Automotive Assets in Unreal Engine 5
From Studio to Engine: Achieving Photorealistic Performance with Automotive Assets in Unreal Engine 5
The allure of seeing a gleaming, hyper-realistic car rendered in real-time is a powerful driving force for artists and developers alike. Whether for cutting-edge game development, immersive virtual production, or breathtaking automotive visualization, the goal remains consistent: visual perfection without compromising performance. However, taking a meticulously detailed, studio-grade automotive model and making it perform flawlessly within a demanding environment like Unreal Engine 5 presents a significant technical challenge. It’s a delicate dance between fidelity and efficiency, where every polygon, every material layer, and every texture map can either elevate the experience or bring the frame rate to its knees.
This article delves deep into the essential balance required to maintain stunning high-fidelity automotive visuals while achieving optimal Unreal Engine 5 optimization. We’ll explore the comprehensive strategies and best practices for transforming complex 3D studio models into performant automotive game assets. From mastering mesh optimization techniques like polygon count reduction and implementing effective LOD (Level of Detail) systems, to crafting advanced PBR materials that define photorealism, our journey will cover the entire 3D asset pipeline, ensuring your automotive creations shine with exceptional real-time rendering performance.
The Foundation: Understanding the High-Fidelity Challenge
Automotive models are inherently complex. Unlike many other 3D assets, cars boast a unique combination of large, highly reflective surfaces, intricate mechanical components, and finely detailed interiors. The subtle curves of a fender, the precise gaps between body panels, the layered clear coat of metallic paint, and the myriad of small parts under the hood or within the cabin all contribute to their iconic appeal. In a design studio, where rendering times are often measured in minutes or hours per frame, artists have the luxury of pushing polygon counts into the tens of millions and using extremely dense texture maps to capture every nuance. This level of detail is crucial for marketing renders and design reviews.
However, when these high-fidelity models are destined for a real-time engine like Unreal Engine 5, a direct import typically leads to disastrous performance. The sheer volume of polygons, the number of distinct material IDs, and the resolution of textures can overwhelm the GPU, resulting in painfully low frame rates. The challenge isn’t merely about reducing detail; it’s about intelligently simplifying the model in a way that preserves its visual integrity when viewed from various distances and angles, all while adhering to the stringent demands of Unreal Engine 5 optimization. This is where a strategic approach to the 3D asset pipeline becomes paramount, focusing on methods like polygon count reduction and the intelligent application of LOD (Level of Detail) systems right from the outset.
Mastering Mesh Optimization: Sculpting Performance
The mesh is the backbone of any 3D asset, and for automotive game assets, optimizing it is a critical first step towards achieving excellent real-time rendering performance. This involves more than just reducing face count; it’s about strategic simplification, efficient UV mapping, and dynamic scaling of detail.
Strategic Polygon Count Reduction
High-fidelity studio models can easily exceed millions of polygons. For real-time applications, this needs to be drastically reduced. The target polygon count reduction depends on the asset’s role: a hero vehicle prominently featured will have a higher budget than a background car in a distant parking lot. While automated decimation tools can quickly reduce polygons, they often compromise topology and UVs, leading to visual artifacts. A more controlled approach involves:
- Manual Retopology: The most precise method involves rebuilding the mesh from scratch, tracing over the high-poly model to create clean, quad-based topology. This allows artists full control over edge flow, ensuring deformations are smooth and textures map correctly.
- Targeted Decimation: Instead of blanket decimation, identify areas that can be simplified more aggressively (e.g., unseen engine components, undercarriage parts) versus those that require high detail (e.g., body panels, wheel arches).
- Removing Hidden Geometry: Any geometry that will never be seen by the camera (e.g., parts inside the chassis, engine components when the hood is always closed) should be removed entirely. This offers a significant, often overlooked, Unreal Engine 5 optimization.
- Merging Close Vertices: Small, redundant details that won’t be noticeable at a distance can be merged to simplify the mesh.
The goal is to achieve the lowest possible polygon count while preserving the silhouette and critical visual details of the automotive game assets.
