The Quest for Automotive Photorealism in Real-Time
The gleam of a perfectly rendered car is arguably one of the most captivating sights in 3D visualization. From the gentle curve of a fender reflecting a studio light to the vibrant pop of a custom paint job under a virtual sun, automotive rendering demands an extraordinary level of fidelity. But achieving truly photorealistic car paint, especially within the confines of a real-time engine like Unreal Engine 5, presents a unique and often daunting challenge. It’s more than just applying a shiny material; it’s a delicate dance between complex light interactions, intricate material properties, and meticulous scene setup.
For 3D artists, game developers, and automotive designers, mastering the nuances of car paint in UE5 is a crucial skill. A subpar paint job can instantly break immersion, no matter how detailed the rest of the model. This article will deconstruct the science behind dazzling car paint, guiding you through the creation of advanced shaders that can rival offline renderers, all within Unreal Engine 5’s powerful real-time environment. We’ll dive deep into the Unreal Engine shader graph, explore layered materials, and fine-tune every aspect to achieve breathtaking realism for your automotive rendering projects. For those looking for a head start with meticulously crafted vehicles, remember that 88cars3d.com offers a range of high-quality car models ready for your photorealistic paint jobs.
The Quest for Automotive Photorealism in Real-Time
Automotive rendering has always pushed the boundaries of computer graphics. The demand for highly accurate visual representations of vehicles, whether for marketing, design iteration, or interactive experiences, necessitates an extreme level of detail and realism. While offline renderers have long been the gold standard, the rapid advancement of real-time engines, particularly Unreal Engine 5, has opened up incredible possibilities for interactive visualization without sacrificing visual quality.
Car paint, however, remains one of the most complex materials to reproduce accurately. Its appearance is intrinsically linked to how it interacts with light. Unlike a diffuse surface, car paint exhibits a sophisticated interplay of reflections, refractions, and scattering, often across multiple layers. This complexity requires a deep understanding of PBR materials (Physically Based Rendering) and the ability to translate those real-world properties into a real-time shader environment. Our goal is not just to make it look good, but to make it look physically plausible under any lighting condition.
Deconstructing the Anatomy of Car Paint: Beyond Simple PBR
To truly master car paint in Unreal Engine 5, we must first understand its fundamental components. Real-world automotive paint is not a single, monolithic material, but rather a sophisticated multi-layered system, each contributing to its overall appearance and light interaction. Standard PBR materials provide a solid foundation, but car paint demands a more nuanced approach, often incorporating a clear coat shader as a distinct layer.
The Base Coat: Color and Subtlety
The base coat is the initial layer, responsible for the primary color of the vehicle. This layer typically contains the pigment that defines the hue. While it contributes to the overall reflectivity, its primary role is color. For our Unreal Engine shader graph, this translates to the Base Color input, along with a certain level of Roughness to simulate its underlying matte or semi-gloss finish before the clear coat is applied. Often, this layer might have a subtle metallic or pearl effect mixed in, even before the main flake layer.
The Magic of Metallic Flakes and Pearl Pigments
This is where car paint truly differentiates itself. Metallic flakes, tiny aluminum particles, or pearl pigments (mica-based) are suspended within a translucent binder above the base coat. These microscopic elements individually reflect light, creating the characteristic sparkle and depth seen in real automotive finishes. The appearance of these metallic flakes is highly dependent on the viewing angle and light direction, often exhibiting anisotropic reflections or a shimmering effect as the light catches them.
In UE5, reproducing this effect requires careful consideration. We can simulate metallic flakes by using custom normal maps, often generated procedurally or using a noise texture, to perturb the reflections. These normal maps, combined with strategic masking and varying roughness values, allow individual ‘flakes’ to catch the light differently. The density, size, and reflectivity of these flakes are crucial parameters for achieving a convincing effect, moving beyond simple PBR materials to a more advanced, layered approach.
The Multi-Layered Clear Coat: Depth and Gloss
The clear coat is arguably the most critical component for photorealism. It’s a thick, highly transparent layer of lacquer applied over the base coat and flake layers. This is what provides the deep gloss, protects the underlying paint, and gives car paint its characteristic wet look. Light interacts with the clear coat in two primary ways: it reflects off the top surface and passes through to interact with the layers beneath before reflecting back out.
