The Challenge of High-Fidelity: Bridging the Visual Gap
The allure of a gleaming, photorealistic automobile gracing the digital screen is undeniable. Whether it’s a stunning render in an architectural visualization, a high-octane racing simulation, or an immersive open-world experience, automotive models captivate audiences. However, the journey from a studio-quality, highly detailed 3D car model – often boasting millions of polygons and intricate CAD-level precision – to a performant, game-ready asset for engines like Unreal or Unity is fraught with significant technical challenges. Direct import of such heavy models will inevitably cripple game asset performance, leading to stuttering frame rates, slow loading times, and a generally poor user experience.
The fundamental problem lies in the contrasting demands of different 3D applications. Design and rendering software prioritize absolute visual fidelity, often without real-time constraints. Game engines, on the other hand, must render dozens, if not hundreds, of complex objects multiple times per second, maintaining smooth interactivity. This necessitates a rigorous process of optimization, transforming a polygon-heavy masterpiece into an efficient, streamlined asset. This comprehensive guide will walk you through the essential techniques, from poly count reduction and smart Level of Detail (LODs) creation to advanced texture baking and PBR textures implementation, ensuring your automotive models not only look spectacular but also run flawlessly in your chosen engine.
The Challenge of High-Fidelity: Bridging the Visual Gap
Automotive design often begins in CAD software, where engineers meticulously craft every curve, panel gap, and component to exacting real-world specifications. These models are then refined in high-end 3D applications, sometimes reaching tens of millions of polygons for a single vehicle. Each bolt, emblem, and interior stitch might be modeled with perfect geometric accuracy, suitable for offline renders or close-up marketing imagery. While breathtaking, this level of detail is a performance killer in real-time environments.
The primary bottleneck comes from excessive polygon counts. Each triangle or quad requires processing by the GPU, and millions of them can quickly overwhelm even powerful graphics cards. Beyond raw polygon counts, other factors contribute to poor game asset performance:
- High Number of Materials: A studio model might have a unique material for every tiny component, leading to a proliferation of draw calls. Each draw call instructs the GPU to render a batch of triangles with a specific material, and too many can halt performance.
- Unoptimized Geometry: Geometry from CAD or sculpting often lacks clean topology. It might contain overlapping faces, non-manifold geometry, or excessive edge loops in areas that don’t require high detail for game purposes.
- Large Texture Sizes & Formats: Uncompressed, high-resolution textures suitable for rendering can consume vast amounts of VRAM, slowing down loading and rendering.
- Lack of Optimization Structures: Studio models typically don’t include Level of Detail (LODs) or simplified collision meshes, which are crucial for game engines.
Addressing these issues requires a systematic approach to asset pipeline optimization, transforming the visual masterpiece into a highly efficient game component without sacrificing its aesthetic appeal.
Core Optimization Techniques: Mastering Geometry and Textures
The heart of preparing a high-poly automotive model for game engines lies in judiciously reducing its complexity while preserving its visual integrity. This involves significant work on both geometry and textures.
Poly Count Reduction Strategies
Poly count reduction is perhaps the most critical step. The goal is to achieve the lowest possible polygon count that still adequately represents the model’s silhouette and major forms, with fine details handled by normal maps.
- Manual Retopology: This is the most labor-intensive but often yields the best results. Manual retopology involves rebuilding the model’s mesh from scratch, tracing over the high-poly version, focusing on clean, quad-based topology. It allows for optimal edge flow, making the model easier to UV unwrap, rig for animation (e.g., opening doors), and ensures predictable deformation. This technique is invaluable for hero assets where quality is paramount.
- Automatic Decimation/Optimization: Many 3D software packages (e.g., Blender’s Decimate modifier, ZBrush’s Decimation Master, 3ds Max’s ProOptimizer) offer tools to automatically reduce polygon count. These tools typically work by intelligently merging vertices or dissolving edges. While fast, they can sometimes create messy, triangulated topology, destroy UVs, or simplify details unevenly. It’s often best used for less critical parts or as a starting point before manual cleanup. Unreal Engine and Unity also offer built-in decimation tools upon import.
