The Foundation of Realism: Deconstructing PBR Car Paint Physics
The pursuit of perfection in 3D automotive rendering is an endless journey, a quest to bridge the gap between digital models and tangible reality. At the heart of this challenge lies one of the most complex and visually critical elements: car paint. More than just a color, the sophisticated interplay of layers, reflections, and subtle imperfections in automotive finishes defines the perceived quality and realism of any 3D vehicle asset. If you’ve ever struggled to make your renders truly “pop,” chances are your car paint shader is where you need to focus your efforts. This article will deconstruct the intricacies of advanced PBR materials, guiding you through the techniques required to achieve unparalleled photo-realism for your high-end 3D automotive assets.
Traditional rendering methods often fall short, struggling to capture the nuanced depth and reflectivity that makes real car paint so captivating. Fortunately, Physically Based Rendering (PBR) offers a robust framework for simulating light interactions accurately. But even with PBR, creating a truly convincing automotive paint shader requires a deep understanding of its layered composition and advanced material properties. We’ll delve into the science and art behind recreating every minute detail, from the dazzling metallic flake effect to the flawless clear coat realism, ensuring your 3D cars look indistinguishable from their real-world counterparts.
The Foundation of Realism: Deconstructing PBR Car Paint Physics
At its core, Physically Based Rendering (PBR) aims to simulate how light interacts with surfaces in a physically plausible way. For car paint, this means adhering to principles like energy conservation and using real-world measured values. Unlike simpler materials, car paint is a complex, multi-layered structure, each layer contributing to the final visual outcome. Understanding these layers is the first step towards building a truly convincing automotive paint shader.
Understanding the Layered Structure of Car Paint
Real car paint is not a single, monolithic material. It’s an intricate sandwich of distinct layers, each serving a specific purpose:
- Primer Coat: Applied directly to the metal body, this layer provides a smooth, uniform surface for subsequent layers and protects against corrosion. While not always explicitly modeled with complex PBR maps, its underlying smoothness influences subsequent layers.
- Base Coat: This is the color layer. It contains the primary pigment and, crucially for modern finishes, often incorporates metallic flake effect pigments or pearlescent particles that give the paint its sparkle and color shift properties. This layer is usually quite diffuse but can have a subtle specular component from the flakes.
- Clear Coat: A transparent, highly reflective, and durable layer applied over the base coat. This is arguably the most critical layer for achieving clear coat realism, as it provides the deep reflections and wet look characteristic of high-quality automotive finishes. It acts as a dielectric (non-metallic) material with a specific Index of Refraction (IOR).
- Top Coat (Optional): Sometimes, an additional ceramic or protective top coat is applied over the clear coat, enhancing durability and adding another subtle layer of reflectivity. For most 3D applications, this is often integrated into the clear coat properties.
PBR Maps and Their Role in Car Paint
Each of these layers, particularly the base coat and clear coat, utilizes various PBR texture maps to define its properties:
- Albedo/Base Color: Defines the primary color of the base coat. For metallic paints, this color should be desaturated as the metallic flakes handle much of the specular reflection.
- Metallic: A grayscale map indicating which parts of the material are metallic (white) and which are dielectric (black). For car paint, the base coat might have areas that are metallic (flakes) while the clear coat is entirely dielectric (black).
- Roughness/Glossiness: Controls the micro-surface detail and how sharp or blurry reflections appear. Low roughness values (high gloss) characterize pristine clear coats, while higher values simulate dirt, wear, or the subtle orange peel effect.
- Normal/Bump Map: Adds fine surface detail without increasing polygon count. Essential for simulating imperfections, micro-scratches, and the subtle texture of an orange peel finish.
- IOR (Index of Refraction): Crucial for the clear coat, defining how much light bends as it passes through the surface and influencing its reflectivity at grazing angles.
By accurately simulating these layers and their respective PBR materials, we lay the groundwork for a truly convincing and visually stunning automotive paint shader.
Mastering the Clear Coat: The Key to Automotive Luster
The clear coat is undeniably the most critical component in achieving true clear coat realism. It’s the transparent layer that gives car paint its characteristic depth, gloss, and the crisp reflections that define a premium finish. Replicating this layer requires careful attention to its optical properties and subtle imperfections.