Effective UV Unwrapping for Automotive Surfaces
Clean and efficient UV maps are fundamental for high-quality texturing and lightmap baking. Poor UVs can lead to stretched textures, visible seams, and wasted texture space, directly impacting visual fidelity and real-time rendering performance. Key considerations include:
- Minimizing Seams: While unavoidable, strategically place seams in less visible areas, such as along hard edges or hidden crevices.
- Consistent Texel Density: Ensure that the resolution of textures is roughly consistent across the entire model. This prevents blurry areas next to sharp ones and optimizes texture memory usage.
- Maximizing UV Space: Arrange UV islands efficiently to fill the 0-1 UV space as much as possible, avoiding large empty areas.
- Overlapping UVs for Shared Materials: For identical, non-unique parts (e.g., bolts, small repetitive details), overlapping their UVs allows them to share the same texture space, reducing draw calls and texture memory.
- Dedicated Lightmap UVs: For static lighting scenarios in Unreal Engine, a second set of UVs (often channel 1) is required for lightmap baking. These UVs must not overlap to prevent lighting artifacts.
Implementing Dynamic LODs (Level of Detail)
LOD (Level of Detail) is a crucial optimization technique that dynamically swaps out mesh variations based on their distance from the camera or screen size. This significantly improves real-time rendering performance, especially in scenes with many vehicles or large environments.
- Creating LODs: Typically, 3-5 LOD levels are sufficient for most automotive assets. LOD0 is the full-detail mesh, while subsequent LODs progressively reduce polygon count reduction, often by 50-75% for each step. Manual reduction or careful decimation can be used.
- Maintaining Visual Integrity: The transition between LODs should be imperceptible. Pay attention to the silhouette, as this is the most noticeable visual change. Normal maps baked from higher LODs can help preserve detail on lower-poly versions.
- Unreal Engine’s LOD System: UE5 provides robust tools for setting up LODs. You can define screen size thresholds or distance values for each LOD. It also supports automatic LOD generation, though manual tweaking is often preferred for high-quality assets. Components like wheels and doors should often have their own LODs to allow for separate culling and performance control.
- Material LODs: For the lowest LODs, consider simplifying materials by removing complex clear coats or detailed texture maps, further contributing to Unreal Engine 5 optimization.
Advanced Material & Texture Strategies for Photorealism
Once the mesh is optimized, the next critical step is to imbue it with photorealistic surfaces. This is where PBR materials and smart texture strategies come into play, vital for any high-quality automotive game assets.
Crafting Physically Based Rendering (PBR) Materials
PBR is the industry standard for realistic rendering, simulating how light interacts with surfaces based on real-world physics. For automotive models, this is particularly crucial for capturing the unique properties of car paint, glass, and interior materials.
- The Core PBR Workflow: At its heart, PBR relies on several key texture maps:
- Albedo (Base Color): Defines the diffuse color of the surface.
- Metallic: Determines if a surface is metallic (0=dielectric, 1=metallic).
- Roughness: Controls the microsurface detail, influencing how light scatters (0=perfectly smooth/glossy, 1=completely rough/matte).
- Normal Map: Adds high-frequency surface detail (bumps, scratches) without adding geometry.
- Ambient Occlusion (AO): Simulates soft shadows where surfaces are close together.
- Car Paint Shaders: This is arguably the most complex and visually impactful material on a car. UE5 offers excellent tools for this:
- Multi-Layered Shaders: Real car paint has multiple layers: a base coat (color, metallic flakes), and a clear coat (glossy, transparent). Unreal Engine’s Clear Coat material model is indispensable for this, allowing separate control over base and clear coat properties (color, metallic, roughness, normal).
- Metallic Flakes: Implementing subtle metallic flakes within the base coat requires careful texture work or custom shader nodes to simulate their reflective properties and sparkle.
- Scratches & Imperfections: Realistic car paint isn’t perfect. Subtle normal map details for micro-scratches and variations in roughness maps add a layer of authenticity, significantly enhancing real-time rendering performance.
- Glass and Transparencies: Automotive glass requires specific attention for realistic reflections, refractions, and tinting.
- Thin Translucency: UE5’s “Thin Translucent” material type is excellent for car windows, simulating thin glass with accurate refraction and tint.
