Unpacking the Science of Real-World Car Paint
The gleam of a perfectly polished car, reflecting its surroundings with stunning clarity, is a visual masterpiece. For 3D artists, game developers, and automotive designers, replicating this intricate beauty in a real-time engine like Unreal Engine 5 is one of the most challenging yet rewarding tasks. Photorealistic car paint isn’t just a color; it’s a complex interplay of layers, reflections, and subtle optical phenomena that can make or break the visual fidelity of an automotive model.
Achieving truly convincing car paint requires a deep understanding of its physical properties and how to translate them into a robust Unreal Engine 5 materials system. Whether you’re showcasing a high-end concept car in an interactive configurator or integrating vehicles into a next-generation racing game, the quality of your car paint directly impacts immersion and realism. This guide will take you through the entire process, from deconstructing real-world paint science to building an advanced PBR car paint shader, ensuring your real-time automotive rendering stands out. Let’s dive into the nuances of crafting stunning automotive finishes in UE5.
Unpacking the Science of Real-World Car Paint
Before we can build a digital representation, we must understand the intricate physical composition of actual car paint. It’s far more than just a single layer of colored material. Real car paint is a sophisticated system of multiple thin layers, each contributing uniquely to its final appearance.
At its core, car paint typically consists of three primary layers applied over a primer coat, which adheres to the metal bodywork:
- Base Coat: This is the layer that provides the primary color. It can be solid, metallic, or pearlescent. The base coat’s color pigments define the hue, and its inherent roughness contributes to the overall reflectivity before the clear coat is applied.
- Metallic/Pearlescent Flakes: Often embedded within or just above the base coat, these microscopic flakes are critical for the characteristic sparkle and color shift seen in many automotive finishes. Metallic flakes, typically aluminum, reflect light directly, creating a shimmering effect. Pearlescent flakes use mica or ceramic to produce interference effects, leading to iridescence and shifting colors depending on the viewing angle. The orientation and density of these flakes are crucial for realism.
- Clear Coat: This is the outermost, transparent layer. It provides gloss, depth, UV protection, and resistance to scratches. The clear coat is a dielectric material, meaning it reflects light strongly at glancing angles (Fresnel effect) and contributes significantly to the overall specular reflections and environmental mapping. Its surface imperfections, though often subtle, play a vital role in how light scatters and appears diffused across the surface.
The interaction of light with these layers creates complex optical phenomena. The clear coat acts like a transparent shell, allowing light to pass through to the base coat and flakes, and then reflecting a portion of it back. This dual-reflection mechanism is what gives car paint its unique depth and luster. Replicating this multi-layered interaction efficiently and accurately is the primary challenge for real-time automotive rendering, especially when aiming for photorealism.
Laying the Foundation: PBR Principles for Car Paint in UE5
To accurately simulate the complex properties of car paint, we must adhere to Physical Based Rendering (PBR) principles. PBR materials aim to simulate how light behaves in the real world, ensuring consistency and realism under varying lighting conditions. For car paint, this means managing reflection, refraction, and energy conservation accurately.
A standard PBR material in Unreal Engine 5 uses inputs like Base Color, Metallic, Specular, Roughness, and Normal. However, car paint deviates from a simple metallic or dielectric PBR setup because it is inherently a layered materials system. It combines a metallic or complex base layer with a dielectric clear coat on top.
Our approach in the UE5 material editor will involve creating a master material that efficiently handles these layers. This master material should be highly parameterized, allowing artists to adjust color, flake properties, clear coat roughness, and other attributes easily through material instances. This saves significant time and ensures consistent results across various automotive assets, including those you might find at 88cars3d.com.
Building the Core UE5 Material
To begin, open the UE5 material editor and create a new material. The fundamental structure will involve blending two main PBR layers: the metallic base coat and the dielectric clear coat. Unreal Engine 5’s default PBR model is robust, but for complex clear coat effects, we’ll leverage specific nodes and techniques.
- Material Domain: Ensure your material is set to “Surface” and “Default Lit.”
- Base Material Properties: Start with a basic PBR setup. Connect a Vector3 parameter for your primary `Base Color`. For `Metallic`, you’ll likely use a value of 1 for the base coat itself, as it is a metallic layer. `Roughness` for the base coat will be very low (close to 0) to simulate a smooth, reflective surface beneath the clear coat.
