The High-Poly Hurdle: Bridging the Offline-to-Realtime Divide
The allure of a perfectly rendered automotive model in a studio environment is undeniable. Gleaming paintwork, intricate details, and flawless reflections showcase design intent with breathtaking fidelity. However, translating these exquisite automotive visualization assets directly into a real-time environment like a game engine presents a monumental challenge. The very details that make a studio render shine are often computational bottlenecks, bringing even powerful gaming PCs to their knees.
The transition from an offline rendering pipeline, which can afford minutes or even hours per frame, to a real-time engine demanding 60 frames per second or more, requires a fundamental shift in asset creation methodology. This isn’t just about reducing file size; it’s a comprehensive process of strategic optimization, balancing visual quality with essential real-time rendering performance. At 88cars3d.com, we understand this challenge intimately, offering a starting point with high-quality models that, with the right techniques, can be transformed into exceptional game-ready assets.
This guide will walk you through the essential steps and advanced techniques required to convert those stunning, high-end automotive models into performant, visually rich assets for game engines. From meticulous mesh reduction to sophisticated texturing, we’ll cover the complete workflow.
The High-Poly Hurdle: Bridging the Offline-to-Realtime Divide
Studio-quality automotive models are typically created with an incredible amount of geometric detail. Often derived from CAD data or painstakingly sculpted, these models can feature millions of polygons, tiny fillets, individual bolts, and perfectly smooth surfaces that are ideal for static renders or cinematic sequences. Each of these polygons, however, represents data that the game engine’s GPU must process every single frame.
The fundamental difference lies in the rendering approach. Offline renderers often use ray tracing, calculating light paths with high precision. Real-time engines predominantly rely on rasterization, quickly projecting triangles onto the screen. A model with an excessively high poly count will overwhelm the rasterization pipeline, leading to low frame rates and a poor user experience. This necessitates a strategic approach to poly count optimization.
Beyond the raw polygon count, other factors like the number of draw calls (instructions to the GPU to render a batch of triangles) and memory footprint for textures and geometry become critical. A single high-poly car model can easily exceed the budget allocated for an entire scene in a game. Our goal is to maintain the visual essence of these automotive visualization assets while drastically reducing their computational cost, ensuring seamless real-time rendering performance.
Foundational Mesh Optimization: Mastering Poly Count Reduction
The cornerstone of creating game-ready assets from high-fidelity sources is intelligent poly count optimization. This process involves reducing the number of polygons in a mesh without significantly compromising its silhouette or perceived detail.
Manual Retopology for Precision Control
For critical assets like player vehicles or hero props, manual retopology is often the gold standard. This involves recreating a new, low-polygon mesh over the top of the high-polygon source model. It offers unparalleled control over edge flow, polygon distribution, and UV mapping, crucial for clean deformations and efficient texture baking.
- Control Edge Flow: Manually placing edges allows you to define crucial loops around details like wheel arches, door lines, and panel gaps, ensuring they look sharp even with fewer polygons.
- Optimized Polygon Distribution: You can allocate more polygons to areas of high curvature or critical detail, and fewer to flat, less visible areas.
- Clean Topology for Deformation: If the vehicle is intended for animation (e.g., suspension, opening doors), clean quads and appropriate edge loops are essential for smooth deformations.
Strategic Use of Automatic Decimation Tools
While manual retopology provides the best results, it’s time-consuming. For less critical parts or as a starting point for manual cleanup, automatic decimation tools can be incredibly useful. Software like ZBrush’s Decimation Master, Maya’s Reduce, or Blender’s Decimate modifier can intelligently remove polygons while attempting to preserve mesh volume and detail.
- Iterative Reduction: Start with a higher reduction percentage and progressively lower it, inspecting the results at each step.
- Preserve Detail: Most tools offer options to protect hard edges, UV seams, or painted vertex colors, helping to maintain important features.
- Clean Up Post-Decimation: Decimated meshes often have triangulation and irregular polygon distribution. A manual cleanup pass is usually necessary to fix artifacts and optimize the mesh further for a robust game-ready assets workflow.
Eliminating Unnecessary Geometry
Often, high-poly studio models contain geometry that will never be seen in a game engine. This includes internal components, parts hidden by other elements, or extremely tiny details that become imperceptible at typical game viewing distances.
- Hidden Faces and Internal Structure: Remove engine blocks, complex interior wiring, or intricate suspension components if they are fully enclosed and not interactable or visible through windows.
- Micro-Details: Small bolts, tiny perforations, or extremely fine surface details can often be represented much more efficiently through baked normal maps rather than actual geometry.
