Understanding the Foundation: PBR Principles for Automotive Materials
The pursuit of visual perfection in real-time 3D environments is an endless journey, and nowhere is this more evident than in the realm of automotive rendering. For game developers, cinematic artists, and virtual production studios, crafting a car that looks utterly indistinguishable from its real-world counterpart within Unreal Engine 5 presents a unique and exhilarating challenge. From the complex interplay of light on a perfectly polished clear coat to the subtle imperfections that tell a story, achieving truly `photorealistic automotive visualization` demands a deep understanding of materials, lighting, and performance optimization.
Unreal Engine 5 stands at the forefront of this revolution, offering an unparalleled suite of tools to push the boundaries of real-time realism. However, simply dropping a model into the engine isn’t enough. To create compelling `next-gen vehicle assets`, artists must master the intricate details of material authoring, leveraging PBR (Physically Based Rendering) principles to their fullest. This definitive guide will deconstruct the complexities of achieving uncompromisingly realistic automotive materials, specifically focusing on car paint, glass, and chrome, and provide a step-by-step methodology to elevate your vehicle assets to cinematic quality.
Understanding the Foundation: PBR Principles for Automotive Materials
At the heart of any `photorealistic automotive visualization` in modern engines like Unreal Engine 5 lies Physically Based Rendering (PBR). PBR isn’t just a buzzword; it’s a methodology that ensures materials react to light in a way that mimics real-world physics, regardless of the lighting conditions. This consistency is crucial for creating convincing `next-gen vehicle assets` that look good from every angle and under every light source.
For car materials, PBR translates into defining properties such as Base Color (albedo), Metallic, Roughness, Specular, and Normal maps. The interaction of these maps dictates how light is absorbed, reflected, and scattered across the surface. A `PBR car paint shader`, for instance, will utilize high metallic values for the base coat and carefully tuned roughness to control the sharpness of reflections, mimicking the microscopic surface structure.
The `Unreal Engine material editor` is built around these PBR principles, providing direct access to these parameters. Understanding how each input affects the final render is paramount. Metals typically have a metallic value of 1 and no diffuse color, with their base color determining their reflective tint. Non-metals (dielectrics) have a metallic value of 0, and their base color dictates their diffuse color, with reflections driven by roughness and a fixed specular value.
Crafting the Ultimate PBR Car Paint Shader in Unreal Engine 5
Car paint is arguably the most challenging and rewarding material to perfect. It’s not a single layer but a complex stack of materials: a metallic base coat, often with flakes, covered by a transparent, highly reflective clear coat. Recreating this accurately requires a sophisticated `PBR car paint shader` within the `Unreal Engine material editor`.
Base Layer: Metallic Flakes and Color
The foundation of any realistic car paint is its metallic base layer. This layer gives the paint its characteristic sheen and determines its primary color. In a standard PBR workflow, this involves:
- Base Color: This will be the primary color of the car. For metallic paints, this color also dictates the tint of the reflections.
- Metallic: Set this value to 1 for a truly metallic base. This tells the shader to treat the material as a metal.
- Roughness: Even at the base, there’s a slight micro-roughness. A value around 0.3-0.5 can give a good starting point, which will then be modified by the clear coat.
- Metallic Flakes: To simulate the metallic flakes suspended in the paint, you can blend a high-frequency noise texture (or a dedicated flake normal map) into the base layer’s normal map, often with a subtle influence on roughness. This creates tiny, sparkling reflections that catch the light at different angles. Controlling their size and intensity through material parameters allows for immense versatility.
The Clear Coat System
Unreal Engine 5 features a dedicated Clear Coat shading model, which is absolutely essential for automotive paint. This system simulates a transparent, dielectric layer on top of a metallic base, perfectly replicating the look of car finishes. It’s a game-changer for `photorealistic automotive visualization`.
- ClearCoat: This input controls the presence and intensity of the clear coat layer. A value of 1 means a fully opaque clear coat.
