The Dawn of a New Era: Why UE5’s Nanite and Lumen Revolutionize Automotive Realism
The quest for photorealistic automotive visualization in real-time environments has long been a holy grail for 3D artists, game developers, and automotive designers alike. Traditionally, the sheer geometric complexity of a meticulously crafted car model – often originating from CAD data or film-quality assets – presented insurmountable challenges for real-time engines. High polygon counts led to debilitating performance bottlenecks, demanding extensive, often destructive, optimization workflows.
Enter Unreal Engine 5. With revolutionary technologies like Nanite and Lumen, UE5 has dramatically reshaped the UE5 automotive pipeline, bridging the gap between offline rendering fidelity and real-time interactive experiences. No longer are artists forced to compromise heavily on visual detail to achieve playable frame rates. This comprehensive guide will delve into how you can unlock unparalleled photorealism and robust performance by optimizing high-detail car models specifically for UE5’s groundbreaking Nanite virtualized geometry and Lumen global illumination system. We’ll cover everything from pre-production best practices to advanced UE5 integration, ensuring your automotive creations shine.
The Dawn of a New Era: Why UE5’s Nanite and Lumen Revolutionize Automotive Realism
For decades, pushing the boundaries of realism in real-time meant a constant battle against poly counts, draw calls, and lighting baked into textures. High-detail car models, with their intricate curves, complex reflections, and numerous individual components, were particularly challenging. Unreal Engine 5 has fundamentally altered this landscape, empowering artists with tools that transcend previous limitations.
The High-Detail Challenge: Bridging the Gap from CAD to Real-time
Before UE5, incorporating a highly detailed automotive model into a real-time engine was a Herculean task. Raw CAD data, often comprising millions of polygons and non-manifold geometry, was simply unmanageable. The traditional workflow involved an arduous process of retopology, decimation, and baking high-resolution details onto low-polygon meshes, inevitably leading to a loss of subtle surface nuances and demanding significant artist time.
This “bake-to-normal-map” approach, while effective for many assets, struggled with the unique demands of car bodies – where smooth, continuous curves and razor-sharp panel lines are paramount. Furthermore, static, pre-baked lighting solutions failed to capture the dynamic interplay of light and shadow that gives automotive scenes their life, especially with reflective surfaces. The vision of truly game-ready car models with cinematic quality in real-time seemed perpetually out of reach.
Nanite: Unlocking Unprecedented Geometric Detail
Nanite is Unreal Engine 5’s virtualized micropolygon geometry system, and it’s a true game-changer for Nanite mesh optimization. Instead of processing entire meshes, Nanite streams and renders only the necessary micropolygons at pixel-level detail, scaling geometric complexity with screen resolution, not polygon count. This means you can import assets with virtually unlimited geometric detail – tens of millions or even billions of triangles – directly into the engine.
For car models, Nanite eliminates the need for manual LODs (Levels of Detail) and much of the traditional retopology work. The engine handles the optimization dynamically, ensuring optimal performance whether the car is a distant speck or a close-up hero asset. This dramatically streamlines the high-poly asset import process and preserves the intricate details of your automotive designs, from the subtle curvature of a fender to the finely sculpted grille.
Lumen: Dynamic Global Illumination for Automotive Environments
While Nanite tackles geometry, Lumen provides a fully dynamic Lumen global illumination solution. This system calculates indirect lighting and reflections in real-time, adapting instantly to changes in geometry, lighting, or materials. For automotive scenes, Lumen is indispensable. It accurately simulates how light bounces around the environment, illuminating the underside of a car, reflecting off its polished surfaces, and casting realistic soft shadows.
The impact on car reflections is profound. Instead of relying on static reflection probes that often break down with dynamic scenes or camera movement, Lumen provides accurate, scene-aware reflections. This greatly enhances the realism of metallic paint, glass, and chrome elements, making the car feel truly grounded within its environment. Combined, Nanite and Lumen create an unparalleled foundation for achieving photorealistic car shaders and environments without performance crippling compromises.
Pre-UE5 Optimization: Preparing High-Poly Car Models for the UE5 Automotive Pipeline
While Nanite alleviates many traditional poly count concerns, a thoughtful pre-UE5 workflow remains crucial for optimal performance and visual quality. Even with Nanite, clean source geometry and efficient material setup will lead to better results within the UE5 automotive pipeline.
