The Foundation: High-Fidelity 3D Models and PBR Principles
The pursuit of hyperrealism in digital art is an endless journey, and few subjects present as compelling a challenge as automotive rendering. Capturing the sleek lines, the intricate reflections, and the dynamic interplay of light on a vehicle demands meticulous attention to detail. For creators aiming for truly stunning visuals, mastering car paint and glass in real-time engines like Unreal Engine 5 is not just an advantage—it’s a necessity. Traditional offline renderers have long set the bar, but with Unreal Engine 5’s groundbreaking features like Lumen, Nanite, and hardware-accelerated Ray Tracing, achieving cinematic-quality results in a real-time environment is now within reach.
However, getting there requires more than just dropping a model into the engine. It demands a deep understanding of material properties, lighting physics, and post-processing techniques. The reflective surfaces of car paint and the complex refractive qualities of glass are notoriously difficult to replicate authentically. This guide will demystify the core challenges and equip you with advanced techniques to craft breathtaking **photorealistic car rendering** within Unreal Engine 5. From intricate shader setups to sophisticated lighting and post-production, we’ll cover everything you need to know to elevate your **Unreal Engine 5 automotive** projects.
The Foundation: High-Fidelity 3D Models and PBR Principles
Before diving into advanced shaders, it’s critical to start with a solid foundation: a high-quality 3D model. Just as a master sculptor begins with premium clay, a stunning render starts with an accurately modeled and properly UV-mapped vehicle. A low-polygon, poorly optimized, or inaccurately scaled model will inherently limit the realism you can achieve, no matter how sophisticated your materials and lighting. This is where resources like 88cars3d.com become invaluable, offering a wide array of professionally crafted, high-fidelity 3D models ready for production.
Once you have a stellar model, understanding Physical Based Rendering (PBR) principles is paramount. PBR materials are designed to simulate how light interacts with surfaces in the real world, providing a consistent and physically accurate appearance under various lighting conditions. This isn’t just about making things look good; it’s about making them look *right*. Unreal Engine 5’s material system is built around PBR, making it the cornerstone of any realistic rendering pipeline.
Understanding Core PBR Material Inputs for Automotive Assets
The standard PBR workflow relies on several key texture maps, each controlling a specific aspect of how light interacts with your surface:
- Base Color (Albedo): This map defines the diffuse color of the surface, essentially what color it is without any direct light or shadow. For metallic surfaces like car paint, this map often contains very little color information, with the metallic property driving most of the visual.
- Metallic: A grayscale map (0 to 1) that dictates whether a surface is dielectric (non-metallic) or metallic. Car paint, surprisingly, is generally treated as dielectric due to its clear coat layer, but the underlying flakes contribute metallic properties.
- Roughness: Another grayscale map (0 to 1) that controls how spread out reflections are. A value of 0 is perfectly smooth (mirror-like), while 1 is completely rough (matte). Car paint’s clear coat will have a very low roughness, while tires or unpainted plastic will have higher values.
- Normal Map: This map fakes surface detail by manipulating the direction of surface normals, making a flat surface appear bumpy or detailed without adding actual geometry. Crucial for subtle imperfections, panel gaps, and even the metallic flakes in paint.
- Ambient Occlusion (AO): While often baked into models or handled by global illumination, an AO map can provide pre-calculated shadow information in crevices, enhancing depth and realism.
Properly setting up these maps, whether generated procedurally or painted, is the first critical step toward believable **PBR materials** in your **Unreal Engine 5 automotive** scene. Ensure your UVs are clean and non-overlapping for optimal texture application and minimal distortion.
Demystifying Hyperrealistic Car Paint Shaders
Car paint is arguably the most complex material on a vehicle, presenting a fascinating challenge for render artists. It’s not just a single layer of color; it’s a sophisticated system involving a colored base coat, often with metallic or pearl flakes, topped by a glossy, transparent clear coat that provides depth and protection. Replicating this multi-layered effect accurately within a real-time engine requires an **advanced shader setup** in Unreal Engine 5’s Material Editor.
The Base Layer: Color and Metallic Sheen
We begin by defining the core color and underlying metallic characteristics. For the majority of car paints, you’ll start with a relatively low Roughness value for the base (e.g., 0.1-0.2) and a Metallic value close to 0, because the paint itself is mostly a dielectric pigment. However, the magic happens when we introduce metallic flakes. The Base Color input will define the primary hue of your vehicle.
