Why Car Paint is a Masterclass in Material Shading
The gleam of a perfectly rendered car is often the first thing that captures attention in an automotive showcase or a high-fidelity game. However, achieving that truly authentic, eye-watering shine, replete with subtle metallic flakes and deep reflections, goes far beyond the capabilities of a basic Physically Based Rendering (PBR) setup. While standard PBR provides an excellent foundation, car paint, with its complex layered structure, demands a much more nuanced approach.
For 3D artists, game developers, and automotive designers striving for ultimate realism, mastering the intricacies of photorealistic car paint in modern engines like Unreal Engine 5 is a critical skill. It’s about understanding how light interacts with multiple microscopic layers, not just a single surface. This deep dive will explore how to push Unreal Engine 5’s material system to its limits, crafting a material that truly captures the magic of a showroom finish.
Why Car Paint is a Masterclass in Material Shading
At first glance, car paint might seem straightforward – just a color with some gloss. However, under scrutiny, it reveals a symphony of optical phenomena that makes it uniquely challenging to reproduce in any rendering pipeline, especially in a real-time rendering environment. The complexity stems from its layered composition, each layer contributing distinctively to the final appearance.
Automotive finishes typically consist of several layers, starting with a primer, followed by a base coat (the color layer), a metallic or pearl effect layer, and finally, a thick, transparent clear coat. This stratification means light doesn’t just bounce off a single surface; it refracts through the clear coat, interacts with the metallic flakes or pearl particles, reflects off the base color, and then refracts back out. This journey dictates the perceived depth, reflectivity, and color shift.
The primary challenge in automotive rendering is accurately simulating this interaction. Standard PBR models are designed for opaque or single-layer translucent surfaces. While they offer a robust foundation, they often fall short when dealing with the nuanced sub-surface scattering, anisotropic reflections from metallic flakes, and the defining characteristic of a glossy car finish: the distinct, highly reflective clear coat shader. Capturing this depth and sparkle requires advanced techniques and a deeper understanding of Unreal Engine 5’s material capabilities.
The PBR Workflow Reimagined for Automotive Finishes
The core PBR workflow revolutionized how artists approach materials, promoting physically accurate values for properties like albedo, roughness, and metallic. It ensures that materials respond correctly to light in various environments, leading to consistent and believable results. However, when applied directly to complex surfaces like car paint, the standard PBR model can sometimes feel limiting.
In a traditional PBR setup, a material typically has parameters for Base Color, Metallic, Roughness, Specular, and Normal. For a simple metal or plastic, this is highly effective. Car paint, however, is not a simple metal nor a simple plastic. It’s a combination of both, layered with a transparent, protective shell. Applying a single set of PBR values across the entire surface would fail to convey the multi-layered depth and the dynamic interplay of light with its internal components.
To achieve Unreal Engine 5 materials that truly shine for automotive applications, we need to extend the PBR workflow. This involves creating a material structure that mimics the real-world layers of car paint, allowing each layer to have its own PBR properties and interact in a physically plausible way. Unreal Engine 5 provides powerful tools, like its layered material system and advanced shading models, that allow us to go “beyond basic PBR” and build these intricate, multi-layered materials. This reimagined approach is crucial for achieving the desired level of realism, especially when aiming for a convincing photorealistic car paint.
Deconstructing the Hyper-Realistic Car Paint Material in UE5
Crafting hyper-realistic car paint in Unreal Engine 5 means breaking down the real-world material into its constituent layers and replicating their behavior within the engine. This process leverages Unreal’s advanced shading models to simulate the complex interplay of light with the base color, metallic/pearl particles, and the crucial clear coat.
The Base Coat: Color and Core Roughness
The base coat is the foundational layer, providing the primary color of the vehicle. In our material setup, this will be the underlying color that light penetrates the clear coat to reach. Its properties are relatively straightforward: a solid color and a very subtle roughness. This layer acts as the canvas upon which the more complex effects are painted.
You’ll typically connect a Vector3 parameter (for color) and a Scalar parameter (for roughness) to the material’s Base Color and Roughness inputs, respectively. Ensure the roughness here is low but not zero, representing the inherent smoothness of the pigmented layer before the clear coat is applied. This subtly contributes to the overall depth.
