Understanding Automotive Paint Physics: The Layers of Brilliance
The gleam of a perfectly rendered car in a virtual environment is more than just eye candy; it’s a testament to meticulous material work and a deep understanding of light physics. For anyone working in automotive design, game development, or high-fidelity visualization, achieving truly flawless, photorealistic car paint in real-time engines is often the holy grail.
Unreal Engine 5 (UE5) offers an incredible toolkit for pushing the boundaries of visual fidelity. However, merely slapping a generic reflective material onto a car model won’t cut it. To capture the complex interplay of light on automotive finishes, we need to deconstruct real-world paint and painstakingly recreate its properties within the UE5 material editor.
This comprehensive guide will walk you through the process of crafting a sophisticated car paint material, emphasizing a physically accurate PBR workflow. We’ll delve into the nuances of base coats, the sparkle of metallic flakes, and the crucial role of the multi-layered clear coat shader. By the end, you’ll be equipped to achieve stunning real-time photorealism for your vehicle assets.
Understanding Automotive Paint Physics: The Layers of Brilliance
Before we dive into nodes and parameters, it’s critical to understand what makes real-world car paint so unique. It’s not a single monolithic layer but a carefully engineered stack of materials, each contributing to the final look. A true PBR workflow demands this foundational knowledge.
Typically, automotive paint consists of several distinct layers:
- Primer: Applied directly to the metal body, it provides corrosion resistance and a smooth surface for subsequent layers. While not directly visible, its underlying smoothness impacts the final clear coat’s appearance.
- Base Coat: This is the layer that provides the primary color. It can be a solid color, metallic, or pearlescent. The base coat’s roughness and metallic properties are crucial for its diffuse and initial specular response.
- Metallic/Pearl Flakes: Embedded within the base coat (or sometimes a mid-coat), these tiny particles are responsible for the paint’s sparkle and color shift. Metallic flakes are typically aluminum, providing bright, direction-dependent reflections. Pearlescent flakes, often mica-based, create a more subtle, color-shifting effect.
- Clear Coat: This is arguably the most critical layer for achieving photorealistic car paint. It’s a transparent, durable layer of resin applied over the base coat. The clear coat provides depth, gloss, UV protection, and resistance to scratches. Its thickness, Fresnel reflectivity, and precise roughness determine how light reflects and refracts off the surface.
Understanding these layers allows us to mimic their interactions with light. The base coat handles the diffuse color, while the clear coat dictates the primary reflections and highlights, acting like a distinct, transparent layer over everything else. The metallic flakes add a secondary, often anisotropic, sparkling reflection beneath the clear coat.
Setting Up Your UE5 Project for Automotive Rendering
To begin crafting your flawless car paint, ensure your Unreal Engine 5 project is configured for high-fidelity automotive rendering. A proper setup provides the best foundation for showcasing your material work.
Project Settings for Visual Fidelity
Navigate to Edit > Project Settings. Under the Engine section, focus on these areas:
- Rendering:
- Enable Ray Tracing if your hardware supports it. This is paramount for accurate reflections, especially for a clear coat.
- Ensure
Support global clip plane for Planar Reflectionsis enabled if you plan to use planar reflections for specific scenarios (though Ray Tracing generally supersedes this). - For maximum performance with high-poly models, ensure Nanite is enabled. While not directly tied to material creation, it allows for incredibly detailed car models without performance penalties. For acquiring high-quality car models optimized for UE5, consider resources like 88cars3d.com, which offer a range of detailed assets.
Importing Your Car Model and Initial Scene Setup
Import your high-quality car mesh into UE5. Ensure it has proper UVs, as texture masks and detail normal maps will rely on them. Once imported, drag your car model into your level.
For immediate visual feedback on your material, establish a basic lighting environment:
- HDRI Sky Sphere: A high dynamic range image (HDRI) provides excellent ambient lighting and, more importantly, a detailed environment for reflections. Import a suitable HDRI and use it with a Sky Light. Set the Sky Light to ‘Movable’ and ensure ‘Real Time Capture’ is enabled.