The Metallic Flake Effect
This is where car paint truly differentiates itself. Metallic flakes are tiny, reflective particles suspended within the paint, responsible for that characteristic sparkle and shift in appearance as light hits the surface from different angles. To achieve this:
- Custom Normal Map: The most effective way to simulate flakes is by using a custom normal map. This map should contain very fine, high-frequency noise that subtly changes the surface normal direction. You can create this procedurally using noise nodes (e.g., ‘Perlin Noise’ or ‘Voronoi’) within the Material Editor, or by generating a texture in software like Substance Designer.
- Blend with Base Normal: Blend your flake normal map with your main vehicle normal map (if you have one for subtle panel details) using a ‘BlendAngleCorrectedNormals’ node.
- Control Intensity and Scale: Use parameters to control the intensity of the flake normal map, essentially making the flakes more or less prominent. Tiling the noise texture also controls the apparent size and density of the flakes.
- Fresnel for Edge Glint: Apply a Fresnel effect to enhance the visibility of flakes at glancing angles, mimicking how light catches them as the surface curves away from the viewer. Multiply the flake normal map strength by a Fresnel output before plugging it into the main normal input.
Experimentation with scale, intensity, and blend modes for the flake normal map is key to achieving a convincing effect.
The Clear Coat Layer
The clear coat is the crowning glory of car paint, providing its signature high gloss, deep reflections, and protective sheen. In Unreal Engine, we can simulate this using a Layered Material setup or by carefully manipulating the standard PBR inputs to approximate a second reflective layer.
- Separate Roughness: The primary distinction of the clear coat is its extremely low roughness, often much lower than the underlying metallic flake layer. While Unreal’s standard PBR shader doesn’t have a dedicated ‘Clear Coat’ input, you can achieve a similar effect by using a very low global roughness value (e.g., 0.05-0.1) for the main material, allowing the reflections to appear sharp.
- Subtle Orange Peel: Real-world clear coats often exhibit a microscopic “orange peel” texture, a very subtle waviness that slightly distorts reflections. You can simulate this by introducing another very subtle, high-frequency normal map (even a very low-strength noise map) specifically for the clear coat’s overall roughness and normal distortion. This adds a layer of believability that moves beyond perfect digital flatness.
- Layered Materials (Advanced): For ultimate control and physically accurate layering, consider using Unreal Engine’s ‘Material Layers’ system. This allows you to stack different material functions (e.g., ‘Base Paint Layer’ and ‘Clear Coat Layer’), each with its own PBR properties, blending them on top of each other. This is a more complex **advanced shader setup** but offers unparalleled fidelity.
Imperfections for Authenticity
Perfectly clean car paint rarely exists outside a showroom. Adding subtle imperfections is crucial for grounding your render in reality. These aren’t necessarily large scratches but micro-scratches, dust, water spots, and swirl marks that accumulate over time. These elements break up unnaturally perfect reflections and rough patches, adding history and believability.
- Grunge Maps and Masks: Use grayscale grunge textures or procedural noise as masks to blend in areas of higher roughness, slightly altered base color (for dust), or subtle normal map variations (for micro-scratches).
- Blend Modes: Utilize blend modes like ‘Multiply’ or ‘Overlay’ in your material graphs to subtly integrate these imperfection maps without overpowering the base paint.
- Subtlety is Key: These effects should be almost imperceptible at first glance but contribute to the overall realism when scrutinized. Overdoing them will make the car look dirty rather than authentic.
Mastering Realistic Glass Materials and Reflections
Glass is another notoriously difficult material to render accurately. It’s transparent, reflective, and refractive, meaning it bends light as it passes through. Achieving convincing automotive glass in Unreal Engine 5 requires a specific approach to its material properties and an understanding of how light interacts with it, particularly when leveraging **ray tracing reflections** and refraction.
Core Glass Material Properties
Unlike opaque materials, glass requires careful configuration of transparency and refractive index.
- Material Domain: For vehicle glass, you’ll typically set the Material Domain to ‘Translucent’. This allows light to pass through the surface.
- Blend Mode: ‘Translucent’ is the standard, but for thinner glass like car windows, consider ‘Additive’ or ‘Modulate’ for specific effects, though ‘Translucent’ offers the most control for realism.
- Shading Model: For thin, single-pane glass, using the ‘Two Sided Foliage’ shading model can often yield better results than the default ‘Default Lit’, as it’s designed to handle light interaction on both sides of a thin surface.
- Roughness: Clean glass has extremely low roughness (near 0), resulting in sharp, mirror-like reflections. Slightly higher roughness values can simulate condensation, dirt, or a frosted effect.
- Opacity: This controls the transparency. A value of 1 is fully opaque, 0 is fully transparent. Use a constant or a texture map for variations.
