The Anatomy of Photorealistic Car Paint: Layers and Physical Properties
The allure of a perfectly rendered automobile in 3D art is undeniable. It’s not just about the sleek lines or the powerful stance; often, it’s the mesmerizing dance of light across its surface – the rich, deep color, the subtle sparkle, and the flawless, mirror-like finish. Achieving this level of visual fidelity, especially with car paint, is a significant challenge for any 3D artist. It demands a profound understanding of light, materials, and advanced rendering techniques.
Many artists struggle to move beyond generic materials, leading to car renders that feel flat or synthetic. The problem lies in underestimating the complexity of real-world car paint and failing to leverage the full power of Physically Based Rendering (PBR) workflows. Without a meticulous approach to each layer and its optical properties, even the most detailed 3D model can fall short of hyper-realism.
This comprehensive guide will deconstruct the science and art behind crafting photorealistic car paint shaders using PBR. We’ll delve into the individual components, explain the crucial material parameters, and walk you through a practical `shader node workflow` to build breathtaking automotive finishes. Whether you’re an automotive designer, a game developer, or a 3D artist aiming for perfection, mastering these `automotive rendering techniques` will elevate your work significantly. For those looking for a head start with high-quality, pre-modeled vehicles, 88cars3d.com offers an extensive library of production-ready 3D car models.
The Anatomy of Photorealistic Car Paint: Layers and Physical Properties
Real-world car paint is far more than just a single coat of color. It’s a meticulously engineered system of multiple layers, each contributing to its appearance, durability, and depth. Understanding these layers is the foundational step towards recreating them accurately in 3D using PBR principles.
Deconstructing the Car Paint System
- Primer Coat: Applied directly to the bare metal or composite body, the primer provides corrosion protection and a uniform surface for subsequent layers. While not directly visible in the final render, its presence ensures a smooth base, indirectly influencing the final look.
- Base Coat Layer (Color Coat): This is the layer that provides the primary color of the car. It can be a solid color, or it can contain special pigments that contribute to metallic or pearl effects. The `base coat layer` defines the fundamental hue and value of the paint.
- Effect Layer (Metallic or Pearl): Often mixed within or applied directly over the base coat, this layer contains tiny metallic flakes or mica particles. These particles are responsible for the distinct sparkle, color shift, and light-catching properties seen in many modern car paints. This is where the `metallic flake effect` truly shines.
- Clear Coat Shader: This is arguably the most critical layer for visual realism. It’s a thick, transparent, highly reflective layer applied over the color and effect layers. The `clear coat shader` provides depth, gloss, UV protection, and resistance to scratches. Its smooth, often highly polished surface is responsible for the sharp reflections and highlights that define a vehicle’s finish.
PBR Principles for Car Paint
Physically Based Rendering (PBR) is indispensable for achieving realism. PBR materials simulate how light interacts with surfaces in the real world, based on physical laws. For car paint, this means accurately modeling how light refracts through the clear coat, reflects off the metallic flakes, and scatters from the underlying base coat. Key PBR parameters like `roughness`, `metallicness`, `IOR (Index of Refraction)`, and `anisotropy` become our tools to mimic these complex interactions.
Unlike traditional rendering, PBR ensures that your car paint will look correct under any lighting condition, from harsh sunlight to subtle indoor illumination. This consistency is vital for believable renders and integrations into diverse scenes.
Mastering the Base Coat Layer
The `base coat layer` is the foundational color of your car paint, sitting beneath the clear coat and often intertwined with any metallic or pearl effects. While it might seem straightforward, getting this layer right is crucial for the overall depth and richness of your automotive finish.
Defining the Base Color and Roughness
The primary parameter for the `base coat layer` is its color. This is typically set using a diffuse or albedo map in a PBR workflow. Choose your desired car color with care, considering how it will interact with the subsequent layers and lighting. Remember that the clear coat will add a reflective sheen on top, so the base color might appear slightly darker or less vibrant in isolation than the final result.
Roughness, or its inverse, glossiness, is another critical PBR parameter for the base coat. While the clear coat will handle the primary reflections, the base coat itself isn’t perfectly smooth. It has a microscopic texture that scatters light, contributing to the perceived “sheen” and color depth. A slightly higher roughness value for the base coat, compared to the clear coat, will simulate this internal scattering, preventing the paint from looking like a flat, uniform block of color.
