Beyond Offline Renders: Master Photorealistic Automotive Materials in Unreal Engine 5
Beyond Offline Renders: Master Photorealistic Automotive Materials in Unreal Engine 5
The pursuit of photorealism in automotive visualization has long been dominated by offline renderers like V-Ray, Octane, or Cycles. These tools excel at meticulously simulating light and materials, producing stunning still images and animations. However, the demand for interactive experiences, real-time configurators, and immersive virtual production environments has shifted the spotlight towards real-time engines. Unreal Engine 5, with its cutting-edge rendering capabilities like Lumen and Nanite, stands at the forefront of this revolution, promising unprecedented levels of real-time photorealism. Yet, simply importing a model with materials designed for offline rendering often leads to disappointing results. The challenge lies not just in the raw horsepower of the engine, but in understanding and correctly translating complex material properties and workflows for the demanding requirements of Unreal Engine 5 automotive applications. This guide will walk you through the essential techniques to bridge this gap, ensuring your vehicles look as stunning in real-time as they do in a meticulously rendered still.
The Offline-to-Real-Time Material Challenge: Bridging the Fidelity Gap
The fundamental difference between offline and real-time rendering lies in how they calculate light interactions. Offline renderers typically employ sophisticated path tracing algorithms, simulating millions of light rays to achieve hyper-realistic global illumination, reflections, and refractions. They often rely heavily on procedural textures, complex layered shaders, and intricate volumetric effects that are computationally expensive and impractical for interactive experiences.
Real-time engines, on the other hand, prioritize speed. While modern engines like Unreal Engine 5 leverage hardware-accelerated ray tracing and innovative global illumination solutions like Lumen, they still operate under strict performance budgets. Materials designed for offline renderers, with their un-optimized textures, numerous shader layers, and often non-PBR (Physically Based Rendering) approaches, simply do not translate effectively. This discrepancy is the core of the offline rendering to real-time migration challenge.
Common Pitfalls in Material Translation
- Non-PBR Workflows: Many legacy offline materials use arbitrary specular maps, reflection masks, or diffuse/ambient color setups that don’t adhere to PBR principles, leading to incorrect lighting responses in UE5.
- Procedural Complexity: Shaders relying on dozens of procedural nodes (e.g., noise functions, fractal patterns, complex blending) are too heavy for real-time evaluation per pixel.
- Unoptimized Textures: Offline workflows often use uncompressed, excessively high-resolution textures for every detail, consuming vast amounts of memory and VRAM in real-time.
- Inaccurate Normal Maps: Normal maps generated without PBR guidelines can produce incorrect surface lighting, especially when paired with UE5’s advanced shading models.
- Lighting Discrepancies: Even with perfectly translated materials, differences in lighting setups (HDRIs, area lights, sun/sky systems) between offline and real-time environments can drastically alter the appearance of a vehicle.
Mastering PBR Principles for Consistent Automotive Materials
The cornerstone of achieving consistent and believable materials across different rendering environments, whether offline or real-time, is a robust PBR material workflow. Physically Based Rendering is a collection of theories and techniques that aim to render assets in a way that accurately simulates how light behaves in the real world. By adhering to PBR, materials respond predictably and realistically to varying lighting conditions, making them ideal for both high-end offline renders and demanding Unreal Engine 5 automotive projects.
Core PBR Concepts for Automotive Surfaces
- Energy Conservation: Light reflected by a surface cannot be more intense than the light that hits it. This means that as a surface becomes more reflective (less rough), it becomes less diffuse, and vice versa.
- Micro-surface Detail: All surfaces have microscopic imperfections that scatter light. PBR materials use a ‘Roughness’ or ‘Glossiness’ map to simulate this, dictating how blurry or sharp reflections appear.
- Fresnel Effect: The phenomenon where surfaces become more reflective at glancing angles. PBR shaders inherently incorporate this, making materials like car paint and glass appear more reflective when viewed from the side.
Essential PBR Maps and Their Roles
Understanding and correctly creating these texture maps is crucial for any high-fidelity car models:
- Base Color (Albedo): This map defines the pure color of the surface, free from any lighting or shadow information. For metals, this will often be a darker, saturated color representing the metal’s inherent tint. For non-metals (dielectrics), it’s the color visible under diffuse light. Never bake lighting into your base color map.
