The Imperative of Optimization: Why High-Fidelity Models Can’t Just “Drop In”
The allure of a gleaming supercar, perfectly rendered with every intricate detail, is undeniable. For decades, achieving this level of photorealism was the exclusive domain of offline render farms, where hours or even days were spent crunching pixels for a single frame. Today, however, the landscape has dramatically shifted. With the advent of game engines like Unreal Engine 5, the demand for cinematic-quality visuals in real-time applications—from interactive configurators and virtual production to next-generation games—has skyrocketed. The challenge? Taking those exquisitely detailed, often multi-million polygon, studio-ready automotive models and transforming them into assets that run smoothly and beautifully in a real-time environment.
This isn’t merely a matter of importing a high-poly car model directly into Unreal Engine 5 and hoping for the best. Without strategic optimization, even the most powerful hardware will buckle under the strain, resulting in abysmal frame rates and a frustrating user experience. The goal is to strike a delicate balance: preserving the stunning visual fidelity that automotive enthusiasts expect, while ensuring exceptional real-time rendering performance. This comprehensive guide will walk you through the essential techniques and Unreal Engine 5-specific features to achieve exactly that, turning your high-end automotive visions into interactive realities.
The Imperative of Optimization: Why High-Fidelity Models Can’t Just “Drop In”
Imagine a digital automotive masterpiece, meticulously crafted with millions of polygons, each capturing the subtle curves, sharp edges, and intricate components of a modern vehicle. In a traditional offline rendering pipeline, this level of geometric detail is not only acceptable but often desired, as renderers can take their time to calculate lighting and shading for every single polygon. However, real-time engines operate under a fundamentally different constraint: they must render a complete frame, often 60 times per second or more, to provide a fluid, interactive experience. This means every millisecond counts, and excessive geometry or unoptimized textures can quickly bring even the most robust system to its knees.
When you attempt to directly import a studio-grade `high-poly car model` into Unreal Engine 5 without optimization, you immediately encounter several performance bottlenecks. The graphics card must process an overwhelming number of triangles, leading to high draw calls and a significant hit on the GPU. Memory usage skyrockets, potentially causing crashes or stuttering, and CPU overhead increases as it struggles to manage vast amounts of data. This impacts every aspect of `real-time rendering performance`, making the application slow, unresponsive, and ultimately unusable for its intended purpose. Effective `Unreal Engine 5 automotive optimization` isn’t just about making things look good; it’s about making them work.
Mastering Geometry Management: Leveraging LODs and Retopology
The core of real-time optimization begins with intelligent geometry management. Since an engine can’t render every single polygon of a high-detail model at all times, we employ techniques to simplify the geometry dynamically or permanently. This is where `Level of Detail (LOD)` and `retopology for game engines` become invaluable tools in your arsenal.
Strategic Level of Detail (LOD) Implementation
`Level of Detail (LOD)` is a fundamental optimization technique where different versions of a mesh exist, each with varying levels of geometric complexity. The engine dynamically switches between these versions based on the camera’s distance from the object. When the car is close to the viewer, the highest detail (LOD0) is displayed. As it moves further away, progressively lower detail versions (LOD1, LOD2, etc.) are swapped in, significantly reducing the polygon count the GPU needs to process without a noticeable loss in visual quality from a distance.
- LOD0 (Highest Detail): This is your primary mesh, often the target of your `retopology for game engines` efforts, but still relatively high-poly compared to further LODs. It’s visible when the car is close to the camera.
- LOD1, LOD2, etc. (Decreasing Detail): These versions have progressively fewer polygons. Details like intricate panel gaps, tiny bolts, or interior components that wouldn’t be visible from a distance are simplified or removed entirely.
- LOD Setup in Unreal Engine 5: Unreal Engine provides robust tools for managing LODs. You can import multiple meshes as LODs or generate them automatically within the engine (though manual creation often yields better results for complex models like cars). Key settings include screen size thresholds, which dictate when each LOD is swapped in.
For `Unreal Engine 5 automotive optimization`, careful planning of LODs is crucial. You might have distinct LODs for the entire vehicle, but also for individual components like wheels, calipers, or even interior elements, which may be hidden or simplified when the doors are closed or the camera is outside the vehicle.
