The Unique Challenges of Real-Time Automotive Rendering in UE5
The roar of a finely tuned engine, the glint of chrome reflecting a vibrant environment, the sleek curves of a performance machine—automotive design has always pushed the boundaries of visual fidelity. In the realm of real-time applications, especially with the advent of Unreal Engine 5, the ambition to bring these photorealistic vehicles to life has never been stronger. However, transitioning highly detailed CAD models or cinematic assets into a game engine while maintaining performance and visual integrity presents a unique set of challenges.
High-fidelity automotive models are notoriously dense, often featuring millions of polygons, intricate material layers, and complex lighting interactions. Without careful optimization, these assets can cripple frame rates and lead to an unplayable experience. This isn’t just about making a model “look good”; it’s about making it perform flawlessly in a dynamic, interactive environment. Thankfully, Unreal Engine 5 provides powerful tools and workflows that, when leveraged correctly, can achieve stunning results.
This comprehensive guide will dive deep into UE5 vehicle optimization strategies, from harnessing the power of Nanite to mastering efficient `retopology for game assets` and advanced `automotive material setup (UE5)`. We’ll explore how to prepare your high-polygon automotive models for real-time `real-time automotive rendering`, ensuring they are truly `game-ready car assets` without compromising on visual quality. Whether you’re a 3D artist, game developer, or automotive designer, understanding these techniques is crucial for creating immersive and performant experiences.
The Unique Challenges of Real-Time Automotive Rendering in UE5
Automotive assets are inherently complex, making their real-time integration a significant hurdle. Unlike many other game assets, cars are often the focal point, demanding an extraordinary level of detail, realism, and dynamic response. This complexity stems from several key areas:
- Geometric Density: Production-ready CAD models can easily exceed hundreds of millions of polygons, far too dense for real-time rendering without specialized solutions. Every curve, every vent, every panel gap adds to this count.
- Intricate Materials: Car paint is a multi-layered marvel, featuring metallic flakes, clear coats, and reflections that react precisely to the environment. Glass, chrome, rubber, and interior materials each have their own complex shader requirements.
- Dynamic Lighting and Reflections: Cars are highly reflective objects. Accurate real-time reflections, both from the environment and other objects, are critical for realism but are also computationally expensive.
- Moving Parts and Physics: Wheels, suspension, doors, and interior elements need to animate and interact physically, adding to the complexity of mesh optimization and rigging.
- Scale and Visibility: Cars are often viewed from close-up, revealing every tiny detail, but also from a distance where simplified representations are necessary for performance.
Successfully navigating these challenges requires a multifaceted approach to `UE5 vehicle optimization`, combining smart geometry management with advanced material techniques. The goal is always to achieve maximum visual fidelity with minimal performance cost, making your `real-time automotive rendering` truly shine.
Leveraging Nanite for Dense Automotive Geometry
One of Unreal Engine 5’s most revolutionary features, Nanite, fundamentally changes how we approach high-polygon assets. For `game-ready car assets`, Nanite is a game-changer, allowing artists to import incredibly dense meshes directly into the engine without needing aggressive decimation or traditional LODs for the core static mesh.
Understanding Nanite’s Power
Nanite virtualized geometry system automatically handles mesh detail and streaming, rendering only the necessary triangles at pixel scale. This means you can import high-fidelity models, sometimes even directly from CAD, and Nanite will intelligently manage their performance, making it an ideal `Nanite workflow for cars` main body and static components.
Implementing a Nanite Workflow for Cars
When preparing your automotive model for Nanite, consider these steps:
- CAD Data Preparation: If starting from CAD, ensure your model is watertight and free of intersecting geometry. Convert NURBS surfaces to polygons with a high tessellation factor to capture fine details. Union parts where appropriate to reduce individual mesh count.
- Import to UE5: Import your high-poly mesh (e.g., FBX, OBJ) into Unreal Engine. When importing, ensure “Build Nanite” is checked in the import options.
- Enable Nanite for Static Meshes: Once imported, you can enable Nanite on any static mesh asset in its details panel. For a full car body, consolidate as many static parts as possible into one Nanite mesh for efficiency, or group logically (e.g., body, chassis, interior shell).
- Material Considerations: Nanite meshes support traditional materials. However, certain material features like World Position Offset (WPO) are not currently supported by Nanite’s acceleration structures. Ensure your `automotive material setup (UE5)` for Nanite meshes avoids these features if they are critical to performance.
When Not to Use Nanite
While powerful, Nanite isn’t a silver bullet for every part of a car model:
- Skeletal Meshes: Nanite currently does not support skeletal meshes. This means parts that need to animate via bones (e.g., suspension components that deform, doors that rotate on a hinge using a bone) will still require traditional `retopology for game assets` and `LOD generation`.