- Introducing the Clear Coat: Unreal Engine 5 provides a dedicated `Clear Coat` input in its material attributes. This allows for a physically accurate second specular lobe.
- Connect a Scalar Parameter to the `Clear Coat` input, setting it to 1 to enable the effect.
- Connect another Scalar Parameter to `Clear Coat Roughness`. This parameter is crucial for defining the glossiness and subtle imperfections of the outer layer. Values close to 0 will yield a mirror-like finish, while higher values introduce haziness.
- The `Clear Coat Normal` input allows you to apply separate normal map details specifically to the clear coat layer, simulating micro-scratches or orange peel.
This initial setup forms the backbone of our PBR car paint shader. The ability to control these distinct layers is what truly sets Unreal Engine 5 apart for automotive game assets and high-fidelity renders.
Crafting the Base Coat and Metallic Flakes
The base coat sets the primary color and initial reflectivity of the car. However, it’s the integration of metallic or pearlescent flakes that truly brings a car paint material to life, providing that characteristic sparkle and depth. This section delves into creating a convincing base coat and simulating the intricate patterns of metallic flakes.
The Core Color and Roughness
The base color for your car paint is straightforward. Use a `Vector3 Parameter` node and name it “BaseColor.” This allows you to easily change the car’s primary hue in material instances. For standard car paint, this color represents the pigment within the base layer.
The `Roughness` value for the *underlying* base coat should generally be very low (e.g., 0.05-0.1). This simulates a smooth, well-polished surface beneath the clear coat. While the clear coat will dominate the final reflections, the base coat’s roughness still subtly influences how light interacts with the metallic flakes within it.
For the `Metallic` input, the base layer should typically be set to 1. This tells the PBR shader that the underlying material is metallic. The clear coat, being a dielectric, will then accurately layer on top, creating the characteristic dual-specular look. This ensures that the base coat behaves as a conductive material, reflecting light directly and absorbing color, while the clear coat provides the outer, transparent dielectric reflection.
Simulating Metallic Flakes with Textures and Noise
The challenge of replicating a convincing metallic flake texture lies in their microscopic size and varied orientation. They are not a simple texture overlay; they actively scatter light in different directions. Unreal Engine 5 offers powerful tools to achieve this effect. We can simulate these flakes using a combination of normal maps and specific material logic.
- Creating a Flake Normal Map:
- One effective method is to create a procedural normal map that simulates tiny, randomly oriented bumps or facets. You can generate this in external software or using complex noise functions within the UE5 material editor.
- A common technique involves using a `Noise` texture node (e.g., Perlin Noise) and processing it to create a high-frequency normal map. You can manipulate its contrast and scale to define flake size and density.
- Alternatively, create a small tiling texture with subtle, random normal variations in a 3D painting software. Ensure it’s seamless and tileable.
- Integrating Flakes into the Material:
- To apply the flake normal map, use a `Blend Normal` node. Blend your flake normal map with a flat normal (or the object’s baked normal map, if any). The blend strength can be controlled by a parameter, allowing you to adjust flake visibility.
- Connect the output of the `Blend Normal` node to the material’s main `Normal` input. This will make the flakes affect both the base coat and, through the clear coat, the overall surface reflections.
- For enhanced realism, you might want to slightly vary the roughness of the flakes. Small flakes can appear sharper than the surrounding base coat. Use a `Lerp` node to blend between the base coat roughness and a slightly lower (shinier) roughness value for the flakes, controlled by a mask derived from your flake pattern.
- Controlling Flake Appearance:
- Use `Scalar Parameters` to control the tiling (`TexCoord` node with a `Multiply` parameter) and intensity of your flake normal map. This allows you to fine-tune flake size and how much they disrupt the surface.
- Consider adding a subtle color tint to the flakes using a `Lerp` node with `BaseColor` and a slightly desaturated/lighter version of it. This can simulate the metallic glint.
- For pearlescent effects, you might introduce a slight color shift using a `Fresnel` node to drive a `Lerp` between two colors, but this adds complexity and might be better handled through custom shading models or more advanced `layered materials`.
This technique creates a dynamic and realistic metallic flake texture that responds to light, giving your car paint the sought-after sparkle without resorting to overly complex shader instructions. The interplay of these microscopic reflections beneath the clear coat is what makes car paint so captivating in real-time automotive rendering.
