The Chasm Between CAD Precision and Real-time Efficiency
The roar of a high-performance engine, the gleam of perfectly rendered paintwork, the intricate details of a meticulously crafted interior – bringing the unparalleled realism of automotive design into real-time environments like Unreal Engine and Unity is a dream for many. However, the journey from precision engineering CAD (Computer-Aided Design) models to seamlessly integrated, performant game assets is far from trivial. Raw CAD data, built for manufacturing accuracy, often boasts geometric complexity that can cripple even the most powerful gaming rigs, making the quest for `real-time performance` a significant hurdle.
This challenge is where the art and science of optimization converge. As expert 3D artists and game developers, we face the demanding task of transforming gigabytes of engineering data into lean, visually stunning assets without sacrificing the intricate detail that defines high-end vehicles. This comprehensive guide will walk you through the essential steps and advanced `mesh optimization techniques` to bridge this gap, detailing a robust `CAD to game engine workflow` that ensures both breathtaking aesthetics and smooth interactivity. Whether you’re aiming for automotive configurators, driving simulators, or cinematic experiences, understanding these principles is paramount.
The Chasm Between CAD Precision and Real-time Efficiency
High-fidelity CAD data is the bedrock of automotive design, providing millimeter-perfect accuracy essential for manufacturing. However, this precision comes at a significant cost when translating to real-time rendering. CAD models are typically constructed using NURBS (Non-Uniform Rational B-Splines) or parametric surfaces, which define geometry mathematically rather than through discrete polygons. While ideal for engineering, these representations become incredibly dense when tessellated into polygons for game engines, resulting in exorbitant polygon counts that choke `real-time performance`.
Beyond polygon count, other issues compound the problem. CAD models often contain internal geometry, overlapping surfaces, and non-manifold edges that are irrelevant or detrimental to real-time rendering. The data structure itself is geared towards design iteration and simulation, not optimized display. This necessitates a thorough `CAD data preparation` phase before any game engine integration. Without proper optimization, you’ll encounter severe frame rate drops, long load times, and an overall sluggish user experience, making your meticulously designed vehicle impractical for any interactive application.
Intelligent Mesh Optimization Techniques: Decimation, Retopology, and Beyond
The first critical step in our `automotive asset pipeline` is to intelligently reduce the polygon count while preserving the visual integrity of the vehicle. This involves a strategic combination of decimation and retopology, each serving a distinct purpose in the `CAD to game engine workflow`.
Strategic Decimation for Initial Reduction
Decimation is the process of reducing the number of polygons in a mesh while trying to maintain its overall shape. It’s often the first pass for extremely dense CAD imports. Modern decimation algorithms are quite sophisticated, capable of intelligently removing polygons from flatter areas and preserving detail in curvature and sharp edges.
- When to Use It: Decimation is excellent for initial, aggressive polygon reduction, especially on components that won’t undergo significant deformation or require very clean topology. It’s also useful for generating initial `LOD generation` steps quickly.
- Tools: Software like Autodesk Maya’s Reduce, Blender’s Decimate Modifier, ZBrush’s Decimation Master, or dedicated tools like PolyReduce or MeshLab offer robust decimation capabilities.
- Pitfalls to Avoid: Over-decimation can lead to jagged edges, lost detail, and triangulation artifacts that are hard to clean up. It often results in messy, triangulated topology, which is less ideal for UV mapping and PBR texture baking. Always work on a copy of your mesh and carefully evaluate the visual impact.
Manual and Automatic Retopology for Clean Topology
Retopology is the process of creating a new, cleaner mesh over an existing high-polygon model. This is the gold standard for creating game-ready assets, as it results in a quad-dominant, evenly distributed mesh that is ideal for `UV mapping strategies` and animation, even for rigid automotive components.
- Benefits: Clean, quad-based topology provides superior control over UV mapping, results in smoother subdivision (if needed), bakes normal maps more accurately, and is significantly easier to work with throughout the `automotive asset pipeline`. It’s crucial for parts that will receive close-up attention or custom material zones.