Strategic Modeling and Topology for Nanite Efficiency
Even though Nanite can handle immense polygon counts, starting with clean, well-structured geometry is always beneficial. Ensure your model is free of non-manifold geometry, inverted normals, or overlapping faces, as these can still cause issues with various engine processes, even if Nanite gracefully handles them visually. Focus on maintaining a clean edge flow, especially on critical surfaces that define the car’s aesthetic.
While you can push polygon counts higher than ever, think strategically about areas of extreme detail. For instance, intricate grilles, badges, and interior elements can easily benefit from being modeled with high fidelity. For foundational elements like the main body panels, ensure smooth, continuous surfaces. High-quality base models, like those available at 88cars3d.com, are an excellent starting point, often coming pre-optimized for various pipelines.
UV Unwrapping Best Practices for PBR Material Setup
Proper UV unwrapping is paramount for any PBR material setup Unreal Engine. While Nanite reduces the need for extensive normal map baking from high-poly to low-poly, UVs are still essential for applying all other PBR texture maps (Albedo, Roughness, Metallic, AO) accurately. Create clean, non-overlapping UVs in UV channel 0 for your primary texture maps.
Consider using multiple UV channels. UV Channel 1 is typically reserved for lightmaps if you ever need to bake static lighting (though less common with Lumen). For automotive models, you might also use a separate UV channel for tiling dirt, scratches, or wear effects that are applied procedurally. Ensure consistent texel density across your model where possible, or strategically higher density on prominent areas that will receive close-up views.
Material Breakdown and Texture Creation
A successful photorealistic car shader relies heavily on well-crafted PBR textures. Break down your car into logical material groups: paint, glass, chrome, rubber, interior fabrics, and so on. This modular approach makes material creation and iteration much more manageable. Each material should typically utilize at least an Albedo (Base Color), Roughness, and Metallic map. Normal maps are still valuable for adding fine surface details that might be too small for geometric representation, such as subtle texture on plastic or leather.
Ensure your textures adhere to PBR guidelines: Albedo maps should be desaturated and contain no lighting information; Roughness maps dictate how shiny or matte a surface is; Metallic maps define metallic (white) or non-metallic (black) properties. Ambient Occlusion (AO) maps can be used to add subtle contact shadows and enhance depth, though Lumen handles much of this dynamically. Utilize high-resolution textures (e.g., 4K or 8K) for critical components like the car body, ensuring every detail is crisp.
Mastering UE5 Integration: Importing and Configuring High-Poly Assets
Once your high-detail car model is meticulously prepared, the next crucial step is bringing it into Unreal Engine 5 and unleashing the power of Nanite and Lumen. This involves specific import settings, Nanite configuration, and the creation of advanced PBR materials.
The High-Poly Asset Import Process
Importing your high-poly asset import into UE5 is straightforward, but certain settings are critical. Export your model from your DCC (Digital Content Creation) tool – such as Blender, Maya, or 3ds Max – as an FBX file. During import into UE5, pay close attention to the following options:
- Skeletal Mesh / Static Mesh: Ensure “Static Mesh” is selected for a car model.
- Auto Generate Collision: Often useful for quick collision, but you may want to generate custom collision later for precise physics.
- Combine Meshes: Generally, keep car parts separate (do not combine) to allow for individual material assignments and potential destruction systems.
- Normals / Tangents: “Import Normals and Tangents” is usually the safest bet to preserve the smoothing groups and surface details from your DCC tool.
- Materials: Select “Create New Materials” or “Do Not Create Materials” if you plan to assign custom ones. Ensure “Import Textures” is checked if you have embedded textures or texture references.
Once imported, organize your assets within the Content Browser. Consider creating a logical hierarchy of folders for meshes, materials, and textures specific to each car model. High-quality car models from resources like 88cars3d.com often come with well-organized asset structures, simplifying this step.
Configuring Nanite for Optimal Car Model Performance
After importing, the magic begins with Nanite. For each high-poly static mesh that makes up your car, you need to enable Nanite. Select your mesh in the Content Browser, right-click, and choose “Enable Nanite”. Alternatively, you can open the Static Mesh Editor, navigate to the “Details” panel, and check the “Enable Nanite” checkbox under the “Nanite Settings” section.