Mastering the Clear Coat Effects
The clear coat is arguably the most critical component of photorealistic car paint. It provides the signature glossy finish, the illusion of depth, and the primary contribution to environmental reflections. Mastering clear coat effects involves careful handling of dual-layered reflections, the Fresnel effect, and the subtle art of anisotropic reflections.
Dual-Layered Reflections and Fresnel
As discussed, the clear coat is a separate dielectric layer on top of the metallic base. Unreal Engine 5’s dedicated `Clear Coat` input simplifies the creation of this dual-layered reflection. When enabled, it automatically adds a second specular lobe, allowing for two distinct reflection layers.
- Clear Coat Roughness: This parameter is your primary control over the clear coat’s finish. A value of 0.0 results in a perfect mirror. Real car paint, even when new, has micro-imperfections. Values between 0.01 and 0.05 are often ideal for a new, glossy finish. For older or less-maintained paint, you might go higher. You can also drive this with a texture map to simulate scratches, dust, or subtle “orange peel” textures.
- Fresnel Effect: The Fresnel effect is automatically handled by Unreal Engine’s PBR model for dielectric surfaces like the clear coat. It dictates that surfaces reflect more light at grazing (shallow) angles than when viewed head-on. This is a fundamental aspect of clear coat realism, making reflections stronger and more prominent towards the edges of curved surfaces. You don’t need to manually implement Fresnel for the clear coat itself; UE5 handles it. However, understanding its behavior is crucial for material authoring.
- Normal Maps for Clear Coat: Just like the base coat, the clear coat can have its own normal map. This `Clear Coat Normal` input is perfect for adding fine details like swirling micro-scratches, dust, or an ‘orange peel’ texture that is distinct from the underlying metallic flake pattern. Using a tiling noise texture or a subtle scratch map here can significantly enhance realism.
By effectively using the `Clear Coat` and `Clear Coat Roughness` inputs, you create a convincing transparent layer that allows the base coat and flakes to show through, while providing its own set of reflections. This is a cornerstone of realistic Unreal Engine 5 materials for vehicles.
Anisotropic Reflections for Ultimate Realism
Anisotropy describes reflections that appear stretched or smeared in a particular direction, rather than perfectly circular. This effect is crucial for achieving truly photorealistic car paint, as it mimics fine brush strokes, polishing marks, or even the microscopic alignment of certain metallic flakes. Without it, reflections can look overly uniform and sterile.
- Understanding Anisotropy:
- In real-world car paint, anisotropic reflections can be subtle, but they add immense depth. Imagine light reflecting off a finely brushed metal; the reflections follow the direction of the brush strokes. Car paint can exhibit this due to microscopic imperfections or the manufacturing process.
- In Unreal Engine, anisotropy is primarily controlled by the `Tangent` input to the material. This input defines the direction along which reflections are stretched.
- Implementing Anisotropy in UE5:
- Enabling Anisotropy: First, you must change your material’s `Shading Model` to “Clear Coat Anisotropic.” This will expose new inputs, including `Anisotropy` and `Tangent`.
- Anisotropy Input: The `Anisotropy` input is a Scalar value (0-1) that controls the strength of the anisotropic effect. 0 means no anisotropy (standard clear coat), and 1 means maximum stretching.
- Tangent Input: This is a Vector3 input that defines the direction of the anisotropy.
- Using a Tangent Map: The most common and flexible approach is to provide a tangent space normal map. This map, often generated with a distinct directional pattern, tells the shader how to stretch reflections. You can create these maps in external software or use procedural techniques. For example, a texture with horizontal lines will stretch reflections horizontally.
- Using Mesh Tangents: For some simpler effects, you might be able to use the object’s `VertexNormalWS` or `PerInstanceRandom` with vector math to create a directional tangent, but a dedicated texture offers much finer control.
- Controlling Direction and Strength:
- Use a `Texture Sample` node for your custom tangent map. Connect its RGB output to the `Tangent` input.
- Use a `Scalar Parameter` for the `Anisotropy` input to control the intensity of the effect. You can also modulate this with a texture map if you want varying anisotropic strength across the surface.
