The Render vs. Real-Time Dilemma: Bridging the Fidelity Gap
The allure of a hyper-realistic 3D car model, meticulously crafted with every curve, seam, and reflection, is undeniable. These masterpieces, often showcased in cinematic renders or high-end product visualizations, capture the imagination and set a benchmark for visual fidelity. However, the journey from these showroom-quality assets to a seamless experience within a real-time game engine is fraught with technical hurdles. The very details that make a model stunning in a static render can cripple performance in a dynamic, interactive environment.
For 3D artists, game developers, and automotive designers, the challenge is clear: how do we retain the breathtaking visual integrity of a high-end vehicle while adhering to the stringent performance demands of real-time rendering? This isn’t merely about stripping away polygons; it’s an intricate dance of optimization, a strategic re-engineering of the asset from the ground up. This guide delves deep into the essential techniques required to transform those multi-million polygon beasts into efficient, visually stunning game-ready assets, ensuring your virtual vehicles perform as beautifully as they look.
The Render vs. Real-Time Dilemma: Bridging the Fidelity Gap
At first glance, it might seem counterintuitive. If a 3D car model looks fantastic in a render, why can’t it just be dropped into a game engine? The fundamental difference lies in how these two paradigms operate. Offline renderers, like V-Ray, Corona, or Arnold, have the luxury of time. They calculate light paths, reflections, and refractions with immense precision, often taking minutes or even hours per frame. Game engines, on the other hand, must generate dozens or even hundreds of frames every second, all while processing user input, physics, AI, and countless other elements.
Understanding the Differences: Offline Renderers vs. Game Engines
Offline rendering excels at photorealism by performing complex computations. They simulate light physically, allowing for intricate material properties and high geometric complexity without immediate performance penalties (beyond longer render times). A common characteristic of models designed for offline rendering is an extremely high polycount, often millions of polygons, to define every minute curve and sharp edge. Materials might involve complex procedural shaders or hundreds of megabytes of high-resolution textures, designed to be viewed up close with no performance limits.
Game engines, conversely, employ clever tricks and approximations to achieve visual fidelity at speed. They rely heavily on rasterization, drawing triangles to the screen and applying lighting and materials in real time. This means that every polygon, every texture lookup, every shader instruction, contributes directly to the frame budget. The goal is to create a compelling illusion of reality, rather than a perfect simulation, all while maintaining a smooth frame rate. This often necessitates a significant reduction in geometric complexity and a streamlined approach to materials.
The Performance Bottleneck: Why High-Poly Models Fail in Real-Time
When a raw, high-polygon model intended for rendering is imported into a game engine, the results are almost always disastrous for performance. Each polygon, or more precisely, each triangle, must be processed by the GPU. A car model with several million triangles might be fine for a static shot, but imagine dozens of these cars on screen simultaneously, each requiring complex lighting and shadow calculations. This quickly overwhelms the GPU, leading to drastic frame rate drops and a stuttering, unplayable experience.
Beyond the raw polycount, other factors contribute to the bottleneck. Unoptimized UVs can lead to inefficient texture sampling. Overly complex material graphs can strain the shader compilation time and render loop. A lack of LODs (Level of Detail) means the engine renders the full detail of a car even if it’s a tiny speck in the distance. The ultimate objective of optimizing these models is to strike a delicate balance: preserving the visual integrity that makes the model attractive while ensuring it runs smoothly within the demanding constraints of real-time rendering.
The Foundation of Optimization: Intelligent Retopology and Polycount Reduction
The first and most critical step in transforming a high-end 3D car model into a game-ready asset is a process known as retopology. This involves reconstructing the mesh with a clean, efficient, and animation-friendly topology, drastically reducing its polycount while maintaining its silhouette and essential details. It’s an art form in itself, requiring an understanding of both aesthetics and technical constraints.
Strategic Polycount Optimization: Finding the Sweet Spot
There’s no single magic number for polycount; it depends heavily on the engine, the target platform (PC, console, mobile), the camera’s proximity, and the number of vehicles expected on screen. However, a high-quality main vehicle (LOD0) for a modern game might range from 80,000 to 150,000 triangles for the exterior, with additional polygons for the interior, wheels, and suspension. The key is to remove polygons that do not contribute significantly to the visual silhouette or deformation, especially in flat or smoothly curved areas.