- Metallic: A grayscale map (typically binary, 0 or 1) that tells the shader whether the material is a metal (white, 1) or a non-metal (black, 0). There are very few materials that are partially metallic; most are one or the other.
- Roughness: Another grayscale map where black (0) represents a perfectly smooth, mirror-like surface, and white (1) represents a completely rough, diffuse surface. This map is critical for defining the look of car paint, plastic, rubber, and metal surfaces.
- Normal Map: This map provides per-pixel surface direction information, allowing you to simulate high-detail geometry (like panel lines, vents, or fabric weaves) without adding actual polygons. It’s often generated from a high-poly sculpt or baked from detailed geometry.
- Ambient Occlusion (AO): While not strictly a PBR requirement for core rendering, an AO map enhances realism by simulating soft, contact shadows where surfaces are close together. It’s typically multiplied over the diffuse component or used to darken base color.
- Height/Displacement Map (Optional): For extreme detail, these maps can be used with tessellation in UE5 to displace geometry, adding real depth. However, they are more performance-intensive than normal maps.
Strategic Texture Baking & Optimization for UE5 Performance
When migrating high-fidelity car models from offline renderers to Unreal Engine 5, one of the most critical steps is strategic texture baking. This process converts complex procedural materials, intricate geometric details, and global illumination information into optimized 2D texture maps that Unreal Engine can process efficiently in real-time. Proper texture baking techniques are essential for maintaining visual fidelity without compromising performance.
Why Bake Textures for Real-Time?
- Performance: Real-time evaluation of procedural shaders and complex geometry is too costly. Baking pre-computes these calculations into simple texture lookups.
- Fidelity Retention: Allows you to capture fine surface details from high-poly models (e.g., sculpted imperfections, panel gaps, intricate mesh details) onto a much lower-polygon real-time model using normal maps.
- Material Simplification: Complex layered shaders can be consolidated into PBR-compliant texture sets (Base Color, Metallic, Roughness, Normal) that Unreal Engine’s standard material graph can easily interpret.
- Lighting Consistency: Ambient occlusion can be baked to provide consistent contact shadows, independent of real-time lighting changes.
Essential Baking Techniques
Modern tools like Substance Painter, Marmoset Toolbag, or dedicated bakers like xNormal are invaluable for this process.
- Normal Map Baking: This is paramount. Start with your detailed high-poly car model and bake its surface normals onto a lower-poly, UV-unwrapped game mesh. Ensure proper cage setup to prevent projection errors.
- Ambient Occlusion (AO) Baking: Bake a detailed AO map from your high-poly model. This provides subtle contact shadows that significantly enhance depth and realism.
- Curvature Map Baking: A curvature map highlights convex and concave areas. It’s incredibly useful for procedural wear and tear effects in UE5, like edge highlights or dirt accumulation in crevices.
- Thickness Map (Substance/Marmoset): Also known as “bent normal” or “cavity” maps, these indicate areas of varying thickness, which can be useful for subsurface scattering effects or material blending.
- ID Maps: If your high-poly model has distinct material zones (e.g., paint, chrome, plastic), bake an ID map using solid colors for each zone. This allows for easy material masking and layering in UE5.
- Base Color/Metallic/Roughness Baking: If your offline material uses procedural generation or intricate blending for these properties, bake them down into single, optimized texture maps. For example, if your car paint has subtle dirt or scratches from a procedural shader, bake it directly into your roughness map.
Optimization Strategies for UE5
- Texture Resolution: Use appropriate resolutions. While 8K textures might look fantastic on hero assets, 2K or 4K are often sufficient for most parts of a high-fidelity car models. Prioritize resolution for visible, large surfaces (e.g., body panels) and use lower resolutions for less prominent or distant parts.
- Texture Atlases: Combine multiple smaller textures into a single, larger texture atlas. This reduces draw calls and improves GPU cache efficiency.