- Reflections: Proper use of reflection captures (cubemaps or planar reflections for hero surfaces) is vital for believable reflections on glass.
- Dirt and Water Effects: Adding subtle dirt, smudges, or rain effects via roughness and normal maps enhances realism.
- Interior Details: Leather, fabric, plastics, and carbon fiber all have unique PBR characteristics.
- Micro-surface Detail: High-resolution normal and roughness maps are essential to capture the subtle texture of leather grain, fabric weaves, or carbon fiber patterns.
- Anisotropy: Some materials, like brushed metal or certain fabrics, exhibit anisotropic reflections. Advanced PBR shaders can simulate this directional reflection for added realism.
Texture Baking for Efficiency and Detail Preservation
Texture baking is a cornerstone of the 3D asset pipeline, allowing artists to transfer high-resolution details from a high-polygon model onto a low-polygon mesh using texture maps. This is critical for real-time rendering performance and Unreal Engine 5 optimization.
- Normal Maps: The most common baked map, a normal map captures the surface normals of a high-poly mesh and projects them onto the low-poly version, making it appear as detailed as the original without increasing geometry.
- Ambient Occlusion Maps: Baking AO provides realistic contact shadows, enhancing depth and grounding the model in its environment.
- Curvature Maps: Useful for edge wear effects, these maps define convex and concave areas of the mesh.
- World Space Normals / Position Maps: Can be useful for certain advanced material effects.
- Optimizing Texture Resolutions and Formats:
- Resolution: Choose appropriate resolutions (e.g., 4K for hero body parts, 2K for wheels/interior, 1K or 512 for small details) to balance visual quality and memory usage.
- Formats: Use compressed formats like BC7 (DXT1/BC1 for non-alpha, DXT5/BC3 for alpha) within Unreal Engine to reduce VRAM footprint.
- Texture Atlases: Combine multiple smaller textures into a single, larger texture atlas to reduce draw calls, a significant Unreal Engine 5 optimization.
Integrating Automotive Assets into Unreal Engine 5
Bringing your meticulously optimized automotive game assets into Unreal Engine 5 requires adherence to best practices to ensure a smooth workflow and optimal engine performance. This phase is a crucial part of the 3D asset pipeline.
The Import Process: FBX Best Practices
The FBX format is the standard for importing 3D models into Unreal Engine. Careful export from your DCC (Digital Content Creation) software (e.g., Maya, Blender, 3ds Max) is essential:
- Scaling: Ensure your model is exported at the correct real-world scale (e.g., centimeters in Unreal Engine). Consistent scaling prevents issues with physics, lighting, and material appearance.
- Pivot Points: Set appropriate pivot points for objects that will move or pivot (e.g., the center of a wheel, the hinge of a door). This allows for correct animation and manipulation within UE5.
- Coordinate System: Most DCC tools can be configured to match Unreal Engine’s Z-up coordinate system during export.
- Hierarchies: Maintain logical hierarchies (e.g., wheels parented to axles, doors parented to the car body). This allows for easier manipulation and animation of complex automotive game assets. Exporting individual parts or as a single mesh can vary based on needs (e.g., modularity for customization vs. static background asset).
- Triangulate on Export: While Unreal Engine will triangulate all meshes on import, it’s often better to do it in your DCC tool to have more control over the triangulation, preventing unpredictable shading artifacts.
Setting Up Materials and Instances in UE5
Once imported, assigning and configuring materials is paramount:
- Applying PBR Textures: Import your baked PBR texture maps (Albedo, Normal, Roughness, Metallic, AO) and apply them to your master materials. Ensure correct sRGB settings for color maps and linear for data maps (Normal, Roughness, Metallic).
- Material Instances for Variations: Instead of creating a new material for every color or trim variation, use material instances. Create a robust master material with parameters for color, roughness, metallic values, and even texture toggles. Then, create instances of this master material to easily change properties without recompiling shaders, leading to substantial Unreal Engine 5 optimization.
- Utilizing UE5’s Advanced Material Editor: Leverage the material editor’s powerful nodes for complex effects like car paint clear coats, dirt masks, or advanced glass shaders. Group nodes and comment extensively for clarity in complex material graphs.