Achieving realistic anisotropy is often a process of trial and error, finely tuning the tangent map and strength. The result, however, is a significantly more dynamic and realistic surface interaction for your automotive game assets, making them appear truly polished and high-quality, whether you’re working with models from 88cars3d.com or your own creations.
Advanced Techniques and Optimization for Automotive Game Assets
Beyond the core paint shader, several advanced techniques can elevate your real-time automotive rendering, and crucially, optimizing these for performance is paramount, especially for automotive game assets where every millisecond counts.
Environmental Reflections (SSR, Lumen, Ray Tracing)
Realistic reflections are non-negotiable for convincing car paint. The environment directly influences how a car looks.
- Screen Space Reflections (SSR): This is the most common real-time reflection technique. SSR works by reflecting what’s already visible on screen. While fast, it has limitations: reflections disappear if the object isn’t on screen, and it can’t reflect off-screen elements.
- Lumen Global Illumination and Reflections: Unreal Engine 5’s Lumen system provides dynamic global illumination and reflections. Lumen reflections are more robust than SSR, capable of reflecting off-screen geometry and offering a more cohesive lighting solution. For real-time automotive configurators or high-fidelity game cinematics, Lumen provides excellent results without the performance hit of full ray tracing.
- Hardware Ray Tracing: For the absolute highest quality reflections, hardware ray tracing is the pinnacle. It accurately simulates light paths, providing pixel-perfect reflections and refractions. While performance-intensive, for high-end automotive visualization or architectural renders, it delivers unparalleled realism. Ensure your project settings enable Ray Tracing, and then use reflection settings tailored for ray-traced results.
- Reflection Capture Actors: For static elements or when other reflection methods are too costly, `Sphere Reflection Capture` and `Box Reflection Capture` actors are essential. They bake the surrounding environment into a cubemap, which the material uses for reflections. Place them carefully around your vehicle for the best results.
Decals and Wear and Tear
Even the most pristine car needs character, and that often comes in the form of decals, dirt, or subtle wear. Incorporating these without overhauling your complex Unreal Engine 5 materials is key.
- Material Functions for Overlay: Create a `Material Function` for dirt or scratches. This function can take your base material inputs (Base Color, Roughness, Normal) and blend in dirt textures using a mask.
- Use `Lerp` nodes to blend colors, roughness values, and normals.
- A `Texture Sample` node with a grayscale mask (e.g., a dirt map or scratch pattern) will control the blend.
- Apply this material function to your car paint master material using a `Material Function Call` node. This keeps your main material graph clean and modular.
- Deferred Decals: For logos, racing stripes, or more localized grime, `Deferred Decals` are highly efficient. They project material properties (like Base Color, Normal, Roughness) onto surfaces without modifying the underlying mesh’s material directly. Create a separate material for your decal, set its `Material Domain` to “Deferred Decal,” and then place a `Decal Actor` in your scene.
- Vertex Painting: For organic dirt buildup or mud, `Vertex Painting` directly on the mesh can be powerful. You can blend between a clean paint material and a dirty material based on vertex color values (e.g., the red channel of vertex color). This offers granular control over localized wear.
Performance Considerations for Game Assets
Photorealism often comes at a performance cost. For automotive game assets, balancing visual fidelity with smooth frame rates is critical. Here’s how to optimize your PBR car paint shader:
- Material Complexity (Instruction Count): Open your material in the UE5 material editor and check the “Shader Stats” window (Window > Shader Stats). Aim for lower instruction counts, especially for vertex and pixel shaders. Each node adds instructions. Minimize redundant calculations.
- Texture Resolutions and Compression: Use appropriate texture resolutions. A 4K metallic flake texture for a distant car is wasteful. Utilize Mip Maps correctly. Ensure textures are compressed efficiently (e.g., BC1/DXT1 for diffuse, BC5/DXT5 for normal maps).
- Shader Permutations with Static Switches: If you have optional features (e.g., advanced metallic flakes, anisotropic reflections, different clear coat effects), use `Static Switch Parameters` in your master material. These compile different shader versions based on parameter values, meaning only the necessary code is run for each material instance, significantly reducing instruction count at runtime. This allows you to have a high-fidelity version for cinematics and a simpler one for gameplay.
- Level of Detail (LODs) for Materials: Just as meshes have LODs, you can create simpler material instances for lower mesh LODs. For cars far in the distance, you might disable metallic flakes, anisotropy, or even clear coat effects entirely. This requires manual setup but offers significant savings. High-quality models, like those available on 88cars3d.com, often come with pre-configured LODs, making this process easier.