Integrating with PBR Material Setup
In a typical `PBR material setup`, the base coat will often act as the ‘Diffuse’ or ‘Albedo’ input for the underlying material, or as a color input for a custom layered shader. For most car paints, the metallic parameter of the base coat material should be set to 0 (non-metallic), as any metallic properties will be handled by a separate effect layer or through specialized blend modes. However, if you’re creating a simpler solid metallic paint without a distinct clear coat layer, you might adjust the metallic parameter accordingly.
Ensure that your PBR workflow correctly accounts for energy conservation. This means that as reflectivity increases (e.g., in the clear coat), less light should be absorbed by the base coat. Modern PBR shaders handle this automatically, but understanding the principle helps in debugging and fine-tuning your materials.
Crafting the Metallic Flake and Pearl Effect
The `metallic flake effect` is what gives many car paints their distinctive sparkle and depth, shifting hues as light catches different angles. Replicating this phenomenon accurately in 3D requires a nuanced approach, often involving complex `shader node workflow` techniques.
Understanding Metallic Flakes
Metallic car paints contain tiny aluminum flakes, while pearl paints use mica particles coated with titanium dioxide or other oxides. These microscopic particles are suspended within the paint, typically within or just above the `base coat layer`. When light hits the car, these flakes reflect light at various angles, creating a shimmering, dynamic effect.
The key challenge is that these flakes are not uniform. They vary in size, orientation, and density. Simply adding a noisy reflection isn’t enough; we need to simulate the cumulative effect of countless individual reflections.
Implementing the Metallic Flake Effect
- Flake Map Generation: Start by generating or sourcing a texture map that represents the distribution and orientation of the flakes. This can be a procedural noise pattern, a high-resolution scanned texture, or a custom-painted map. For orientation, a `normal map` can be incredibly useful, where each pixel’s normal direction represents the dominant angle of the flakes in that area.
- Anisotropic Reflections for Flakes: A crucial aspect of realistic flakes is their tendency to reflect light directionally. This is where `anisotropic reflections` come into play. Instead of uniform, circular reflections, anisotropic reflections stretch along a particular direction, mimicking how light reflects off elongated or oriented surfaces. For flakes, you’d typically want a subtle anisotropic effect driven by a texture or procedural noise that dictates the orientation of these stretched reflections. This often requires a dedicated anisotropic shader node or a custom modification to your PBR material.
- Roughness Control: The individual flakes themselves are not perfectly smooth; they have their own microscopic roughness. Furthermore, the layer containing the flakes (before the clear coat) contributes to the overall roughness. Using `roughness and normal maps` for this layer can simulate this variation, adding further realism. A separate roughness map can control how shiny or dull the individual flakes appear, while a normal map can slightly perturb their surface, enhancing the sparkle.
- Color and Intensity: The color of the flakes might differ slightly from the `base coat layer`, especially in pearl paints. You might use a subtle tint or a separate color for the flake reflections. The intensity of the flakes should also be controllable, allowing you to dial in the desired level of sparkle, from subtle to overtly flashy.
Shader Node Workflow for Flakes
In most 3D software (like Blender, Maya, 3ds Max, or Unreal Engine), you’ll typically build this effect using a layered or blended material setup. You might have a base material for the `base coat layer`, and then layer a secondary material that uses a metallic shader or a custom reflection model. The flake maps (`roughness and normal maps`, anisotropic direction maps) would be plugged into the appropriate inputs of this secondary material. Blending modes, often based on Fresnel or direct illumination, ensure that the flakes only appear when light hits them at specific angles, creating that dynamic sparkle. Remember, the clear coat will sit on top of all of this, further refracting and reflecting light.
The Clear Coat Shader – The Key to Depth
The `clear coat shader` is the outermost, transparent layer of car paint, and it is absolutely paramount for achieving photorealism. It provides the characteristic gloss, depth, and sharp reflections that define a high-quality automotive finish. Neglecting its nuances is a common pitfall in 3D rendering.
Physical Properties of the Clear Coat
Think of the clear coat as a thin layer of glass over the base paint. This analogy helps understand its critical PBR parameters:
- Index of Refraction (IOR): Just like glass, the clear coat refracts light. The IOR dictates how much light bends as it passes through the surface. For automotive clear coats, a typical IOR value ranges from 1.4 to 1.55. Using an accurate IOR is vital for correct light bending and the interplay between the clear coat and the underlying layers.