- Directional Light: A strong directional light simulating the sun is essential for sharp highlights and shadows, crucial for showcasing the clear coat’s reflectivity. Ensure ‘Cast Ray Traced Shadows’ is enabled.
- Post Process Volume: Place a Post Process Volume in your scene and ensure its ‘Infinite Extent (Unbound)’ property is checked. This allows you to control global rendering features. Within the volume, adjust settings like Exposure, Bloom, and importantly, enable and configure Ray Tracing options (Reflections, Global Illumination) if you haven’t done so globally.
This initial setup will provide a robust environment to evaluate your developing car paint material, highlighting its reflective and refractive properties under realistic lighting conditions.
Building the Foundation: The Base Coat and Metallic Flakes in UE5’s Material Editor
The journey to a flawless car paint shader begins with the core color and the mesmerizing sparkle of its underlying layers. We’ll start by building the base coat and then integrate the critical metallic flakes.
The Core Base Layer
Open the UE5 material editor and create a new material. For a standard car paint, this will be a ‘Default Lit’ material. The base layer is responsible for the overall color and the primary diffuse response. Begin by:
- Base Color: Use a `Vector3` parameter (e.g., `BaseColor`) to control the main hue. Connect this directly to the `Base Color` input of your main material node. This allows for easy color changes via material instances.
- Metallic: Car paint, even non-metallic types, often has a subtle metallic quality due to its smooth surface and clear coat. Set the `Metallic` input to a value between 0 and 1, usually around 0.5 for non-metallic paints, but it will be overridden by the clear coat later for the primary reflections.
- Roughness: The base coat itself is typically quite smooth, but its roughness is influenced by the embedded flakes and the overall texture. Use a `Scalar` parameter (e.g., `BaseRoughness`) with a low value (e.g., 0.1-0.2). This will be the roughness *underneath* the clear coat.
At this stage, your material will look like a basic, glossy plastic. The magic truly begins with the clear coat and metallic effects.
Introducing Metallic Flakes
The sparkle and depth of car paint come largely from the embedded metallic flakes. Simulating these requires a blend of clever texture work and node manipulation in the shader graph. We want these flakes to reflect light from *underneath* the clear coat, creating a distinct specular highlight.
Here’s a common approach:
- Flake Normal Map: Create or find a tileable normal map that simulates tiny, irregular bumps or flakes. This map should be subtle but provide enough variation to catch light. You can even generate a procedural noise pattern using nodes like `Perlin Noise` or `Voronoi` and convert it into a normal map for more control.
- Flake Intensity/Color: Use a `Texture Sample` node to bring in your flake normal map. Connect its ‘G’ (green) channel (or ‘R’ for procedural noise converted to normal) to a `Power` node or `Multiply` node to control the intensity of the flake effect. This can also be used to tint the flake reflections.
- Blending Flakes with Base Color: The flakes typically influence the specular response more than the diffuse. We can simulate this by modulating the base coat’s specular or by using the clear coat’s custom data inputs.
- Method A (Fresnel for Flakes): Use a `Fresnel` node to drive the flake visibility based on viewing angle. Combine the flake normal map with the `PixelNormalWS` (World Space Normal) using a `BlendAngleCorrectedNormals` node. This blended normal can then be passed into the `CustomizedUVs` input of a texture or used to influence a secondary specular lobe.
- Method B (Clear Coat Custom Data): UE5’s material output node has `ClearCoatBottomNormal` and `ClearCoatBottomRoughness` inputs. These are ideal for flakes. Connect your flake normal map (multiplied by a scalar for strength) to `ClearCoatBottomNormal`. Similarly, create a roughness map or use a scalar for `ClearCoatBottomRoughness` to define how rough these flakes are. This is often the most physically accurate approach as it correctly places the flakes *underneath* the clear coat.
