The Science of Shine: Crafting Hyper-Realistic Automotive Paint Shaders for 3D Cars
The Science of Shine: Crafting Hyper-Realistic Automotive Paint Shaders for 3D Cars
There’s an undeniable allure to a perfectly rendered car. The way light dances across its curves, the deep reflections, the subtle glint of metallic flakes – it all contributes to that coveted sense of photorealism. For 3D artists, game developers, and automotive designers, replicating this intricate beauty is often the ultimate challenge in automotive visualization.
While modern rendering engines offer powerful Physically Based Rendering (PBR) workflows, achieving truly hyper-realistic automotive paint demands more than just a standard PBR material. It requires a deep understanding of the physical properties of car paint and the ability to translate those into a sophisticated shader graph. This comprehensive guide will take you through the science behind that captivating shine, empowering you to craft car paint materials that stand out.
Demystifying Automotive Paint: Beyond Basic PBR
At its core, Physically Based Rendering (PBR) aims to simulate how light interacts with surfaces in the real world. This approach, based on physical laws, provides a fantastic foundation for realism. However, a standard PBR material often falls short when trying to emulate the nuanced complexity of a car’s finish. Why? Because automotive paint isn’t a simple, monolithic surface; it’s a meticulously engineered, multi-layered system.
Imagine a cross-section of a car’s paint job. You’d typically find several distinct layers, each contributing to the final appearance. First, there’s the primer, providing a uniform base. Then comes the color, or base coat, which gives the car its primary hue. Crucially, nestled within or on top of this base coat are the metallic or pearlescent flakes responsible for that characteristic sparkle and color shift. Finally, protecting everything and providing the deep, lustrous reflection is the thick, transparent clear coat layer.
Each of these layers has unique optical properties – how it reflects, refracts, and absorbs light. A basic PBR material often assumes a single surface. To capture the true essence of car paint, we need a layered shader approach that mimics this real-world construction, allowing us to control each component individually.
The Core Components of an Automotive Paint Shader
To truly understand how to build a realistic car paint shader, we must break down its essential components. Think of these as the building blocks in your shader graph, each contributing to the final “science of shine.”
The Base Coat: Color and Diffusion
The base coat is where the primary color of your vehicle resides. In its simplest form, it’s primarily responsible for diffuse reflection – the non-glossy reflection that gives an object its perceived color. This layer absorbs certain wavelengths of light and reflects others, defining the car’s hue, whether it’s a vibrant red, a deep blue, or a subtle gray.
While it might seem straightforward, even the base coat can have subtle variations in roughness or micro-imperfections that influence how light interacts with it before penetrating to deeper layers or reflecting back. It’s the canvas upon which all subsequent layers are built.
The Metallic Flake Shader: Sparkle and Depth
Perhaps one of the most distinctive features of modern automotive paint is the metallic or pearlescent effect. This comes from tiny flakes, often aluminum or mica, suspended within or just above the base coat. These flakes are miniature mirrors, reflecting light directionally and creating that characteristic sparkle and depth of color.
A dedicated metallic flake shader component is crucial for realism. The appearance of these flakes depends on several factors:
- Size and Shape: Larger flakes create a coarser sparkle, while smaller ones produce a finer, more uniform shimmer. Shapes can vary, affecting how they catch the light.
- Density: The number of flakes per unit area dictates how densely the sparkle appears. Too few, and the effect is lost; too many, and it can look artificial.
- Orientation: Flakes tend to settle somewhat randomly but can also be influenced by the application process. Their orientation determines the directionality of the sparkle.
- Color: While often silver, flakes can also be tinted, especially in pearlescent paints, leading to complex color shifts depending on the viewing angle.
Simulating this in a shader graph often involves using noise textures or procedural patterns to represent the flakes, controlling their reflectivity, and blending them subtly with the base color.
The Clear Coat Layer: The Heart of the Shine
The clear coat layer is arguably the most critical component for achieving hyper-realistic shine. This transparent, protective layer of varnish is what gives car paint its depth, gloss, and strong reflections. It’s typically much thicker and smoother than the underlying layers, acting as a highly reflective surface.
Key properties of the clear coat layer include:
- High Reflectivity (Fresnel Effect): Like glass or water, the clear coat exhibits a strong Fresnel effect. This means it reflects more light at glancing angles and becomes more transparent when viewed head-on. This is fundamental to its realistic appearance.