The Metallic/Pearl Layer: Driving the Flakes and Iridescence
This is where much of the visual magic of premium car paint originates. The metallic or pearl layer is embedded within or just below the clear coat, responsible for the sparkle and subtle color shifts. Simulating this metallic flake effect is key to authentic photorealistic car paint.
For metallic paints, tiny aluminum flakes are suspended in the base color. These flakes are planar and tend to align roughly parallel to the surface, but with slight variations. When light hits them, they reflect it with varying intensities depending on the viewing angle, creating the characteristic sparkle and “flop” effect (how the color or brightness changes as the viewing angle changes).
Pearl or mica paints use microscopic ceramic or synthetic mica particles coated with thin layers of metal oxides. These particles create iridescence and interference effects, leading to subtle color shifts (like red to gold or blue to violet) depending on the angle. Both effects require careful textural and procedural generation to accurately represent their minute details.
The Advanced Clear Coat Shader: Reflection and Refraction
The clear coat is arguably the most critical component for achieving genuine automotive rendering realism. It’s the thick, transparent layer of lacquer that provides gloss, protection, and that signature deep reflection. Unreal Engine 5’s dedicated Clear Coat shading model is indispensable here, as it accurately simulates a secondary specular lobe on top of the base material.
This means the engine calculates reflections for the base material (which includes our metallic flakes) and then adds another, distinct set of reflections on top, representing the clear coat. The clear coat itself will have its own roughness and normal map inputs, allowing you to simulate fine scratches, dust, or an orange peel effect. Using the Clear Coat shading model accurately simulates the Fresnel effect for both the clear coat and the underlying layers, contributing immensely to the sense of depth and realism. Without a proper clear coat shader, car paint often looks dull and flat, lacking that crucial liquid-like sheen.
Building the Car Paint Shader in UE5’s Material Editor (Step-by-Step)
Now, let’s translate the theoretical layers into a practical setup within the UE5 material editor. This guide focuses on creating a master material that can then be instanced and customized for various car paint finishes. This efficient approach is vital for any serious real-time rendering project.
Setting Up the Master Material
Begin by creating a new material in Unreal Engine 5. The first crucial step is to set up the material’s properties correctly. In the Details panel of your new material, under the ‘Material’ section:
- Set the Shading Model to “Clear Coat”. This is fundamental for enabling the clear coat layer.
- Ensure the Material Domain is “Surface” and Blend Mode is “Opaque” for most car paints.
This foundational setup tells Unreal Engine to expect a layered material, where a transparent, reflective layer sits atop another PBR material.
Implementing the Base Layer
The base layer provides the core color and underlying metallic properties. This will be the primary input for the Base Color, Metallic, and Roughness nodes of our material.
- Base Color: Create a ‘Vector3’ parameter node and name it ‘BaseColor’. Connect this to the ‘Base Color’ input of the main material node. This will allow you to easily change the car’s primary color via material instances.
- Metallic: For most metallic paints, the metallic value will be quite high, but not necessarily 1. Create a ‘Scalar’ parameter node named ‘BaseMetallic’ with a default value around 0.8-0.9. Connect this to the ‘Metallic’ input. For non-metallic (solid) paints, this would be 0.
- Roughness: Create a ‘Scalar’ parameter node named ‘BaseRoughness’ with a low value (e.g., 0.1-0.2). Connect this to the ‘Roughness’ input. This represents the underlying base paint’s inherent roughness before the clear coat is applied.
These parameters form the backbone of your paint, defining its fundamental hue and initial interaction with light.
Crafting the Metallic Flake Effect
This is where we introduce the sparkle and depth of a true metallic finish. The metallic flake effect is primarily achieved by manipulating the normal map and, to some extent, the metallic and roughness values based on a flake pattern.
- Flake Normal Map: Create a ‘Texture Sample’ node and connect a suitable flake normal map. This map should consist of tiny, randomly oriented bumps or scratches that simulate metallic flakes. You can generate these procedurally in tools like Substance Designer or find specific automotive flake textures.
- Flake Tiling and Strength: Use ‘TextureCoordinate’ nodes with ‘Multiply’ or ‘Divide’ parameters to control the tiling of the flake normal map, allowing you to adjust flake density. Add a ‘Scalar’ parameter for ‘FlakeNormalStrength’ and use a ‘BlendAngleCorrectedNormals’ node to blend this flake normal map with your main normal map (if you have one for body panels).