- Anisotropy (Optional but Recommended): Real car paint often exhibits a subtle anisotropic reflection from the clear coat and the orientation of flakes. To simulate this, use a `Custom_Data` node in the material output (or a `ClearCoatNormal` with a custom normal map) that has subtle anisotropic properties, especially if your flakes are directional. This can be achieved by distorting the normal map’s UVs slightly based on the tangent direction.
By blending these elements within your shader graph, you create a dynamic base that responds to light with convincing depth and sparkle, setting the stage for the crucial clear coat layer.
The Art of Reflection: Crafting the Clear Coat Shader
The distinct, mirror-like quality of car paint is primarily due to its highly reflective clear coat shader. This transparent layer is what gives automotive finishes their characteristic depth, gloss, and strong Fresnel reflections. UE5’s material system provides direct support for clear coats, making it relatively straightforward to implement a physically accurate representation.
Basic Clear Coat Implementation
The main material node in UE5 includes dedicated inputs for clear coat properties. This is where we define its primary characteristics:
- Clear Coat Input: Connect a `Scalar` parameter (e.g., `ClearCoatIntensity`) with a value of
1.0to the `ClearCoat` input. This enables the clear coat layer. - Clear Coat Roughness: This is one of the most critical parameters. Real-world clear coats are extremely smooth. Use a `Scalar` parameter (e.g., `ClearCoatRoughness`) with a very low value, typically in the range of
0.02to0.08. Experiment to find the sweet spot between a mirror finish and subtle imperfections. - Clear Coat Normal: While often left blank for a perfectly smooth clear coat, you can connect a subtle normal map here to simulate microscopic imperfections, dust, or even a slight ‘orange peel’ effect (more on this later). For now, leave it unconnected for a pristine surface.
With just these basic settings, you’ll immediately see a dramatic improvement. Your material will now have a distinct, shiny outer layer that correctly reflects the environment, giving it a much more “wet” or “painted” appearance. The strong Fresnel effect means reflections will be more intense at grazing angles.
Advanced Clear Coat Features
To push the realism further, we can incorporate more advanced aspects of clear coat behavior:
- Simulating Thickness and Absorption: A real clear coat has a measurable thickness. While UE5’s clear coat model is relatively thin, you can simulate subtle light absorption or tinting by using the `ClearCoatTint` input. Connect a `Vector3` parameter (e.g., `ClearCoatAbsorptionColor`) to this. A very faint blue or greenish tint can enhance the perception of depth, especially in brighter areas. The strength of this tint should be very subtle to remain physically plausible.
- Anisotropy for Stretched Reflections: Some car paints, or specific application techniques, can exhibit anisotropic reflections—where the specular highlight appears stretched in a particular direction.
- Use the `ClearCoatNormal` input with a custom normal map that encodes anisotropic information. This isn’t a standard normal map; it needs to be generated or modified to create the stretched appearance based on the tangent direction.
- Alternatively, for a simpler effect, you can use the `Anisotropy` input on the main material node. Connect a `Scalar` parameter (e.g., `AnisotropyStrength`) and control its direction with the `Tangent` input. This will affect both the base and clear coat. For clear coat specific anisotropy, manipulating `ClearCoatNormal` with a custom direction vector is usually more precise.
- Layered Clear Coats (for extreme realism): While UE5’s single clear coat layer is excellent, some high-end renders use multiple layers to simulate even greater depth. In UE5, you can approximate this by blending two materials: one with a very low roughness clear coat, and another (e.g., the flake layer) with a slightly higher roughness, then blending them based on a mask or a Fresnel-like falloff. This approach increases shader complexity but can yield impressive results.
- Importance of Ray Tracing Reflections: For truly accurate reflections, especially on a highly reflective surface like car paint, ray tracing reflections are indispensable. Enable them in your project settings and Post Process Volume. Ray tracing provides precise, physically correct reflections of the entire scene, including dynamic objects, which traditional screen-space reflections (SSR) cannot achieve. This is where real-time photorealism shines in UE5.