- Roughness (Glossiness): This parameter defines the smoothness of the clear coat surface. A perfectly smooth clear coat (low roughness, high glossiness) will produce sharp, mirror-like reflections. Even microscopic imperfections, dust, or very fine scratches will increase the roughness, causing reflections to become blurrier. To achieve hyper-realism, subtle variations in `roughness and normal maps` are essential to simulate micro-scratches, swirl marks, or dust, adding authenticity that prevents the paint from looking too “perfect.”
- Anisotropic Reflections: While often overlooked, `anisotropic reflections` are crucial for the clear coat as well, especially on curved surfaces. Machine polishing or the natural flow of the paint can create microscopic grooves that cause reflections to stretch in a particular direction. A subtle anisotropic effect on the clear coat, driven by tangent maps or procedural vectors, can greatly enhance realism and break up perfectly uniform reflections.
- Thickness: Although not always an explicit parameter in standard PBR shaders, the clear coat does have a physical thickness. This becomes important for advanced rendering techniques where light might scatter slightly within the clear coat itself, or when simulating effects like subsurface scattering or chromatic aberration through thick layers.
Building the Clear Coat in a PBR Material Setup
In most `PBR material setup` workflows, the clear coat is implemented as a dedicated layer on top of the base and flake layers. Many modern shaders (e.g., Arnold, V-Ray, Redshift, Blender’s Principled BSDF) have a dedicated “clearcoat” input or a layered shader system that simplifies this. Here’s a common approach:
- Base Material Integration: Your `base coat layer` and `metallic flake effect` layers will form the “base” of your clear coat material.
- Clear Coat Layer: Add a separate coating layer. This layer should have a high metallicness (or reflectivity) and a very low roughness value to simulate a polished surface. Its color should typically be pure white (or the color of the light source) for physically accurate reflections.
- IOR Application: Set the IOR of this clear coat layer to a value appropriate for automotive clear coats (e.g., 1.4-1.55).
- Roughness Maps: Connect `roughness and normal maps` to the clear coat layer’s roughness and normal inputs. These maps should introduce subtle imperfections like fingerprints, dust, or very fine swirl marks. These tiny details are what make a surface look truly real.
- Anisotropy: If your shader supports it, enable and control `anisotropic reflections` on the clear coat. Use a tangent map or a clear coat normal input to define the direction of the anisotropic stretch, simulating polishing marks or directional paint flow.
The beauty of the `clear coat shader` is how it interacts with the layers beneath it. Light will pass through, reflect off the flakes and base color, and then exit through the clear coat, all while being modulated by its own reflective and refractive properties. This creates the incredible sense of depth and realism. Remember, 88cars3d.com provides models where you can directly apply these advanced shaders, saving you valuable modeling time.
Building Your Car Paint Shader with PBR Material Setup
Now that we’ve deconstructed the individual layers, let’s put it all together into a functional car paint shader using a common `shader node workflow`. While specifics vary between software (Blender, Maya, 3ds Max, Unreal Engine, Unity), the underlying PBR principles and node connections remain largely consistent.
A Generic PBR Material Setup Workflow
Most advanced `PBR material setup` workflows for car paint involve layering or blending multiple materials or shader components. Think of it as stacking ingredients for a complex recipe.
- The Base Material (Base Coat Layer):
- Start with a standard PBR shader node (e.g., Principled BSDF in Blender, aiStandardSurface in Arnold).
- Set its Base Color to your desired car paint color.
- Metallic: 0 (unless it’s a solid metallic paint without a distinct clear coat).
- Roughness: A low to medium value (e.g., 0.3-0.5) to represent the underlying paint’s slight texture.
- Normal: Connect any base `normal map` for underlying body imperfections if desired.
- The Metallic Flake Effect Layer:
- This is often achieved by blending a second shader or by using specific inputs on a complex material.
- Method A (Layered Blend):
- Create a second, highly metallic shader component.
- Its Base Color should be a subtle version of your car color, or slightly desaturated.
- Metallic: 1 (fully metallic).
- Roughness: Low (e.g., 0.1-0.2) to make the flakes reflective, but use a `roughness map` to vary this.
- Flake Normal Map: Connect a dedicated `normal map` for the `metallic flake effect`. This map should contain fine, noisy details that perturb the surface normals, causing light to scatter and sparkle.
- Anisotropy: Enable `anisotropic reflections` on this metallic layer. Feed an anisotropic direction map or a procedural texture into the tangent input to control the stretch direction of the reflections. This is critical for realistic flake appearance.
- Blend this metallic flake shader over the `base coat layer` using a Fresnel effect, so the flakes are most visible at glancing angles.