Simulating Clear Coat Properties
The clear coat functions as a dielectric material, meaning it primarily reflects light specularly and allows some light to pass through. Key properties to control include:
- IOR (Index of Refraction): For clear coat, a typical IOR value ranges from 1.4 to 1.55. This value dictates the strength of reflections, especially at grazing angles. A higher IOR will result in more pronounced reflections.
- Roughness: A perfectly smooth clear coat would appear like a mirror. However, real-world clear coats, even pristine ones, have microscopic imperfections. Varying the roughness map can simulate these subtleties, from a showroom shine (very low roughness) to subtle dust and wear (slightly higher roughness in areas).
- Absorption/Attenuation: While often overlooked, a very thick clear coat can subtly absorb or tint light. Most real-time and offline renderers allow for absorption color and distance to simulate this, though for typical car paint, this effect is often negligible unless the clear coat is exceptionally thick or colored.
Achieving the Orange Peel Effect
One of the most challenging yet crucial details for clear coat realism is the “orange peel” effect. This refers to the subtle, textured surface that resembles the skin of an orange, a result of the paint drying process. It’s an imperfection that, when omitted, can make a perfectly smooth render look artificial.
- Normal Maps: The most common method for simulating orange peel. A finely tiled noise texture or a generated normal map applied to the clear coat can convincingly mimic this effect without adding geometry. Ensure the normal map has a subtle intensity; too strong, and it will look like a rough texture rather than a subtle imperfection.
- Displacement Maps: For truly high-end, close-up renders, a subtle displacement map can offer superior results. This technique physically displaces the surface geometry, creating actual micro-undulations. This is more computationally expensive but yields the most accurate light interaction. When using node-based shaders, you can often blend a low-frequency noise texture with a subtle normal map for a composite effect.
The key to a believable orange peel is subtlety. It should be barely noticeable from a distance but become apparent when examining the surface up close, breaking up perfect reflections just enough to add organic realism.
The Sparkle and Depth: Crafting Metallic and Pearlescent Flakes
Beyond the clear coat, the heart of many modern car paints lies in their special effects: the mesmerizing metallic flake effect or the subtle color shift of pearlescent pigments. These elements add significant depth and visual interest, making the paint feel alive as light plays across its surface.
Understanding Metallic Flake Physics
Metallic flakes are tiny, highly reflective particles (usually aluminum or mica) suspended within the base coat. Their effect stems from their orientation: as the viewing angle or light source changes, different flakes catch the light, creating a shimmering, dynamic sparkle. The size, density, and reflectivity of these flakes all contribute to the final look.
Techniques for Creating Realistic Metallic Flakes
Achieving a convincing metallic flake effect requires a combination of texture work and shader wizardry:
- Procedural Noise Patterns: Many node-based shaders in renderers like V-Ray, Octane, Redshift, or even Blender’s Cycles/Eevee, offer advanced noise nodes. A fine-grained noise pattern, often with a high contrast, can be used to drive the roughness or even the specular color of the base coat. Masking this noise and manipulating its scale and distortion can simulate individual flakes.
- Dedicated Flake Shaders: Some advanced renderers and game engines (like Unreal Engine 5 materials) provide specialized flake shaders or material functions. These are optimized to simulate countless micro-facets, often with controls for flake size, density, color, and even an “anisotropy” that mimics the directional reflection of elongated flakes.
- Texture Maps: Custom texture maps (often generated from noise or specialized tools) can be used to control the distribution and reflectivity of flakes. These maps would typically influence the metallic or roughness input of the base coat layer.
- Micro-Normal Maps: A highly detailed normal map, derived from a flake pattern, can create the illusion of individual flakes reflecting light at different angles. This is often layered on top of the base coat’s normal information.
Pearlescent and Color-Shift Effects
Pearlescent paints take the flake concept further, using mica or ceramic particles that refract and interfere with light, causing a color shift depending on the viewing angle. To simulate this:
- Fresnel-Driven Color Blends: Use a Fresnel node (or similar falloff) to blend between two or more base colors. As the surface normals face the camera more directly, one color dominates, while at grazing angles, another color becomes more apparent.