- ClearCoatRoughness: This is critical. A perfectly polished car will have an extremely low ClearCoatRoughness value (e.g., 0.02-0.05) to produce sharp, mirror-like reflections. Slight imperfections or dust can be introduced by subtly increasing this value or masking it.
- ClearCoatNormal: This input allows you to add normal map details specifically to the clear coat layer, simulating micro-scratches, orange peel, or dust. This is where subtle surface imperfections add significant realism without affecting the underlying metallic flakes.
By blending multiple normal maps for both the base and clear coat, you can achieve incredibly complex and convincing surface details, vital for a compelling `automotive rendering workflow`.
Anisotropic Reflections for Realistic Sheen
Anisotropy is a subtle but powerful visual cue that significantly enhances the realism of reflective surfaces, especially brushed metals and certain car paints. It refers to reflections that stretch or blur in a particular direction, rather than scattering uniformly. This effect is crucial for accurately representing the fine grain of brushed aluminum, polished chrome trim, or even certain types of paint that have a directional metallic flake or finish.
Implementing `anisotropic reflections` in Unreal Engine 5 typically involves manipulating the tangent basis of the material. This can be achieved through custom nodes in the `Unreal Engine material editor` or by carefully preparing anisotropic normal maps that encode directional information. The Tangent input in the material editor allows you to define the direction along which reflections will stretch. By using a texture map or a procedural gradient that changes the tangent direction across the surface, you can create stunning anisotropic effects that truly elevate the visual fidelity of your `next-gen vehicle assets`.
Dirt, Scratches, and Wear
A brand-new car model, while impressive, often lacks character. Introducing subtle dirt, scratches, and wear is vital for grounding the vehicle in its environment and making it feel real. This is achieved through layered materials and masking techniques.
- Masking: Utilize grunge maps, ambient occlusion maps, or even vertex colors to define areas where dirt or wear should appear. These masks can then be used to blend between the pristine car paint shader and a dirtier, rougher material.
- Layered Materials: Create separate material functions for dirt, dust, and micro-scratches. These can then be instanced and blended on top of the base car paint. For instance, a dirt layer might have higher roughness, a darker base color, and a slight normal map to simulate accumulated grime.
- Vertex Painting: For bespoke wear and tear, vertex painting allows artists to manually “paint” masks onto the mesh directly in Unreal Engine, providing granular control over where effects like rust, chipped paint, or heavy dust appear. This level of detail is key for `photorealistic automotive visualization` in close-up shots.
Beyond Paint: Glass, Chrome, and Interior Materials
While car paint often takes center stage, the surrounding materials like glass, chrome, and intricate interior elements are equally important for overall realism and contribute significantly to the `automotive rendering workflow`.
Advanced Glass Shaders
Car glass is more than just transparency. It involves accurate refraction, subtle tints, and often surface imperfections. In Unreal Engine 5:
- Refraction: Utilize the Refraction input for transparent materials. A realistic Index of Refraction (IOR) for glass is around 1.5. Controlling the refraction depth and distortion is key to making the glass feel substantial.
- Tint and Opacity: Base Color for glass can define its tint, while Opacity controls transparency. Adding a slight desaturated blue or green tint can enhance realism, especially at grazing angles.
- Surface Imperfections: Similar to clear coat, use normal maps (for micro-scratches, water spots) and roughness maps (for smudges, fingerprints) on the glass surface. These details break up perfect reflections and add character. Performance for transparent materials needs careful consideration, as they can be render-intensive. Use simplified shaders for distant `next-gen vehicle assets` via LODs.
Polished Metals and Chrome
Chrome trim, polished wheel rims, and metallic accents demand extremely accurate reflections. These materials are characterized by:
- High Metallic, Low Roughness: Set Metallic to 1 and Roughness to an extremely low value (e.g., 0.01-0.05) for mirror-like reflections. The Base Color will dictate the tint of the chrome (e.g., pure white for silver chrome).
- Anisotropy: As discussed, brushed metals benefit greatly from `anisotropic reflections`. Consider applying this to areas like grille meshes or interior brushed aluminum accents.