- Selective Optimization: Not all parts of a car require the same level of detail. Components that are rarely seen (e.g., hidden engine parts, undercarriage for most views) or are very small can undergo more aggressive poly count reduction. Conversely, the main body, wheels, and prominent interior elements demand careful attention to maintain their form. Removing entirely unseen geometry is also a quick win for optimization.
Implementing Level of Detail (LODs)
Level of Detail (LODs) are essential for maintaining good game asset performance, especially in open-world games with many vehicles. LODs are simplified versions of a model that are swapped in and out based on the camera’s distance. Closer objects use higher detail (LOD0), while distant objects use progressively lower detail models (LOD1, LOD2, etc.).
- Creating LODs:
- LOD0 (Base Mesh): Your optimized, low-poly model with baked normal maps. This is the highest detail version.
- LOD1: A more aggressively decimated version, typically 50-70% of LOD0’s poly count. Subtle details start to disappear, relying more on textures.
- LOD2, LOD3, etc.: Further reductions, potentially reaching a few hundred polygons for very distant objects, where the car might just be a silhouette.
- LOD (Culling): For extremely distant objects, the model might be completely culled, relying on particles or imposters for representation.
- Best Practices:
- Ensure smooth transitions between LODs to prevent popping artifacts.
- Maintain consistent UV mapping across LODs, especially if using a single texture set, to avoid texture swimming.
- Engines like Unreal and Unity provide powerful tools for generating and managing LODs automatically or with manual overrides.
- The use of LODs significantly reduces the rendering load, directly impacting the number of draw calls and overall game asset performance.
Efficient UV Mapping and Texture Baking
Once your geometry is optimized, efficient UV mapping is crucial. UVs dictate how textures are applied to the model. Clean, non-overlapping UV layouts are fundamental for texture baking and texturing in general.
- UV Unwrapping Best Practices:
- Minimize seams, especially in visible areas.
- Maximize UV space utilization without excessive stretching or distortion.
- Ensure consistent texel density across the model for uniform texture resolution.
- Atlas textures where possible to reduce material count and draw calls.
- Texture Baking: This is where the high-poly model truly shines in optimizing the low-poly asset. Texture baking transfers high-fidelity surface details (like bumps, grooves, and micro-details) from the high-poly mesh onto textures that can be applied to the low-poly mesh.
- Normal Maps: These are paramount. They simulate detailed surface geometry by altering how light interacts with the low-poly surface, creating the illusion of intricate detail without adding actual polygons.
- Ambient Occlusion (AO) Maps: These capture self-shadowing details, making crevices and recessed areas appear darker, adding depth and realism.
- Curvature Maps: Useful for defining edge wear or dirt accumulation in texturing software.
- Position/Thickness Maps: Can aid in creating variations for procedural texturing.
Baking is typically done in dedicated software like Substance Painter, Marmoset Toolbag, or even directly within 3D modeling packages. The result is a set of maps that make a significantly lower-polygon model appear as detailed as its high-poly counterpart, drastically improving game asset performance.
Visual Fidelity with Performance: PBR Materials and Texture Optimization
Modern game engines heavily rely on Physically Based Rendering (PBR) to achieve realistic lighting and material responses. Implementing PBR textures correctly is vital for visual quality and performance.
Understanding PBR Workflows
PBR textures are a set of maps that describe how light interacts with a surface based on real-world physics. The most common PBR maps include:
- Albedo/Base Color: Defines the base color of the surface without any lighting information.
- Metallic: A grayscale map indicating which parts are metallic (white) and non-metallic (black).
- Roughness: A grayscale map defining how rough or smooth a surface is, influencing how light scatters (white = rough, black = smooth/glossy).
- Normal Map: (As discussed) Provides surface detail by faking geometric changes.
- Ambient Occlusion (AO): (As discussed) Adds soft shadowing to cavities.
- Height/Displacement Map (Optional): For parallax occlusion mapping or actual tessellation, generally reserved for high-end cinematic scenes or specific hero assets due to performance cost.