By meticulously crafting the clear coat shader, you elevate your car paint from merely reflective to deeply immersive and visually convincing. The combination of precise roughness, subtle depth effects, and accurate reflections defines the quality of your automotive rendering.
Achieving Real-Time Photorealism: Optimization and Lighting
A stunning car paint shader is only truly effective if it’s both visually brilliant and performs well in a real-time environment. This section focuses on optimizing your material and setting up the perfect lighting to achieve peak real-time photorealism.
Material Optimization within the UE5 Material Editor
Complex shaders can quickly become performance bottlenecks. Efficient material creation is crucial:
- Parameterization is Key: Convert almost every adjustable value (colors, roughness, metallic, normal map intensity, flake strength, clear coat values) into `Scalar` or `Vector` parameters. This allows you to create Material Instances, which are extremely cheap to modify at runtime without recompiling the shader. This is vital for iterative design and creating numerous paint variations from a single master material.
- Material Functions for Modularity: Break down complex parts of your shader graph (like the flake logic or orange peel effect) into reusable Material Functions. This cleans up your main material, makes it easier to debug, and promotes reuse across different car paints or even different assets.
- Texture Resolution and Compression: Use appropriate texture resolutions. While a 4K normal map for flakes might seem appealing, a well-authored 2K or even 1K map might be sufficient and save significant memory. Ensure textures are using appropriate compression settings (e.g., `NormalMap` for normal maps, `VectorDisplacement` for masks).
- Conditional Logic and Static Switches: For features that might be turned on or off (e.g., dirt layers, specific flake types), use `Static Switch Parameters`. These compile out unused branches of the shader, saving performance for material instances where the feature is disabled.
- Avoid Over-Complexity: While deep technical dives are great, constantly evaluate if a complex node setup genuinely adds discernible visual quality. Sometimes, a simpler approach achieves 90% of the realism with a fraction of the cost.
Lighting for Car Paint: Showcasing Reflections and Depth
Even the most perfect car paint material will look flat under poor lighting. Strategic lighting is paramount for automotive rendering:
- HDRI Environments: As mentioned, an HDRI is your best friend. It provides diffuse global illumination and, crucially, a rich, varied environment for reflections. Choose HDRIs with interesting light sources (e.g., studios with softboxes, outdoor scenes with sky and distinct buildings) to showcase the clear coat’s reflective properties. Make sure your Sky Light is set to ‘Movable’ and ‘Real Time Capture’ for dynamic updates.
- Physical Light Sources: Supplement your HDRI with targeted physical lights:
- Directional Light (Sun): Provides hard shadows and intense, crisp specular highlights on the clear coat. Ensure ‘Cast Ray Traced Shadows’ and ‘Ray Traced Distance Field Shadows’ are enabled for maximum accuracy.
- Spot Lights/Rect Lights: Use these to simulate studio lights, showroom lighting, or streetlights. Position them strategically to create compelling reflections and reveal the car’s contours. Rectangle lights are particularly good for soft, elongated reflections on the clear coat.
- Ray Tracing Everywhere Possible: For the ultimate in real-time photorealism, leverage UE5’s Ray Tracing features:
- Ray Tracing Reflections: Absolutely essential for car paint. It provides accurate reflections of off-screen objects, other cars, and your entire environment, making the clear coat truly shine.
- Ray Tracing Global Illumination (RTGI) with Lumen: Lumen in UE5 provides fantastic real-time global illumination, enhancing the overall realism by correctly bouncing light around the scene. Combine this with RTGI for the highest fidelity.
- Ray Tracing Shadows: Produce accurate, soft shadows with correct penumbrae, crucial for grounding your vehicle in the scene.
- Post-Processing for Polish: Fine-tune your scene’s appearance with the Post Process Volume:
- Exposure: Balance the scene’s brightness.
- Bloom: Adds a soft glow to bright highlights, enhancing the “wet” look of the clear coat.