For instance, a fender might have been modeled with hundreds of thousands of tiny triangles to achieve perfect smoothness for an offline render. In a game engine, much of that detail can be approximated or baked into a normal map, allowing for a far lower polygonal representation. The goal is a mesh that is dense enough to hold its shape from the primary viewing distances but lean enough to be processed efficiently.
Manual Retopology Techniques for Automotive Shapes
Manual retopology provides the highest quality results, especially for complex, organic shapes or hard-surface models like cars where edge flow is crucial for reflections and deformations. Tools like Blender’s Retopoflow, Maya’s Quad Draw, or TopoGun are invaluable here. The process typically involves:
- Reference Setup: Importing the high-poly model as a guide.
- Edge Flow: Carefully placing new edges to define the main contours, creases, and hard edges of the vehicle. Good edge flow is paramount for automotive models, as it dictates how light reflects off the surface.
- Polygon Distribution: Strategically distributing polygons, denser where curvature is high (e.g., wheel arches, sharp body lines) and sparser in flat areas (e.g., door panels, roof).
- Topology Quads: Prioritizing quads (four-sided polygons) over triangles where possible, as quads deform better and are easier to work with, though triangles are acceptable in flatter, non-deforming areas.
- Symmetry: Utilizing symmetry tools to work efficiently on mirrored parts of the car.
This meticulous process ensures a clean, predictable mesh that’s ready for UVs and texturing.
Automated Tools and When to Use Them
While manual retopology offers maximum control, automated tools can be useful for initial passes or less critical components. ZBrush’s ZRemesher, Blender’s QuadriFlow, or 3ds Max’s Quad Chamfer Modifier can quickly generate a lower-poly mesh. However, these tools often require significant manual cleanup, especially for hard-surface models like cars, where maintaining specific edge loops and sharp creases is vital. They are best used as a starting point, followed by extensive manual refinement to achieve production-quality results suitable for game-ready assets.
Mastering UV Unwrapping: The Canvas for Detail
Once the geometry is optimized through retopology, the next crucial step is UV unwrapping. UVs are the 2D coordinates that tell the game engine how to project a 2D texture onto your 3D model. A well-executed UV layout is as critical as good topology for achieving high-quality visuals and efficient performance in a game engine.
Why Clean UVs are Non-Negotiable for Game Assets
Clean UVs are fundamental for several reasons:
- Texture Mapping: Without proper UVs, textures will appear stretched, distorted, or incorrectly applied.
- Normal Map Baking: Accurate UVs are essential for baking high-resolution details from your detailed model onto a normal map, transferring detail seamlessly.
- PBR Texturing: Modern PBR textures rely on consistent UV density and minimal distortion to ensure materials render correctly and realistically across the model.
- Texture Atlas Efficiency: Well-packed UV islands maximize texture space, reducing the number of textures and draw calls, which significantly boosts real-time rendering performance.
Best Practices for Automotive UV Layouts
For complex assets like cars, creating an optimal UV layout requires careful planning:
- Seam Placement: Strategically place UV seams in less visible areas (e.g., along natural panel gaps, underneath the vehicle, hidden edges).
- Minimize Seams: While seams are necessary, try to minimize their number to reduce texture discontinuities and simplify workflow.
- Consistent Texel Density: Ensure that all parts of the model have a relatively uniform texel density (pixels per unit of surface area). This prevents some areas from looking blurry and others overly sharp, maintaining visual consistency. Key areas like the hood, doors, and fenders will often demand higher texel density.
- Non-Overlapping UVs: Critical for most game assets, especially when using normal maps or baked ambient occlusion. Overlapping UVs lead to incorrect lighting and texture artifacts.
- Straighten Shells: Where possible, straighten UV shells that represent flat or rectangular surfaces (e.g., windows, license plates) to make texturing easier and minimize distortion.
The goal is a UV map that is easy to texture, minimizes distortion, and efficiently utilizes the texture space. Tools within your 3D software (e.g., Blender’s UV Editor, Maya’s UV Toolkit) provide powerful features for unwrapping and packing.