- Refraction: This input controls how much light bends when passing through the glass. The Index of Refraction (IOR) for standard glass is around 1.5. Connect a ‘Constant’ value of 1.5 to the Refraction input.
- Tint: Real-world glass often has a subtle tint. You can add a color to the ‘Base Color’ input (even with a low opacity) to give the glass a slight green, blue, or gray hue, making it more convincing than perfectly clear glass.
Advanced Reflections and Refractions
This is where Unreal Engine 5’s advanced rendering features shine for glass.
- Ray Tracing Reflections: For truly accurate, physically correct reflections on glass, enable **ray tracing reflections** in your project settings and ensure your material is configured to support it (usually handled automatically with the ‘Translucent’ blend mode). Ray Tracing will provide accurate reflections of the entire scene, including off-screen elements, on your glass surfaces, a significant upgrade from screen-space reflections which only reflect what’s visible on screen. Ensure ‘Ray Tracing’ is enabled for Translucency in your project settings and Post Process Volume.
- Refraction with IOR: Correctly setting the IOR is critical for believable distortion. Different types of glass have slightly different IORs, but 1.5 is a good general value for automotive glass. The higher the value, the more light bends.
- Translucency Sort Priority: When you have multiple translucent objects (like multiple panes of glass or glass intersecting the car body), you might encounter sorting issues. Adjusting the ‘Translucency Sort Priority’ on individual meshes can help resolve these, ensuring objects render in the correct order.
Adding Depth: Tint, Smudges, and Imperfections
Just like paint, perfectly clean glass can look artificial. Adding subtle imperfections enhances realism.
- Subtle Tinting: As mentioned, a slight color in the ‘Base Color’ input, even a desaturated green or blue, can make glass feel heavier and more real.
- Grunge Maps for Dirt and Water Spots: Use grayscale grunge textures and blend them into the ‘Roughness’ and ‘Opacity’ inputs. Areas with higher roughness will appear smudged or dusty, while slightly increased opacity can simulate water residue.
- Normal Maps for Distortion/Rain: A very subtle normal map can introduce minor distortions to the glass, mimicking slight manufacturing imperfections or the effect of a dirty layer. For rain effects, you can use animated normal maps or custom textures to create streaks and drops on the glass surface.
Elevating Realism with Lighting and Global Illumination
Even the most meticulously crafted materials will fall flat without compelling lighting. Lighting is the storyteller of your scene, defining mood, revealing form, and ultimately, making or breaking your **photorealistic car rendering**. Unreal Engine 5 offers powerful tools to create dynamic and realistic illumination, especially with its revolutionary **Lumen global illumination** system.
HDRI Environments for Realistic Lighting
High Dynamic Range Image (HDRI) environments are indispensable for realistic automotive lighting. They provide not only realistic ambient light but also high-fidelity reflections that are crucial for metallic and glossy surfaces like car paint and glass.
- Setup: Import a high-quality HDRI (4K resolution or higher is recommended) into Unreal Engine. Place a ‘Sky Light’ actor in your scene and assign your HDRI texture to its ‘Source Cubemap’ input.
- Rotation and Intensity: Experiment with rotating the ‘Sky Light’ (or the HDRI within its properties) to find the most flattering angle that highlights the car’s contours and reflections. Adjust the ‘Intensity Scale’ to control the overall brightness.
- Reflections and Ambient Light: The HDRI will automatically cast realistic ambient light and generate accurate reflections across your vehicle, mimicking a real-world environment. This is critical for grounding the car in its scene.
- Backplate Integration: Often, an HDRI is accompanied by a lower-resolution backplate image. You can use this as a static background plate on a large curved plane, ensuring it aligns perfectly with the HDRI’s perspective for seamless integration.
Unleashing Lumen Global Illumination
**Lumen global illumination** is one of Unreal Engine 5’s standout features, providing dynamic, real-time indirect lighting and reflections. This means light bounces realistically off surfaces, creating soft shadows and accurate color bleeding, all without pre-baking lightmaps. For **Unreal Engine 5 automotive** scenes, Lumen is a game-changer.
- Enable Lumen: Ensure Lumen is enabled in your project settings (Edit > Project Settings > Engine > Rendering > Global Illumination and Reflections Method).
- Lumen Scene Settings: Adjust Lumen’s quality settings in your Post Process Volume (Global Illumination category). Parameters like ‘Final Gather Quality’, ‘Diffuse Bounces’, and ‘Max Trace Distance’ can be tweaked for performance versus visual fidelity.
