Mastering Photorealism: The Ultimate Guide to Crafting Automotive Paint Shaders in 3D
Mastering Photorealism: The Ultimate Guide to Crafting Automotive Paint Shaders in 3D
There’s a distinct magic in the gleam of a perfectly rendered car. The way light dances across its curves, reflecting the environment with exquisite detail, is what separates good automotive renders from truly breathtaking ones. But achieving that elusive, high-fidelity sheen, especially when it comes to the paint, remains one of the greatest challenges for 3D artists, game developers, and automotive designers alike. Real-world car paint is a marvel of material science, boasting multiple layers, complex optical phenomena, and subtle imperfections that are incredibly difficult to replicate digitally.
Many artists struggle to move beyond a flat, artificial look, often failing to capture the depth, sparkle, and dynamic reflections that characterize genuine automotive finishes. This guide aims to demystify the complexities of creating a truly photorealistic car paint shader in 3D. We’ll break down the science, explore essential PBR principles, and dive into advanced techniques that will elevate your automotive rendering workflow to an unprecedented level of realism.
Deconstructing Automotive Paint: The Science Behind the Sheen
To accurately simulate automotive paint in 3D, we must first understand its real-world composition. It’s far more than just a single coat of color. Modern car paint is a sophisticated multi-layered system, each layer contributing uniquely to the final aesthetic:
- Primer Layer: Applied directly to the bare metal, the primer ensures adhesion and corrosion resistance. While not directly visible, it provides a uniform base for subsequent layers.
- Base Coat (Color Coat): This is where the primary color of the vehicle resides. Depending on the desired effect, this layer can be solid, metallic, or pearlescent. Metallic paints contain tiny aluminum or mica flakes that reflect light, creating a sparkling effect. Pearlescent paints use mica particles coated with titanium dioxide, producing an iridescent, color-shifting appearance.
- Clear Coat Layer: This is the outermost, transparent layer and arguably the most crucial for visual realism. It provides gloss, depth, protection against UV rays and scratches, and is responsible for most of the specular reflections you see. Its thickness and smoothness play a massive role in how light interacts with the entire surface.
The interplay between these layers, particularly the way light penetrates the clear coat, reflects off the base coat (and its flakes), and then refracts back out through the clear coat, is what gives automotive paint its characteristic depth and complexity. Ignoring this layered structure is a common pitfall that leads to unrealistic results in 3D.
The Anatomy of a PBR Car Paint Shader: Base, Flakes, and the Critical Clear Coat
Building a PBR shader for automotive paint requires a systematic approach, mirroring the real-world layers. Adhering to Physically Based Rendering (PBR) principles ensures that your material reacts realistically to light under any lighting conditions. Here, we’ll construct our shader from the ground up using a layered approach, a technique commonly implemented through material nodes in most 3D software.
Base Layer: The Foundation
The foundation of our car paint is the base color layer. This is typically a diffuse (albedo) color, often with some subtle metallic or roughness variations. For solid colors, this is straightforward. For metallic or pearlescent paints, this layer acts as the canvas upon which our flakes will be applied.
- Albedo/Diffuse Map: Start with a base color. For a true PBR workflow, this should be the pure color, without any lighting information baked in.
- Roughness/Glossiness: Even the base coat beneath the clear coat isn’t perfectly smooth. A very subtle, uniform roughness value can be applied here, though its effect will be largely masked by the clear coat.
- Metallic/Specular: For non-metallic base coats, this would be set to 0. For metallic base coats, this value would be higher, indicating conductive properties, but remember the clear coat will be the primary reflective surface.
Introducing Metallic and Pearlescent Flakes
The metallic flakes are where the paint truly comes alive. These microscopic particles embedded within the base coat catch and reflect light, creating the characteristic sparkle and depth. Simulating these flakes requires a specialized approach, as rendering millions of tiny individual flakes would be computationally prohibitive.
- Noise-Based Flakes: A common technique involves using a fine, anisotropic noise texture (often procedural) to represent the distribution and orientation of the flakes. This texture modulates the metallic property and/or the normal map of the base layer.
- Micro-Normal Maps: Instead of direct geometry, tiny variations in the normal map can simulate the angular reflection of the flakes. These normals should be highly randomized and oriented differently across the surface.