Consistency in your PBR workflow, ensuring values accurately represent real-world materials, is key to achieving believable results in any game engine.
Texture Resolution and Atlasing
Optimizing texture assets is critical for managing VRAM usage and reducing draw calls.
- Resolution: Use appropriate resolutions for different parts of the car. The main body might warrant a 4K or 2K map, while smaller components like brake calipers or interior buttons could use 1K or even 512px. Always use power-of-two resolutions (e.g., 512, 1024, 2048, 4096).
- Compression: Game engines offer various texture compression formats (e.g., DXT1, DXT5, BC7 for desktops; ETC2 for mobile). Choose formats that balance visual quality with file size and memory footprint.
- Texture Atlasing: Combining multiple smaller textures for different parts (e.g., all interior buttons, dashboard elements) into a single, larger texture atlas can dramatically reduce the number of materials and, consequently, draw calls. This allows the GPU to process more geometry with a single material pass.
- Material Instances: Rather than creating entirely new materials for slight variations (e.g., different car colors, tire types), use master materials with adjustable parameters via material instances. This optimizes shader compilation and further reduces draw calls.
Engine-Specific Implementations: Unreal Engine & Unity Best Practices
While the core optimization principles remain consistent, each engine has its unique tools and workflows for integrating optimized assets.
Optimizing for Unreal Engine
Unreal Engine provides a robust set of features for automotive assets:
- Static Mesh Editor: Once your optimized low-poly model is imported, the Static Mesh Editor is your primary hub. Here you can:
- LOD Generation: Unreal can automatically generate LODs based on a percentage reduction, or you can import your custom pre-made LOD meshes. You can set screen size thresholds for when each LOD is swapped.
- Collision: Generate primitive collision shapes (box, sphere, capsule) or use a custom simplified mesh for accurate physics.
- UV Channels: Manage multiple UV sets for lightmaps, unique textures, etc.
- Material Instances: Leverage Unreal’s powerful material editor to create a versatile master car material. Use parameters for color, metallic, roughness, and other properties, then create lightweight material instances for each specific variant of your vehicle. This reduces shader complexity and improves draw calls.
- Texture Streaming: Unreal automatically streams texture MipMaps based on distance and screen size, ensuring only necessary texture data is loaded into VRAM, further boosting game asset performance.
- Nanite (with caveats): While Nanite in Unreal Engine 5 allows for virtually infinite polygon counts, it’s primarily designed for static, non-animated geometry. For dynamic, movable vehicles, traditional LODs and a well-optimized base mesh are still the go-to strategy. However, for extremely high-fidelity showcase pieces or static vehicle props, Nanite can be revolutionary.
Optimizing for Unity
Unity also offers powerful tools for managing game-ready automotive assets:
- LOD Group Component: Attach an LOD Group component to your parent car object. Drag and drop your different LOD meshes into the respective slots (LOD0, LOD1, etc.) and define the screen percentage at which each LOD should become active. Unity handles the swapping automatically.
- Material Workflow: Similar to Unreal, Unity supports PBR textures through its Standard Shader or custom SRP (Scriptable Render Pipeline) shaders (URP/HDRP). Utilize material property blocks for variations to minimize unique material overhead.
- Texture Import Settings: Crucial for controlling texture quality and memory. Adjust Max Size, Compression (e.g., BC7 for high quality, ASTC for mobile), and MipMap settings directly in the inspector.
- Static Batching / SRP Batcher / GPU Instancing: These rendering features can drastically reduce draw calls for static geometry or identical meshes. While a single complex car might not benefit from static batching, parts of a car or multiple identical cars can benefit from GPU Instancing. Ensure your materials are compatible.
Crafting Robust Collision Meshes
Beyond visual fidelity, a critical aspect of game asset performance is how the vehicle interacts with its environment and other objects. This is handled by collision meshes, which are simplified representations of the car’s physical shape.
Why Collision Meshes are Critical
- Physics Simulation: Accurate collisions are essential for realistic driving physics, impacts, and interaction with the world.