- Transparent/Translucent Materials: Complex translucent materials (like highly refractive glass) may not render optimally with Nanite, or might incur additional rendering costs. Often, non-Nanite geometry with custom depth passes and careful material blending is still preferred for critical transparent elements.
- Small, Simple Props: For very small, simple meshes (e.g., bolts, tiny buttons), the overhead of Nanite might outweigh the benefits. Traditional low-poly meshes are often more efficient in these cases.
The key to effective `UE5 vehicle optimization` with Nanite is intelligent application. Use it where its strengths lie (dense, static geometry) and supplement with traditional optimization for other elements.
Strategic LOD Generation and Retopology for Performance
Even with Nanite handling the primary bodywork, `LOD generation` remains an indispensable technique for `UE5 vehicle optimization`. Crucially, it’s vital for parts that don’t benefit from Nanite, such as animated elements, physics meshes, or distant views where Nanite’s full detail is unnecessary or inefficient.
The Importance of Levels of Detail (LODs)
LODs are simplified versions of your mesh that are swapped in at varying distances from the camera. This ensures that objects far away consume fewer resources while maintaining an acceptable visual representation. For `game-ready car assets`, especially interiors, engines, and wheels (which often move independently or are skeletal), a robust LOD strategy is essential.
Unreal Engine 5 offers built-in tools for automatic LOD generation, but for complex automotive assets, a more controlled approach is often superior. Manual refinement or using external tools provides better artistic control over geometry reduction.
Mastering Retopology for Game Assets
`Retopology for game assets` is the process of reconstructing a new, clean, and optimized mesh over an existing high-poly model. This is crucial for creating efficient, animatable, and collision-friendly geometry. For automotive assets, specific parts will benefit immensely:
- Skeletal Components: Wheels, brake calipers, suspension arms, and other parts that will be rigged and animated must have clean, quaded topology to deform correctly.
- Collision Meshes: Simplified collision geometry (often just a convex hull or basic primitives) is far more efficient than using the render mesh for physics calculations.
- Low-Poly LODs: The lowest LODs for any part of the car often require extensive retopology to achieve extremely low polygon counts while preserving silhouette.
- Interior Components: While some interior elements might be Nanite, intricate parts like steering wheels, seats, and dashboards can benefit from retopology for better performance and texture UV mapping.
Retopology Techniques and Tools
The retopology process can be done in several ways:
- Manual Retopology: Using tools like Blender’s “Retopoflow,” Maya’s “Quad Draw,” or ZBrush’s “ZRemesher Guides.” This provides the most control, ensuring clean edge flow and optimal polygon distribution for specific use cases (e.g., animation deformation). This is often preferred for critical `game-ready car assets` that need to animate.
- Automated Retopology: Tools like ZBrush’s “ZRemesher” or Blender’s built-in remesher can generate new topology automatically. While fast, the results may require manual cleanup to optimize for specific game engine requirements.
- Decimation (Geometric Reduction): For static meshes that won’t be animated and aren’t covered by Nanite (or as a preliminary step before full retopology), simple decimation tools (e.g., in Blender, Maya, or UE5’s built-in Mesh Editor) can reduce poly count. Care must be taken to preserve hard edges and crucial silhouette details.
When performing retopology, aim for a balanced poly count: dense enough to capture necessary detail, but sparse enough for optimal performance. The target poly count will vary greatly depending on the asset’s importance, visibility, and whether it’s part of a skeletal mesh or a static element.
Achieving Visual Excellence: Advanced Material Setup and Texture Baking
Beyond optimized geometry, the materials and textures are what truly bring a `game-ready car asset` to life. Unreal Engine 5’s physically based rendering (PBR) pipeline, combined with sophisticated shader capabilities, allows for breathtaking `real-time automotive rendering`.
Automotive Material Setup (UE5)
Creating realistic car materials in UE5 is an art form. Here’s a breakdown of key material types:
- Car Paint Shader: This is arguably the most complex. It typically involves multiple layers:
- Base Color & Metallic: Defining the core color and metallic properties.
- Flake Layer: A crucial layer using a normal map or procedural noise to simulate metallic flakes within the paint, often driven by a Fresnel effect for view-dependent sparkle.
- Clear Coat Layer: A separate PBR layer that provides the glossy, reflective topcoat. This layer has its own roughness, metallic, and normal inputs, crucial for accurate reflections and light scattering.
- Dirt & Grime: Layered details to add realism, often using vertex colors, mask textures, or curvature maps.
- Glass Shader: Car glass needs to be highly optimized while appearing realistic. This involves balancing refraction, reflection, and transparency. Often, a custom opaque or masked material with screen-space reflections and careful use of normal maps for smudges or dirt is used for performance, rather than full ray-traced translucency.