A true clear coat shader in Unreal Engine 5 needs to accurately simulate Fresnel reflections – where reflections become stronger at grazing angles. It also accounts for slight absorption or tint as light passes through, and potentially multiple layers of clear coat (a base clear and a protective top clear) for even greater depth. The roughness of the clear coat surface is paramount; even a perfectly polished car has microscopic imperfections that scatter light, preventing perfect mirror-like reflections.
Building Your Master Car Paint Shader in Unreal Engine 5
Now that we understand the anatomy of car paint, let’s translate that knowledge into a practical, robust master car paint shader within the Unreal Engine material editor. This process will involve leveraging UE5’s PBR capabilities and extending them with custom logic to handle the multi-layered nature and unique light interactions.
Setting Up the Base Material Graph
Begin by creating a new Material in your Content Browser. Set the Material Domain to ‘Surface’ and the Blend Mode to ‘Opaque’ for typical car paint. The Shading Model should be ‘Default Lit’. To make our shader flexible and reusable, we’ll expose most parameters as Material Parameters, allowing us to create numerous instances with different colors and properties without recompiling the main shader.
- Base Color: A simple ‘VectorParameter’ for the primary paint hue.
- Roughness: A ‘ScalarParameter’ to control the overall roughness of the base layer.
- Metallic: A ‘ScalarParameter’, typically set to 0 for the base coat if flakes are handled separately, or a low value if the base itself has a metallic sheen.
- Normal: Connect a ‘TextureSample’ node for a base normal map if your car model requires general surface detail, or leave blank for a smooth base.
These are the foundational PBR materials inputs. We’ll build upon this by adding the complex clear coat and flake effects. Remember to connect everything to the main Material Output node.
Implementing Advanced Metallic Flake Effects
Achieving realistic metallic flakes requires more than just a metallic value. We need to simulate tiny, reflective particles. Here’s a common approach within the Unreal Engine shader graph:
- Flake Normal Map Generation: Instead of a static texture, consider generating a procedural flake normal map. Use a ‘Noise’ node (e.g., Fast Gradient Noise or Simplex Noise) to create a speckled pattern. Apply a ‘NormalFromHeightmap’ node to convert this into a normal map.
- Parameterization: Expose parameters for flake density (via tiling of the noise), flake size, and intensity (multiplier for the normal strength).
- Blending: Blend this flake normal map with your base normal map (if any) using a ‘BlendNormal’ node. This combined normal map will go into the ‘Normal’ input of the main material or, ideally, into the ‘Clear Coat Normal’ input to perturb the clear coat reflections.
- Roughness Variation: For a truly advanced effect, you can subtly vary the roughness based on the flake pattern. Use the same noise pattern (or a derived mask) to slightly modulate the roughness. Where flakes are, the roughness might be lower to simulate their reflective properties.
- Anisotropy (Optional but Recommended): For the most accurate metallic flakes, true anisotropy is ideal. While Unreal Engine 5’s default shading model doesn’t expose an anisotropy input directly, custom shader models or plugins can provide this. If not available, faking anisotropy with specialized normal maps or carefully crafted flake normals can still yield excellent results for automotive rendering.
This layered approach allows us to control the metallic flakes independently of the base color and clear coat, providing immense flexibility for varied car paint types.
Crafting the Clear Coat Shader: The Heart of Realism
The clear coat is what gives car paint its signature depth and sheen. Unreal Engine 5 provides a dedicated ‘Clear Coat’ shading model that significantly simplifies this, but we can push it further using advanced layered materials techniques.
- Enable Clear Coat Shading: In your Material Details panel, change the Shading Model to ‘Clear Coat’. This exposes new inputs on your material node: ‘Clear Coat’, ‘Clear Coat Roughness’, and ‘Clear Coat Normal’.
- Clear Coat Value: Set the ‘Clear Coat’ input to 1 (full clear coat effect) using a ‘ScalarParameter’.
- Clear Coat Roughness: This is crucial. Use a ‘ScalarParameter’ for this. A very low value (e.g., 0.01-0.05) will produce a highly polished, mirror-like finish. Slightly higher values introduce subtle scattering, mimicking microscopic imperfections.
- Clear Coat Normal: Connect your combined normal map (base normal + flake normal) to this input. This ensures that the clear coat surface reflects light as if it were conforming to the underlying flakes and any surface imperfections.