- Color Grading: Adjust saturation, contrast, and color balance to achieve a desired mood or aesthetic.
- Lens Effects: Subtle chromatic aberration or a vignette can add a cinematic touch.
By combining an optimized material with a carefully crafted lighting environment that leverages ray tracing reflections, you can achieve a level of real-time photorealism that was once unimaginable for automotive rendering.
Elevating Realism: Advanced Effects and Nuances
While a pristine car paint shader is impressive, real-world vehicles often feature subtle imperfections, environmental effects, and dynamic changes. Incorporating these nuances can significantly boost the overall realism of your automotive rendering.
Simulating Orange Peel Effect
The “orange peel” effect refers to a slightly uneven, textured surface sometimes seen in automotive paint, resembling the skin of an orange. It’s a subtle imperfection that, when accurately simulated, can add a layer of authenticity.
To achieve this in your UE5 material editor:
- Subtle Normal Map: The most effective way is to apply a very subtle, fine-grained normal map to the `ClearCoatNormal` input. This normal map shouldn’t be too strong; its purpose is to slightly distort the reflections.
- Procedural Noise: Alternatively, you can generate a subtle procedural noise pattern using nodes like `Perlin Noise` or `Voronoi` and convert it into a normal map (using `NormalFromHeightmap`) within the shader graph. This gives you more control over the scale and intensity.
- Masking and Blending: You might want the orange peel to be more apparent in certain areas or under specific lighting. Use curvature masks or custom paint masks (e.g., from vertex colors or a grunge texture) to blend the orange peel normal map with a clean normal map, controlling its distribution and intensity.
The key is subtlety. An overly aggressive orange peel effect will look artificial. The goal is to break up perfect reflections just enough to suggest real-world surface irregularities.
Dirt, Dust, and Scratches: Adding Wear and Tear
Perfectly clean cars are rare outside of a showroom. Adding grime, dust, and minor scratches can ground your model in reality and tell a story. This often involves layering materials or using masks.
- Layered Materials (Material Functions): Create separate material functions for dirt, dust, and scratches. These functions would typically consist of:
- A diffuse color for dirt/dust.
- Higher roughness values for non-reflective dirt.
- Subtle normal map variations for dust particles or scratch details.
- Possibly a custom metallic value to make dirt non-metallic.
- Mask-Based Blending: Blend these wear-and-tear material functions over your clean car paint using various masks:
- Ambient Occlusion (AO) Maps: Use the car model’s baked AO map to accumulate dirt in crevices and shadowed areas.
- Grunge Textures: Overlay tileable grunge textures (e.g., smudges, streaks) to simulate general road dirt.
- Vertex Colors: Paint vertex colors directly onto your mesh to manually define areas of heavy dirt or localized scratches.
- World-Aligned Textures: For dust on horizontal surfaces, use a `World_Aligned_Blend` node to project a dust texture from the top down.
- Parameterizing Blend Amounts: Ensure all blend factors for dirt, dust, and scratches are exposed as scalar parameters. This allows for easy adjustments in material instances, enabling you to dial in varying levels of grime.
Remember that imperfections should be subtle and context-driven. A brand-new car might only have minor dust, while a rally car would be caked in mud.
Wet Look Simulations
A wet car has a dramatically different appearance: deeper reflections, often a slightly darker color, and sometimes visible water droplets. Simulating a wet look can add significant impact to your automotive rendering.
Achieving this involves adjusting existing parameters based on a ‘wetness’ mask:
- Wetness Mask: Create a texture mask (or use vertex colors) to define areas that are wet. This can be a simple radial gradient, a procedural water splatter, or a painted mask.
- Adjusting Roughness: Where the mask indicates wetness, significantly decrease the `ClearCoatRoughness` to near zero. Water forms a very smooth, highly reflective surface.