- Tools: Manual retopology can be performed in virtually any 3D package, with specialized tools in Maya (Quad Draw), Blender (Retopoflow addon, native tools), 3ds Max, and dedicated software like TopoGun. Automatic retopology tools, such as ZBrush’s ZRemesher or QuadRemesher for Blender/Maya, can provide a great starting point for hard-surface models, though often require manual cleanup.
- Considerations for Hard-Surface Models: For automotive assets, focus on creating edge loops that follow the natural contours and creases of the vehicle. Pay close attention to areas around headlights, grilles, door seams, and vents to maintain crisp details. Aim for efficient polygon distribution, with denser areas where detail is high and sparser in flat regions.
Optimizing Component-Level Detail
Not all parts of a car require the same level of detail. A crucial aspect of `CAD data preparation` is identifying components based on their visibility and importance.
- Visible vs. Non-Visible: Intricate engine components might need higher detail if the hood opens, but hidden chassis elements can be heavily optimized or even removed. Interior elements seen through tinted windows can be simpler than those in an open-top convertible.
- Importance of Critical Design Features: Always prioritize the details that define the vehicle’s identity – badges, unique body lines, headlight designs. These should retain high fidelity even after aggressive optimization.
- Instancing and Duplication: Leverage instancing for repeated parts like wheels, bolts, and interior buttons. Optimize one instance thoroughly, then duplicate it, saving significant memory and draw calls.
When seeking models that have already undergone this rigorous optimization process, consider resources like 88cars3d.com, which specializes in providing high-quality, game-ready automotive assets, streamlining your `CAD to game engine workflow` from the start.
Mastering LOD Generation for Scalable Real-Time Performance
Even with meticulously optimized base meshes, a single model won’t suffice for all viewing distances in a real-time environment. This is where `LOD generation` (Levels of Detail) becomes indispensable. LODs are progressively lower-polygon versions of an asset that are swapped in and out based on the camera’s distance from the object. This technique is fundamental to achieving consistent `real-time performance` without sacrificing visual quality up close.
Defining LOD Levels for Automotive Assets
A typical automotive asset pipeline will utilize several LOD levels to cover various distances:
- LOD0 (Near): This is your primary, highest-detail optimized mesh. It should be visually indistinguishable from the original high-poly render, used when the vehicle is very close to the camera. Polygon counts can still be substantial (e.g., 50k-200k triangles for a full vehicle, depending on complexity and target platform).
- LOD1 (Mid): A reduced version, typically 30-50% of LOD0’s polygon count. Details like fine grilles might be simplified or replaced with normal map detail. Used for medium distances.
- LOD2 (Far): A significantly reduced mesh, perhaps 10-20% of LOD0. Minor protrusions might be flattened, and intricate details entirely baked into textures. Suitable for vehicles a good distance away.
- LOD3 (Very Far/Shadow Caster): The lowest-detail mesh, sometimes just a silhouette, used when the vehicle is tiny on screen or purely for shadow casting to save even more resources. It could be as low as 1k-5k triangles.
The goal is to find the sweet spot where the transition between LODs is imperceptible to the player, maintaining visual fidelity while drastically reducing the render load.
Automated vs. Manual LOD Workflows
Both Unreal Engine and Unity provide built-in tools for `LOD generation`, simplifying the process:
- Engine-Specific Tools: Unreal Engine’s Static Mesh Editor has an “Auto LOD” feature that can generate LODs based on a specified percentage reduction. Unity’s “LOD Group” component allows you to assign different meshes to various LOD levels and define transition distances. These automated solutions are excellent for rapid iteration and initial setups.
- Manual Tweaking for Critical Assets: For hero vehicles or highly prominent assets, manual `LOD generation` offers superior control. Artists can manually reduce polygons, simplify geometry, and adjust UVs to ensure specific details are maintained or properly represented through normal maps at each level. This often involves duplicating LOD0 and manually optimizing it, layer by layer, for each subsequent LOD.