- Method B (Integrated Shader): Some advanced car paint shaders have dedicated “flake” parameters for size, density, and color, simplifying the `shader node workflow`. You’d simply adjust these sliders and connect relevant maps.
- The Clear Coat Shader:
- This is typically a separate, transparent, and highly reflective layer applied on top of everything. Many modern PBR shaders have a dedicated “clearcoat” input.
- Clearcoat Weight/Amount: Set this to 1 for full clear coat coverage.
- Clearcoat Roughness: This is critical. Start with a very low value (e.g., 0.05-0.1) for a pristine finish. Then, connect a detailed `roughness map` to introduce subtle imperfections like micro-scratches, dust, and fingerprints. This map can be grayscale, with darker values indicating smoother areas and lighter values indicating rougher areas.
- Clearcoat Normal: Connect a subtle `normal map` here to add even finer surface detail like swirl marks or very slight dents. This map should be extremely subtle; overdoing it will look unnatural.
- IOR: Ensure the clear coat’s IOR is set accurately (e.g., 1.4-1.55). If your shader has a dedicated clear coat IOR, use it. Otherwise, the main material’s IOR might influence it.
- Clearcoat Anisotropy: If available, apply subtle `anisotropic reflections` to the clear coat to simulate polishing streaks, further enhancing the authenticity of your `automotive rendering techniques`.
Leveraging Roughness and Normal Maps
The judicious use of `roughness and normal maps` is paramount across all layers. These maps inject subtle, often microscopic, imperfections that trick the eye into perceiving realism:
- Base Coat: A very subtle normal map can add a slight orange peel texture.
- Metallic Flakes: Normal maps for flake orientation and roughness maps for individual flake shine.
- Clear Coat: High-frequency noise for micro-scratches, broad gradients for slight waviness, and targeted textures for dust or smudges. A common technique is to blend multiple roughness maps together to achieve varied imperfections.
When working with these maps, less is often more. Subtlety is key to realism; exaggerated effects can quickly break the illusion.
Advanced Techniques and Common Pitfalls
Once you’ve mastered the foundational `PBR material setup` for car paint, you can explore advanced `automotive rendering techniques` and learn to avoid common mistakes that hinder hyper-realism.
Advanced Car Paint Effects
- Chameleon (Flip-Flop) Paint: This effect requires even more sophisticated `shader node workflow`. It involves blending multiple `base coat layers` (or specific reflective properties) whose influence changes based on the viewing angle or light angle (Fresnel effect). You might use a texture to drive the blend between two distinct color gradients or utilize specialized spectral shaders to simulate interference colors.
- Multi-Layered Clear Coats: Some high-end automotive finishes feature multiple clear coat layers, each with slightly different properties. This can be simulated by stacking additional clear coat shaders, subtly varying their roughness or normal maps to create even deeper, more complex reflections and refractions.
- Dirt and Wear: Realistic renders often include imperfections. Using grunge maps, edge wear masks, and subtle dirt accumulation can break up the pristine surface and tell a story about the vehicle. Blend these effects with your existing `PBR material setup`, often affecting roughness and color.
- Subsurface Scattering (SSS) for Thick Clear Coats: While often negligible, for extremely thick clear coats or specific paint types, a very subtle SSS effect can add a touch of internal light scattering, contributing to perceived depth. This is an advanced optimization and not always necessary.
Optimized Rendering Performance
Complex car paint shaders, especially those with multiple layers, detailed `roughness and normal maps`, and `anisotropic reflections`, can be computationally expensive. Here are tips for optimizing your `automotive rendering techniques`:
- Texture Resolution: Use appropriate texture resolutions. Don’t use 8K maps where 2K would suffice, especially for details that won’t be seen up close.
- Procedural vs. Image Textures: While image textures offer precise control, procedural textures can sometimes be more memory-efficient and offer infinite resolution. Balance their use depending on the specific detail required.
- Shader Complexity: Simplify your `shader node workflow` where possible. Remove unnecessary nodes or calculations.
- Render Settings: Optimize your renderer’s sampling settings. Focus samples on areas with high reflection and refraction, like the clear coat. Adaptive sampling can be a lifesaver.
- LODs for Game Assets: For game development, create different Levels of Detail (LODs) for your car paint shader. Simpler shaders for distant objects, complex ones for close-ups.
Common Pitfalls to Avoid
Achieving hyper-realism means avoiding these frequent mistakes:
- Uniform Roughness: A common error is using a single, uniform roughness value across the entire clear coat. Real surfaces are never perfectly uniform. Always use `roughness and normal maps` to introduce subtle variations.