- Compression: Unreal Engine provides various texture compression formats (BC1, BC3, BC7). Use the appropriate format: BC7 for high-quality normal and diffuse maps, BC1/BC3 for less critical textures. Keep grayscale maps (Roughness, Metallic, AO) in their own channels or packed into a single texture for efficiency (e.g., RGB = R, G, B channels for different grayscale maps).
- UV Unwrapping: Ensure clean, non-overlapping UVs with sufficient padding between UV islands to prevent bleeding when mipmaps are generated. Optimal UV space utilization is key. For readily optimized UVs and game-ready texture sets, consider exploring the high-quality assets available at 88cars3d.com.
- Material Instancing: Once your master materials are set up, create instances. This allows you to quickly adjust parameters (color, roughness multipliers, normal map intensity) without recompiling shaders, saving significant iteration time.
Advanced UE5 Material & Custom Shader Crafting for Automotive Realism
With a solid understanding of PBR and optimized texture sets, the next step is to leverage Unreal Engine 5’s powerful material editor to craft truly photorealistic automotive surfaces. This involves creating sophisticated master materials and utilizing custom shaders UE5 to accurately represent the unique properties of car paint, glass, chrome, and carbon fiber. This is where real-time photorealism truly shines.
Setting Up Your Basic PBR Material in UE5
Start with a simple master material for dielectric (non-metal) and metallic surfaces. This will serve as the foundation:
- Create a new Material in the Content Browser.
- Set its Shading Model to ‘Default Lit’ (for most surfaces) or ‘Clear Coat’ (for car paint).
- Connect your baked textures:
- Base Color Map to Base Color input.
- Metallic Map to Metallic input.
- Roughness Map to Roughness input (ensure it’s set to ‘Linear Color’ or ‘Grayscale’ and disable sRGB for accuracy).
- Normal Map to Normal input.
- Ambient Occlusion Map to Ambient Occlusion input (or multiply it with Base Color).
- Expose common parameters (e.g., color tint, roughness multiplier, normal intensity) as Material Parameters to create Material Instances for easy variation.
Crafting Custom Shaders UE5 for Specific Automotive Materials
1. Realistic Car Paint
Car paint is a complex material, typically consisting of a base layer (color, metallic flakes) and a clear coat layer. Unreal Engine 5’s ‘Clear Coat’ shading model is perfect for this.
- Clear Coat Shading Model: Set your Material’s Shading Model to ‘Clear Coat’. This provides an extra set of inputs for Clear Coat Roughness and Clear Coat Normal.
- Base Layer: Use your primary Base Color, Metallic, and Roughness maps for the underlying paint layer. You can introduce subtle variations using noise textures or vertex colors for dust/grime.
- Clear Coat Properties:
- Clear Coat Roughness: Keep this very low (0.01-0.05) for highly polished surfaces. Use a subtle noise texture or a ‘scratches’ map to introduce imperfections and variations in reflectivity.
- Clear Coat Normal: You can apply a subtle secondary normal map here for very fine surface imperfections that sit on top of the main paint surface.
- Clear Coat Weight: Typically 1.0 for full clear coat effect.
- Metallic Flakes: Simulate paint flakes using a small, tiled normal map with an anisotropic look, or a custom shader function that generates sparkling points based on camera angle and light. Blend this normal map into your primary normal for the base paint layer. Control its visibility and intensity with parameters.
2. Accurate Automotive Glass
Achieving believable glass requires proper refraction, reflection, and absorption.
- Shading Model: ‘Default Lit’ with Translucency Blend Mode set to ‘Additive’ or ‘Modulate’, or consider using the new ‘Thin Translucency’ for simpler, faster glass. For more advanced glass, especially with Lumen and hardware ray tracing, ‘Two Sided Foliage’ can sometimes offer better results for refraction, but is more complex.
- Refraction: Use the ‘Refraction’ input. A common trick is to use a slightly perturbed scene color or screen position to simulate subtle distortions, mimicking imperfections or thickness.
- Opacity: Control the transparency. For typical car windows, keep opacity high (e.g., 0.9-0.95) to allow for subtle tinting.
- Tint: Use the Base Color input for a subtle tint. Real automotive glass often has a very slight green or blue tint.
- Roughness: Keep roughness very low for clean glass. Add variation with a grunge map for dirt or smudges.