- Smoothness/Roughness: A brand-new, polished clear coat is incredibly smooth, leading to sharp, mirror-like reflections. Over time, or with environmental exposure, it can develop microscopic scratches or an “orange peel” texture, increasing its roughness and diffusing reflections.
- Index of Refraction (IOR): The IOR determines how light bends as it passes through the clear coat. For typical automotive clear coats, an IOR of around 1.4 to 1.5 is common. This subtle refraction influences how the underlying layers are perceived.
- Anisotropy: While not always a primary attribute, if the clear coat has been buffed in a specific direction, it can exhibit anisotropic reflections, which we’ll delve into later.
Correctly modeling the clear coat layer is paramount for realistic car paint materials, as it governs the majority of the visual interaction with the environment.
Building Your Shader: A Practical Workflow with Shader Graphs
Now that we understand the individual components, let’s explore how to assemble them into a cohesive and functional shader graph. The principles discussed here are universal, applicable whether you’re working in Unreal Engine’s Material Editor, Unity’s Shader Graph, Blender’s Node Editor, or Maya’s Hypershade.
Layered Shaders in Practice
The most effective way to approach complex car paint materials is through a layered shader architecture. This involves stacking material attributes on top of each other, much like real-world paint application. Each layer contributes its properties, and their combined effect creates the final look. We will build from the bottom up.
Your shader graph will generally involve nodes that represent colors, textures, mathematical operations (like blending), and ultimately, outputs for properties like Base Color, Metallic, Roughness, Normal, and Clear Coat (if your engine supports it directly, like Unreal’s). If not, you’ll simulate it by blending two separate PBR layers.
Setting Up the Base Coat
Start with the foundation. This is usually the simplest part, but critical for defining the overall color.
- Base Color: Use a simple color node or a texture map to define the primary hue of your car. This will feed into the Base Color input of your main PBR material node.
- Roughness: Give the base coat a very subtle roughness. Even a perfectly smooth color layer underneath the clear coat isn’t perfectly mirror-like. A value of 0.4-0.6 often works well, representing a matte finish before the clear coat is applied. This will be blended out by the clear coat later, but it’s important for the underlying integrity.
- Metallic (for solid paint): For non-metallic, solid paints, this value should be 0. If you’re building a metallic paint, this metallic property will predominantly come from the metallic flakes, which we will add in the next step.
- Normal Map (Optional): For extreme close-ups, you might consider a very subtle procedural noise or a texture map to represent microscopic undulations on the primer/base coat layer. This isn’t usually visible, but it adds an extra touch of realism.
Integrating the Metallic Flakes
This is where the magic of the metallic flake shader comes in. We need to introduce the reflective properties of the flakes and blend them convincingly.
- Flake Texture: Generate or find a high-resolution noise texture. A Perlin noise or Voronoi pattern can work well. This texture will represent the distribution and size of your flakes. You can tile this extensively and adjust its contrast to control flake density and prominence.
- Flake Color/Metallic: For metallic flakes, their color is often silvery, so you’d typically set the metallic value high (e.g., 0.8-1.0) for the flake contribution. You can tint this color if you’re going for a pearlescent effect.
- Flake Roughness: Individual flakes are usually quite smooth, so their roughness should be low (e.g., 0.1-0.2) to give them that sharp sparkle.
- Blending: Use a ‘Lerp’ (Linear Interpolate) or ‘Mix’ node to blend the properties of your base coat with the flake properties. The flake texture will act as the alpha or mix factor. Where the texture is bright, the flake properties dominate; where it’s dark, the base coat shows through.
- Directionality (Advanced): For more realism, you can add a slight normal offset or micro-normal map to the flakes based on their orientation. This simulates them reflecting light differently as the camera moves.
Crafting the Clear Coat Layer
The clear coat layer sits on top, providing the high-gloss finish. This is typically implemented as a separate PBR layer or using dedicated clear coat inputs in modern engines.
- Clear Coat Color: It should be pure white (or very close to it) as it’s a transparent layer.
- Clear Coat Metallic: This should be 0, as the clear coat is a dielectric (non-metal).
- Clear Coat Roughness: This is critical. For a brand-new, polished car, this will be very low (e.g., 0.01-0.05) for mirror-like reflections. For an older, slightly duller finish, increase it slightly (e.g., 0.08-0.15).