- Double-Sided Geometry: Check for and remove unnecessary internal faces on chassis or body panels that create redundant polygons without adding visual benefit.
Implementing Level of Detail (LODs) for Scalable Performance
Even after aggressive poly count optimization, a single, high-detail model can still be too heavy for distant views. This is where Level of Detail (LODs) become indispensable. LODs are simplified versions of a mesh that are swapped in and out based on the camera’s distance from the object, significantly boosting real-time rendering performance.
Understanding the LOD Concept
The core idea is simple: objects closer to the camera require more detail (LOD0), while objects further away can be represented by much simpler meshes (LOD1, LOD2, etc.) without noticeable visual degradation. This dynamic switching ensures that only the necessary polygons are rendered at any given time.
- LOD0 (Hero Mesh): The highest detail version, typically the optimized mesh from our initial reduction, used when the car is very close to the camera.
- LOD1 (Medium Detail): A further simplified version, removing more polygons but retaining the overall silhouette and key features.
- LOD2 (Low Detail): A very aggressively simplified mesh, potentially with wheels as single cylinders and minimal body details, used at medium distances.
- LOD3+ (Impostors/Billboards): For extremely distant objects, a simple plane with a pre-rendered texture (impostor) or even just a bounding box might suffice, or the object might be culled entirely.
LOD Generation Techniques
Creating effective LODs is a balance between automation and manual refinement.
- Automated LOD Generation: Most modern game engines (Unreal Engine, Unity) have built-in LOD generation tools that can automatically create simplified meshes. These are great for initial passes or less critical assets.
- Engine-Specific Settings: Configure polygon reduction percentages and screen size thresholds within the engine.
- Preserve UVs: Ensure the automated process respects your existing UVs for consistent texturing across LODs.
- Manual Creation and Refinement: For hero cars, manual creation or significant manual refinement of automatically generated LODs is often preferred. This allows artists to control exactly which details are removed or simplified, ensuring visual integrity.
- Duplicate and Simplify: Duplicate your LOD0 mesh and use manual polygon reduction techniques (edge loops, vertex deletion) or external decimation tools to create simpler versions.
- Bake Detail Down: Ensure that baked normal maps from the LOD0 mesh or even the original high-poly source are applied consistently across all LODs to retain perceived detail.
Setting LOD Distances and Thresholds
Properly setting the distances at which LODs swap is crucial for both visual quality and performance. Too close, and players might notice the pop-in; too far, and you’re rendering unnecessary detail.
- Screen Size/Percentage: Game engines typically use screen percentage to determine LOD transitions, meaning the asset takes up a certain percentage of the screen space. This is more reliable than absolute distance.
- Visual Testing: Test LOD transitions extensively in the target engine. Drive around, fly by, and observe from different angles to ensure smooth transitions without noticeable popping. Adjust thresholds as needed to achieve optimal visual quality and real-time rendering performance.
Advanced UV Unwrapping for Optimal Texture Mapping
Efficient UV unwrapping techniques are paramount for maximizing texture quality, minimizing texture memory, and ensuring clean texture baking. A poorly unwrapped model can lead to stretching, visible seams, and inefficient texture usage, undermining all your poly count optimization efforts.
Efficient UV Layout Principles
The goal of UV unwrapping is to flatten the 3D surface of your model into a 2D plane (the UV space) in a way that is clean, organized, and utilizes the texture space effectively.
- Maximize UV Space Utilization: Arrange UV islands to fill as much of the 0-1 UV square as possible without overlapping. Larger islands generally mean higher texel density and thus clearer textures.
- Minimize Seams: While seams are unavoidable, place them strategically in less visible areas (e.g., underneath the car, along natural panel lines, hidden edges).
- Uniform Texel Density: Strive for a consistent texel density across all UV islands, meaning each unit of surface area on your model corresponds to roughly the same number of pixels on your texture. Inconsistent density leads to some areas looking blurry and others pixelated.
- Avoid Overlapping UVs: For unique texture information (like baked normal maps), ensure no UV islands overlap. For tiling textures or modular assets, intentional overlapping can be used to save texture space.
Hard Surface UV Strategies for Automotive Assets
Automotive models are classic examples of hard-surface modeling, and their UVs require specific considerations.
- Planar, Cylindrical, and Box Mapping: Utilize these projection types for different parts of the car. Planar for flat panels, cylindrical for wheels or exhaust pipes, and box for more complex forms, then stitch and refine.
- Strategic Seam Placement:
- Follow natural panel gaps and edges.
- Place seams along sharp angles where shading breaks naturally.
- Conceal seams underneath the vehicle or on surfaces that are rarely visible.