- Parameter Control: While exposing many parameters is great for artists, ensure that the underlying material graph is efficient. Group related parameters for clarity and use comments extensively.
By thoughtfully applying these advanced techniques and optimization strategies, you can achieve stunning real-time automotive rendering that looks fantastic while performing efficiently, making your automotive game assets suitable for a wide range of platforms and experiences.
Conclusion
Crafting photorealistic car paint in Unreal Engine 5 is a journey that bridges the gap between scientific understanding and artistic expression. We’ve deconstructed the complex optical properties of real-world car paint, meticulously built a robust PBR car paint shader in the UE5 material editor, and explored the nuances of clear coat effects, intricate metallic flake texture, and advanced anisotropic reflections. Crucially, we’ve also addressed the vital importance of optimization, ensuring your stunning visuals are performant enough for both high-end real-time automotive rendering and automotive game assets.
The power of Unreal Engine 5 materials, especially its layered materials system, provides the tools necessary to simulate these intricate surfaces with incredible fidelity. It’s a testament to the engine’s capabilities that such complex optical phenomena can be rendered in real-time. Remember, the journey to photorealism is iterative. Experiment with different parameters, explore custom normal maps, and observe real-world cars to inform your digital creations.
Now, equipped with this comprehensive guide, you have the knowledge to elevate your vehicle renders to the next level. Start experimenting, refine your techniques, and bring your automotive visions to life with unparalleled realism. If you’re looking for a foundation of high-quality, pre-modeled vehicles to apply your newfound material mastery, be sure to explore the extensive collection available at 88cars3d.com, your go-to resource for premium 3D car models.
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Suzuki Liana Sedan 2004 3D Model
Texture: Yes
Material: Yes
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Subaru Outback 2024 3D Model
Texture: Yes
Material: Yes
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Subaru Legacy 2003 3D Model
Texture: Yes
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Subaru Legacy Touring Wagon 3D Model
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Material: Yes
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Toyota Mark II (X100) 1998 3D Model
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Material: Yes
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Toyota Corona 1985 3D Model
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Material: Yes
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Toyota Mark II X81 1990 3D Model
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Material: Yes
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Toyota iQ EV 2012 3D Model
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Toyota Aygo 2013 3D Model
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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
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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
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Toyota Corolla 2020 3D Model
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Toyota Yaris 2020 3D Model
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Volkswagen Beetle 2012 3D Model
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Toyota Matrix 2005 3D Model
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Toyota Yaris Sedan 3D Model
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Volkswagen Golf R-004 2024 3D Model
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Volkswagen Golf 5 Door 2010 3D Model
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Toyota Premio 2010 3D Model
Texture: Yes
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Toyota Opa 2000 3D Model
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Volkswagen Polo 5 Door 2010 3D Model
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Toyota Prius 2024 3D Model
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Toyota Yaris 1999 3D Model
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Toyota Supra 2020 3D Model
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Volkswagen New Beetle 2000 3D Model
Texture: Yes
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Volkswagen Jetta 2005 3D Model
Texture: Yes
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Volkswagen Golf 3-Door 3D Model
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Volvo V70 2005 3D Model
Texture: Yes
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Volkswagen Bora 2004 3D Model
Texture: Yes
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Volkswagen Lupo 3D Model
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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
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Volvo S60 R-Design 2024 3D Model
Texture: Yes
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Volkswagen Passat 2025 3D Model
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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
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Mazda B-Series 3D Model
Texture: Yes
Material: Yes
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Mercsedes Benz Z3-006 3D Model
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Material: Yes
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Mazda RX-7 3D Model
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Material: Yes
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Volvo VCC-003 3D Model
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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
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Volkswagen Golf V 2006 3D Model
Texture: Yes
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Mazda CX-7 3D Model
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Mazda Familia 3D Model
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GAS 21 3D Model
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Mercedes-Benz SL500 AMG (R129) 3D Model
Texture: Yes
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Mercedes-Benz S-Class W221 2005 3D Model
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Mercedes-Benz E-Class W212 2009 3D Model
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Mercedes-Benz E-class Estate S212 2009 3D Model
Texture: Yes
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