- Tire Material: A blend of rough rubber, often with a normal map to define tread patterns and sidewall details. Proper roughness variations are key to depicting worn vs. new rubber.
- Chrome/Metallic Accents: High metallic values with low roughness for polished surfaces, or higher roughness for brushed metals. Accurate environment reflections are paramount here.
- Interior Materials: Leather, fabric, plastic, screens, and wood all require distinct PBR setups. Subtle normal maps, varying roughness, and appropriate base colors are vital for creating a convincing cabin.
Essential Texture Baking Techniques
`Texture baking` is a cornerstone of `UE5 vehicle optimization`, allowing you to transfer high-detail information from a high-polygon model onto a low-polygon mesh using textures. This provides the illusion of complexity without the geometric cost.
- Normal Maps: Bake high-poly surface detail (panel lines, bolts, subtle dents) onto the low-poly mesh’s normal map. This is fundamental for making a lower-poly `game-ready car asset` look high-fidelity. Ensure proper tangent space generation during baking and import.
- Ambient Occlusion (AO) Maps: These grayscale maps represent areas where light is blocked, enhancing depth and contact shadows. Baking AO from a high-poly model provides realistic localized shadowing that is much cheaper than real-time AO calculations.
- Curvature Maps: Useful for creating procedural wear, edge highlights, or dirt masks in materials. They define convex and concave areas of your mesh.
- ID Maps: A color-coded map used to quickly select different material zones or parts of the mesh in a texturing software like Substance Painter, speeding up the material application process.
- World Space Normals / Position Maps: Less common but can be useful for advanced material effects or decal projections.
Tools like Substance Painter, Marmoset Toolbag, and Blender are excellent for texture baking. The workflow typically involves aligning your low-poly and high-poly models, defining a cage, and then baking the desired maps. Using these baked textures drastically improves the realism and performance of your `real-time automotive rendering` in Unreal Engine.
Optimizing Other Key Elements: Lights, Collisions, and Physics
Beyond geometry and materials, several other components of an automotive asset demand careful optimization to ensure a complete, performant `game-ready car asset` experience in Unreal Engine 5.
Lighting and Emissives
Realistic lighting is crucial for cars. Headlights and taillights are not just textures; they often incorporate emissive materials and actual light sources:
- IES Profiles: For headlights and interior dome lights, using real-world IES (Illuminating Engineering Society) profiles can accurately simulate light distribution patterns. This adds a layer of realism difficult to achieve with simple point or spot lights.
- Emissive Materials: Taillights, dashboard screens, and interior ambient lights often use emissive material channels. Ensure these are calibrated correctly to avoid overbrightening and consider using light functions for complex patterns.
- Shadow Casting: Strategically disable shadow casting for very small or non-critical lights to save performance.
Collision Meshes
For `UE5 vehicle optimization`, the collision mesh is just as important as the render mesh, especially for physics interactions. Using the high-fidelity render mesh for collision is highly inefficient. Instead:
- Simplified Geometry: Create simplified collision meshes. Unreal Engine can automatically generate basic collision shapes (e.g., convex hulls, sphere, box), which are suitable for many parts.
- Custom Collision Meshes: For the main car body, a custom-built, low-polygon collision mesh that closely approximates the car’s silhouette is often the best approach. This prevents unnecessary over-computation and ensures accurate interactions with the environment.
- Physics Assets: When setting up a Chaos Vehicle or other physics-driven systems, ensure your vehicle’s components have appropriate physics assets and collision shapes assigned.
Physics and Vehicle Setup
Unreal Engine 5’s Chaos Vehicles system provides a robust framework for realistic car physics. Optimizing this involves:
- Wheel Setup: Accurately configuring wheel bones, suspension travel, and tire parameters. Using simpler wheel models for physics (often separate from the render mesh) can save performance.
- Center of Mass: Properly defining the car’s center of mass is critical for realistic handling.
- Suspension: Optimize the spring and damper settings to achieve desired driving dynamics without over-simulating.
Attention to these details ensures that your `game-ready car assets` not only look stunning but also feel realistic and perform smoothly within the game world.
Establishing a Professional Pipeline for High-Fidelity Automotive Assets
A well-defined pipeline is the backbone of efficient `UE5 vehicle optimization` and the creation of consistently high-quality `game-ready car assets`. From initial data import to final integration, a structured approach minimizes headaches and maximizes output.
1. Pre-Production and Planning
- Fidelity Targets: Define the required visual fidelity for different parts of the car (e.g., exterior, interior, engine bay). This informs poly budgets and texture resolutions.
- Poly Budgets: Establish target polygon counts for LODs, especially for non-Nanite components.
- Texture Resolutions: Determine appropriate texture sizes (e.g., 4K for hero assets, 2K for secondary, 1K for tertiary).