- Thickness: For truly realistic glass, especially with ray tracing, consider modeling glass with actual thickness. This allows for accurate light interaction and internal reflections.
3. Brilliant Chrome and Metals
Chrome and other highly reflective metals rely heavily on correct PBR values and environment reflections.
- Metallic Value: Set Metallic to 1.0 (pure metal).
- Roughness Value: For polished chrome, set Roughness to a very low value (e.g., 0.0-0.05). For brushed metals, use a roughness map with anisotropic properties or a simple noise pattern.
- Base Color: For chrome, a slightly desaturated gray. For other metals, a color representative of the metal’s natural tint (e.g., gold, copper).
- Anisotropy: For brushed metals (e.g., aluminum trim, polished engine parts), enable anisotropic shading. This requires a tangent map to define the direction of the brushing, which can be baked or procedurally generated.
4. Realistic Carbon Fiber
Carbon fiber requires intricate normal maps and a clear coat layer.
- Shading Model: Use ‘Clear Coat’ for the layered look (carbon weave + clear coat).
- Base Layer:
- Base Color: Dark gray to black.
- Metallic: Generally 0.0 (dielectric), but some specific weaves might have a subtle metallic sheen depending on the resin.
- Roughness: A low value, but slightly higher than the clear coat. Use a subtle pattern in the roughness map to emphasize the weave texture under the clear coat.
- Normal Map: The most crucial part. A highly detailed normal map depicting the interwoven carbon fiber pattern is essential. Ensure good tiling and avoid visible seams.
- Clear Coat Layer: Similar to car paint, with very low roughness for a glossy finish over the carbon.
Dynamic Decal Systems for Ultimate Realism
For adding temporary details like dirt, scratches, decals, or branding to your Unreal Engine 5 automotive models, a robust decal system is invaluable. UE5’s Deferred Decals allow you to project materials onto surfaces without modifying the mesh geometry. Create master decal materials for various effects:
- Dirt/Grime: Use an unlit material with blend mode set to ‘Modulate’ or ‘AlphaComposite’. Input a grayscale texture for dirt and use material parameters to control color, intensity, and roughness.
- Scratches/Wear: Blend mode ‘Modulate’ or ‘Inverse AlphaComposite’. Use a scratch normal map and a roughness map to make scratches stand out.
- Logos/Graphics: Blend mode ‘AlphaComposite’ with a mask texture.
You can then place these decal actors directly in your scene, adjusting their size, rotation, and projection depth to fit your model perfectly. For a strong starting point, 88cars3d.com offers high-fidelity car models that often come with well-separated material IDs, making it easier to apply these custom shaders and decal systems.
Lighting & Post-Processing for Ultimate Realism in UE5
Even with perfectly crafted materials and custom shaders UE5, realistic results in Unreal Engine 5 automotive visualization require careful attention to lighting and post-processing. These elements significantly influence how materials appear and how well the scene conveys real-time photorealism.
Environmental Lighting
- HDRI Skybox: A high-dynamic-range image (HDRI) used as a skybox or input to a Skylight is crucial. It provides both realistic ambient lighting and accurate reflections, defining the overall mood and light temperature. Ensure your HDRI matches your scene’s primary light source (e.g., a sunny outdoor HDRI with a strong directional light).
- Directional Light: Represents the sun. It dictates harsh shadows and direct illumination. Match its angle and intensity to your HDRI.
- Skylight: Captures the distant parts of your level (including the HDRI) and applies that lighting to your scene as ambient light. For Lumen Global Illumination, the Skylight contributes significantly to bounced light.
- Rect Lights/Spot Lights: Use these for localized illumination, such as interior lights, headlights, or to highlight specific details of the car for studio shots.
Global Illumination and Reflections
- Lumen GI & Reflections: Unreal Engine 5’s Lumen is a revolutionary dynamic global illumination and reflections system. Enable it for your project settings. It delivers high-quality soft indirect lighting and reflections, reacting dynamically to changes in lighting and geometry.
- Hardware Ray Tracing: For even higher fidelity, especially with reflections and ambient occlusion, enable hardware ray tracing if your target hardware supports it. This offers pixel-perfect reflections and more accurate soft shadows.