- Interaction with Direct Lights: Lumen works in conjunction with direct lights (Directional Light for sun, Spot Lights, Rect Lights) to calculate bounces. A strong Directional Light will bounce off the ground and surrounding objects, subtly illuminating the underside of your vehicle.
- Sky Light Contribution: Lumen also takes into account the light emitted by your Sky Light (and thus your HDRI), providing natural ambient bounced light throughout the scene.
Supplementary Lighting for Impact
While HDRIs and Lumen provide a fantastic foundation, supplementary lights are essential for adding drama, emphasizing details, and shaping your subject.
- Directional Light: For outdoor scenes, a ‘Directional Light’ simulates the sun. Position it to create strong, clear shadows and highlights. Its angle dramatically affects the mood and visual appeal of the car.
- Spotlights and Rect Lights: In a studio setup, ‘Spot Lights’ and ‘Rect Lights’ are your best friends. Use ‘Rect Lights’ to create soft, broad reflections on the car body, mimicking large softboxes. ‘Spot Lights’ can highlight specific details like wheel rims or interior elements.
- Volumetric Fog: For atmospheric depth, especially in cinematic renders, add ‘Volumetric Fog’. This can create beautiful light shafts (God rays) and give the scene a more tangible, airy feel. Ensure your lights have ‘Volumetric Scattering’ enabled.
The Final Polish: Post-Processing and Cinematic Touches
Once your materials and lighting are dialed in, the final stage involves post-processing. This is where you apply the last layer of artistic control, akin to color grading and finishing in photography or filmmaking. Post-processing can significantly enhance the perceived realism and cinematic quality of your **photorealistic car rendering**.
Post-Process Volume Settings
The ‘Post Process Volume’ is your central hub for global image adjustments. Place one in your scene, ensure ‘Infinite Extent (Unbound)’ is checked, and start tweaking:
- Exposure: Adjust ‘Min’ and ‘Max Brightness’ to control dynamic range and overall scene exposure. Auto Exposure can be useful, but manual control offers more artistic precision.
- White Balance & Color Grading: Fine-tune the color temperature and tint to achieve the desired mood. Use ‘Color Grading’ (e.g., ‘Shadows’, ‘Midtones’, ‘Highlights’, ‘Saturation’, ‘Contrast’) to give your render a distinct look. You can also import Lookup Tables (LUTs) for specific filmic styles.
- Bloom: Adds a soft glow around bright areas, simulating light scattering in a camera lens. Use subtly for realism, or more aggressively for stylized effects.
- Vignette & Lens Flares: A slight ‘Vignette’ can subtly draw the eye towards the center of the frame. ‘Lens Flares’ can add a touch of cinematic authenticity, especially when a bright light source is in view.
- Ambient Occlusion: Beyond Lumen’s global illumination, ‘Screen Space Ambient Occlusion (SSAO)’ or ‘Ray Traced Ambient Occlusion (RTAO)’ can add small, contact shadows in crevices and corners, enhancing depth.
Depth of Field for Cinematic Focus
‘Depth of Field (DOF)’ is a powerful tool to guide the viewer’s eye and create a cinematic feel. It simulates the focus of a real-world camera, blurring parts of the image that are out of focus.
- Setup: In your Post Process Volume, navigate to the ‘Depth of Field’ section. Use ‘Focal Distance’ to set where the camera is focused. Adjust ‘Focal Region’ for the area that remains sharp, and ‘Near/Far Transition’ for the blur falloff.
- Bokeh: Control the shape and intensity of the out-of-focus highlights (‘Bokeh Shape’, ‘Bokeh Size’).
- Strategic Use: Use DOF sparingly and intentionally. A subtle application can add professionalism, while overdoing it can make the scene look miniature or unrealistic.
NVIDIA DLSS and Anti-Aliasing
For crisp edges and optimal performance, especially when using **ray tracing reflections** and other high-fidelity features, anti-aliasing is crucial. NVIDIA DLSS (Deep Learning Super Sampling) is a game-changer for users with RTX graphics cards.
- DLSS: If available, enable DLSS in your project settings. It uses AI to upscale lower-resolution frames, providing significantly better performance with image quality often surpassing native resolution. This is particularly beneficial for high-resolution renders and real-time interactive experiences.
- Temporal Anti-Aliasing (TAA): For those without DLSS, TAA is Unreal Engine’s default and generally provides good results, especially for mitigating shimmering on thin lines and reflections. Adjust ‘TemporalAA.Sharpen’ in the console for more control over perceived sharpness.
- Other Options: Experiment with ‘FXAA’ or turning off anti-aliasing for very specific scenarios, but TAA or DLSS are usually preferred for general **automotive visualization workflow** rendering.