Avoiding Distortions and Overlaps
Distortion in UVs occurs when the 2D representation of a 3D surface is stretched or compressed. This leads to stretched textures and incorrect lighting. Most 3D software offers tools to visualize UV distortion, allowing artists to identify and correct problem areas. Overlaps, on the other hand, occur when two or more UV islands occupy the same texture space. This is a critical issue for baking and often results in flickering textures or incorrect shadows. Always verify that your UVs are non-overlapping for game-ready assets, especially when dealing with baked texture maps.
PBR Texturing Workflow: Bringing Realism to Real-Time with Normal Maps
With a clean, optimized mesh and well-laid-out UVs, the next step is to create the materials that define the vehicle’s appearance. Physically Based Rendering (PBR) has become the industry standard for achieving realistic materials in real-time rendering, and it’s essential for any high-end car model.
Introduction to Physically Based Rendering (PBR)
PBR is a collection of rendering techniques that aim to simulate how light interacts with surfaces in a physically accurate manner. Instead of relying on arbitrary values, PBR materials use real-world physical properties like roughness, metallicness, and albedo (base color) to define their appearance. This results in consistent and predictable lighting across different environments and lighting conditions, making assets look more realistic and integrated within a game world.
Key PBR texture maps typically include:
- Albedo/Base Color: Defines the diffuse color of the surface.
- Metallic: Defines which parts of the surface are metallic (usually 0 or 1, black or white).
- Roughness: Defines how rough or smooth a surface is, affecting light scattering and reflections.
- Normal Map: Provides fine surface detail by faking high-polygon geometry through lighting information.
- Ambient Occlusion (AO): Simulates soft self-shadowing in crevices and corners.
Creating PBR Textures for Automotive Surfaces
Automotive surfaces, with their pristine paintwork, reflective metals, and various plastics, are ideal candidates for PBR. Tools like Substance Painter or Quixel Mixer are industry-leading for creating PBR textures. The workflow typically involves:
- Baking Mesh Maps: Generating essential maps like normal maps, ambient occlusion, curvature, and thickness from the high-poly model onto the low-poly mesh.
- Layered Texturing: Building up textures using layers for different materials (e.g., car paint, chrome, rubber, glass), applying masks and procedural generators to create wear, dirt, or other details.
- Material Parameters: Carefully setting metallic and roughness values to accurately represent real-world materials. For example, polished chrome will have a high metallic value and very low roughness, while matte plastic will have low metallic and higher roughness.
- Decals and Branding: Adding logos, badges, and other specific graphics as separate layers.
Using high-quality reference images and real-world material data is crucial for achieving convincing automotive finishes.
The Role of Normal Map Baking: Capturing Fine Details
This is where the magic of optimization truly shines. Normal map baking is the process of transferring the intricate surface details (like panel lines, rivets, subtle dents, or complex headlight geometry) from your original high-poly model onto the normal map of your low-poly, optimized mesh. Instead of rendering millions of polygons for these details, the normal map simply tells the lighting engine how light should react as if those details were physically present.
The baking process typically involves:
- Aligning Meshes: Ensuring the high-poly and low-poly models are perfectly aligned in space.
- Cage or Ray Distance: Defining a “cage” or a maximum ray distance to tell the baking software which details from the high-poly model should be projected onto the low-poly.
- Baking Software: Using tools like Substance Painter, Marmoset Toolbag, or your 3D software’s built-in baker to generate the normal map.
- Troubleshooting: Addressing common baking issues like skewed normals, exploded mesh artifacts, or insufficient cage size.
A well-baked normal map can make a low-poly car look incredibly detailed, bridging the visual gap between render-ready and game-ready assets without the performance hit.
Implementing Level of Detail (LODs): Scaling Performance and Fidelity
Even with excellent polycount optimization and efficient textures, a single model isn’t enough for optimal performance in dynamic game environments. This is where LODs (Level of Detail) come into play. LODs are a critical technique for managing performance in real-time rendering by swapping out more complex versions of an asset for simpler ones as the object moves further away from the camera.
The Importance of LODs for Performance
Imagine a bustling city street in a racing game. If every single car, whether it’s right in front of the player or a mile down the road, is rendered at its highest detail, the game engine would quickly grind to a halt. LODs allow the engine to dynamically select the appropriate level of detail based on the object’s screen size or distance from the viewer. This drastically reduces the computational load on both the CPU (for drawing calls) and the GPU (for vertex processing and pixel shading), freeing up resources for other critical game systems.