Best Practices for Seamless Transitions
- Screen Percentage Thresholds: Both engines allow you to define when LODs swap based on the object’s screen size. Experiment with these values to ensure smooth transitions without popping.
- Dithering: For very aggressive LOD transitions, particularly on alpha-cutout geometry like grilles, dithering can be used to fade out geometry, making the swap less jarring.
- Maintaining Consistent Bounding Boxes: Ensure that the bounding box of all LODs remains consistent to prevent flickering or popping during transitions.
- Baking Detail Down: As you reduce geometry for lower LODs, ensure that critical details are baked into normal maps and other textures from the higher LODs. This is a common practice in `PBR texture baking`.
Advanced UV Mapping Strategies for PBR Texture Efficiency
UV mapping is the invisible backbone of texture application. For high-end automotive assets, effective `UV mapping strategies` are critical for maximizing texture resolution, minimizing distortion, and ensuring flawless `PBR texture baking`. Poor UVs can ruin even the most beautifully sculpted mesh.
Understanding UV Seams and Distortion
The primary goals of UV mapping are to lay out the 3D surface onto a 2D plane with minimal distortion and strategically placed seams.
- Minimizing Seams on Visible Areas: Seams are breakpoints in the UV shell that can become visible as texture discontinuities or cause artifacts during `PBR texture baking`. Place seams in less noticeable areas, such as along sharp edges, under trim pieces, or in recessed grooves.
- Avoiding Stretching: UVs must accurately represent the 3D surface area. Stretched or compressed UVs will result in distorted textures, making the surface look unnatural. Tools often include distortion visualization to help identify and correct these issues.
Multi-Tile UVs (UDIMs) for High-Resolution Textures
For incredibly detailed automotive models, a single 0-1 UV space is often insufficient to provide adequate texture resolution across the entire vehicle. This is where UDIMs (U-Dimension) come into play.
- What are UDIMs? UDIMs extend the traditional 0-1 UV space into multiple tiles (e.g., 0-1, 1-2, 2-3, etc., across U and V axes). Each tile can hold its own high-resolution texture map.
- When to Use Them: UDIMs are ideal for hero assets like a full car, allowing you to assign high-resolution textures to different parts (e.g., one UDIM for the body, another for the interior, another for wheels, etc.). This prevents texture blurring on large surfaces and allows for incredibly detailed `PBR texture baking`.
- Workflow: Software like Substance Painter, Mari, and even Blender/Maya support UDIM workflows. You’ll typically arrange your UV shells across multiple UDIM tiles, then export them for texturing.
Packing Efficiency and Texel Density
Beyond simply laying out UVs, how they are packed within the 0-1 space (or across UDIMs) significantly impacts texture memory and visual quality.
- Maximizing Texture Space: Utilize as much of the UV space as possible without overlapping UV shells (unless intentional for mirrored parts). Efficient packing reduces wasted texture memory.
- Maintaining Consistent Texel Density: Texel density refers to the number of pixels per unit of surface area on your model. Consistency is key. Parts that are seen up close (e.g., door handles, badges) should have higher texel density, while less important or smaller parts can have lower density. However, for the main body, strive for a consistent texel density across the entire surface to avoid noticeable variations in texture detail. Tools can help visualize and normalize texel density.
- Importance for PBR Texture Baking: Well-packed UVs with consistent texel density ensure that baked maps (normals, AO, etc.) transfer detail uniformly from the high-poly model to the optimized low-poly mesh.
PBR Texture Baking and Material Setup for Photorealism
Once your mesh is optimized and UV-mapped, the next crucial step in the `automotive asset pipeline` is to apply photorealistic materials using Physically Based Rendering (PBR) principles. This involves `PBR texture baking` from your high-poly CAD data and careful material setup within the game engine.
The Power of PBR for Automotive Surfaces
PBR is an approach to rendering that aims to simulate the real-world interaction of light with materials, resulting in more consistent and realistic visuals under various lighting conditions. For automotive surfaces, this is vital.