- Edge Wear: Metals often show wear on edges. Use grunge maps or curvature maps to blend in slightly rougher, perhaps darker, metal materials on worn edges to break up the pristine surface.
Interior Details: Leather, Plastics, and Textiles
The interior of a car, especially for `next-gen vehicle assets` designed for close-up viewing or virtual reality, requires as much attention to detail as the exterior. Each material has its own PBR characteristics:
- Leather: Typically dielectric (Metallic 0). Varying roughness maps, combined with detailed normal maps for grain and subtle color variations, are essential. Use a subtle clear coat for glossy leather.
- Plastics: Wide range of properties. Some are matte (higher roughness), some are slightly reflective (lower roughness). Normal maps for texture and subtle variations in Base Color are key.
- Textiles/Fabrics: Often benefit from a dedicated cloth shading model or custom material functions that simulate intricate weave patterns and directional fuzz. Subsurface Scattering can also add depth to certain fabrics.
When seeking truly exceptional baseline models for these detailed applications, consider exploring resources like 88cars3d.com, which offers high-quality, pre-optimized `next-gen vehicle assets` with robust material setups, ready for refinement.
Optimization Strategies for Next-Gen Vehicle Assets
Achieving hyper-realism in Unreal Engine 5 is one thing; making it run efficiently in real-time is another. Optimization is not an afterthought but an integral part of the `automotive rendering workflow`, especially for game assets or complex virtual production scenes.
Level of Detail (LOD) Optimization for Vehicles
While Unreal Engine 5’s Nanite system brilliantly handles geometry complexity for static meshes, vehicles, with their complex skeletal meshes and specific material requirements, still benefit immensely from traditional `LOD optimization for vehicles`. LODs allow you to swap out lower-polygon models and simplified materials as the vehicle moves further from the camera, significantly reducing rendering overhead.
- Mesh LODs: Create several versions of your vehicle mesh, each with progressively lower polygon counts. The lowest LODs might remove interior details or simplify exterior geometry.
- Material LODs: Simplify your complex car paint shader for distant LODs. This might involve disabling expensive features like anisotropic reflections or reducing the complexity of metallic flake calculations. Use material functions that can be toggled or parameters that can be overridden by LODs.
- Nanite for Static Parts: If parts of your vehicle are static (e.g., a highly detailed engine block viewed with a removable hood), Nanite can be utilized to manage their geometry efficiently, allowing for incredibly high polygon counts without performance penalties.
Texture Baking and Packing
Efficient texture usage is critical. High-resolution textures are a cornerstone of `photorealistic automotive visualization`, but they must be managed wisely.
- Texture Baking Techniques: Bake common maps like Ambient Occlusion (AO) and Curvature from high-poly models onto your game-ready meshes. These baked maps can then be used as masks within your `Unreal Engine material editor` to drive wear, dirt, or subtle shading variations without needing complex real-time calculations.
- Texture Packing: Combine multiple grayscale textures into the RGB channels of a single texture map. For example, Roughness, Metallic, and Ambient Occlusion maps can often be packed into one RGB texture, saving memory and texture samples. Ensure your textures are properly compressed (e.g., BC7 for normal maps and detailed color, BC1/BC3 for less demanding textures).
Shader Complexity Reduction
Complex shaders, while visually stunning, can be performance heavy. Minimizing shader instruction count is crucial for maintaining frame rates.
- Material Instances: Create a master material with exposed parameters and then create instances for each unique car model or paint variation. This allows for vast customization without recompiling shaders for every change.
- Material Functions: Encapsulate common node networks (like the metallic flake generator or a specific clear coat effect) into reusable material functions. This improves organization and can sometimes help with compilation efficiency.
- Profiling: Use Unreal Engine’s built-in profilers (e.g., Shader Complexity viewmode, GPU visualizer) to identify and optimize expensive parts of your materials. Look for high instruction counts and unnecessary calculations.
Leveraging Unreal Engine 5’s Cutting-Edge Features
Unreal Engine 5 introduces a suite of groundbreaking technologies that can elevate `photorealistic automotive visualization` to unprecedented levels, making once-impossible real-time fidelity a reality.