Implementing effective LODs ensures that players always see an appropriate level of detail without unnecessary processing, maintaining smooth frame rates even in complex scenes. For high-quality vehicle models, especially those from sources like 88cars3d.com, building a robust LOD pipeline is paramount for real-time performance.
Designing LOD Strategies for Vehicles (LOD0, LOD1, LOD2, etc.)
A typical LOD strategy for a high-end car model might involve 3-5 distinct levels:
- LOD0 (Full Detail): This is your primary, fully optimized game-ready mesh, visible when the car is close to the camera. It has the highest polycount, full interior, and detailed textures.
- LOD1 (Medium Detail): Visible at mid-range distances. The polycount is reduced by 50-75% compared to LOD0. Interior details might be simplified or removed, certain complex components might be merged, and texture resolution might be slightly reduced.
- LOD2 (Low Detail): For cars further away. Polycount could be reduced by 75-90% from LOD0. The interior is likely removed entirely, wheels might be simplified to solid cylinders, and texture maps might be combined or significantly downsized.
- LOD3+ (Impostor/Billboards): For cars very far in the distance, or even just a pixel on screen. This might be a highly simplified box-like mesh with a basic texture, or even a 2D billboard image generated from the car model.
Each LOD level should be carefully created, focusing on reducing polygons in areas that won’t be noticeable at that specific distance. For automotive models, maintaining the distinctive silhouette is always a priority, even at lower LODs.
Optimizing Meshes and Textures Across LOD Levels
Creating LODs isn’t just about automatically decimating the mesh; it’s a thoughtful process:
- Manual Simplification: For LOD1 and LOD2, manual simplification often yields better results than automatic decimation. Focus on removing edge loops from flat surfaces, simplifying geometry on less visible parts, and merging small objects.
- Texture Atlasing/Downsizing: For lower LODs, textures can be downscaled or even combined into smaller atlases to reduce memory footprint and draw calls. The use of more generic PBR textures or simplified material setups can also improve performance.
- Material Reduction: Complex PBR materials can be simplified for lower LODs. For example, separate materials for small details might be merged into a single material for an LOD1 car.
- Collision Meshes: Ensure each LOD has an appropriate collision mesh (often simpler than the visual mesh), and that the collision mesh doesn’t get too complex for physics calculations.
Many modern game engines like Unreal Engine and Unity have built-in LOD generation tools that can automate much of this process, but manual review and adjustment are always recommended for critical assets.
From Optimized Model to Game-Ready Asset: Export and Engine Integration
After meticulously optimizing the geometry, UVs, and textures, the final stage is to package and export your high-end 3D car model for seamless integration into your chosen game engine. This involves selecting the correct file formats, understanding engine-specific settings, and adding necessary game-specific elements like collision meshes.
Exporting Optimized Models: Formats and Settings
The choice of export format is crucial for maintaining data integrity and compatibility with your game engine. Common formats include:
- FBX (Filmbox): The industry standard for game asset exchange. It supports meshes, materials, UVs, normal maps, animations, and even LOD groups.
- OBJ (Object): A simpler format, primarily for mesh and UV data. Less robust than FBX but widely supported.
- GLTF/GLB (GL Transmission Format): An open standard gaining popularity for its efficiency and PBR material support.
When exporting, always ensure you select the correct settings:
- Units: Match your 3D software’s units to your engine’s units (e.g., centimeters, meters) to avoid scale issues.
- Up Axis: Confirm the correct up-axis (Y or Z) for your engine.
- Embed Media: For FBX, you can choose to embed textures or link them externally. Embedding is convenient for smaller assets, but external linking gives more control over texture management.
- Triangulation: Most engines prefer triangulated meshes, so it’s often best to export with triangulation enabled to ensure consistent interpretation.
- Tangents and Binormals: Crucial for correct normal map rendering. Ensure these are exported, or let the engine generate them on import.
A properly exported asset lays the groundwork for a smooth import process, making your optimized car a truly game-ready asset.
Engine-Specific Considerations (Unreal Engine, Unity, etc.)
Each game engine has its nuances for importing and setting up assets. Understanding these specifics can save a lot of troubleshooting time.