- Breaking Down Complex Parts: Large, complex objects like the car body can be broken down into multiple UV islands (e.g., hood, roof, doors, fenders) to facilitate easier unwrapping and better texel density control.
- Symmetry: If parts of the car are symmetrical, consider unwrapping one side and mirroring the UVs to save time, but be aware of potential issues with unique normal maps across the seam.
UDIMs vs. Single UV Sets
Depending on the required fidelity and asset complexity, you might choose between UDIMs (U-Dimension) and a single UV set.
- Single UV Set (0-1 Space): Ideal for most game-ready assets, especially if you’re targeting a single texture atlas. All UV islands fit within the 0-1 UV coordinate space. This is generally more performant for real-time.
- UDIMs: Primarily used for cinematic or extremely high-detail assets where a single texture map isn’t sufficient to capture all the detail. UDIMs allow you to spread UV islands across multiple UV tiles (e.g., 1001, 1002, 1003), each corresponding to a separate texture file. While powerful, they can incur higher memory and draw call costs in real-time engines and require careful management. For most game vehicles, a single UV set for the main body and separate sets for wheels/interior components is more common and efficient.
Mastering the PBR Texture and Baking Pipeline
Once your mesh is optimized and beautifully unwrapped, the next critical step is to bring it to life with materials and textures. Physically Based Rendering (PBR) has become the industry standard for achieving realistic materials in real-time. A key component of this is using baked normal maps and high-quality PBR textures.
Understanding PBR Textures
PBR workflows rely on a set of texture maps that accurately describe how light interacts with a surface. These maps replace older, less physically accurate texture approaches, offering consistent and realistic results under any lighting conditions.
- Albedo (Base Color): This map defines the pure color of the surface, free from any lighting or shadowing information.
- Normal Map: This is a crucial texture that simulates high-frequency surface detail (like scratches, panel lines, or rivets) using tangents, allowing a low-poly mesh to appear as if it has millions of polygons. It’s the primary way to transfer detail from your high-poly model to your optimized game mesh.
- Roughness Map: Controls the microscopic surface irregularities that determine how light scatters. A value of 0 is perfectly smooth (mirror-like), while 1 is completely rough (matte).
- Metallic Map: A binary map (black for non-metallic, white for metallic) that tells the renderer whether the surface exhibits metallic properties.
- Ambient Occlusion (AO) Map: Simulates soft, diffuse shadowing caused by geometry blocking ambient light, enhancing depth and realism. This is often baked from the high-poly model.
- Height/Displacement Map (Optional/Parallax): While full displacement is expensive for real-time, these maps can be used for parallax occlusion mapping to add a sense of depth to flat surfaces without extra geometry.
The Power of Baked Normal Maps
Baked normal maps are fundamental for turning your highly detailed automotive visualization assets into efficient game-ready assets. This process projects the surface normal information from a high-polygon mesh onto the UVs of a low-polygon target mesh.
- Workflow for Baking:
- High-Poly Source: Your original, unoptimized, highly detailed car model.
- Low-Poly Target: Your meticulously optimized and UV-unwrapped game mesh.
- Baking Cage: Often, a slightly inflated version of your low-poly mesh is used as a “cage” to precisely control the projection of details from the high-poly to the low-poly. This prevents artifacts where the high-poly surface extends too far from the low-poly.
- Baking Software: Tools like Substance Painter, Marmoset Toolbag, XNormal, or even built-in functions in Blender/Maya are used to perform the bake.
- Testing and Iteration: After baking, apply the normal map to your low-poly mesh and inspect it thoroughly in your target engine or a real-time viewer. Look for artifacts, skewed normals, or missing details. Adjust your cage or UVs as necessary and re-bake.
- Maintaining Tangent Space: Ensure consistency in tangent space calculations between your baking software and your game engine. Inconsistencies can lead to shading errors.
Baking Other Essential Maps
Beyond normal maps, several other maps can be baked to enhance realism and streamline the texturing process:
- Ambient Occlusion (AO): Baking AO from your high-poly model captures intricate self-shadowing that enhances depth and grounding. This can be directly used in your PBR material or as a multiplier on your albedo.
- Curvature Map: Identifies convex (edges) and concave (crevices) areas. Useful for procedural texturing, such as adding edge wear or dirt accumulation.
- ID Map/Mask Map: A colored map where each material or distinct part of the model has a unique color. This is invaluable for quickly creating masks in texturing software like Substance Painter, allowing you to easily apply different materials to specific parts of the car (e.g., paint, trim, rubber).
By effectively utilizing PBR textures and mastering the baking pipeline, you can achieve stunning visual fidelity on your optimized meshes, ensuring excellent real-time rendering performance.