- Metallic/Roughness Workflow: This is the most common PBR workflow in game engines.
- Base Color/Albedo: Defines the diffuse color of non-metallic surfaces and the color of reflected light for metallic surfaces.
- Metallic: A grayscale map (0 to 1) indicating how metallic a surface is. Cars are often a blend of metallic (body paint, chrome) and non-metallic (tires, glass, plastic trim).
- Roughness: A grayscale map defining the microsurface imperfections, dictating how rough or smooth a surface appears, and thus how sharp or blurred reflections are. Highly polished paint has very low roughness.
- Automotive-Specific Material Properties: Think beyond just color. Automotive materials require nuanced reflections, clear coats, iridescent paints, and precise light scattering for elements like headlights and taillights.
Essential Maps: Normals, AO, Curvature, and More
`PBR texture baking` is the process of transferring detailed information from a high-polygon model (often your original CAD data or a refined version) to the optimized low-polygon model using its UVs.
- Normal Maps: These are indispensable. A normal map stores surface normal direction data, allowing a low-poly mesh to simulate the fine geometric details (like bolts, panel lines, subtle curves) of a high-poly model without adding actual polygons. Bake normal maps from your pristine CAD-derived high-poly model onto your game-ready low-poly mesh.
- Ambient Occlusion (AO) Maps: An AO map calculates how much ambient light a surface receives, simulating self-shadowing in crevices and corners, adding depth and realism without dynamic shadow calculations. Bake these to enhance visual depth, especially in complex areas like grilles or interior components.
- Curvature Maps: These maps highlight convex and concave areas of a mesh, often used as masks to drive procedural effects like edge wear, dirt accumulation, or subtle color variations, enhancing realism.
- Material ID Maps: If your CAD data has distinct material zones, baking a Material ID map can help isolate areas for texturing in Substance Painter or other tools.
- Tools: Dedicated baking tools like Substance Painter, Marmoset Toolbag, or even Blender’s internal baker are essential for this step. Ensure your high-poly and low-poly meshes are properly aligned before baking to avoid projection errors.
Creating Realistic Materials in Unreal Engine & Unity
Once textures are baked, they need to be assembled into PBR materials within your target engine.
- Material Graphs/Nodes: Both Unreal Engine (Material Editor) and Unity (Shader Graph/Standard PBR Shader) use node-based systems to connect your baked texture maps to material properties.
- Clear Coat Layers for Automotive Paint: Automotive paint is complex, often involving a base color, metallic flake, and a clear coat. Unreal Engine has a dedicated Clear Coat material input that is incredibly effective for realistic car paint. Unity’s standard shader can also achieve this with careful parameter tuning or custom shaders.
- Glass, Tire, and Interior Material Considerations:
- Glass: Requires transparency, refraction, and realistic reflections. Use physically accurate values for index of refraction (IOR).
- Tires: Often involve anisotropic roughness (for rubber texture), normal maps for tread detail, and subtle ambient occlusion.
- Interior: A mix of plastics, leathers, fabrics, and metals, each requiring distinct PBR properties and texture sets.
Integrating and Validating Optimized Assets in Game Engines
With optimized meshes and beautifully textured PBR materials, the final stage is to bring everything together into Unreal Engine or Unity and ensure it performs flawlessly. This completes our robust `CAD to game engine workflow`.
Import Settings and Scale Considerations
The import process might seem straightforward, but critical settings can impact your asset’s scale and orientation.
- Ensuring Correct Unit Scales: Most CAD software works in millimeters or meters, while game engines can vary. Ensure your export (e.g., FBX) and import settings match to avoid wildly scaled models. A common practice is to work in meters and ensure 1 unit in your 3D software equals 1 meter in the engine.
- FBX Export/Import Options: FBX is the industry standard for asset transfer. When exporting from your 3D software, ensure you’re embedding media (textures), baking animation (if any), and using appropriate triangulation settings. On import into Unreal or Unity, check settings for normals (import vs. calculate), tangent space, and potential mesh merging.