Key Nanite settings to consider:
- Fallback Relative Error: This controls the screen space error allowed for Nanite’s simplification. Lower values mean less simplification and more detail but slightly higher cost. For a hero car, keep this value very low (e.g., 0.1-0.5) to retain maximum detail.
- Preserve Area: When checked, Nanite tries to maintain the surface area of triangles during simplification, which is crucial for preserving the volume and shape of complex geometry.
- Triangle Density: Allows for direct control over the target triangle count. This is a more explicit way to manage Nanite’s detail budget for specific meshes.
Utilize the Nanite visualization modes (accessible through “Show > Nanite” in the viewport) to understand how Nanite is processing your mesh. “Overview” shows triangle density, “Clusters” reveals the internal structure, and “Proxy” displays the fallback mesh. These tools are invaluable for fine-tuning your Nanite mesh optimization efforts and ensuring optimal performance.
Crafting Photorealistic Car Shaders with PBR Principles
Achieving a truly photorealistic car shader in UE5 involves leveraging the engine’s robust material editor and adherence to PBR principles. The default Master Material setup often serves as a good starting point, but custom material functions and layered materials are key for realistic automotive finishes.
- Base PBR Material Setup: For each material, connect your Albedo (Base Color), Roughness, Metallic, and Normal maps to their respective pins in the Material Editor. Ensure your textures are imported correctly (sRGB for Albedo, Linear for Roughness/Metallic/Normal).
- Car Paint Shader: This is arguably the most complex and critical. A realistic car paint shader often involves several layers:
- Base Layer: The metallic flake or base color, driven by an Albedo, Roughness, and Metallic map.
- Clear Coat Layer: UE5’s clear coat shading model is excellent. Enable “Clear Coat” and “Clear Coat Roughness” inputs. A low Clear Coat Roughness (e.g., 0.05-0.1) creates a highly reflective, glossy finish. You can also connect a “Clear Coat Normal” map for subtle imperfections.
- Flake Normal Map: For metallic paints, a separate, tiling normal map can simulate the subtle metallic flakes under the clear coat, adding incredible depth and sparkle. Blend this with the base normal map using a “BlendAngleCorrectedNormals” material function.
- Glass Shader: Use the “Translucent” blend mode for windows. Set “Refraction” based on the Index of Refraction (IOR) for glass (around 1.5). Utilize a subtly textured Roughness map to break up perfect reflections and add realism.
- Chrome/Metallic Shader: These are relatively straightforward PBR materials. Set Metallic to 1, and use a low Roughness value (e.g., 0.01-0.05) for highly polished surfaces.
By carefully crafting each material and leveraging UE5’s advanced shading models, you can achieve stunningly realistic automotive finishes. This dedicated approach to PBR material setup Unreal Engine is fundamental.
Illuminating Realism: Leveraging Lumen Global Illumination for Automotive Scenes
With Nanite handling geometry and advanced shaders defining surface properties, Lumen steps in to bring your automotive scenes to life with dynamic and believable lighting. Proper setup and fine-tuning of your lighting environment are crucial for showcasing your game-ready car models.
Setting Up a Realistic Lumen Lighting Environment
A typical realistic outdoor lighting setup in UE5 with Lumen involves several key components:
- Sky Atmosphere: This volumetric sky system creates realistic sun and sky colors based on the sun’s position. It provides physically accurate Rayleigh and Mie scattering.
- Directional Light: Represents the sun. Ensure it casts shadows and that “Atmosphere and Cloud” contributions are enabled. Its position and intensity directly influence the scene’s overall lighting mood.
- Skylight: Crucial for capturing the ambient light from the sky and contributing to global illumination. Set its “Source Type” to “SLS Captured Scene” for Lumen to dynamically update the skylight’s contribution. Ensure “Real-time Capture” is enabled.
- Post Process Volume: Essential for configuring Lumen’s behavior. Place a Post Process Volume in your scene and ensure its “Bounds” are set to “Infinite Extent”. Under “Global Illumination” and “Reflections,” set the method to “Lumen.”