- Layered Materials: Some node-based shaders allow for layering materials with different IORs and absorption properties, mimicking the interference effect of pearlescent pigments.
The key to both metallic and pearlescent effects is balancing their intensity. Too strong, and the paint looks artificial; too weak, and it loses its impact. Experimentation with flake density, size, and the strength of the normal or roughness variations is crucial.
Building Advanced Automotive Paint Shaders with Node-Based Systems
The real power of PBR materials for automotive finishes comes alive in node-based shaders. These visual programming environments allow artists to layer and combine complex material properties, mimicking the real-world composition of car paint. This section focuses on the practical construction of these multi-layered shaders.
Layering PBR Materials for Car Paint
A typical advanced automotive paint shader in a node-based system will involve blending at least two distinct PBR material definitions:
- Base Coat Material: This forms the foundational color. Its PBR properties will include the primary color (Albedo), a subtle metallic value if it contains flakes (or driven by a flake texture), and a roughness value representing the underlying paint before the clear coat.
- Clear Coat Material: This is a transparent dielectric (non-metallic) material. Its primary properties are its high reflectivity driven by IOR (e.g., 1.45-1.5) and its roughness. This clear coat material is typically blended over the base coat using a “Mix Shader” or “Layered Material” node.
The blending often works by allowing the clear coat to handle the primary specular reflections, while the base coat contributes its color and any embedded flake reflections that penetrate through the clear coat.
Integrating Metallic Flakes into the Node Graph
To integrate the metallic flake effect, you’ll typically modify the base coat material or create a separate flake layer:
- Modifying Base Coat Roughness/Metallic: Use a procedural noise texture (like Voronoi or Perlin noise, often very fine-scaled) to drive the roughness or metallic input of the base coat. The brighter parts of the noise would represent the flakes, becoming more metallic or less rough.
- Flake Normal Map: Apply a subtle normal map derived from a noise pattern to the base coat. This map should be scaled very finely to represent individual flakes. When this base coat with its normal map is layered under the clear coat, the clear coat’s reflections will subtly interact with these micro-normals, creating the sparkle.
- Anisotropy: For truly advanced flake effects, especially with metallic paints that have a directional “grain,” an anisotropic clear coat or flake layer can be used. This makes reflections stretch in a particular direction, mimicking elongated flakes.
Implementing Orange Peel and Micro-Surface Details
The subtle imperfections are often added to the clear coat layer:
- Orange Peel Normal Map: A very subtle normal map, often a fractal noise pattern, is fed into the clear coat’s normal input. Ensure its intensity is low enough to be realistic.
- Roughness Variations: Introduce another noise map or a subtle grunge texture to subtly vary the clear coat’s roughness. This can simulate micro-scratches, dust, or subtle wear, further enhancing clear coat realism. These variations should be small, usually less than 0.1 in range, to avoid making the paint look dirty unless intended.
When working with node-based shaders, remember that the order of operations and the blending modes of your layers are crucial. Experimentation and reference images are your best friends in fine-tuning these complex automotive paint shaders. High-quality vehicle models from resources like 88cars3d.com can be excellent canvases for practicing these advanced shading techniques.
Streamlined Workflow: Substance Painter and PBR Car Paint Texturing
While node-based shaders define the material properties, tools like Substance Painter excel at creating the intricate textures that bring these shaders to life. A robust workflow in Substance Painter can streamline the process of texturing high-end automotive assets, ensuring consistency and quality.
Leveraging Substance Painter for Car Paint
Substance Painter is an industry standard for PBR texturing due to its non-destructive workflow and powerful procedural capabilities. When tackling Substance Painter car paint, the goal is to generate the various PBR maps (Albedo, Roughness, Metallic, Normal, Height) that will be fed into your chosen renderer’s node-based shaders.
Creating a Car Paint Smart Material in Substance Painter
A smart material is the perfect way to encapsulate the complexity of car paint:
- Base Layer (Primer/Metal): Start with a base layer representing the underlying material (e.g., a dark grey metallic for primer, or a pure metallic if exposing bare metal). This layer will have its own Albedo, Metallic, and Roughness.