- Asset Breakdown: Deconstruct the car into logical, manageable components (e.g., body, wheels, interior, engine, glass). This helps in parallelizing work and managing optimization.
2. Data Preparation and Cleanup
- CAD Cleanup: If starting from CAD, meticulously clean the data. Remove internal geometry, fix normal directions, ensure watertight meshes, and decimate or retopologize where necessary. Union separate meshes that don’t need to move independently.
- Mesh Triangulation: For consistency and predictable results in game engines, it’s often best to triangulate all meshes before export.
- Scaling and Units: Ensure your 3D software’s units match Unreal Engine’s (centimeters) to avoid scaling issues on import.
- Pivot Points: Set correct pivot points for moving parts (e.g., wheel centers, door hinges) before export.
3. Export and Import into Unreal Engine 5
- FBX Settings: Use appropriate FBX export settings (e.g., embed media, export tangents and binormals, no cameras/lights).
- Nanite Configuration: As discussed, enable Nanite on import for appropriate static meshes.
- Material Import: Ensure material slots are correctly assigned on import.
4. Material and Texture Setup
- Master Materials: Create master materials for common automotive surfaces (car paint, glass, rubber, chrome, plastic). Instance these for specific variations, allowing for easier iteration and better `automotive material setup (UE5)` optimization.
- Texture Compression: Use appropriate texture compression settings in UE5 (e.g., BC7 for normal maps, DXT1/5 for color maps) to reduce memory footprint.
5. Rigging, Animation, and Physics
- Skeletal Mesh Creation: Rig parts that require animation (wheels, suspension, doors) as skeletal meshes with proper bone hierarchies.
- Physics Assets: Set up accurate physics assets and collision for all relevant components, especially for the Chaos Vehicle system.
6. Quality Assurance and Profiling
- Performance Monitoring: Regularly profile your scene using Unreal Engine’s built-in tools (`stat unit`, `stat gpu`, `stat rhi`, `stat nanite`, `stat engine`). Identify bottlenecks related to geometry, draw calls, or overdraw.
- Visual Checks: Conduct thorough visual inspections under various lighting conditions and distances to ensure `real-time automotive rendering` fidelity is maintained.
- Iteration: Optimization is an iterative process. Be prepared to revisit steps and refine assets based on performance data.
By following a meticulous pipeline, you can consistently deliver high-quality, optimized automotive assets. For artists and developers seeking a head start, resources like 88cars3d.com offer a wide array of professionally optimized, `game-ready car assets` designed specifically for Unreal Engine 5, streamlining your workflow and ensuring top-tier results from the outset.
Conclusion
Bringing high-fidelity automotive models into Unreal Engine 5 for real-time applications is a sophisticated process, but one that yields incredibly rewarding results. We’ve explored the core strategies for `UE5 vehicle optimization`, from leveraging Nanite’s revolutionary power for dense geometry to mastering `LOD generation` and meticulous `retopology for game assets`.
The journey doesn’t end with geometry; achieving photorealism demands a deep understanding of `automotive material setup (UE5)`, including advanced car paint shaders, and the crucial role of `texture baking` in translating intricate details efficiently. Furthermore, optimizing elements like lighting, collisions, and establishing a robust asset pipeline are all indispensable steps in creating truly `game-ready car assets` that perform as beautifully as they look.
By diligently applying these techniques, you can overcome the inherent challenges of `real-time automotive rendering` and unlock the full potential of Unreal Engine 5. The path to creating stunning, performant vehicles is paved with careful planning, technical expertise, and a commitment to detail. To accelerate your projects and ensure you’re working with the highest quality foundations, explore the expertly crafted and optimized 3D car models available at 88cars3d.com. Start building your next automotive masterpiece today!
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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
Texture: Yes
Material: Yes
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Toyota Mark II X81 1990 3D Model
Texture: Yes
Material: Yes
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Toyota iQ EV 2012 3D Model
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Material: Yes
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Toyota Aygo 2013 3D Model
Texture: Yes
Material: Yes
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Toyota Crown S180 2005 3D Model
Texture: Yes
Material: Yes
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Toyota Celica 2004 3D Model
Texture: Yes
Material: Yes
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Toyota Corolla AE100 1992 3D Model
Texture: Yes
Material: Yes
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Toyota Mark II X110 2000 3D Model
Texture: Yes
Material: Yes
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Toyota Corolla 2020 3D Model
Texture: Yes
Material: Yes
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Toyota Yaris 2020 3D Model
Texture: Yes
Material: Yes
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Volkswagen Beetle 2012 3D Model
Texture: Yes
Material: Yes
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Toyota Matrix 2005 3D Model
Texture: Yes
Material: Yes
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Toyota Yaris Sedan 3D Model
Texture: Yes
Material: Yes
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Volkswagen Golf R-004 2024 3D Model
Texture: Yes
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
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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
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
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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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