- Flake Brightness/Roughness: To enhance the sparkle, you can create a mask from the flake normal map (e.g., by taking the red channel, or by using a ‘Dot Product’ with the camera vector) and use it to subtly modulate the ‘Metallic’ or ‘Roughness’ inputs. For example, make the flakes slightly more metallic or slightly less rough where they catch the light, creating a bright pop.
- Color Shift (Optional for Pearls): For pearl paints, you might introduce a ‘Fresnel’ effect or a subtle ‘Lerp’ based on the ‘CameraVector’ and ‘VertexNormal’ to shift the base color slightly at glancing angles, mimicking iridescence.
This step brings the paint to life, giving it the characteristic glitter that distinguishes it from a flat color.
Refining the Clear Coat
The clear coat layer sits on top, providing the reflective gloss and depth. This layer utilizes the dedicated clear coat inputs of Unreal Engine’s Clear Coat shading model.
- Clear Coat Roughness: Create a ‘Scalar’ parameter named ‘ClearCoatRoughness’. This value will be very low (e.g., 0.02-0.08) for a showroom finish. Connect this to the ‘Clear Coat Roughness’ input. You can optionally add a subtle noise texture to this parameter to simulate microscopic scratches or dust, enhancing realism.
- Clear Coat Normal: If you want to simulate subtle “orange peel” texture (a slight bumpy texture common in real-world paint jobs) or larger imperfections, create a ‘Texture Sample’ node for a normal map and connect it to the ‘Clear Coat Normal’ input. Keep this subtle for highly polished finishes.
- Clear Coat Color/Tint (Optional): The ‘Clear Coat’ input itself can also take a color, allowing for tinted clear coats or a subtle darkening effect. A ‘Scalar’ parameter named ‘ClearCoatStrength’ multiplied by a small constant can feed this input.
The clear coat is the defining feature, delivering the liquid-smooth reflections and sense of depth.
Performance Considerations for Real-Time Rendering
While realism is paramount, performance in real-time rendering is equally critical, especially for large scenes or interactive applications. Complex materials can significantly impact frame rates. Here are some tips:
- Material Instances: Always convert your master material into Material Instances. This allows you to change parameters (colors, flake strength, roughness) without recompiling shaders, leading to faster iteration and better performance at runtime.
- Texture Resolution: Use appropriate texture resolutions. While high-resolution textures are good, ensure they are optimized (e.g., using DXT5 compression for normal maps).
- Shader Complexity: Monitor shader complexity using Unreal Engine’s visualization modes (Alt+8). Aim to keep the complexity manageable. Avoid overly complex procedural nodes if a simpler textured approach can achieve similar results.
- Optimize Flake Normals: Flake normal maps can be costly. Consider using smaller, tiling textures and blending techniques rather than extremely high-resolution unique textures.
By keeping performance in mind during the creation process, you ensure your stunning Unreal Engine 5 materials run smoothly in any interactive experience.
Lighting and Post-Processing: The Final Polish for Automotive Renders
Even the most meticulously crafted car paint material will fall flat without proper lighting and post-processing. These elements are not mere afterthoughts; they are integral to showcasing the material’s properties and achieving truly striking automotive rendering. This is where the virtual photography skills come into play, making your vehicle models from resources like 88cars3d.com truly shine.
Studio Lighting Setups
The way light interacts with the car’s surface dictates how the paint appears. For automotive showcases, a studio lighting environment is often preferred, emphasizing reflections and form. The goal is to highlight the curves and the depth of the paint.
- HDRI Skybox: Start with a high-dynamic range image (HDRI) for ambient lighting and realistic reflections. A studio HDRI with softboxes and light strips works wonderfully for car paint. It provides immediate, complex reflections that bring the clear coat to life.
- Area Lights: Supplement the HDRI with strategic area lights or rectangular lights. Place them to create appealing highlights along the body lines, emphasizing the car’s silhouette and form. These can be used to sculpt the light across the surface.
- Fill Lights: Use softer, lower-intensity fill lights to reduce overly harsh shadows and provide overall illumination. This helps prevent areas from becoming completely black, revealing more of the paint’s texture and color.
- Reflections: Ensure you have Screen Space Reflections (SSR) enabled and potentially use Reflection Captures or Lumen (in UE5) for accurate reflections. Reflections are paramount for car paint, as they define its gloss and perceived smoothness.
Experiment with different light positions and intensities. Observe how the reflections stretch and distort across the car’s surface, as this is key to conveying the true nature of the paint.