- Base Coat Layer (Color + Flakes):
- Add a fill layer for your primary paint color (Albedo).
- For the metallic flake effect, you can use a fill layer with a highly contrasting noise map (e.g., "BnW Spots" or "Cells") driving its metallic and roughness channels. Scale this noise very small.
- Alternatively, use a specialized “Car Paint Flakes” material or filter if available in your Substance Painter version or from external libraries.
- A subtle normal map (e.g., "Perlin Noise" at a fine scale) can also be added here to give the flakes a slight bump.
- Clear Coat Layer:
- This is often a transparent layer above the base coat. While Substance Painter’s layer stack isn’t a direct shader stack, you can simulate its effects.
- The key here is to control the roughness and normal maps. Add a fill layer that mostly influences the roughness (making it very low for gloss) and potentially a subtle normal map for the orange peel effect.
- You can also add subtle grunge maps as masks to slightly increase roughness in specific areas (dust, fingerprints).
- Imperfections Layer (Optional): Add layers with generators and grunge maps to simulate dirt, dust, water spots, or subtle scratches. These layers will primarily affect the roughness and potentially normal maps.
Exporting Textures for Various Renderers
Once your Substance Painter car paint material is complete, you’ll need to export the generated PBR maps. Substance Painter provides presets for various workflows (e.g., Metallic-Roughness, Specular-Glossiness) and specific renderers (V-Ray, Unreal Engine, Unity, Arnold, Redshift). Ensure you select the correct export preset to match the input requirements of your target renderer or game engine. This typically includes:
- Base Color / Albedo Map
- Metallic Map
- Roughness Map
- Normal Map (OpenGL or DirectX depending on your renderer)
- Height / Displacement Map (if used for orange peel or other details)
- Ambient Occlusion Map (for subtle shading details, though less critical for paint itself)
A well-organized Substance Painter project will allow you to quickly iterate on designs and export highly optimized PBR materials that seamlessly integrate with advanced node-based shaders in your preferred 3D software.
Real-Time Performance: Optimizing PBR Car Paint for Game Engines
Bringing highly realistic automotive paint shaders into a real-time environment like a game engine presents a unique set of challenges. Balancing visual fidelity with performance is paramount, especially for high-detail assets commonly found on platforms like 88cars3d.com. Here, optimization strategies are key to achieving stunning real-time automotive rendering without crippling frame rates.
Challenges of Real-Time Car Paint
Game engines must render millions of polygons and complex shaders many times per second. Highly layered PBR materials, with multiple clear coat reflections, complex metallic flakes, and detailed normal maps, can quickly become performance bottlenecks. The main culprits are:
- Overdraw: Layers of transparent clear coat can lead to excessive pixel writes.
- Complex Calculations: Intricate flake shaders and multiple Fresnel effects increase shader instruction count.
- Texture Memory: High-resolution PBR maps consume significant VRAM.
Optimizing for Unreal Engine 5 Materials
Unreal Engine 5 (UE5) offers powerful tools and material graph features that are well-suited for advanced car paint, but careful optimization is required:
- Clear Coat Material Function: UE5 has a dedicated “Clear Coat” input on its standard material. This is highly optimized and designed specifically for surfaces like car paint. Instead of building a complex custom clear coat layer, leverage this input, feeding it appropriate roughness and normal maps.
- Flake Shader Optimization:
- Procedural Flakes: Rather than large texture maps for flakes, use procedural noise functions within the material graph. These functions can be highly optimized and offer more flexibility.
- Vertex Normal-Based Flakes: You can use the vertex normal vector in combination with camera and light vectors to drive flake visibility and color, simulating directional reflection.
- Optimized Flake Texture: If using a texture for flakes, ensure it’s small, tiling, and efficient. Use texture compression wisely.
- Clamped Values: Ensure all material input values (roughness, metallic) are clamped to realistic ranges to prevent unexpected calculations.
- Level of Detail (LOD) for Materials: For vehicles, implement material LODs. At a distance, use a simpler car paint shader (e.g., without detailed orange peel or less complex flakes). As the camera gets closer, transition to the full-fidelity automotive paint shader.