Collision and Physics Assets
For interactive automotive game assets, accurate collision and physics are essential:
- Simple Collisions: For background vehicles or distant objects, simple box or capsule collisions are efficient and often sufficient.
- Complex Collisions: For drivable cars, more detailed collision meshes are needed. Unreal Engine can generate convex hull collisions (often multiple hulls) which provide a good balance between accuracy and performance. Avoid using per-poly collisions as they are extremely performance-intensive.
- Physics Assets: For drivable vehicles, set up a physics asset (often a simplified skeletal mesh) to simulate suspension, wheel movement, and body deformation. Unreal Engine’s Chaos Vehicles plugin provides a powerful framework for this, offering a high degree of control over vehicle physics and an excellent example of real-time rendering performance.
Maximizing Real-Time Rendering Performance in UE5
Unreal Engine 5 introduced groundbreaking technologies like Nanite and Lumen, which, when properly understood and utilized, can dramatically enhance visual quality and real-time rendering performance for automotive game assets.
Leveraging Nanite and Lumen (Where Appropriate)
Nanite and Lumen are game-changers, but they have specific use cases:
- Nanite for Static Meshes: Nanite virtualized geometry can handle incredibly high polygon counts with minimal performance impact. It performs implicit polygon count reduction by only rendering the detail needed for the current view.
- When to Use: Ideal for the main body of a static car, detailed environments, or any non-deforming, high-poly mesh. It simplifies the mesh optimization process significantly, allowing you to use higher detail source models.
- When to Be Cautious: Nanite is not suitable for skeletal meshes (animated parts like wheels or deformable body parts in a crash system), meshes with complex transparent materials, or models that are constantly moving very fast, as the streaming system can incur overhead. For such cases, traditional LODs are still essential for Unreal Engine 5 optimization.
- Lumen for Global Illumination and Reflections: Lumen provides real-time global illumination and reflections, drastically improving scene realism.
- Impact on Performance: While powerful, Lumen is computationally intensive. Adjusting its quality settings (e.g., Final Gather Quality, Trace Distance) is crucial for balancing visual fidelity and performance, especially on lower-end hardware.
- Reflections: Lumen enhances screen-space reflections, but for highly reflective car surfaces, supplementing with carefully placed Reflection Captures or Planar Reflections (for hero surfaces like a showroom floor) can provide even higher quality.
Optimizing Lighting and Post-Processing
Lighting and post-processing effects define the visual mood and realism of your automotive scene, but they also significantly impact real-time rendering performance.
- Lighting Strategies:
- Baked vs. Dynamic: For purely static environments or scenes, baking static lighting (Lightmass) can be highly performant, but it lacks dynamism. Lumen (fully dynamic GI) offers unparalleled realism for dynamic scenes but at a higher cost. A hybrid approach often works best: use Lumen for main dynamic elements and baked lighting for static background details.
- Reflection Captures: Place Reflection Capture actors strategically to provide accurate reflections for non-Lumen surfaces or to enhance Lumen reflections. Use box captures for interiors and sphere captures for exteriors.
- Planar Reflections: For critical, perfectly flat, highly reflective surfaces (like a showroom floor or wet road), Planar Reflections can offer incredibly crisp reflections, but they are very expensive and should be used sparingly for targeted Unreal Engine 5 optimization.
- Post-Processing Effects:
- Bloom, SSR, AO: These are standard and essential. Tune their intensity and quality settings in the Post Process Volume to find the sweet spot for your project’s performance budget.
- Color Grading: Crucial for establishing mood and color balance. It’s relatively cheap on performance but has a massive visual impact.
- Vignette, Chromatic Aberration, Grain: Use these sparingly and subtly to avoid an “over-processed” look.
Culling and Instancing
Efficiently managing what the engine renders is a fundamental aspect of Unreal Engine 5 optimization.
- Frustum Culling: Unreal Engine automatically culls objects outside the camera’s view frustum. Ensure your bounding boxes are accurate for proper culling.
- Occlusion Culling: Objects hidden by other objects are also culled. Hardware Occlusion Queries (HOQ) help with this.