- Darkening Base Color (Optional): Wet surfaces often appear slightly darker. Use the wetness mask to subtly multiply your `BaseColor` by a factor slightly less than 1 (e.g., 0.9).
- Normal Map for Water Droplets/Sheen: Apply a very subtle, high-frequency normal map to the `ClearCoatNormal` input, visible only in wet areas. This can simulate the fine ripples of a thin water film or individual droplets. You can use a `Lerp` node to blend between your dry clear coat normal and your wet normal based on the wetness mask.
- Enhanced Reflections: Ensure your scene lighting and ray tracing reflections are optimized. The wet surface will be highly reflective, and accurate reflections are key to selling the effect.
By skillfully blending these advanced techniques into your primary car paint material, you can transcend basic realism and create dynamic, living automotive assets that truly captivate the eye.
Conclusion: The Pursuit of Automotive Rendering Perfection
Crafting flawless photorealistic car paint in Unreal Engine 5 is a journey that demands both artistic vision and technical understanding. We’ve deconstructed the complex layers of real-world automotive finishes, from the underlying base coat and sparkling metallic flakes to the all-important multi-layered clear coat shader.
By meticulously leveraging the power of the UE5 material editor and adhering to a strict PBR workflow, you can build a modular and physically accurate material. We’ve explored how a thoughtful shader graph approach, combined with optimized parameters and meticulous lighting (especially with ray tracing reflections enabled), paves the way for exceptional real-time photorealism.
The pursuit of perfection doesn’t end with a pristine finish. Incorporating advanced nuances like orange peel, dirt, and wet look simulations further elevates your automotive rendering, adding depth and storytelling to your virtual vehicles. The blend of physics-based rendering with creative imperfection is what truly brings a scene to life.
Now, it’s your turn to experiment. Take these techniques and apply them to your own projects. Dive into the UE5 material editor, tweak parameters, and observe how every adjustment impacts the way light dances across your virtual car’s surface. For artists looking for top-tier car models to apply these advanced shaders to, remember that resources like 88cars3d.com offer a wide selection of high-quality assets, providing the perfect canvas for your material masterpieces.
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Subaru Impreza 2005 3D Model
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Material: Yes
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Spyker C8-007 2004 3D Model
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Material: Yes
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Smart Roadster 2003 3D Model
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Material: Yes
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Skoda Roomster 2007 3D Model
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Material: Yes
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Subaru Impreza Sport Wagon 3D Model
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Skoda Octavia A7 2017 3D Model
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Suzuki SX4-002 3D Model
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Tesla Model S 2024 3D Model
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Subaru Impreza WRX STi-002 3D Model
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Subaru Impreza WRX STi Sedan 3D Model
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Subaru Legacy 2009 3D Model
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Suzuki Swift 2024 3D Model
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Suzuki Liana Sedan 2004 3D Model
Texture: Yes
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Subaru Outback 2024 3D Model
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Subaru Legacy 2003 3D Model
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Subaru Legacy Touring Wagon 3D Model
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Toyota Mark II (X100) 1998 3D Model
Texture: Yes
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Toyota Corona 1985 3D Model
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Toyota Mark II X81 1990 3D Model
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Toyota iQ EV 2012 3D Model
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Toyota Aygo 2013 3D Model
Texture: Yes
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Toyota Crown S180 2005 3D Model
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Toyota Celica 2004 3D Model
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Toyota Corolla AE100 1992 3D Model
Texture: 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
Texture: Yes
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Toyota Premio 2010 3D Model
Texture: Yes
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Toyota Opa 2000 3D Model
Texture: 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
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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
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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
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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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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
Texture: Yes
Material: Yes
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Mazda RX-7 3D Model
Texture: Yes
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Volvo VCC-003 3D Model
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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
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Volvo S80 2011 3D Model
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Volkswagen Touran restyle-006 3D Model
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Skoda Octavia Scout 3D Model
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Volkswagen Golf V 2006 3D Model
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Mazda CX-7 3D Model
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Mazda Familia 3D Model
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