- HDRI Backdrop (Optional but Recommended): For studio renders or specific environments, an HDRI (High Dynamic Range Image) can be used as a backdrop and also contribute to environment lighting. Import your HDRI as a Cube Map, create a simple material that uses it as a texture, and apply it to a Sky Sphere or a large dome mesh. For Lumen, ensure the HDRI provides enough dynamic range and detail to accurately bounce light.
The interplay of these elements creates a cohesive and dynamic lighting environment where your car models can truly shine, reflecting the surroundings and interacting with light in a physically plausible manner. This holistic approach to Lumen global illumination is central to achieving photorealism.
Fine-Tuning Lumen for Automotive Reflectivity
Lumen’s real-time global illumination system dynamically updates indirect lighting and reflections, making it incredibly powerful for showcasing reflective car surfaces. However, some fine-tuning is often necessary:
- Material Roughness: The most significant factor controlling reflections. Ensure your material’s roughness maps are accurate. Polished car paint should have very low roughness, while matte plastics or tires will have higher values.
- Lumen Reflections vs. Screen Space Reflections: Lumen automatically handles reflections for most surfaces. For extremely detailed or very close reflections, Screen Space Reflections (SSR) can sometimes be enabled in the Post Process Volume for additional fidelity, though they come with performance costs and limitations (they only reflect what’s on screen). Lumen generally provides superior quality and coverage for automotive scenes.
- Addressing Light Leaks and GI Artifacts: Occasionally, Lumen might produce subtle light leaks or artifacts, especially with thin geometry or complex interior spaces.
- Mesh Distance Fields: Lumen relies on signed distance fields generated from your meshes. Ensure your meshes have “Generate Mesh Distance Fields” enabled in their static mesh settings. This can be viewed with “Show > Visualize > Mesh Distance Fields”.
- Lumen Scene “Detail Tracing”: In the Post Process Volume, under “Lumen Scene,” adjust “Detail Tracing” settings. Increasing “Tracing Distance” or “Max Ray Tracing Iterations” can help resolve finer details at the cost of performance.
- “Minimum Lumen GI”: Adjusting this value can help prevent excessively dark areas or light leaking through thin walls.
By carefully balancing these settings, you can ensure that your car models exhibit stunning, accurate reflections that dynamically respond to every light source in your scene, a cornerstone of photorealistic car shaders.
Achieving Visual Fidelity & Performance in Game-Ready Car Models
The goal is always to create breathtaking visuals without sacrificing performance. This section focuses on balancing these two critical aspects, providing tips for optimization and a final polish for your game-ready car models.
Balancing Photorealism and Real-time Frame Rates
While Nanite allows for immense geometric detail, it doesn’t mean every single element needs to be equally dense. Strategic use of Nanite is key:
- Critical Components: Enable Nanite on all major car body panels, wheels, tires, intricate grilles, and detailed interior pieces that will be viewed up close. These are the elements that benefit most from its micropolygon rendering.
- Less Critical Components: For very small, simple meshes, or components that will rarely be seen (e.g., hidden undercarriage parts, extremely distant background cars), traditional static meshes with simplified LODs might still be more efficient than enabling Nanite, as Nanite incurs a small overhead for basic geometry.
- Texture Resolution Management: Use high-resolution textures (4K-8K) on prominent surfaces like paint, glass, and interior leather. However, for less visible elements, lower resolutions (2K or 1K) can save VRAM without a noticeable visual impact.
- Material Complexity: While sophisticated shaders are excellent, be mindful of over-engineering. Each instruction in a material adds to shader complexity. Optimize material graphs by using shared material functions where possible, and avoid unnecessary calculations.
Continuously profile your scene using UE5’s built-in tools to identify performance bottlenecks. This iterative process of optimization ensures that your UE5 automotive pipeline delivers both visual splendor and smooth interactivity.
Troubleshooting Common Performance Bottlenecks
When performance dips, Unreal Engine offers powerful debugging and profiling tools:
- Stat GPU / Stat RHI / Stat Engine: These console commands (accessible by pressing `~`) provide real-time statistics on GPU, Rendering Hardware Interface, and general engine performance, respectively. Look for high “Draw Calls,” “Triangles Drawn,” or “Shader Complexity.”
- Nanite Visualization: As mentioned, use Nanite’s various visualization modes to ensure it’s simplifying geometry effectively. If a Nanite mesh still shows very high “Triangles Drawn” when viewed from a distance, adjust its “Fallback Relative Error” or “Triangle Density” settings.