- Clear Coat Normal: This is where you introduce the “orange peel” effect or subtle imperfections. Use a very fine-scale noise texture or a specialized normal map with low intensity. This adds incredible realism by breaking up perfectly smooth reflections.
- IOR (Index of Refraction): Ensure your material is set up to handle correct Fresnel reflections, often controlled by an IOR value (typically around 1.4-1.5 for clear coat). Most PBR materials handle Fresnel automatically based on metallic/roughness values for dielectrics, but some engines have explicit IOR controls.
- Blending (if no dedicated clear coat): If your engine doesn’t have a direct clear coat input, you’ll need to create a second, separate PBR material node for the clear coat. Then, you’ll blend this clear coat material over your base coat + flake material using a Fresnel-based mask. The Fresnel effect ensures the clear coat reflects more at glancing angles, naturally mimicking its behavior.
By carefully constructing these layers in your shader graph, you start to see your car paint materials come to life with a convincing, multi-layered shine.
Advanced Techniques for Unrivaled Realism
Once you’ve mastered the basic layered approach, you can push the boundaries even further with advanced techniques that mimic the most subtle details of real automotive finishes. Achieving true automotive visualization excellence often lies in these nuanced details.
Mastering Anisotropic Reflections
One of the most powerful and often misunderstood aspects of high-end car paint materials is anisotropic reflections. Unlike isotropic reflections, which are uniform in all directions, anisotropic reflections stretch or blur in a particular direction. You see this on brushed metals, spun finishes, or even subtly on highly polished surfaces that have been buffed in a specific linear motion.
On a car, anisotropic reflections can manifest in two key areas:
- Buffing Marks: A freshly polished or waxed car might show microscopic streaks or swirls in the clear coat, causing reflections to stretch slightly in the direction of the buffing.
- Underlying Metal: For some designs, particularly in engine bays or custom parts, you might have exposed brushed or machined metal, which would naturally exhibit strong anisotropy.
To implement anisotropic reflections in your shader graph:
- Tangent Space: Anisotropy relies heavily on tangent space information, which defines the direction of the surface’s “grain.” You’ll typically feed a tangent direction vector into your anisotropic material node.
- Anisotropy Controls: Most advanced PBR shaders will have an “Anisotropy” parameter and an “Anisotropy Direction” input. The parameter controls the strength of the stretching, while the direction determines *which* way the reflections stretch.
- Masking: You can use texture maps to define where anisotropy is present and its strength. For example, a dirt map might reduce anisotropy in grimy areas, while a clean area shows it prominently.
- Clear Coat Anisotropy: Applying subtle anisotropy to the clear coat layer can beautifully simulate those micro-scratches and buffing patterns, making the surface feel more tangible and used, rather than perfectly pristine.
Multi-Layered Effects and Pearlescent Finishes
Beyond simple metallic flakes, real car paint can feature incredibly complex optical effects:
- Pearlescent/Chromaflair: These paints contain special mica flakes or synthetic pigments that create an iridescent effect, shifting color depending on the viewing angle. This is achieved by having flakes that reflect different wavelengths of light at different angles due to interference effects. In a shader graph, you’d typically use a Fresnel effect to drive a color blend, interpolating between two or more colors based on the viewing angle (grazing vs. direct). This can be applied to the metallic flake shader or an additional layer.
- Tri-Coat Paints: Some premium finishes involve three distinct layers: a colored base, a semi-transparent mid-coat (often with pearlescent flakes), and finally the clear coat layer. This requires an even more sophisticated layered shader, where light passes through the clear coat, interacts with the mid-coat (potentially changing color), then reflects off the base coat, and finally passes back through the mid-coat and clear coat to the viewer. This involves complex light absorption and scattering simulations within the layers.
- Candies and Metallics: “Candy” paints use a transparent colored mid-coat over a metallic base. This creates a deeply saturated, almost wet look. Implementing this involves adding a transparent, colored layer with specific IOR and absorption properties between your base/metallic layer and the clear coat layer.
These effects often demand creative blending nodes, color ramps, and angle-dependent color shifts within your shader graph to accurately simulate the way light is manipulated at multiple depths.
Dirt, Scratches, and Imperfections
While the goal is often “hyper-realistic shine,” true realism also embraces imperfection. A pristine, factory-fresh look is one thing, but a car with subtle dust, water spots, or faint swirl marks tells a more compelling story.