Post-Processing for Cinematic Polish
Post-processing effects in a Post Process Volume are the final layer of polish, allowing you to fine-tune the look and feel of your scene.
- Exposure: Crucial for balancing the scene’s brightness. Use ‘Auto Exposure’ with a min/max brightness range, or ‘Manual’ for static scenes.
- Color Grading: Adjust saturation, contrast, white balance, and tint to achieve a cinematic look or match real-world references.
- Bloom: Adds a soft glow to bright areas, simulating lens effects. Use sparingly for realism.
- Vignette: A subtle darkening towards the edges of the screen can help focus the viewer’s attention.
- Lens Flare/Dirt: Simulate camera lens artifacts for added realism.
- Depth of Field (DOF): Blurs foreground and background elements, mimicking real camera optics and drawing attention to the focal point (your car).
- Screen Space Reflections (SSR)/Global Illumination (SSGI): While Lumen is primary, SSR and SSGI can still provide local enhancements if Lumen is disabled or for specific performance-driven scenarios.
Camera Settings
When setting up your cinematic cameras, consider parameters found in real-world photography:
- Focal Length: Influences perspective. Longer focal lengths (e.g., 85mm-135mm) are often used for car photography to create flattering, less distorted views.
- Aperture (f-stop): Controls Depth of Field. Lower f-stops (e.g., f/2.8) create shallower DOF, blurring backgrounds more.
- Shutter Speed/Motion Blur: For animations, correct motion blur settings are essential for smooth, realistic movement.
Workflow Integration and Best Practices
Successfully bringing your vision for Unreal Engine 5 automotive visualization to life involves not just technical mastery but also an efficient workflow that integrates various tools and disciplines. An organized approach ensures consistency, performance, and scalability for your high-fidelity car models.
Data Preparation: From CAD to UE5
- CAD to DCC: Start with clean CAD data (e.g., from SolidWorks, CATIA). Import it into a Digital Content Creation (DCC) tool like 3ds Max or Maya.
- Retopology & Optimization: CAD models are often excessively high-poly. Retopologize to create a clean, game-ready mesh with efficient polygon counts. This is where you create your low-poly base for baking.
- UV Unwrapping: Ensure proper UV mapping for all parts. Overlapping UVs for symmetry are fine, but unique UVs are needed for baking and specific texture applications.
- Material Separation: Group parts by material type (e.g., ‘car_body’, ‘chrome_trim’, ‘windows’). This facilitates material assignment and the application of custom shaders UE5.
- Export to FBX/USD: Export your optimized model as an FBX file. Consider using USD (Universal Scene Description) for its robust data interchange capabilities, which can preserve material assignments and variations, supporting a streamlined PBR material workflow.
Iterative Development & Profiling
- Incremental Import: Don’t try to import and set up everything at once. Start with a basic model and iteratively add materials, textures, and details.
- Performance Profiling: Regularly profile your scene in Unreal Engine (using tools like the GPU Visualizer, Stat GPU, Stat Unit) to identify bottlenecks. Optimize textures, reduce draw calls, simplify materials, and manage polygon density to maintain desired frame rates for real-time photorealism.
- Version Control: Use a version control system (e.g., Perforce, Git LFS) to manage your project assets, especially in team environments.
Leveraging Material Functions & Instances
Once you’ve developed sophisticated shaders for car paint, glass, and metals, convert reusable parts into Material Functions. These are encapsulated networks of nodes that can be dropped into multiple master materials, promoting consistency and reducing redundancy. From your master materials, always create Material Instances for actual asset assignment. This allows artists to adjust exposed parameters (colors, roughness, normal strength) without needing to recompile the shader every time, significantly speeding up iteration.
Conclusion
The journey from traditional offline rendering to achieving truly stunning real-time photorealism in Unreal Engine 5 automotive projects is a rewarding one. It demands a deep understanding of PBR material workflow, proficiency in texture baking techniques, and the ability to craft sophisticated custom shaders UE5. By meticulously translating your high-fidelity car models, optimizing your assets, and mastering the nuances of UE5’s material and lighting systems, you can create immersive and interactive experiences that rival static renders.