- Shader Complexity Viewmode: (Alt+8) Highlights areas with complex shaders, indicating where material optimization might be needed. Red/white areas signify high complexity.
- Lumen Visualization: (Show > Visualize > Lumen) Offers insights into Lumen’s performance, including “Lumen Scene” and “Lumen Radiance Cache,” helping identify areas where GI calculations might be expensive.
- Culling Distances: For objects that are not Nanite, consider setting appropriate “Cull Distance” values in their static mesh details to prevent them from rendering when far away.
Regular profiling and targeted adjustments are key to maintaining a high frame rate, especially crucial for demanding UE5 automotive pipeline projects.
The Final Polish: Post-Processing and Camera Effects
Even with stunning Nanite models and Lumen lighting, the final layer of realism comes from post-processing and cinematic camera techniques:
- Post Process Volume Settings: Within your Post Process Volume, adjust:
- Exposure: Fine-tune overall brightness.
- Color Grading: Apply LUTs (Look-Up Tables) or adjust saturation, contrast, and color balance to achieve a desired cinematic look.
- Vignette & Grain: Subtly add these for a more filmic feel.
- Bloom: Enhance highlights and emissive materials, making headlights and reflective surfaces pop.
- Depth of Field: Creates realistic focal blur, drawing the viewer’s eye to the car and simulating real-world camera optics.
- Lens Flares & Dirt: Can add an extra layer of realism, especially for dynamic camera movements.
- Cinematic Cameras: Utilize Cine Camera Actors for high-quality renders and cinematics. They offer real-world camera parameters like focal length, aperture (for controlling Depth of Field), and film back settings, allowing for authentic camera behavior.
- Ray Tracing Features (Optional): For specific cinematic shots or high-end visualizations, consider enabling hardware ray tracing features like Ray Traced Reflections or Shadows for an additional boost in fidelity, especially if your target platform supports it. This can augment Lumen’s capabilities in specific scenarios.
These final touches elevate your scene from technically impressive to artistically compelling, fully realizing the potential of your photorealistic car shaders and models.
Conclusion
Unreal Engine 5, with its groundbreaking Nanite and Lumen technologies, has truly revolutionized the landscape of real-time automotive visualization. The ability to import and render high-detail car models – millions of polygons strong – without compromising performance, combined with dynamic, physically accurate global illumination, represents a monumental leap forward.
By understanding the UE5 automotive pipeline, from meticulous pre-optimization to advanced shader creation and lighting setup, artists and developers can now achieve levels of photorealism that were once confined to offline renderers. The detailed surfaces, intricate reflections, and dynamic lighting come together to create truly immersive and believable automotive experiences.
Whether you’re developing the next-generation racing game, creating interactive configurators, or crafting cinematic virtual productions, mastering these techniques will empower you to deliver unparalleled visual fidelity. For those seeking a head start with meticulously crafted, high-quality models ready for this advanced pipeline, consider exploring the extensive library at 88cars3d.com. Dive in, experiment, and unlock the full potential of UE5 to bring your automotive visions to life with breathtaking realism and flawless performance.