Efficient Retopology for Game Engines
`Retopology for game engines` is the process of creating a new, optimized mesh that sits on top of your original `high-poly car model`. The goal is to create a clean, quad-dominant mesh with an efficient edge flow that accurately represents the silhouette and crucial details of the high-poly model, but with a significantly reduced polygon count. This new low-poly mesh is ideal for real-time rendering, as it’s easier for the GPU to process and more efficient for UV mapping and animation.
- Understanding Target Polygon Counts: There’s no single magic number, but a typical performance-optimized vehicle for a modern game might range from 80,000 to 300,000 triangles for its highest LOD (LOD0), depending on its importance and detail. Individual components like wheels might be 15,000-30,000 triangles each. Compare this to offline models which can easily exceed several million polygons.
- Manual Retopology: This is often the preferred method for critical assets like hero vehicles. Tools like Blender, Maya, or Topogun allow artists to meticulously draw new polygons over the high-poly surface, ensuring perfect edge flow, clean topology for deformation (e.g., suspension, steering), and optimal polygon distribution. Emphasis is placed on maintaining sharp creases and curves with minimal geometry.
- Automated Retopology Tools: ZRemesher in ZBrush or QuadRemesher in Blender offer quick solutions, but they often require manual cleanup afterward, especially for hard-surface models like cars where precise edge loops are vital for normal map projection and crisp reflections.
- Topology Considerations: Focus on maintaining clean quad topology. Avoid N-gons and excessive triangles (though triangles are the native format for GPUs, a clean quad base simplifies many operations). Ensure edge loops follow the contours of the car, especially around panel gaps and vents, to facilitate accurate normal map baking and material assignment.
By investing time in quality `retopology for game engines`, you lay the groundwork for optimal `real-time rendering performance` and a much smoother workflow down the line. If you’re looking for incredibly detailed `high-poly car model` assets ready to be optimized, 88cars3d.com offers a vast selection.
Texture Baking: Transforming Detail into Performance
Once you have your optimized low-poly mesh, the next crucial step in `Unreal Engine 5 automotive optimization` is to transfer the fine details from your original `high-poly car model` onto textures. This process, known as `texture baking workflow`, allows you to simulate millions of polygons worth of detail using only a few texture maps, dramatically improving `real-time rendering performance` without sacrificing visual fidelity.
The Core Principles of Texture Baking
Texture baking involves projecting surface information from a high-resolution mesh onto the UV layout of a lower-resolution mesh. Instead of rendering actual geometric bumps and grooves, the engine reads these details from a texture map (most commonly a Normal Map) and simulates them through lighting calculations. This is an incredibly efficient way to add micro-detail, panel gaps, rivets, and surface imperfections that would be geometrically too expensive to include in a real-time model.
A Practical Texture Baking Workflow
The `texture baking workflow` typically involves several steps, usually performed in dedicated texture authoring software:
- High-Poly Source Model Preparation:
- Ensure your original high-poly model is clean and watertight.
- Separate logically grouped parts (e.g., body, interior, wheels, individual trim pieces) if they will have unique materials or require specific baking setups.
- Assign distinct material IDs or color IDs to different parts of the high-poly model if you plan to bake an ID map for easy material selection in your texture software.
- Low-Poly Target Mesh Preparation (UV Unwrapping):
- Your retopologized low-poly mesh needs a clean, non-overlapping UV layout. This is paramount for successful baking.
- Maximize UV space efficiently. Prioritize larger or more visible parts of the car (body panels, hood, roof) with more texture resolution.
- Ensure consistent texel density across the model for a uniform look. Avoid stretching or distorting UVs.
- Create separate UV sets if necessary (e.g., one for main body, another for interior, another for glass, etc.) to manage resolution and material assignments effectively in Unreal.
- Baking Process (Tools like Substance Painter, Marmoset Toolbag, Blender):
- Load both your high-poly and low-poly models into your baking software.
- Set up the baking cages (or ray distance) to ensure accurate projection from the high-poly to the low-poly, avoiding missed details or projection errors.