- Performance: Complex visual meshes are too heavy for real-time physics calculations. Using a simplified collision mesh significantly reduces the CPU overhead for physics engines.
- Player Interaction: Defines where players can walk on or around the car, where projectiles might hit, or where other objects can rest.
Strategies for Creating Efficient Collision Meshes
- Primitive Colliders: For very simple shapes, using primitive colliders (box, sphere, capsule) is the most performant. For example, a box collider for the main body, cylinders for wheels. However, this often lacks precision for complex automotive forms.
- Convex Hull Colliders: Most engines can generate a convex hull from your mesh. This is a single, “shrink-wrapped” approximation of your object, always convex (no concave areas). While more accurate than primitives, a single convex hull might not be accurate enough for intricate car shapes and can still be too complex if the visual mesh is used directly.
- Custom Low-Poly Collision Meshes: This is generally the best approach for complex automotive assets.
- Create a separate, extremely low-polygon mesh that roughly matches the car’s major contours. This mesh doesn’t need to be visually appealing, only structurally accurate for physics.
- In Unreal, custom collision meshes are typically prefixed with “UCX_” (e.g.,
UCX_MyCar). Upon import, Unreal automatically recognizes and uses this mesh for collisions. - In Unity, you can assign a simpler mesh to a
Mesh Collidercomponent, but ensure its ‘Convex’ property is enabled for optimal performance and interaction with rigidbodies. Avoid using the high-poly visual mesh directly in aMesh Collider.
- Multiple Collision Meshes: For highly detailed collision, you might use several simple convex meshes to approximate the complex shape more accurately than a single mesh. For instance, separate collision meshes for the main body, wheels, mirrors, and bumpers. This adds precision without a massive poly count reduction compromise.
The goal is always to find the sweet spot between collision accuracy and poly count reduction for optimal physics game asset performance.
Establishing an Efficient Asset Pipeline: From Studio to Game
An effective asset pipeline optimization workflow is key to consistency, efficiency, and scalability, especially when dealing with multiple vehicle models or team-based development. At 88cars3d.com, we understand the initial challenge of sourcing high-quality automotive models, and our assets are designed to be excellent starting points for this optimization process.
Workflow Stages
- Source High-Poly Model: Start with a detailed, studio-quality model. This could be a CAD model, a sculpted mesh, or a premium asset from resources like 88cars3d.com.
- Low-Poly Retopology/Decimation: Reduce the polygon count drastically. Manual retopology for hero assets, automated decimation for less critical parts, ensuring clean topology where needed. Aim for the smallest possible poly count reduction that holds the silhouette.
- UV Unwrapping: Create clean, non-overlapping UV maps for the low-poly mesh, optimized for texture baking.
- Texture Baking: Bake normal maps, ambient occlusion, and other utility maps from the high-poly model onto the low-poly UVs.
- PBR Texturing: Use software like Substance Painter or Quixel Mixer to create a full set of PBR textures (Albedo, Metallic, Roughness, Normal, AO). Incorporate baked maps for surface detail.
- LOD Creation: Generate multiple Level of Detail (LODs) for the low-poly mesh, reducing complexity incrementally.
- Collision Mesh Creation: Develop a simple, optimized collision mesh.
- Export to Game Engine: Export your optimized low-poly mesh, LODs, collision mesh, and PBR texture maps in formats compatible with Unreal or Unity (FBX is standard for meshes, PNG/TGA for textures).
- Engine-Side Setup: Import assets, assign PBR materials, configure LODs, set up collision, and adjust texture import settings (compression, resolution, streaming).
- Testing and Profiling: Crucially, test your asset in-engine. Use profiling tools (Unreal Insight, Unity Profiler) to monitor frame rate, draw calls, memory usage, and physics performance. Iterate on your optimizations based on these metrics.
Version Control and Asset Management
For any serious project, implement robust version control (e.g., Git LFS, Perforce) for your 3D assets and textures. This ensures collaboration is smooth, changes are tracked, and previous versions can be restored if needed. Maintain a clear naming convention for all meshes, textures, and materials.