- Instanced Materials: Use material instances extensively. This allows you to create many variations of car paint (different colors, flake densities) from a single master material, significantly reducing shader compilation time and memory usage.
- Reduce Overdraw: While the Clear Coat input is optimized, avoid additional layers of transparency where possible. For elements like dirt or decals, try to blend them into the existing PBR maps rather than using separate translucent layers.
General Real-Time Optimization Strategies
- Texture Resolution: Use appropriate texture resolutions. A 4K texture might be necessary for the main body, but smaller maps can be used for less prominent areas or for tiling flake textures.
- Normal Map Compression: Utilize efficient normal map compression methods (e.g., BC5) to save VRAM.
- Shader Complexity Viewmode: Regularly check your shader complexity viewmode in the engine to identify and optimize expensive areas of your material.
- Static Lighting vs. Dynamic: Understand the performance implications of dynamic lighting and reflections. While dynamic reflections are key for real-time automotive rendering, ensure your environment’s reflection captures and probes are optimized.
By carefully balancing visual ambition with technical constraints, you can achieve breathtaking real-time automotive rendering that showcases the full potential of your advanced PBR materials.
Beyond the Perfect Finish: Imperfections and Detailing
While striving for a flawless finish is important, the human eye is also incredibly adept at spotting artificial perfection. The subtle inclusion of imperfections is what truly elevates a 3D automotive asset from looking “CG” to utterly believable. These details add history, context, and a sense of realism that a perfectly clean surface cannot convey.
Adding Subtle Imperfections
The goal is not to make the car look dirty, but to introduce micro-details that indicate its real-world existence. These can include:
- Dust and Grime: Even a clean car collects a fine layer of dust. Use subtle, non-tiling grunge maps or procedural noise to slightly increase roughness and darken the albedo in crevices, panel lines, and horizontal surfaces where dust would settle.
- Fingerprints and Smudges: These are common on door handles, mirrors, and window edges. Create a transparent layer with a high roughness value and a slight normal map to simulate the oily residue. Mask it with custom fingerprint textures.
- Micro-Scratches and Swirl Marks: These are especially visible on dark, glossy surfaces under specific lighting. Use fine normal maps and subtle roughness variations (often in circular or directional patterns) to mimic these marks. They should only be visible at certain angles, reflecting light.
- Water Spots and Rain Streaks: If the car is meant to be outdoors, subtle water spots (small, circular roughness variations) or faint streaks along vertical surfaces can add significant realism.
Techniques for Integration
Integrating these imperfections requires a careful approach to your PBR materials and node-based shaders:
- Roughness Channel is Key: Most imperfections primarily affect the roughness map. A fingerprint or a patch of dust will locally increase the roughness, scattering reflections and making the surface appear duller in that area.
- Layered Normal Maps: Blend multiple normal maps. Your base orange peel normal map can be combined with a micro-scratch normal map and potentially a subtle dust normal map using an “add” or “overlay” blend node.
- Masking with Ambient Occlusion/Curvature: Use baked ambient occlusion (AO) and curvature maps to naturally mask where dirt collects (in cavities) or wear occurs (on edges). This makes the imperfections appear organic and physically plausible.
- Vertex Painting: For custom wear patterns or specific dirt accumulation, use vertex colors in your 3D software. These can then be used as masks within your node-based shaders to control the blend of clean and dirty material layers.
The trick with imperfections is to make them subtle and believable, never distracting. They should enhance the perception of reality without making the asset look neglected, unless that’s the intended aesthetic. By mastering these techniques, you move beyond mere digital replication to creating genuinely lifelike automotive assets.
Conclusion: The Art and Science of Photorealistic Automotive Paint
Achieving truly photorealistic 3D automotive assets is a testament to both technical skill and artistic vision. As we’ve explored, the journey starts with a deep understanding of PBR materials and the intricate layered physics of real-world car paint. From deconstructing the base coat and its mesmerizing metallic flake effect to meticulously crafting clear coat realism, every detail plays a crucial role.
The power of node-based shaders provides the flexibility to build these complex materials, while tools like Substance Painter car paint workflows streamline the creation of high-fidelity textures. And for those venturing into interactive experiences, optimizing Unreal Engine 5 materials for real-time automotive rendering ensures stunning visuals without compromising performance. Finally, adding subtle, believable imperfections breathes life into your models, pushing them past perfection into the realm of authentic realism.