- Bake essential maps for PBR (Physically Based Rendering):
- Normal Map: The most critical map, simulating surface curvature and detail.
- Ambient Occlusion (AO) Map: Captures indirect shadowing where surfaces are close together.
- Curvature Map: Identifies convex and concave areas, useful for wear and tear effects.
- Thickness Map: Useful for subsurface scattering or glass effects.
- ID Map / Material ID Map: If used, this map assigns unique colors to different material zones, simplifying material separation in texturing.
- PBR Texture Creation and Optimization:
- Using the baked maps as a foundation, create your PBR textures: Base Color (Albedo), Metallic, Roughness, and optionally Height/Displacement (though typically not used for main car body in real-time for performance reasons).
- Optimize texture resolution. Use 2K or 4K maps for large, prominent parts (body), and smaller resolutions (1K or 512px) for less visible or repeated elements.
- Pack textures efficiently (e.g., combining Roughness, Metallic, and AO into different channels of a single texture, common in Unreal Engine 5).
- Compress textures appropriately (e.g., BC1/DXT1 for diffuse, BC5/DXT5 for normal maps in Unreal) to save memory.
This meticulous `texture baking workflow` ensures that your automotive model, despite having a lower polygon count, retains all the intricate surface details of its high-poly counterpart, delivering stunning visuals with efficient `real-time rendering performance`.
Unleashing Unreal Engine 5’s Power: Nanite and Lumen
Unreal Engine 5 introduces revolutionary technologies that fundamentally change how we approach `Unreal Engine 5 automotive optimization`, particularly concerning geometry and lighting. Nanite and Lumen are game-changers, enabling unprecedented levels of detail and realism that were previously unthinkable in real-time.
Nanite for Complex Geometry
Nanite is Unreal Engine 5’s virtualized micropolygon geometry system, designed to handle incredibly dense meshes with an unprecedented number of triangles. For `high-poly car model` assets, Nanite is a paradigm shift. Instead of relying heavily on manual LOD creation and strict polygon budgets, Nanite allows artists to import cinematic-quality source meshes, often millions of polygons, directly into the engine.
The brilliance of `Nanite for complex geometry` lies in how it streams and processes geometry. It doesn’t render every single triangle; instead, it intelligently culls and streams only the necessary micropolygons for what’s visible on screen, at the pixel level. This means that a `high-poly car model` can maintain its full fidelity even up close, without the need for traditional manual LODs for the main body panels.
- Benefits for Automotive:
- Unprecedented Detail: Import CAD data or scanned models with intricate details like panel gaps, bolts, and emblems directly.
- Simplified Workflow: Significantly reduces the need for extensive manual retopology for static mesh components, saving countless hours.
- Scalability: Performance scales primarily with screen space resolution, not polygon count, making it highly efficient.
- Reduced Draw Calls: Nanite meshes are rendered with a single draw call, further boosting `real-time rendering performance`.
- Current Limitations:
- Deformable Meshes: Nanite currently does not support meshes that deform (e.g., characters, suspension compression). For these, traditional optimization (LODs, retopology) is still necessary.
- Translucency: Transparent materials (like glass) are not yet directly supported by Nanite and require a separate non-Nanite mesh or specific material setups.
- World Position Offset: Materials using WPO for animation might have issues.
Despite its current limitations, `Nanite for complex geometry` is a revolutionary tool for `Unreal Engine 5 automotive optimization`, especially for static components of the car body, allowing for an incredibly detailed `high-poly car model` representation directly in the engine.
Lumen for Next-Gen Global Illumination
Lumen is Unreal Engine 5’s fully dynamic global illumination and reflections system, providing incredibly realistic lighting that reacts in real-time to changes in environment and light sources. For automotive visualization, Lumen is transformative, elevating the realism of vehicle renders to a new level.
Lumen accurately simulates how light bounces off surfaces, creating soft indirect lighting, realistic color bleeding, and stunning reflections. This is particularly important for metallic and reflective surfaces common on cars, where subtle reflections and environmental lighting play a huge role in visual quality. Gone are the days of baking static lightmaps that restrict dynamic changes or require complex probes.