Engine Integration and Performance Best Practices
The final stage of the game-ready assets workflow involves exporting your optimized model and textures, importing them into your chosen game engine, and ensuring they perform optimally. This step is where all your optimization efforts culminate to deliver a truly robust asset.
Exporting Optimized Assets
Proper export settings are crucial to prevent issues upon import.
- File Formats:
- FBX (.fbx): The industry standard for game asset exchange due to its robust support for meshes, UVs, normal data, and animation.
- glTF (.gltf/.glb): An increasingly popular open standard, designed for efficient transmission and loading of 3D scenes and models by engines and viewers.
- Export Settings:
- Units: Ensure your export units match your engine’s units (e.g., centimeters in Maya/Blender to Unreal Engine).
- Transforms: Apply all transforms (scale, rotation) before exporting to avoid unexpected scaling or orientation issues.
- Pivot Points: Set logical pivot points for your model (e.g., center of the car, or origin for individual parts) as this affects placement and interaction within the engine.
- Smooth Groups/Hard Edges: Ensure your normals are correctly exported. If you used hard edges in your modeling, ensure they are preserved.
- Naming Conventions: Use consistent and clear naming conventions for meshes, materials, and textures. This drastically improves organization within the engine.
Importing into Game Engines (Unreal Engine/Unity)
Once exported, the asset needs to be properly set up in the engine.
- Material Setup for PBR Textures:
- Create a new material in the engine and assign your PBR textures (Albedo, Normal, Roughness, Metallic, AO) to their respective slots.
- Adjust material parameters like roughness, metallic values, and color tinting as needed to fine-tune the look.
- Ensure the normal map is correctly interpreted (often requires specific settings like “Normal Map” type in Unity or specific nodes in Unreal’s material editor).
- Collision Meshes:
- For vehicles, simple primitive collisions (box, sphere, capsule) or a simplified mesh collision are far more performant than per-poly collision.
- Create custom collision meshes in your DCC software and import them alongside your visual mesh, adhering to engine-specific naming conventions (e.g., UCX_ for Unreal Engine).
- LOD Group Configuration:
- After importing your various LOD meshes, set up an LOD Group for your car.
- Assign each LOD mesh to its corresponding slot and configure the screen size or distance thresholds at which each LOD swaps in.
- Verify transitions in-game to ensure smooth visual performance.
Performance Profiling and Debugging
Even with meticulous optimization, issues can arise. Understanding how to profile your asset is key to ensuring optimal real-time rendering performance.
- Engine Profilers:
- Unreal Engine: Use the “stat” commands (e.g.,
stat FPS,stat unit,stat GPU,stat RHI) and the built-in Profiler tool to monitor CPU and GPU performance, draw calls, and memory usage. - Unity: The Unity Profiler window provides detailed insights into CPU usage, rendering, memory, physics, and more.
- Unreal Engine: Use the “stat” commands (e.g.,
- Identifying Bottlenecks:
- Draw Calls: High draw calls often indicate too many separate meshes or materials. Consider combining meshes or using texture atlases.
- Overdraw: Occurs when pixels are rendered multiple times due to overlapping transparent or complex geometry. Use engine visualization tools to identify areas of high overdraw.
- Shader Complexity: Very complex materials or shaders can be a performance hit. Simplify material graphs where possible, and use shader complexity views in the engine to identify hotspots.
- Optimizing Instances and Blueprints:
- If you have multiple instances of the same car, ensure they are properly instanced in the engine to reduce draw calls.
- For interactive cars, ensure your blueprint or script logic is efficient and not causing unnecessary updates or calculations.
The journey from a high-fidelity studio render to a perfectly performing game-ready asset is complex but incredibly rewarding. By meticulously applying poly count optimization, creating effective Level of Detail (LODs), mastering UV unwrapping techniques, leveraging baked normal maps, and utilizing PBR textures, you can transform stunning automotive visualization assets into assets that deliver exceptional real-time rendering performance.
This structured approach ensures that every polygon and pixel contributes meaningfully to the visual experience without bogging down your project. If you’re looking for a head start with high-quality, base models that are perfect for this optimization journey, explore the extensive collection of premium models available at 88cars3d.com. We provide the foundational assets you need to kickstart your next real-time automotive project.
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Subaru Outback 2024 3D Model
Texture: Yes
Material: Yes
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Subaru Legacy 2003 3D Model
Texture: Yes
Material: Yes
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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
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Material: Yes
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Toyota Mark II X81 1990 3D Model
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Material: Yes
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Toyota iQ EV 2012 3D Model
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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
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Toyota Matrix 2005 3D Model
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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
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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
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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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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
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
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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
Texture: 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
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