Mastering these advanced techniques requires practice, keen observation, and a willingness to experiment. The results, however, are profoundly rewarding: 3D automotive assets that are virtually indistinguishable from their physical counterparts. Whether you’re working on high-end visualizations, cutting-edge games, or immersive simulations, the knowledge shared here will undoubtedly elevate your work.
Ready to apply these advanced shading techniques to your next project? Explore the extensive library of high-quality 3D automotive models available at 88cars3d.com. Our assets provide the perfect canvas for you to experiment with and showcase your newly honed skills in creating the ultimate photorealistic car paint shaders. Dive in, experiment, and transform your 3D automotive visions into stunning realities!
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Subaru Legacy Touring Wagon 3D Model
Texture: Yes
Material: Yes
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Toyota Mark II (X100) 1998 3D Model
Texture: Yes
Material: Yes
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Toyota Corona 1985 3D Model
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Material: Yes
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Toyota Mark II X81 1990 3D Model
Texture: Yes
Material: Yes
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Toyota iQ EV 2012 3D Model
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Toyota Aygo 2013 3D Model
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Toyota Crown S180 2005 3D Model
Texture: Yes
Material: Yes
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Toyota Celica 2004 3D Model
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Toyota Corolla AE100 1992 3D Model
Texture: Yes
Material: Yes
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Toyota Mark II X110 2000 3D Model
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Toyota Corolla 2020 3D Model
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Toyota Yaris 2020 3D Model
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Volkswagen Beetle 2012 3D Model
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Toyota Matrix 2005 3D Model
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Toyota Yaris Sedan 3D Model
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Volkswagen Golf R-004 2024 3D Model
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Volkswagen Golf 5 Door 2010 3D Model
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Toyota Premio 2010 3D Model
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Toyota Opa 2000 3D Model
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Volkswagen Polo 5 Door 2010 3D Model
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Toyota Prius 2024 3D Model
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Toyota Yaris 1999 3D Model
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Toyota Supra 2020 3D Model
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Volkswagen New Beetle 2000 3D Model
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Volkswagen Jetta 2005 3D Model
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Volkswagen Golf 3-Door 3D Model
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Volvo V70 2005 3D Model
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Volkswagen Bora 2004 3D Model
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Volkswagen Lupo 3D Model
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Volkswagen Passat B5 2000 3D Model
Texture: Yes
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Volkswagen Passat CC 3D Model
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Volkswagen Golf V 2006 3D Model
Texture: Yes
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Volvo S60 R-Design 2024 3D Model
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Volkswagen Passat 2025 3D Model
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Volkswagen Passat Variant B6 2005 3D Model
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
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Volkswagen Polo 3D Model
Texture: 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
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Volvo VCC-003 3D Model
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Mercedes-Benz SLR McLaren 2005 3D Model
Texture: Yes
Material: Yes
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GAZ 3110 Pickup 2000 3D Model
Texture: Yes
Material: Yes
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Mazda 626 GF 1997 3D Model
Texture: Yes
Material: Yes
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Volvo S80 2011 3D Model
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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
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Mazda CX-7 3D Model
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Mazda Familia 3D Model
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GAS 21 3D Model
Texture: Yes
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Mercedes-Benz SL500 AMG (R129) 3D Model
Texture: Yes
Material: Yes
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Mercedes-Benz S-Class W221 2005 3D Model
Texture: Yes
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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
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Mercedes-Benz C230 SportCoupé 2005 3D Model
Texture: Yes
Material: Yes
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Mercedes-Benz SLK 3D Model
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Mercedes 600 SEC W140 1992 3D Model
Texture: Yes
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Mercedes S-Class 2010 3D Model
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McLaren MP4-12C-001 3D Model
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Mercedes-Benz SLK 350 2005 3D Model
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Mercedes-Benz SL 65 AMG 3D Model
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Mercedes-Benz S500 3D Model
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Mercedes-Benz S55 W220 AMG 1999 3D Model
Texture: Yes
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