- IOR and Tint: While not directly exposed as parameters, the clear coat shader implicitly uses a physically accurate Index of Refraction (IOR). For a subtle tint, you can apply a slight color influence to the light that passes through the clear coat before it hits the base. This can be done by multiplying your Base Color by a subtle tint before connecting it, or by using a custom post-process effect.
By effectively utilizing the clear coat shader, we achieve realistic reflections and depth, critical for real-time visualization. The reflection setup UE5 provides (which we’ll discuss later) will then truly bring this shader to life.
Advanced Techniques for Unparalleled Realism
Once the foundational car paint shader is in place, we can elevate its realism further with advanced techniques that add character and believability. These details are what truly distinguish good automotive rendering from truly exceptional.
Dirt, Dust, and Imperfections
No real-world car is pristine, especially after some use. Incorporating subtle imperfections can dramatically increase realism. This is where the power of layered materials truly shines.
- Masking: Use a grayscale texture as a mask to define areas of dirt, dust, or scratches. This mask can be created in a painting program or procedurally generated based on curvature or occlusion maps.
- Blending Materials: Blend a secondary “dirt” material (with higher roughness, desaturated color, and subtle normal details) over your clean car paint using the mask. A ‘Lerp’ node (Linear Interpolate) in the shader graph is perfect for this.
- Clear Coat Scratches: For scratches, instead of blending a full material, target the ‘Clear Coat Roughness’ and ‘Clear Coat Normal’ inputs. A scratch mask can drive areas to have significantly higher roughness and perturb the clear coat normal, simulating fine surface damage that catches the light.
Subtle details like these can turn a perfect render into something relatable and visually compelling for real-time visualization.
Color Shifting and Iridescence
Some car paints exhibit a fascinating color shift depending on the viewing angle – pearlescent or chameleon paints. Reproducing this effect adds another layer of sophistication to your Unreal Engine shader graph.
- Fresnel Effect: The ‘Fresnel’ node is your friend here. It outputs a gradient based on the viewing angle. You can use this output to drive a ‘Lerp’ node between two different colors. For example, the base color might be blue, but at glancing angles (driven by Fresnel), it shifts to purple or green.
- Luminance-Based Shifting: For more complex iridescence, you might sample a subtle color gradient texture and use a combination of viewing angle and potentially a light vector to sample different points on that gradient, creating a dynamic color shift.
These techniques move beyond simple PBR materials, introducing an artistic yet physically plausible dimension to your automotive rendering.
Performance Considerations for Real-Time Automotive Rendering
While realism is paramount, performance in Unreal Engine 5 is always a factor, especially for real-time visualization. Complex shaders can quickly become expensive.
- Shader Complexity: Monitor your shader instruction count. The more complex your Unreal Engine shader graph, the more instructions, and the higher the performance cost. Optimize by consolidating nodes, using cheaper math operations, and avoiding unnecessary calculations.
- Material Instances: Always create Material Instances from your master car paint shader. This allows you to change parameters (color, flake density, roughness) without recompiling the entire shader, saving development time and reducing memory footprint.
- LODs for Car Models: High-quality car models, like those available at 88cars3d.com, often come with Levels of Detail (LODs). Ensure your materials are optimized for these LODs, potentially using simpler versions of your car paint shader for distant models.
Striking a balance between visual fidelity and performance is key for smooth, interactive automotive rendering experiences.
Optimizing Your UE5 Scene for Ultimate Automotive Visualization
A phenomenal car paint shader is only half the battle. The scene it resides in, particularly the lighting and reflection setup UE5 provides, is equally critical for achieving photorealism. Even the best PBR materials will fall flat in a poorly lit environment.
Mastering Lighting Environments
Lighting is the soul of any render, especially for highly reflective surfaces like car paint. Unreal Engine 5 offers powerful lighting tools:
- HDRI Sky Domes: High Dynamic Range Image (HDRI) textures are essential for realistic ambient lighting and reflections. Use a high-quality HDRI within a Sky Sphere or Sky Light. This provides a natural, complex lighting environment that truly brings out the nuances of your car paint.
- Physically Accurate Lights: Supplement your HDRI with targeted Rect Lights (for soft studio lighting), Spot Lights, and Point Lights to highlight specific contours and add specular interest. Ensure your light units are physically accurate (e.g., lumens, candelas).