Real-Time Ray Tracing for Unparalleled Realism
`Real-time ray tracing` is a game-changer for car materials. Unlike traditional screen-space reflections, ray-traced reflections are physically accurate, capturing details from objects outside the camera’s view and correctly reflecting the environment and other vehicles. For a highly reflective surface like car paint or chrome, this dramatically enhances realism.
- Accurate Reflections: Ray-traced reflections accurately bounce light, creating stunningly precise reflections on the clear coat and metallic surfaces, including self-reflections and reflections of other dynamic objects in the scene.
- Global Illumination and Shadows: Ray-traced global illumination (RTGI) provides incredibly realistic bounced light, making cars feel more grounded in their environment. Ray-traced shadows offer contact-hardened shadows with accurate soft edges.
- Performance Considerations: While incredibly powerful, `real-time ray tracing` is computationally intensive. It requires modern GPUs and careful optimization of scene complexity and ray-tracing settings.
Lumen and Nanite in Automotive Visualization
Lumen and Nanite are two pillars of UE5 that fundamentally change the approach to asset creation and lighting for `next-gen vehicle assets`.
- Lumen: Unreal Engine 5’s fully dynamic global illumination and reflections system. Lumen calculates bounced light in real-time, meaning your car will be beautifully lit by its environment and will dynamically react to changes in lighting (e.g., headlights turning on, environment changing). This eliminates the need for baking static lightmaps, freeing artists to iterate faster and achieve truly dynamic `automotive rendering workflow`.
- Nanite: While we discussed traditional LODs for vehicles, Nanite revolutionizes how high-polygon geometry is handled. For truly static elements of a car or complex environmental assets, Nanite allows artists to import film-quality assets with millions of polygons directly. This removes the need for manual polygon reduction and complex LOD setups for geometry, allowing artists to focus on material fidelity and artistic detail. For dynamic, skeletal mesh vehicles, a hybrid approach combining traditional LODs with Nanite for static background elements is often optimal.
Virtual Production and Cinematic Quality
The combination of UE5’s advanced rendering features makes it an ideal platform for virtual production and cinematic rendering. `Photorealistic automotive visualization` can now be achieved in real-time, allowing filmmakers and advertisers to create stunning car commercials, virtual showrooms, and dynamic vehicle sequences with unprecedented speed and flexibility. The ability to iterate on lighting, environments, and materials instantly translates into massive time and cost savings compared to traditional rendering pipelines.
For studios and artists looking to jumpstart their projects with high-fidelity models, resources like 88cars3d.com provide an excellent foundation. Their carefully crafted `next-gen vehicle assets` are designed with these advanced UE5 features in mind, offering optimized meshes and material setups that serve as a perfect starting point for further customization and integration into demanding real-time applications.
Conclusion
Achieving hyper-realistic car paint and materials in Unreal Engine 5 is a nuanced art form that blends technical mastery with artistic vision. It involves a deep understanding of PBR principles, meticulous shader construction within the `Unreal Engine material editor`, and intelligent optimization strategies. From the delicate dance of metallic flakes under a glossy clear coat to the subtle nuances of `anisotropic reflections`, every detail contributes to a truly immersive `photorealistic automotive visualization`.
By leveraging Unreal Engine 5’s groundbreaking features like `real-time ray tracing`, Lumen, and Nanite, artists now have the power to create `next-gen vehicle assets` that were once confined to offline renderers. The `automotive rendering workflow` has been revolutionized, empowering creators to achieve cinematic quality in real-time, whether for cutting-edge games or high-fidelity virtual production environments.
Embrace these techniques, experiment with the boundless possibilities of UE5, and never cease to push the boundaries of what’s possible. For those seeking a head start with meticulously crafted, high-quality models, consider exploring the exceptional range of `next-gen vehicle assets` available at 88cars3d.com, designed to accelerate your journey towards unparalleled automotive realism.
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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
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
Texture: Yes
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Mazda Familia 3D Model
Texture: Yes
Material: Yes
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