- Instanced Static Meshes (ISM): If you have multiple identical instances of a static mesh (e.g., a fleet of the same car model in a car park), use ISM to render them with a single draw call. This provides a massive performance boost compared to individual static mesh actors.
The Iterative 3D Asset Pipeline for Automotive Excellence
Achieving photorealistic performance with automotive game assets in Unreal Engine 5 is not a one-time task but an iterative process. The 3D asset pipeline involves continuous feedback loops: model, texture, import, test, optimize, and repeat. Artists must become adept at profiling their scenes using Unreal Engine’s built-in tools like Stat GPU, Stat RHI, and the Session Frontend to identify bottlenecks and target specific areas for Unreal Engine 5 optimization.
Understanding the interplay between polygon count reduction, effective LOD (Level of Detail) implementation, sophisticated PBR materials, and the engine’s rendering capabilities is key. The initial high-fidelity sculpt serves as the foundation, but the true artistry lies in translating that detail into a performant real-time representation without losing its essence. For those seeking a head start with meticulously crafted, studio-quality automotive game assets ready for this pipeline, resources like 88cars3d.com offer an invaluable foundation, providing models already built with optimization considerations in mind.
Conclusion
The journey from a pristine studio model to a performant, photorealistic automotive game asset in Unreal Engine 5 is complex but incredibly rewarding. It demands a holistic approach, blending artistic vision with technical precision. By strategically applying polygon count reduction, leveraging robust LOD (Level of Detail) systems, developing advanced PBR materials, and streamlining the entire 3D asset pipeline, you can achieve stunning visual fidelity without sacrificing crucial real-time rendering performance. Unreal Engine 5’s powerful toolset, including Nanite and Lumen, further empowers artists to push boundaries, but a solid understanding of optimization fundamentals remains paramount.
The pursuit of photorealism in real-time is an ongoing evolution, driven by innovation in both hardware and software. Mastering these techniques will not only future-proof your skills but also unlock incredible creative potential for your projects, whether in game development, virtual production, or high-performance visualization. Dive into your next project, explore the extensive library at 88cars3d.com for high-quality assets, and start building your photorealistic automotive experiences today!
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Subaru Outback 2024 3D Model
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Material: Yes
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Subaru Legacy 2003 3D Model
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Material: Yes
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Subaru Legacy Touring Wagon 3D Model
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Material: Yes
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Toyota Mark II (X100) 1998 3D Model
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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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Toyota Aygo 2013 3D Model
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Toyota Crown S180 2005 3D Model
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Material: Yes
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Toyota Celica 2004 3D Model
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Material: Yes
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Toyota Corolla AE100 1992 3D Model
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Material: Yes
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Toyota Mark II X110 2000 3D Model
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Toyota Corolla 2020 3D Model
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Toyota Yaris 2020 3D Model
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Volkswagen Beetle 2012 3D Model
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Toyota Matrix 2005 3D Model
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Toyota Yaris Sedan 3D Model
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Volkswagen Golf R-004 2024 3D Model
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Volkswagen Golf 5 Door 2010 3D Model
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Toyota Premio 2010 3D Model
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Toyota Opa 2000 3D Model
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Volkswagen Polo 5 Door 2010 3D Model
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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
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Volkswagen Jetta 2005 3D Model
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Volkswagen Golf 3-Door 3D Model
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Volvo V70 2005 3D Model
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Volkswagen Bora 2004 3D Model
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Volkswagen Lupo 3D Model
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Volkswagen Passat B5 2000 3D Model
Texture: Yes
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Volkswagen Passat CC 3D Model
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Material: Yes
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Volkswagen Golf V 2006 3D Model
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Volvo S60 R-Design 2024 3D Model
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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
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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
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Mazda B-Series 3D Model
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Material: Yes
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Mercsedes Benz Z3-006 3D Model
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Material: Yes
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Mazda RX-7 3D Model
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Material: Yes
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Volvo VCC-003 3D Model
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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
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Material: Yes
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Volkswagen Touran restyle-006 3D Model
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Material: Yes
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Skoda Octavia Scout 3D Model
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Volkswagen Golf V 2006 3D Model
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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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Mercedes-Benz S-Class W221 2005 3D Model
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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
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