- Color Variation: For pearlescent effects, the color reflected by the flakes can shift based on viewing angle, often achieved with a subtle color tint driven by a Fresnel falloff or viewing angle.
- Size and Density: Parameters for flake size and density are crucial. Too large, and they look like glitter; too small or dense, and they might disappear. Experiment to find the sweet spot for your desired effect.
The flakes typically reflect a very small amount of light, but their cumulative effect under strong illumination is what gives metallic paint its distinct shimmering quality. When developing your shader, considering high-quality automotive models, such as those found on 88cars3d.com, provides an excellent foundation to test and refine these intricate paint materials.
The Indispensable Clear Coat Layer
The clear coat layer is the crowning glory of any photorealistic car paint shader. This transparent, highly reflective layer sits atop everything else and dictates the overall gloss and primary reflections of the vehicle. It’s often modeled as a separate dielectric material.
- Dielectric Material: The clear coat should behave as a dielectric (non-metallic) material. Its specular reflectivity is governed by its Index of Refraction (IOR), typically around 1.4-1.5 for clear coats.
- Roughness/Glossiness: This is paramount. A perfectly smooth clear coat will have razor-sharp reflections. Introducing a tiny amount of roughness (e.g., 0.01-0.05) softens reflections slightly, adding to realism without making the paint look dull.
- Anisotropy: While we’ll dive deeper into this, the clear coat is often the primary recipient of anisotropic effects, especially if the surface has been brushed or polished in a particular direction.
- Layered Workflow: In many render engines, you’ll achieve this with a layered material or by blending two PBR shaders: one for the base and flakes, and another for the clear coat on top, with a high blend weight for the clear coat’s reflectivity.
- Refraction (Subtractive Effect): Although mostly reflective, light does refract through the clear coat to the base layer. This interaction is usually handled by the layered material system, subtly tinting the underlying base coat.
Without a properly configured clear coat, even the best base layer and flakes will fall flat, lacking the depth and wet look synonymous with high-end automotive finishes.
Mastering Advanced Realism: Anisotropy, Fresnel, and Micro-Imperfections
Once the fundamental layers are in place, we turn our attention to the subtle but powerful details that push a shader from good to truly exceptional. These techniques account for how light interacts with the surface at a micro-level, significantly enhancing visual authenticity.
Harnessing Anisotropic Reflections
Anisotropic reflections are critical for simulating surfaces where microscopic grooves or fibers are aligned in a specific direction, rather than being randomly oriented. On car paint, this often appears as elongated highlights, especially in areas that have been directionally polished or brushed. It’s a tell-tale sign of high-quality automotive rendering.
- Directional Roughness: Anisotropy essentially means roughness varies depending on the direction of light. Instead of a single roughness value, you have two – one for the U direction and one for the V direction of the surface tangent space.
- Tangent Space: To apply anisotropy, you need to provide a tangent vector map. This map defines the direction of the “grooves” across the surface. For car paint, this might follow the contours of the body panels, simulating polishing marks.
- Intensity Control: The strength of the anisotropic effect can be varied across the surface, perhaps more pronounced on flatter panels and less so on complex curves.
- Subtlety is Key: Over-applying anisotropy can make the paint look brushed metal. The effect on car paint is often very subtle, primarily visible in highlights and grazing angles.
When properly implemented, anisotropic reflections add a layer of sophistication and realism that is difficult to achieve otherwise, making your vehicle feel more tangible and “real.”
The Power of the Fresnel Effect
The Fresnel effect is a fundamental principle of light physics that states the amount of light reflected from a surface increases dramatically as the viewing angle becomes more glancing (i.e., when looking at the surface from a shallow angle). This effect is crucial for achieving realistic reflections on dielectric materials like the clear coat.
- IOR Dependency: The strength and falloff of the Fresnel effect are directly tied to the material’s Index of Refraction (IOR). A higher IOR means reflections become stronger at shallower angles.
- Edge Reflections: The most obvious manifestation of Fresnel is the intense reflection visible at the edges of curved surfaces. This adds significant depth and shape definition to your vehicle.