- Impact on Automotive Visualization:
- Realistic Reflections: Surfaces on the car, especially the paint, chrome, and glass, will accurately reflect their surroundings with global illumination fidelity.
- Dynamic Lighting: Change the time of day, move light sources, or open car doors, and Lumen will instantly update the lighting and reflections.
- Accurate Ambient Occlusion: Lumen provides high-quality ambient occlusion, enhancing the sense of depth and realism.
- Performance Considerations:
- While Lumen is highly optimized, it is still a demanding system. Optimizing your scene’s geometry (including using Nanite where appropriate) and material complexity is still crucial to maintain good `real-time rendering performance`.
- Adjust Lumen’s quality settings based on your target platform and performance goals.
Combining Nanite’s geometric prowess with Lumen’s dynamic lighting capabilities allows you to achieve stunningly photorealistic automotive experiences in Unreal Engine 5, blurring the lines between offline renders and real-time interaction.
Streamlining the Integration Workflow
Having optimized your `high-poly car model` and prepared its textures, the final step is to integrate it seamlessly into Unreal Engine 5. A well-defined workflow here ensures efficiency and avoids common pitfalls, leading to a polished final product with excellent `real-time rendering performance`.
From DCC to Unreal: Exporting Optimized Assets
The bridge between your Digital Content Creation (DCC) software (like Maya, Blender, or 3ds Max) and Unreal Engine 5 is typically the FBX file format. Correct export settings are crucial for a smooth transition:
- FBX Export Settings:
- Version: Use a compatible FBX version (e.g., FBX 2018 or newer for UE5).
- Units and Scale: Ensure your scene units in the DCC match Unreal’s (usually centimeters). Export with a scale factor of 1.0. Incorrect scaling can lead to lighting issues and physics inaccuracies.
- Pivot Points: Set pivot points for individual components (e.g., center of wheels for rotation, base of doors for hinges) correctly in your DCC before export.
- Transformations: Freeze or reset transformations before exporting to avoid unexpected rotations or scaling within Unreal.
- Hierarchy: Maintain a clean, logical hierarchy. Group related components (e.g., all wheel parts under a “Wheel_FL” parent). This makes managing the model in Unreal much easier.
- Tangents and Binormals: Ensure these are exported. They are critical for correct normal map rendering.
- Modular Export: For complex vehicles, it’s often beneficial to export components modularly (e.g., body, wheels, interior, chassis, glass) as separate FBX files. This allows for easier individual `Unreal Engine 5 automotive optimization` of parts and more flexible material assignments.
Setting Up Materials and Shaders in UE5
Once your meshes and textures are imported, the next step is to create and assign materials that leverage Unreal Engine 5’s powerful physically based renderer.
- PBR Material Setup:
- Create new Materials in Unreal.
- Connect your baked textures to the appropriate PBR inputs:
- Base Color: Your Albedo map.
- Metallic: Your Metallic map.
- Roughness: Your Roughness map.
- Normal: Your Normal map. Make sure its texture sample is set to “Normal” in Unreal.
- Ambient Occlusion: Can be multiplied into the Base Color or used as a separate input for specific shader effects.
- Use material instances: For variations of the same material (e.g., different paint colors, wheel finishes), create a master material and then create instances from it. This allows you to quickly change parameters without recompiling the entire shader, improving workflow and reducing draw calls.
- Shader Optimization Tips:
- Keep it Simple: Avoid overly complex material graphs unless absolutely necessary. Every instruction adds to GPU cost.
- Texture Packing: As mentioned in baking, combine greyscale maps (Roughness, Metallic, AO) into separate channels of a single texture to reduce texture lookups.
- Static Switches: Use static switch parameters in your master materials to toggle features on/off (e.g., dirt layers, wear) for different instances. This compiles only the necessary code for each instance.
- Opaque Materials First: Opaque materials are generally cheaper to render than translucent ones. Optimize glass and transparent plastics carefully.