Building an Efficient Automotive Visualization Workflow
Creating **photorealistic car rendering** in Unreal Engine 5 is not just about understanding individual features; it’s about integrating them into a cohesive and efficient **automotive visualization workflow**. This involves a systematic approach from initial asset import to final render.
- Asset Import and Preparation:
- High-Fidelity Models: Start with well-optimized, clean meshes, ideally from sources like 88cars3d.com. Ensure proper scaling, UV mapping, and sensible material slot assignments.
- Data Prep: If importing CAD data, utilize Datasmith for robust import, tessellation control, and automatic material conversion.
- Material Authoring:
- Iterative Development: Develop your car paint and glass materials iteratively. Start with a basic PBR setup, then layer in advanced features like metallic flakes, clear coat effects, and imperfections.
- Material Instances: Always create ‘Material Instances’ from your master materials. This allows for quick parameter adjustments (color, roughness, flake intensity) without recompiling shaders, drastically speeding up your workflow.
- Texture Optimization: Use appropriate texture resolutions (e.g., 4K for paint, 2K for tires) and compression settings to balance quality and performance.
- Lighting and Environment Setup:
- Blocking Out: Begin with simple lighting (e.g., an HDRI and a directional light) to establish the overall mood and test reflections early on.
- Lumen Configuration: Fine-tune Lumen settings for optimal balance between realism and real-time performance.
- Refinement: Add supplementary lights for dramatic effect, ensuring they complement, rather than detract from, the natural lighting.
- Post-Processing and Camera:
- Cinematic Cameras: Use Unreal Engine’s ‘Cine Camera Actor’ for physically accurate camera controls (focal length, aperture, sensor size) that directly influence Depth of Field.
- Iterative Post-Processing: Adjust post-process settings in layers, focusing on exposure, then color grading, then cinematic effects.
- Performance Optimization:
- Profiler Tools: Utilize Unreal’s built-in profiler tools (stat gpu, stat rhi, stat unit) to identify performance bottlenecks.
- LODs and Nanite: For extremely complex meshes, leverage Nanite (if applicable) or manually create Level of Detail (LOD) meshes to maintain performance for distant objects.
- Ray Tracing Cost: Be mindful of the performance cost of **ray tracing reflections** and adjust quality settings as needed.
- Interactive Elements (Optional but Powerful):
- Blueprints: Use Unreal’s Blueprint system to create interactive elements. This could include changing car paint colors with a UI widget, opening doors, turning on lights, or swapping out wheel designs. This enhances the utility of your **Unreal Engine 5 automotive** visualization for configurators or presentations.
By adopting a structured approach, you can efficiently produce stunning renders and even interactive experiences, showcasing your **high-fidelity 3D models** in the best possible light.
Conclusion
Achieving hyperrealistic automotive renders in Unreal Engine 5 is a challenging yet incredibly rewarding endeavor. We’ve journeyed through the intricacies of building an **advanced shader setup** for car paint, from metallic flakes to clear coat imperfections. We’ve delved into crafting realistic glass materials, harnessing the power of **ray tracing reflections** and accurate refractions. Furthermore, we explored how to breathe life into your scenes with powerful lighting techniques, utilizing HDRIs and the revolutionary **Lumen global illumination** system, and finally polished everything with cinematic post-processing.
The convergence of cutting-edge rendering features in Unreal Engine 5 with meticulous attention to detail in materials and lighting provides artists and designers with unprecedented control over their visuals. The journey to **photorealistic car rendering** is iterative, demanding patience and a keen eye for subtle nuances. However, by mastering these advanced techniques and adopting an efficient **automotive visualization workflow**, you’ll be well-equipped to create visuals that blur the line between digital and reality.
Now it’s your turn to apply these principles. Experiment, push the boundaries, and bring your automotive visions to life in Unreal Engine 5. For the highest quality starting point, explore the exceptional range of **high-fidelity 3D models** available at 88cars3d.com, designed to seamlessly integrate into your advanced rendering projects. Share your creations with the community, and let the world see the incredible realism you can achieve!
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Material: Yes
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Toyota Premio 2010 3D Model
Texture: Yes
Material: Yes
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Toyota Opa 2000 3D Model
Texture: Yes
Material: Yes
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Volkswagen Polo 5 Door 2010 3D Model
Texture: Yes
Material: Yes
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Toyota Prius 2024 3D Model
Texture: Yes
Material: Yes
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Toyota Yaris 1999 3D Model
Texture: Yes
Material: Yes
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Toyota Supra 2020 3D Model
Texture: Yes
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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