- Grunge and Dust Maps: Overlay grime or dust using texture maps and blend them using the roughness channel. Dirt should typically increase roughness and subtly desaturate the color.
- Scratch Maps: Scratches are often most visible in the reflection. Use a scratch texture to increase the roughness or even introduce a very faint normal map distortion in those areas, breaking up the perfect mirror-like quality of the clear coat layer.
- Edge Wear: Simulate chipped paint on edges or worn areas by blending a different material (e.g., exposed metal or plastic) based on curvature maps or painted masks.
- Water Spots/Rain: These can be achieved with specific textures that modulate roughness and color, creating a temporary, wet appearance.
Layering these imperfections on top of your beautiful car paint materials adds a layer of believability that can elevate your automotive visualization from good to exceptional. You can find excellent base models ready for these advanced shader treatments at 88cars3d.com.
Optimization and Common Pitfalls
Crafting these complex car paint materials can be computationally intensive. While visual fidelity is paramount, efficient shader graph construction and avoiding common mistakes are crucial for smooth performance, especially in real-time applications like games or interactive automotive visualization.
Performance Considerations
Complex shaders can quickly become bottlenecks, slowing down render times or frame rates. Keep these tips in mind:
- Texture Resolution: Use appropriate texture resolutions. While high-res maps are great for close-ups, distant objects don’t need 4K maps for flakes or normal details. Utilize mipmaps effectively.
- Node Count: Every node in your shader graph adds to the computation. Look for opportunities to simplify logic, combine operations, and reuse textures or values.
- Procedural vs. Baked: While procedural noise is flexible, it can be costly. Consider baking complex procedural textures into static maps if the effect doesn’t need to change dynamically.
- Conditional Logic: If certain effects are only visible under specific conditions (e.g., extreme close-ups), use conditional nodes to disable parts of the shader when not needed.
- Shader Complexity Tools: Most engines provide tools to visualize shader complexity. Use them to identify and optimize the most expensive parts of your shader graph.
Avoiding Common Mistakes
Even experienced artists can fall into common traps when creating car paint materials:
- Too Much Reflection/Too Low Roughness: While a mirror finish is desired, making the roughness absolutely zero across the entire clear coat layer can look artificial. Real-world surfaces always have some microscopic imperfections, leading to a tiny amount of roughness.
- Uniform Roughness: Applying a single roughness value across the entire clear coat surface removes all nuance. Use roughness maps, even subtle ones, to vary the reflectivity and break up the perfection.
- Neglecting IOR: Incorrect IOR for the clear coat layer can lead to unnatural Fresnel reflections, making the material look less like a transparent coating and more like a solid, reflective surface. Stick to physically accurate values (around 1.4-1.5 for clear coats).
- Overly Obvious Flakes: Make sure your metallic flake shader isn’t too strong or uniform. Real flakes are subtle and react to light directionally. Vary their size, density, and reflectivity.
- Ignoring Environment Lighting: The best shader in the world will look bad with poor lighting. Ensure your scene has a high-quality High Dynamic Range Image (HDRI) or a well-balanced light setup to truly showcase your car paint materials.
- Not Using Reference: The single most important tool is real-world reference. Study photographs and videos of cars under different lighting conditions. Observe how light behaves on curves, how colors shift, and how reflections deform.
Conclusion
Crafting hyper-realistic automotive paint shaders is a journey that moves beyond basic Physically Based Rendering (PBR) principles into a realm of intricate layering and physical accuracy. We’ve explored the critical role of each component, from the base color and the sparkling metallic flake shader to the dominant, highly reflective clear coat layer.
By adopting a layered shader approach within your shader graph, you gain the control necessary to mimic the complex optical properties of real car paint. Mastering techniques like anisotropic reflections, multi-layered effects, and subtle imperfections will further elevate your automotive visualization, bringing an unparalleled level of realism to your 3D cars.
The “science of shine” is an iterative process, demanding experimentation and a keen eye for detail. The more you understand the physics, the more convincing your car paint materials will become. Now, it’s time to put these techniques into practice. If you’re looking for incredibly detailed, high-quality 3D car models to apply your advanced shaders to, be sure to visit 88cars3d.com. Start rendering vehicles that truly gleam!
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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
Texture: Yes
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
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
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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
Material: 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
Texture: Yes
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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