Camera and Exposure Settings
Just like a professional photographer, your camera settings in Unreal Engine 5 play a huge role in the final look. Proper exposure, depth of field, and focal length can dramatically enhance the presentation of your photorealistic car paint.
- Exposure: Adjust the camera’s exposure to ensure the car paint is neither blown out (overexposed) nor too dark (underexposed). Often, a slightly lower exposure can help bring out the subtle reflections and color saturation in metallic paints.
- Focal Length: Use cinematic focal lengths (e.g., 50mm-85mm equivalent) to avoid distortion and give a more professional look to your renders. This also helps in isolating the subject.
- Depth of Field (DOF): Apply a subtle DOF to draw the viewer’s eye to specific areas of the car, such as a headlight or a wheel. For a full-body shot, keep the DOF shallow enough to create separation but deep enough to keep the entire car in focus.
These camera settings help frame your automotive asset beautifully, ensuring the focus remains on the incredible material work you’ve accomplished.
Post-Process Volume for Cinematic Fidelity
The Post-Process Volume is your final stop for finessing the render and adding cinematic polish. It allows you to apply global effects that dramatically enhance the overall visual quality and elevate your automotive rendering to the next level.
- Color Grading: Use the Color Grading tools within the Post-Process Volume to fine-tune the colors, contrast, and overall mood of your scene. This can enhance the vibrancy of your car paint and create a cohesive look.
- Bloom: A subtle bloom effect can soften harsh highlights and add a delicate glow to very bright areas, making light sources and specular highlights on the paint feel more natural and cinematic. Be careful not to overdo it.
- Vignette: A slight vignette can help draw attention towards the center of the frame, subtly framing your car.
- Screen Space Reflections (SSR) & Global Illumination (Lumen): Ensure these are properly configured for maximum fidelity. Lumen in UE5 provides incredibly realistic global illumination and reflections, making the car paint react accurately to its environment.
- Sharpening: A touch of sharpening can make fine details, like the metallic flakes, pop a bit more.
By combining these lighting and post-processing techniques, you can transform a technically sound render into a visually stunning automotive masterpiece, ready for any presentation or portfolio.
Conclusion: The Art and Science of Automotive Realism in UE5
Crafting hyper-realistic car paint in Unreal Engine 5 is a journey that moves beyond basic PBR principles, delving into advanced material layering, custom shader logic, and meticulous artistic refinement. We’ve explored the unique challenges posed by automotive finishes, deconstructed the multi-layered material structure, and walked through the process of building a sophisticated shader using the UE5 material editor.
From understanding the interplay of base coats and metallic flake effects to mastering the nuanced complexities of the clear coat shader, each step is critical in achieving that coveted showroom shine. Furthermore, we highlighted how optimal lighting and thoughtful post-processing are indispensable for presenting your vehicles in their best light, transforming a good model into a breathtaking visual experience within real-time rendering environments.
The pursuit of photorealistic car paint is an ongoing endeavor, constantly evolving with engine advancements and artistic techniques. By applying these advanced strategies for Unreal Engine 5 materials and lighting, you’re not just creating a texture; you’re simulating a complex physical phenomenon. We encourage you to experiment, iterate, and push the boundaries of what’s possible. For those looking for the perfect canvas to apply these advanced techniques, remember that high-quality, pre-modeled vehicles are available at 88cars3d.com, allowing you to focus on the art of material creation and stunning automotive rendering. Dive in, and let your models truly shine!
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Subaru Legacy 2003 3D Model
Texture: Yes
Material: Yes
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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
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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
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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
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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
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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
Material: Yes
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Volkswagen Golf 3-Door 3D Model
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Material: Yes
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Volvo V70 2005 3D Model
Texture: Yes
Material: Yes
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Volkswagen Bora 2004 3D Model
Texture: Yes
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Volkswagen Lupo 3D Model
Texture: Yes
Material: Yes
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Volkswagen Passat B5 2000 3D Model
Texture: Yes
Material: Yes
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Volkswagen Passat CC 3D Model
Texture: Yes
Material: Yes
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Volkswagen Golf V 2006 3D Model
Texture: Yes
Material: Yes
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Volvo S60 R-Design 2024 3D Model
Texture: Yes
Material: Yes
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Volkswagen Passat 2025 3D Model
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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
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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
Texture: Yes
Material: Yes
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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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