- Blending Layers: Fresnel is often used to blend between different material properties or layers. For instance, it can control the visibility of the clear coat’s reflections, making them more pronounced at glancing angles, while allowing the base coat’s properties to show through more directly when viewed head-on.
Ensure your PBR shader inherently supports the Fresnel effect, which most modern render engines do automatically for dielectric materials. If you’re building a custom shader, you’ll need to implement this curve based on IOR.
Simulating Micro-Surface Imperfections
No real-world surface is perfectly pristine. Micro-scratches, dust, fingerprints, and slight variations in the clear coat add a crucial layer of authenticity. Ignoring these automotive rendering workflow elements results in a sterile, digital look.
- Micro-Roughness Maps: Use subtle, low-contrast noise textures plugged into the clear coat’s roughness channel. These maps should break up reflections and add subtle variations in shininess across the surface.
- Fingerprints/Smudges: For extreme close-ups, specific fingerprint or smudge alpha maps can be used to locally increase roughness or introduce subtle color variations.
- Dust/Dirt: Procedural textures or simple grunge maps can simulate accumulated dust, especially in crevices or on horizontal surfaces. This often involves blending a separate, rougher material with the primary paint.
- Orange Peel Effect: Real car paint often has a very subtle “orange peel” texture – tiny undulations from the spraying process. This can be simulated with an extremely fine normal map or by subtly modulating the clear coat’s roughness based on a fine noise pattern.
- Edge Wear/Chipping: For a more weathered look, paint chips and edge wear can be introduced with masks, revealing a primer or metal layer underneath.
These imperfections should be applied judiciously. The goal is to suggest realism, not to make the car look dirty unless that’s the desired aesthetic. The subtle breaking up of perfect reflections is often enough.
Building Your Shader: Practical Implementation with Material Nodes
Whether you’re using Blender’s Cycles/Eevee, Arnold, V-Ray, Octane, Redshift, or Unreal Engine, the principles of building a photorealistic car paint shader revolve around connecting various material nodes. The exact node names and connections might differ, but the conceptual flow remains consistent.
Structuring Your Node Graph
Think of your node graph as a visual representation of the layered paint system:
- Base Material: Start with a standard PBR material (e.g., Principled BSDF in Blender, aiStandardSurface in Arnold). This will handle your base color, metallic properties (for flakes), and an initial roughness.
- Flake Generator: Connect your procedural noise textures (for flake distribution, size, and normal variations) to the normal input and potentially the metallic input of your base material. A high-frequency noise for normal mapping and a lower-frequency mask for metallic variation works well.
- Clear Coat Material: Introduce a second PBR material, configured as a dielectric with a low roughness value and the appropriate IOR. This will be your clear coat.
- Layered Blend: Use a “Mix Shader,” “Layered Material,” or “Blend Material” node to combine your base/flake material with your clear coat material. The clear coat should be on top, with a blend factor that primarily prioritizes its reflections. Ensure the blend node handles how light passes through the clear coat to the underlying layers.
- Imperfection Maps: Integrate your micro-roughness, dust, or other imperfection maps by plugging them into the roughness, normal, or even color inputs of the clear coat material. Use mix nodes to blend these effects, often driven by masks.
- Anisotropy: If your clear coat material has an anisotropy input, connect your tangent map and control its strength.
This layered approach within the node editor allows for precise control over each component and ensures that PBR principles are maintained throughout the stack.
Parameter Control and Iteration
A well-designed shader isn’t just a static collection of nodes; it’s a dynamic system with easily adjustable parameters. Expose critical values like flake size, flake density, clear coat roughness, and anisotropic strength as custom properties or group inputs. This allows for quick iteration and fine-tuning without diving deep into the node graph every time.
Testing your shader under various lighting conditions is paramount. What looks good under a studio HDRI might fall apart in direct sunlight. Cycle through different environments to ensure robustness. Remember, when you’re looking for expertly crafted vehicle models to apply these advanced shaders to, 88cars3d.com offers a fantastic selection designed to bring your visualizations to life.
Optimizing Your Automotive Rendering Workflow for Unmatched Realism
A phenomenal paint shader won’t shine without an equally robust automotive rendering workflow. Lighting, environment, and camera setup are just as crucial as the material itself in achieving truly stunning results.