- Origin and Orientation: Ensure your model’s pivot point is at a logical location (e.g., center of the vehicle’s base) and its forward axis aligns with the engine’s conventions (e.g., X+ forward in Unity, X+ forward in Unreal).
Performance Profiling and Debugging
Once imported, rigorous testing is necessary to confirm that your `mesh optimization techniques` and `LOD generation` have paid off in terms of `real-time performance`.
- Tools within Unreal and Unity:
- Unreal Engine: Use commands like `stat fps`, `stat unit`, `stat gpu`, and `stat rhi` in the console. The “LOD Dithered Transition” view mode can help visualize LOD swaps. The Profiler provides detailed timing for CPU and GPU usage.
- Unity: The built-in Profiler is your go-to. It breaks down CPU and GPU usage per frame, identifying bottlenecks related to rendering (draw calls, triangles), scripting, and physics. The Frame Debugger can inspect render passes and draw calls.
- Identifying Bottlenecks: Look for high draw calls (too many separate meshes/materials), excessive triangle counts for visible objects, or heavy shader complexity. These are common culprits for poor `real-time performance`.
- Optimizing Further: If issues persist, consider merging smaller meshes, using texture atlases (combining multiple textures into one) to reduce draw calls, further refining LODs, or simplifying complex materials.
Visual Integrity Checks
The final validation involves comparing your in-engine asset against the original CAD renders or high-poly references to ensure visual fidelity.
- Comparing Against Original CAD Renders: Place your optimized model next to reference images. Look for discrepancies in shape, proportion, and surface details. Normal maps should accurately represent the high-poly geometry.
- Ensuring Materials and Lighting Behave as Expected: Test your car model under various lighting conditions (day, night, overcast) and angles. Check reflections, shadows, and how different PBR materials react. Does the clear coat paint shimmer correctly? Does the glass refract realistically?
- Artistic Polish: This is where you might add subtle effects like grunge, dust, or tire wear using additional texture layers or decals to bring the vehicle truly to life.
Conclusion
Transforming high-fidelity automotive CAD data into game-ready assets for Unreal Engine and Unity is a sophisticated process that demands a blend of technical expertise and artistic sensibility. From the initial `CAD data preparation` and intelligent `mesh optimization techniques` like strategic decimation and meticulous retopology, to the intricate science of `LOD generation` for scalable performance, every step is crucial.
Mastering `UV mapping strategies` to ensure efficient texture application, and harnessing the power of `PBR texture baking` to transfer detail and create photorealistic materials, are fundamental to achieving visual excellence. Finally, diligent integration and performance validation within the game engine solidify a robust `automotive asset pipeline` that delivers both stunning aesthetics and buttery-smooth `real-time performance`.
This journey beyond polygons can be time-consuming, but the reward is seeing incredibly detailed, interactive automotive experiences come to life. For those looking to jumpstart their projects with assets that have already undergone this rigorous optimization, remember that resources like 88cars3d.com offer a curated selection of high-quality, game-ready automotive models. By understanding and applying these advanced techniques, you are well-equipped to unlock the full potential of automotive design in real-time environments, pushing the boundaries of realism and interactivity.
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Tesla Model S 2024 3D Model
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Material: Yes
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Subaru Impreza WRX STi-002 3D Model
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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
Texture: Yes
Material: Yes
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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
Texture: Yes
Material: Yes
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Toyota Mark II (X100) 1998 3D Model
Texture: Yes
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Toyota Corona 1985 3D Model
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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
Texture: Yes
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Toyota Crown S180 2005 3D Model
Texture: Yes
Material: Yes
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Toyota Celica 2004 3D Model
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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
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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
Texture: Yes
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Toyota Premio 2010 3D Model
Texture: Yes
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Toyota Opa 2000 3D Model
Texture: 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
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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
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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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Volvo V70 2005 3D Model
Texture: 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
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
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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
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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
Texture: Yes
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Skoda Octavia Scout 3D Model
Texture: Yes
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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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