- Ray Tracing: Enable Ray Tracing for global illumination (RTGI) and reflections (RTR) for unparalleled realism. RTGI accurately simulates light bouncing around the scene, illuminating shadowed areas naturally, while RTR provides pixel-perfect reflections on your clear coat shader, capturing every detail of the environment.
- Controlling Light Bounce and Shadow Quality: Adjust ‘Volumetric Lightmap’ settings and ‘Lightmass’ (if using baked lighting for static elements) for realistic light bounces. High-resolution shadow maps or ray-traced shadows are vital for crisp, convincing shadows that ground the vehicle in the scene.
Strategic Reflection Setup UE5
Reflections are paramount for car paint, and Unreal Engine 5 provides several tools for managing them:
- Screen Space Reflections (SSR): Good for reflections visible within the screen’s view, but limited by what’s on screen.
- Ray Traced Reflections (RTR): The gold standard. When enabled, RTR provides highly accurate, physically correct reflections that capture off-screen elements and multiple bounces. This is highly recommended for close-up automotive rendering.
- Reflection Captures (Sphere and Box): These are crucial for static reflections, especially in areas where ray tracing might not be fully utilized or for performance optimization. Place Sphere Reflection Captures within your environment to capture the immediate surroundings, and Box Reflection Captures for more planar, controlled reflections in specific areas (e.g., a studio environment). Ensure their influence radii are correctly set.
- Planar Reflections: For perfectly accurate reflections on flat surfaces like a showroom floor, ‘Planar Reflections’ are invaluable. Be aware they are performance-intensive and typically used sparingly, often for ground planes directly under the car.
A well-thought-out reflection setup UE5 is what makes your clear coat shader truly pop, conveying depth and a wet look.
Post-Processing for Cinematic Automotive Rendering
The final touch for any photorealistic render comes from post-processing. Unreal Engine 5’s Post Process Volume allows for cinematic-grade adjustments that can transform your scene from good to spectacular.
- Color Grading: Adjust saturation, contrast, and color balance to achieve a specific mood or to match real-world references.
- Exposure and White Balance: Fine-tune the overall brightness and color temperature for a natural, pleasing look.
- Vignette, Film Grain, Bloom, Lens Flares: These effects add subtle photographic qualities. Bloom can enhance the glow of reflections, while a subtle vignette can draw attention to the car.
- Depth of Field (DOF): Crucial for cinematic shots, DOF allows you to blur the foreground and background, focusing the viewer’s eye on the vehicle.
- Anti-aliasing: Ensure smooth edges. Unreal Engine 5’s Temporal Super Resolution (TSR) is generally excellent, but explore other options like MSAA if your project demands it.
Careful post-processing will elevate your real-time visualization to a level indistinguishable from traditional offline renders, providing a truly polished finish to your automotive rendering efforts.
Conclusion
Mastering car paint in Unreal Engine 5 is an intricate but incredibly rewarding journey. It requires a deep understanding of PBR materials, the ability to deconstruct real-world surfaces into their core components, and the skill to translate that into a robust Unreal Engine shader graph. By focusing on layered materials, meticulously crafting metallic flakes, and perfecting the clear coat shader, you can achieve a level of photorealism that was once exclusive to offline renderers.
Remember that a great shader is only one part of the equation. Optimal lighting, a strategic reflection setup UE5, and cinematic post-processing are equally vital in bringing your automotive rendering to life. The tools within Unreal Engine 5 are incredibly powerful, offering unprecedented control over every aspect of your scene.
We encourage you to experiment, push the boundaries of your creativity, and continuously refine your techniques. For those ready to accelerate their projects with top-tier assets, explore the extensive library of high-quality, game-ready car models at 88cars3d.com. Start rendering your dream vehicles today and captivate your audience with truly stunning real-time visualizations!