- Incorrect IOR: Using an IOR of 1.0 (no refraction) or an arbitrary value for the clear coat will result in physically inaccurate reflections and refractions, making the paint look flat.
- Overly Strong Normal Maps: Exaggerated `normal maps` for micro-scratches or orange peel can make the paint look bumpy or cartoonish. Subtlety is key.
- Neglecting Anisotropy: Failing to implement `anisotropic reflections` for both flakes and the clear coat removes a critical visual cue for high-quality finishes.
- Too Much “Metallicness” in Base Coat: Unless it’s a solid metallic, avoid setting the `base coat layer` to full metallic. The metallic effect should come from the dedicated flake layer.
- Using Pure Black/White Colors: For physically accurate PBR, avoid using pure black (0,0,0) or pure white (1,1,1) for albedo/base colors, as these rarely occur in real materials and can lead to clamping issues.
- Ignoring Environment Lighting: The quality of your environment map (HDRI) and lighting setup is just as crucial as your shader. A perfect shader will look dull under poor lighting.
By understanding these advanced concepts and diligently avoiding common pitfalls, you’ll elevate your `PBR material setup` for car paint to truly stunning levels. And remember, a great shader starts with a great model. Explore the meticulously crafted vehicles available at 88cars3d.com to provide the perfect canvas for your photorealistic paints.
Conclusion
Crafting photorealistic car paint shaders is an intricate process, but one that is incredibly rewarding. By deconstructing real-world car paint into its fundamental layers – the `base coat layer`, the dynamic `metallic flake effect`, and the refractive `clear coat shader` – and meticulously applying `PBR material setup` principles, you gain the power to create breathtaking 3D automotive renders.
We’ve explored how crucial parameters like IOR, roughness, and the nuanced application of `roughness and normal maps` define the surface’s interaction with light. We’ve also delved into the art of `anisotropic reflections` and the practicalities of a robust `shader node workflow` to build these complex effects. Remember, true realism comes from understanding not just *what* to do, but *why* each step matters, allowing you to emulate the subtle imperfections and physical properties that make surfaces believable.
Embrace the challenge of detailed `automotive rendering techniques`. Experiment with different flake patterns, clear coat imperfections, and color shifts. The more you observe real-world cars and translate those observations into your PBR materials, the closer you’ll get to unlocking hyper-realism in your 3D automotive projects. Start building your next stunning vehicle today by utilizing the high-quality 3D car models available at 88cars3d.com, and then apply these advanced shader techniques to bring them to life.
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Tesla Model S 2024 3D Model
Texture: Yes
Material: Yes
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Subaru Impreza WRX STi-002 3D Model
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Material: Yes
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Subaru Impreza WRX STi Sedan 3D Model
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Subaru Legacy 2009 3D Model
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Suzuki Swift 2024 3D Model
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Suzuki Liana Sedan 2004 3D Model
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Subaru Outback 2024 3D Model
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Subaru Legacy 2003 3D Model
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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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Toyota Corona 1985 3D Model
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Toyota Mark II X81 1990 3D Model
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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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Toyota Corolla AE100 1992 3D Model
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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
Texture: Yes
Material: Yes
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Volkswagen Bora 2004 3D Model
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Volkswagen Lupo 3D Model
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Material: Yes
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Volkswagen Passat B5 2000 3D Model
Texture: Yes
Material: Yes
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Volkswagen Passat CC 3D Model
Texture: Yes
Material: Yes
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Volkswagen Golf V 2006 3D Model
Texture: Yes
Material: Yes
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Volvo S60 R-Design 2024 3D Model
Texture: Yes
Material: Yes
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Volkswagen Passat 2025 3D Model
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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
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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
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
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Material: Yes
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Volvo VCC-003 3D Model
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Material: Yes
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Mercedes-Benz SLR McLaren 2005 3D Model
Texture: Yes
Material: Yes
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GAZ 3110 Pickup 2000 3D Model
Texture: Yes
Material: Yes
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Mazda 626 GF 1997 3D Model
Texture: Yes
Material: Yes
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Volvo S80 2011 3D Model
Texture: Yes
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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
Texture: Yes
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Mazda CX-7 3D Model
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Mazda Familia 3D Model
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GAS 21 3D Model
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Mercedes-Benz SL500 AMG (R129) 3D Model
Texture: Yes
Material: 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
Texture: Yes
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