Iteration and Profiling
Optimization is rarely a one-shot process. Expect to iterate. The engine profilers are your best friends here. Identify bottlenecks: is it high draw calls? Too many polygons visible at once? Overly large textures? Each issue points to a specific area for further optimization within your asset pipeline optimization. Continuous testing ensures that your automotive models deliver exceptional visual quality without compromising game asset performance.
Conclusion
Transforming studio-quality automotive models into game-ready assets for Unreal Engine and Unity is a challenging but immensely rewarding process. It demands a deep understanding of poly count reduction, intelligent Level of Detail (LODs) implementation, meticulous texture baking, and the proper use of PBR textures. By strategically addressing polygon counts, optimizing draw calls, creating efficient collision meshes, and streamlining your asset pipeline optimization, you can achieve stunning visual fidelity without sacrificing crucial game asset performance.
The journey from millions of polygons to a highly performant game asset is a testament to the blend of artistic skill and technical expertise required in modern game development. Embrace the process, leverage the powerful tools available in your 3D software and game engines, and always prioritize testing and profiling. If you’re looking for an exceptional starting point for your next automotive project, explore the high-quality, detailed models available at 88cars3d.com. With the right techniques, you can bring these stunning vehicles to life in any real-time environment.
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Toyota Mark II (X100) 1998 3D Model
Texture: Yes
Material: Yes
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Toyota Corona 1985 3D Model
Texture: Yes
Material: Yes
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Toyota Mark II X81 1990 3D Model
Texture: Yes
Material: Yes
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Toyota iQ EV 2012 3D Model
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Material: Yes
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Toyota Aygo 2013 3D Model
Texture: Yes
Material: Yes
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Toyota Crown S180 2005 3D Model
Texture: Yes
Material: Yes
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Toyota Celica 2004 3D Model
Texture: Yes
Material: Yes
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Toyota Corolla AE100 1992 3D Model
Texture: Yes
Material: Yes
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Toyota Mark II X110 2000 3D Model
Texture: Yes
Material: Yes
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Toyota Corolla 2020 3D Model
Texture: Yes
Material: Yes
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Toyota Yaris 2020 3D Model
Texture: Yes
Material: Yes
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Volkswagen Beetle 2012 3D Model
Texture: Yes
Material: Yes
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Toyota Matrix 2005 3D Model
Texture: Yes
Material: Yes
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Toyota Yaris Sedan 3D Model
Texture: Yes
Material: Yes
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Volkswagen Golf R-004 2024 3D Model
Texture: Yes
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Volkswagen Golf 5 Door 2010 3D Model
Texture: Yes
Material: Yes
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Toyota Premio 2010 3D Model
Texture: Yes
Material: Yes
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Toyota Opa 2000 3D Model
Texture: Yes
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
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Toyota Supra 2020 3D Model
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Volkswagen New Beetle 2000 3D Model
Texture: Yes
Material: Yes
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Volkswagen Jetta 2005 3D Model
Texture: Yes
Material: Yes
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Volkswagen Golf 3-Door 3D Model
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Material: Yes
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Volvo V70 2005 3D Model
Texture: Yes
Material: Yes
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Volkswagen Bora 2004 3D Model
Texture: Yes
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Volkswagen Lupo 3D Model
Texture: Yes
Material: Yes
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Volkswagen Passat B5 2000 3D Model
Texture: Yes
Material: Yes
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Volkswagen Passat CC 3D Model
Texture: Yes
Material: Yes
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Volkswagen Golf V 2006 3D Model
Texture: Yes
Material: Yes
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Volvo S60 R-Design 2024 3D Model
Texture: Yes
Material: Yes
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Volkswagen Passat 2025 3D Model
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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
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
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Mercedes-Benz SL500 AMG (R129) 3D Model
Texture: Yes
Material: Yes
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Mercedes-Benz S-Class W221 2005 3D Model
Texture: Yes
Material: Yes
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Mercedes-Benz E-Class W212 2009 3D Model
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Mercedes-Benz E-class Estate S212 2009 3D Model
Texture: Yes
Material: Yes
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