Performance Profiling and Debugging
Optimization is an iterative process. Once your car model is in Unreal, you need to constantly monitor its `real-time rendering performance` and identify bottlenecks. Unreal Engine 5 provides powerful profiling tools:
- Stat FPS: Displays current frame rate.
- Stat GPU: Provides detailed GPU timings, showing where the GPU is spending its time (e.g., Base Pass, Shadow Depths, Post Processing).
- Stat RHI: Shows Render Hardware Interface statistics, including draw calls and primitive counts.
- Stat Engine: A broader overview of various engine stats.
- ProfileGPU Command: Captures a detailed GPU trace, allowing you to pinpoint exact render passes consuming the most time.
- Shader Complexity Viewmode: Helps visualize the computational cost of your materials. Green is good, red is bad.
Use these tools to identify areas for further `Unreal Engine 5 automotive optimization`. Is it geometry? Is it materials? Is it lighting? By systematically addressing these issues, you can fine-tune your `high-poly car model` to achieve optimal `real-time rendering performance` while maintaining its stunning visual fidelity. For models that are expertly crafted and ready for this optimization journey, be sure to explore the extensive collection at 88cars3d.com.
Conclusion
Transforming a high-end, studio-quality automotive model into a real-time powerhouse for Unreal Engine 5 is a multifaceted but incredibly rewarding endeavor. It requires a deep understanding of geometry optimization through `Level of Detail (LOD)` and meticulous `retopology for game engines`, coupled with the technical artistry of a robust `texture baking workflow` for PBR materials. Furthermore, leveraging Unreal Engine 5’s groundbreaking features like `Nanite for complex geometry` and Lumen for dynamic global illumination allows us to push the boundaries of visual fidelity and `real-time rendering performance` like never before.
The journey from a multi-million polygon concept to an interactive, high-performance asset is a testament to the evolving capabilities of real-time technology and the skill of 3D artists and developers. By diligently applying these `Unreal Engine 5 automotive optimization` techniques, you can ensure your virtual vehicles not only look breathtaking but also deliver a smooth, immersive experience in games, virtual production, and interactive applications. Don’t be afraid to experiment, iterate, and continuously profile your work. The future of automotive visualization is real-time, and with these strategies, you’re perfectly equipped to drive it forward. For a head start with top-tier, precision-modeled `high-poly car model` assets, visit 88cars3d.com today and begin your journey into the exciting world of real-time automotive visualization.
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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
Texture: Yes
Material: Yes
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Toyota Corolla 2020 3D Model
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Toyota Yaris 2020 3D Model
Texture: Yes
Material: Yes
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Volkswagen Beetle 2012 3D Model
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Material: Yes
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Toyota Matrix 2005 3D Model
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Toyota Yaris Sedan 3D Model
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Material: Yes
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Volkswagen Golf R-004 2024 3D Model
Texture: Yes
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Volkswagen Golf 5 Door 2010 3D Model
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Toyota Premio 2010 3D Model
Texture: Yes
Material: Yes
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Toyota Opa 2000 3D Model
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Volkswagen Polo 5 Door 2010 3D Model
Texture: Yes
Material: Yes
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Toyota Prius 2024 3D Model
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Toyota Yaris 1999 3D Model
Texture: Yes
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Toyota Supra 2020 3D Model
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Volkswagen New Beetle 2000 3D Model
Texture: Yes
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Volkswagen Jetta 2005 3D Model
Texture: Yes
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Volkswagen Golf 3-Door 3D Model
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Volvo V70 2005 3D Model
Texture: Yes
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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
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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
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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
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Mazda CX-7 3D Model
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Mazda Familia 3D Model
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GAS 21 3D Model
Texture: Yes
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Mercedes-Benz SL500 AMG (R129) 3D Model
Texture: Yes
Material: Yes
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Mercedes-Benz S-Class W221 2005 3D Model
Texture: Yes
Material: Yes
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Mercedes-Benz E-Class W212 2009 3D Model
Texture: Yes
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
Material: Yes
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Mercedes S-Class 2010 3D Model
Texture: Yes
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McLaren MP4-12C-001 3D Model
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Mercedes-Benz SLK 350 2005 3D Model
Texture: Yes
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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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