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Toyota Aygo 2013 3D Model
Texture: Yes
Material: Yes
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Toyota Crown S180 2005 3D Model
Texture: Yes
Material: Yes
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Toyota Celica 2004 3D Model
Texture: Yes
Material: Yes
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Toyota Corolla AE100 1992 3D Model
Texture: Yes
Material: Yes
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Toyota Mark II X110 2000 3D Model
Texture: Yes
Material: Yes
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Toyota Corolla 2020 3D Model
Texture: Yes
Material: Yes
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Toyota Yaris 2020 3D Model
Texture: Yes
Material: Yes
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Volkswagen Beetle 2012 3D Model
Texture: Yes
Material: Yes
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Toyota Matrix 2005 3D Model
Texture: Yes
Material: Yes
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Toyota Yaris Sedan 3D Model
Texture: Yes
Material: Yes
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Volkswagen Golf R-004 2024 3D Model
Texture: Yes
Material: Yes
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Volkswagen Golf 5 Door 2010 3D Model
Texture: Yes
Material: Yes
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Toyota Premio 2010 3D Model
Texture: Yes
Material: Yes
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Toyota Opa 2000 3D Model
Texture: Yes
Material: Yes
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Volkswagen Polo 5 Door 2010 3D Model
Texture: Yes
Material: Yes
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Toyota Prius 2024 3D Model
Texture: Yes
Material: Yes
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Toyota Yaris 1999 3D Model
Texture: Yes
Material: Yes
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Toyota Supra 2020 3D Model
Texture: Yes
Material: Yes
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Volkswagen New Beetle 2000 3D Model
Texture: Yes
Material: Yes
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Volkswagen Jetta 2005 3D Model
Texture: Yes
Material: Yes
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Volkswagen Golf 3-Door 3D Model
Texture: Yes
Material: Yes
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Volvo V70 2005 3D Model
Texture: Yes
Material: Yes
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Volkswagen Bora 2004 3D Model
Texture: Yes
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Volkswagen Lupo 3D Model
Texture: Yes
Material: Yes
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Volkswagen Passat B5 2000 3D Model
Texture: Yes
Material: Yes
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Volkswagen Passat CC 3D Model
Texture: Yes
Material: Yes
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Volkswagen Golf V 2006 3D Model
Texture: Yes
Material: Yes
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Volvo S60 R-Design 2024 3D Model
Texture: Yes
Material: Yes
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Volkswagen Passat 2025 3D Model
Texture: Yes
Material: Yes
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Volkswagen Passat Variant B6 2005 3D Model
Texture: Yes
Material: Yes
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Volkswagen Phaeton W12 2004 3D Model
Texture: Yes
Material: Yes
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Volkswagen Scirocco 2015 3D Model
Texture: Yes
Material: Yes
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Volvo S60 2024 3D Model
Texture: Yes
Material: Yes
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Volkswagen Polo 3D Model
Texture: Yes
Material: Yes
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Volkswagen Golf 5-Doors 2018 3D Model
Texture: Yes
Material: Yes
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Volvo C70 T5 2000 3D Model
Texture: Yes
Material: Yes
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Volvo S40 Sedan 2004 3D Model
Texture: Yes
Material: Yes
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Volvo C30 BEV 2012 3D Model
Texture: Yes
Material: Yes
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Volvo C70 1998 3D Model
Texture: Yes
Material: Yes
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Mazda B-Series 3D Model
Texture: Yes
Material: Yes
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Mercsedes Benz Z3-006 3D Model
Texture: Yes
Material: Yes
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Mazda RX-7 3D Model
Texture: Yes
Material: Yes
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Volvo VCC-003 3D Model
Texture: Yes
Material: Yes
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Mercedes-Benz SLR McLaren 2005 3D Model
Texture: Yes
Material: Yes
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GAZ 3110 Pickup 2000 3D Model
Texture: Yes
Material: Yes
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Mazda 626 GF 1997 3D Model
Texture: Yes
Material: Yes
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Volvo S80 2011 3D Model
Texture: Yes
Material: Yes
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Volkswagen Touran restyle-006 3D Model
Texture: Yes
Material: Yes
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Skoda Octavia Scout 3D Model
Texture: Yes
Material: Yes
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Volkswagen Golf V 2006 3D Model
Texture: Yes
Material: Yes
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Mazda CX-7 3D Model
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Material: Yes
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Mazda Familia 3D Model
Texture: Yes
Material: Yes
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GAS 21 3D Model
Texture: Yes
Material: Yes
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Mercedes-Benz SL500 AMG (R129) 3D Model
Texture: Yes
Material: Yes
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Mercedes-Benz S-Class W221 2005 3D Model
Texture: Yes
Material: Yes
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Mercedes-Benz E-Class W212 2009 3D Model
Texture: Yes
Material: Yes
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Mercedes-Benz E-class Estate S212 2009 3D Model
Texture: Yes
Material: Yes
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