- Unreal Engine: Supports FBX extensively. Upon import, you can specify LODs, collision generation, material import settings, and more. Unreal’s PBR workflow is highly robust, and its Material Editor offers immense flexibility. Ensure your normal maps are imported correctly (Unreal expects DirectX format, usually).
- Unity: Also heavily relies on FBX. Unity’s import settings allow control over mesh compression, UV generation, material extraction, and LOD groups. Its PBR system is intuitive, leveraging standard metallic-roughness workflows. Normal maps require specific settings to be interpreted correctly.
- Material Setup: Regardless of the engine, you’ll need to create new materials based on your PBR textures. This involves assigning your albedo, normal, metallic, roughness, and AO maps to the correct slots in the engine’s material editor.
- Collision Meshes: Game engines use simpler collision meshes for physics calculations, separate from the visual mesh. You can either create these in your 3D software (using specific naming conventions like
UCX_AssetName_XXfor Unreal or_colliderfor Unity) or have the engine generate basic ones on import. Complex car physics often require multiple collision primitives for different parts of the vehicle.
Collision Meshes and Other Game-Specific Elements
Beyond the visual mesh, a game-ready asset requires several other components for full functionality:
- Collision Meshes: As mentioned, these are simplified meshes used by the physics engine. They must be accurate enough for gameplay (e.g., blocking movement, detecting impacts) but simple enough not to burden the CPU with complex calculations.
- Pivot Points and Origins: Ensure the car’s pivot point is correctly placed, typically at the center of the base or at the point of rotation for wheels. This is critical for accurate positioning and animation.
- Lightmap UVs: Many engines require a second set of UVs (often channel 1) specifically for baked static lighting (lightmaps). These UVs must be non-overlapping and efficiently packed to prevent lighting artifacts.
- Sockets/Attachment Points: For additional elements like headlights, taillights, spoilers, or even specific damage zones, you might need to create “sockets” or empty game objects attached to the car rig, allowing for easy attachment of other assets or effects.
By carefully addressing these export and integration steps, you ensure your meticulously optimized, high-fidelity car model transitions from an artistic masterpiece into a fully functional and high-performing asset within your game world. For a head start on acquiring high-quality source models that are prime candidates for this optimization pipeline, consider exploring the extensive collection at 88cars3d.com.
Conclusion
Transforming a high-end, render-ready 3D car model into a truly game-ready asset is a complex, multi-stage process that demands a deep understanding of both artistic principles and technical performance. It’s about more than just reducing a polycount; it’s a holistic approach encompassing intelligent retopology, meticulous UV unwrapping, the creation of sophisticated PBR textures, strategic normal map baking, and the implementation of crucial LODs (Level of Detail). Each step is vital in striking the delicate balance between visual fidelity and optimal performance in real-time rendering.
By embracing these optimization techniques, artists and developers can unlock the full potential of stunning automotive models, bringing the showroom experience directly into immersive simulations and dynamic game environments. The effort invested in this pipeline directly translates into smoother frame rates, richer visual experiences, and a more compelling overall product. For those seeking a foundational library of high-quality 3D car models to begin their optimization journey, remember that 88cars3d.com offers a diverse range of assets suitable for various levels of detail and project requirements.
Ready to put these techniques into practice and elevate your game development? Start experimenting with your existing models, or explore new possibilities by finding your next high-quality automotive asset today!
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Volkswagen Beetle 2012 3D Model
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Material: Yes
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Toyota Matrix 2005 3D Model
Texture: Yes
Material: Yes
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Toyota Yaris Sedan 3D Model
Texture: Yes
Material: Yes
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Volkswagen Golf R-004 2024 3D Model
Texture: Yes
Material: Yes
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Volkswagen Golf 5 Door 2010 3D Model
Texture: Yes
Material: Yes
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Toyota Premio 2010 3D Model
Texture: Yes
Material: Yes
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Toyota Opa 2000 3D Model
Texture: Yes
Material: Yes
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Volkswagen Polo 5 Door 2010 3D Model
Texture: Yes
Material: Yes
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Toyota Prius 2024 3D Model
Texture: Yes
Material: Yes
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Toyota Yaris 1999 3D Model
Texture: Yes
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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