Strategic Lighting and HDRI Environments
Lighting is the sculptor of reflections. For automotive rendering, High Dynamic Range Images (HDRIs) are indispensable:
- Environment Maps: Use high-quality, high-resolution HDRIs for ambient lighting and reflections. Studio HDRIs provide clean, controlled lighting, while outdoor HDRIs offer realistic natural environments.
- Fill Lights: Complement HDRIs with subtle area lights or mesh lights to highlight specific contours, add rim lighting, or brighten shadowed areas. Avoid overly bright or harsh fill lights that can flatten the look.
- Light Position: Pay close attention to how lights reflect in the car paint. Move lights around to find angles that accentuate the vehicle’s form and showcase the paint’s complexity, particularly the anisotropic reflections and metallic flakes.
- Reflection Cards: In some studio setups, artists use “reflection cards” – simple planes with emissive materials – to create specific, controlled reflections that add sparkle and definition, especially in dark areas of the car.
The interaction of your photorealistic car paint with varied lighting sources is what truly reveals its depth and realism. A well-chosen HDRI provides an infinite array of natural reflections that interact perfectly with your layered PBR shader.
Camera Setup and Post-Processing
The camera’s perspective and settings are vital for presentation:
- Focal Length: Experiment with different focal lengths. Longer focal lengths (e.g., 85mm-120mm) tend to flatten perspective and are often favored for flattering car shots, making them appear more muscular and less distorted.
- Depth of Field: Judicious use of depth of field can draw attention to specific details and add photographic realism, but too much can blur away the beautiful reflections you’ve worked hard to create.
- Render Resolution: High-resolution renders are crucial for showcasing the fine details of your paint shader, such as the metallic flakes and micro-imperfections.
- Post-Processing: Non-destructive adjustments in software like Photoshop or Affinity Photo can further enhance your renders. This includes color grading, exposure adjustments, vignetting, and subtle chromatic aberration or lens distortion to mimic real-world camera artifacts. Avoid over-saturating or adding excessive contrast, as this can destroy the realistic lighting you’ve achieved.
Shader Optimization for Performance
While realism is key, performance is also a consideration, especially for real-time applications or large production renders. A complex shader with many layers and intricate noise functions can increase render times significantly.
- Node Grouping: Group complex sections of your material nodes into reusable components. This not only keeps your graph tidy but can sometimes allow the render engine to optimize calculations.
- Texture Resolution: Use appropriate texture resolutions. For micro-roughness or subtle normal maps, lower resolutions might suffice without a noticeable loss in quality, while large-scale detail textures should remain high-res.
- Conditional Branches: Some render engines allow for conditional logic in shaders, where parts of the shader are only calculated if certain conditions are met.
- Baking: For game engines or real-time applications, often the complex layered shader is baked down into a set of standard PBR maps (Albedo, Roughness, Metallic, Normal) for performance. While this loses some dynamic interaction, it’s essential for real-time environments.
Balancing visual fidelity with render efficiency is an ongoing challenge, but with careful planning and optimization, you can achieve stunning results without compromising your deadlines or frame rates.
Conclusion: Your Journey to Automotive Rendering Mastery
Crafting a truly photorealistic car paint shader is an intricate art form, demanding a deep understanding of real-world material science and meticulous attention to detail in the digital realm. From understanding the multi-layered structure of genuine automotive paint to precisely simulating metallic flakes, building a robust PBR shader with a distinctive clear coat layer, implementing subtle anisotropic reflections and the ubiquitous Fresnel effect, and finally integrating these elements using material nodes within an optimized automotive rendering workflow, every step contributes to the final masterpiece.
The journey to mastering automotive rendering is one of continuous learning and experimentation. Don’t be afraid to tweak parameters, try different procedural textures, and observe how light interacts with real cars. With the techniques outlined in this guide, you now have a comprehensive roadmap to elevate your vehicle renders from good to absolutely exceptional. So, fire up your 3D software, begin experimenting with these advanced shading techniques, and watch your automotive visualizations come to life with unparalleled realism. For the perfect foundation to apply your newfound shader mastery, remember to explore the high-quality, production-ready 3D car models available at 88cars3d.com.
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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
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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