Unreal Engine 5 continues to evolve, pushing the boundaries of what’s possible in real-time. Embracing these advanced techniques will not only elevate your automotive visualizations but also future-proof your skills in an industry increasingly reliant on interactive content. For those looking to kickstart their journey with production-ready, highly optimized high-fidelity car models, explore the extensive collection available at 88cars3d.com. These assets are designed to integrate seamlessly into your Unreal Engine 5 projects, allowing you to focus on mastering materials and achieving unparalleled visual fidelity.
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Toyota Prius 2024 3D Model
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Material: Yes
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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
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Material: Yes
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Volkswagen Jetta 2005 3D Model
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Volkswagen Golf 3-Door 3D Model
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Volvo V70 2005 3D Model
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Volkswagen Bora 2004 3D Model
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Volkswagen Lupo 3D Model
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Volkswagen Passat B5 2000 3D Model
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Volkswagen Passat CC 3D Model
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Volkswagen Golf V 2006 3D Model
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Volvo S60 R-Design 2024 3D Model
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Volkswagen Passat 2025 3D Model
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Volkswagen Passat Variant B6 2005 3D Model
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Volkswagen Phaeton W12 2004 3D Model
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Volkswagen Scirocco 2015 3D Model
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Volvo S60 2024 3D Model
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Volkswagen Polo 3D Model
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Volkswagen Golf 5-Doors 2018 3D Model
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Volvo C70 T5 2000 3D Model
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Volvo S40 Sedan 2004 3D Model
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Volvo C30 BEV 2012 3D Model
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Volvo C70 1998 3D Model
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Mazda B-Series 3D Model
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Mercsedes Benz Z3-006 3D Model
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Mazda RX-7 3D Model
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Volvo VCC-003 3D Model
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Mercedes-Benz SLR McLaren 2005 3D Model
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GAZ 3110 Pickup 2000 3D Model
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Mazda 626 GF 1997 3D Model
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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
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
Texture: Yes
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Mercedes-Benz SL500 AMG (R129) 3D Model
Texture: Yes
Material: Yes
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Mercedes-Benz S-Class W221 2005 3D Model
Texture: Yes
Material: Yes
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Mercedes-Benz E-Class W212 2009 3D Model
Texture: Yes
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Mercedes-Benz E-class Estate S212 2009 3D Model
Texture: Yes
Material: Yes
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Mercedes-Benz 190 W201 3D Model
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Mercedes-Benz C230 SportCoupé 2005 3D Model
Texture: Yes
Material: Yes
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Mercedes-Benz SLK 3D Model
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Mercedes 600 SEC W140 1992 3D Model
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Mercedes S-Class 2010 3D Model
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McLaren MP4-12C-001 3D Model
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Mercedes-Benz SLK 350 2005 3D Model
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Mercedes-Benz SL 65 AMG 3D Model
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Mercedes-Benz S500 3D Model
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Mercedes-Benz S55 W220 AMG 1999 3D Model
Texture: Yes
Material: Yes
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Mercedes-Benz CLA45 AMG 2017 3D Model
Texture: Yes
Material: Yes
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Mercedes-Benz CL65 C215 AMG 3D Model
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Mercedes-Benz A45 2021 3D Model
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Mercedes-Benz 300SL 1955 3D Model
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Mercedes-Benz 190SL 1955 3D Model
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Mercedes-Benz W124 Brabus V12 3D Model
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Mercedes-Benz SLS AMG GT3-002 3D Model
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Mercedes-Benz C-Class-001 3D Model
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Mercedes-Benz B-Klasse 2023 3D Model
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Mercedes-Benz A-Klasse W168 3D Model
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Mercedes-Benz 500SL 2000 3D Model
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Mercedes-Benz 500SEC 3D Model
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Mercedes-Benz Citan 2025 3D Model
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Mercedes-Benz C63 AMG 2012 3D Model
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Mercedes-Benz E-Class S211 3D Model
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Mercedes-Benz CLS63 AMG (C218) 2014 3D Model
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Mercedes-Benz CLS-Klasse 3D Model
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Mercedes-Benz CLS 500 3D Model
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