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Material: Yes
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Volkswagen New Beetle 2000 3D Model
Texture: Yes
Material: Yes
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Volkswagen Jetta 2005 3D Model
Texture: Yes
Material: Yes
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Volkswagen Golf 3-Door 3D Model
Texture: Yes
Material: Yes
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Volvo V70 2005 3D Model
Texture: Yes
Material: Yes
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Volkswagen Bora 2004 3D Model
Texture: Yes
Material: Yes
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Volkswagen Lupo 3D Model
Texture: Yes
Material: Yes
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Volkswagen Passat B5 2000 3D Model
Texture: Yes
Material: Yes
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Volkswagen Passat CC 3D Model
Texture: Yes
Material: Yes
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Volkswagen Golf V 2006 3D Model
Texture: Yes
Material: Yes
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Volvo S60 R-Design 2024 3D Model
Texture: Yes
Material: Yes
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Volkswagen Passat 2025 3D Model
Texture: Yes
Material: Yes
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Volkswagen Passat Variant B6 2005 3D Model
Texture: Yes
Material: Yes
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Volkswagen Phaeton W12 2004 3D Model
Texture: Yes
Material: Yes
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Volkswagen Scirocco 2015 3D Model
Texture: Yes
Material: Yes
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Volvo S60 2024 3D Model
Texture: Yes
Material: Yes
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Volkswagen Polo 3D Model
Texture: Yes
Material: Yes
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Volkswagen Golf 5-Doors 2018 3D Model
Texture: Yes
Material: Yes
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Volvo C70 T5 2000 3D Model
Texture: Yes
Material: Yes
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Volvo S40 Sedan 2004 3D Model
Texture: Yes
Material: Yes
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Volvo C30 BEV 2012 3D Model
Texture: Yes
Material: Yes
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Volvo C70 1998 3D Model
Texture: Yes
Material: Yes
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Mazda B-Series 3D Model
Texture: Yes
Material: Yes
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Mercsedes Benz Z3-006 3D Model
Texture: Yes
Material: Yes
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Mazda RX-7 3D Model
Texture: Yes
Material: Yes
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Volvo VCC-003 3D Model
Texture: Yes
Material: Yes
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Mercedes-Benz SLR McLaren 2005 3D Model
Texture: Yes
Material: Yes
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GAZ 3110 Pickup 2000 3D Model
Texture: Yes
Material: Yes
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Mazda 626 GF 1997 3D Model
Texture: Yes
Material: Yes
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Volvo S80 2011 3D Model
Texture: Yes
Material: Yes
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Volkswagen Touran restyle-006 3D Model
Texture: Yes
Material: Yes
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Skoda Octavia Scout 3D Model
Texture: Yes
Material: Yes
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Volkswagen Golf V 2006 3D Model
Texture: Yes
Material: Yes
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Mazda CX-7 3D Model
Texture: Yes
Material: Yes
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Mazda Familia 3D Model
Texture: Yes
Material: Yes
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GAS 21 3D Model
Texture: Yes
Material: 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
Material: 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
Texture: Yes
Material: Yes
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Mercedes-Benz C230 SportCoupé 2005 3D Model
Texture: Yes
Material: Yes
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Mercedes-Benz SLK 3D Model
Texture: Yes
Material: Yes
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Mercedes 600 SEC W140 1992 3D Model
Texture: Yes
Material: Yes
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Mercedes S-Class 2010 3D Model
Texture: Yes
Material: Yes
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McLaren MP4-12C-001 3D Model
Texture: Yes
Material: Yes
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Mercedes-Benz SLK 350 2005 3D Model
Texture: Yes
Material: Yes
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Mercedes-Benz SL 65 AMG 3D Model
Texture: Yes
Material: Yes
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Mercedes-Benz S500 3D Model
Texture: Yes
Material: Yes
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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
Texture: Yes
Material: Yes
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Mercedes-Benz A45 2021 3D Model
Texture: Yes
Material: Yes
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Mercedes-Benz 300SL 1955 3D Model
Texture: Yes
Material: Yes
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Mercedes-Benz 190SL 1955 3D Model
Texture: Yes
Material: Yes
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Mercedes-Benz W124 Brabus V12 3D Model
Texture: Yes
Material: Yes
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Mercedes-Benz SLS AMG GT3-002 3D Model
Texture: Yes
Material: Yes
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Mercedes-Benz C-Class-001 3D Model
Texture: Yes
Material: Yes
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Mercedes-Benz B-Klasse 2023 3D Model
Texture: Yes
Material: Yes
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Mercedes-Benz A-Klasse W168 3D Model
Texture: Yes
Material: Yes
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Mercedes-Benz 500SL 2000 3D Model
Texture: Yes
Material: Yes
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Mercedes-Benz 500SEC 3D Model
Texture: Yes
Material: Yes
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Mercedes-Benz Citan 2025 3D Model
Texture: Yes
Material: Yes
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Mercedes-Benz C63 AMG 2012 3D Model
Texture: Yes
Material: Yes
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Mercedes-Benz E-Class S211 3D Model
Texture: Yes
Material: Yes
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Mercedes-Benz CLS63 AMG (C218) 2014 3D Model
Texture: Yes
Material: Yes
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Mercedes-Benz CLS-Klasse 3D Model
Texture: Yes
Material: Yes
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