The Challenge: Bridging the Fidelity-Performance Gap
The pursuit of photorealism in real-time environments has long been the holy grail for 3D artists and game developers alike. When it comes to automotive models, the challenge intensifies. High-fidelity vehicles, often born from intricate CAD data or cinematic renders, boast a level of detail that can cripple even the most powerful game engines.
Unreal Engine 5, with its revolutionary technologies like Nanite and Lumen, promises to bridge this gap, allowing creators to push the boundaries of visual fidelity without sacrificing performance. However, simply dropping a multi-million polygon car into UE5 isn’t enough. Achieving truly photorealistic cars requires a sophisticated blend of art, technical know-how, and advanced optimization strategies. This guide will walk you through the essential steps, from initial mesh preparation to advanced material setup, ensuring your automotive assets shine with unparalleled `real-time rendering fidelity`.
We’ll explore how to transform complex, high-poly source models into optimized, `game-ready car models` that leverage the full power of Unreal Engine 5, addressing the common pitfalls and unlocking the engine’s true potential for automotive visualization.
The Challenge: Bridging the Fidelity-Performance Gap
Integrating highly detailed automotive models into real-time game engines presents a unique set of challenges. These models, whether derived from engineering CAD data or designed for offline cinematic rendering, often feature millions of polygons, intricate assemblies, and complex material definitions that are simply not optimized for interactive experiences.
Understanding High-Poly Automotive Models
Automotive design often starts with precise CAD data, which provides unparalleled accuracy but can generate incredibly dense mesh structures. Subdivision surface modeling, common in cinematic pipelines, also results in meshes with very high polygon counts to ensure smooth curves and intricate details when rendered. While perfect for static images or pre-rendered animations, such models carry a heavy performance toll in a real-time environment, leading to low frame rates and excessive memory usage.
The Demands of Real-Time Rendering
Real-time rendering prioritizes speed and interactivity. Every frame must be calculated and displayed within milliseconds. High polygon counts directly translate to increased processing demands on the GPU. Moreover, intricate material setups, high-resolution textures, and complex lighting interactions can further exacerbate performance issues. The goal is to deliver stunning visuals without compromising the smooth, interactive experience players and users expect.
Why Unreal Engine 5 is Different
Unreal Engine 5 marks a paradigm shift with its core technologies. Nanite, its virtualized micropolygon geometry system, allows for the direct import and rendering of film-quality assets, essentially eliminating traditional polygon count limitations for static meshes. Lumen, the fully dynamic global illumination and reflections system, provides incredibly realistic lighting without the need for baked lightmaps. While these features are game-changers, understanding how to best prepare your assets to fully utilize them is crucial for a robust `Nanite workflow automotive` and overall optimization.
Foundation First: Masterful Mesh Optimization Techniques
Even with Nanite, a well-optimized base mesh is paramount. Proper `mesh optimization techniques` reduce unnecessary data, improve rendering efficiency, and facilitate cleaner UV mapping and `LOD setup Unreal Engine` for components not suited for Nanite.
Intelligent Polygon Reduction
The first step in transforming a high-poly model into a `game-ready car model` is intelligent polygon reduction. This isn’t just about indiscriminately deleting faces; it’s about reducing complexity while preserving crucial silhouette, hard edges, and intricate details. For complex automotive shapes, this often involves a hybrid approach.
- Manual Retopology: For hero assets or critical components, manual retopology provides the most control, ensuring clean quad topology suitable for subdivision (if needed) and efficient UV unwrapping. This is labor-intensive but yields superior results.
- Automated Decimation: Tools within DCC applications (e.g., Blender’s Decimate modifier, ZBrush’s ZRemesher, or Maya’s Reduce tool) can quickly lower polygon counts. However, care must be taken to avoid artifacts, especially on curved surfaces and sharp edges. Aim for a reduction that maintains visual integrity from a distance.
- CAD to Mesh Conversion: If starting from CAD, specialized software can convert NURBS surfaces into optimized polygon meshes with control over tessellation density.
The key is to create a mesh that is as low-poly as possible without visible degradation, especially for parts that won’t benefit from Nanite or will be seen up close.
Robust LOD Generation Strategies
While Nanite handles detail for static, non-deforming meshes incredibly well, Level of Detail (LOD) generation remains vital for various reasons. Skeletal meshes (like car doors that open, or deformable tires), transparent objects (glass, headlights), and particle systems still rely on traditional LODs. Furthermore, even Nanite meshes can benefit from a simpler collision mesh or simplified geometry for specific interactions.
A comprehensive `LOD setup Unreal Engine` should include:
- LOD0 (Base Mesh): Your fully detailed, optimized mesh. For Nanite-enabled assets, this is the Nanite mesh. For traditional assets, it’s the highest detail that’s still performant.
- LOD1, LOD2, etc.: Progressively lower polygon versions. These can be generated automatically in UE5 or your DCC tool. Define appropriate screen sizes for LOD transitions to avoid popping.
- Collision Meshes: Often a very simplified convex hull or custom mesh, separate from the visual mesh, to handle physics interactions efficiently.
For parts that *do not* use Nanite, carefully managed LODs are essential for performance. This ensures that distant objects use significantly fewer polygons, drastically improving draw call performance and overall frame rate.
Efficient UV Mapping for Game Assets
Proper `UV unwrapping for game assets` is critical for texture quality and performance. Poor UVs can lead to stretching, seams, and inefficient use of texture space. For `game-ready car models`, clean UVs are non-negotiable.
- Minimize Seams: Strategically place seams in less visible areas (e.g., underneath the car, along sharp edges) to prevent visual distractions.
- Maximize Texel Density: Ensure that critical parts (e.g., car body, specific interior details) receive more UV space, providing higher texture resolution. Less important areas can have lower texel density.
- Non-Overlapping UVs: Essential for unique texture maps (normal maps, ambient occlusion, lightmaps).
- UDIM Workflow (Optional but Recommended): For extremely high-detail assets like full vehicles, UDIMs allow you to spread textures across multiple UV tiles, breaking the 0-1 UV space barrier and enabling higher overall texture resolution without giant single textures. UE5 supports UDIMs natively.
Texture Baking for High-Poly Models
`Texture baking for high-poly models` is a powerful technique to transfer intricate details from a detailed source mesh to a lower-poly, game-ready mesh without incurring high poly counts. This process allows you to capture fine surface details, material properties, and lighting information directly into texture maps.
- Normal Maps: The most crucial bake, transferring surface bumps and grooves from a high-poly sculpt to a low-poly mesh, creating the illusion of detail.
- Ambient Occlusion Maps: Captures indirect shadowing where surfaces are close together, adding depth and realism.
- Curvature Maps: Useful for edge wear and dirt accumulation effects in materials.
- ID Maps/Color Maps: For easily creating material masks for different parts of the car.
Baking these maps ensures that the visual richness of the original high-fidelity model is preserved, even after polygon reduction. For an excellent starting point with high-quality, pre-optimized models, consider exploring the offerings at 88cars3d.com, which can save significant time in the initial modeling and baking stages.
Unreal Engine 5’s Powerhouse: Nanite and Virtual Geometry
Nanite fundamentally changes the `Nanite workflow automotive` by allowing artists to import and render assets with unprecedented geometric detail directly in-engine. This virtualized micropolygon geometry system is perfect for the complex surfaces and high polygon counts typical of automotive models.
The Nanite Workflow for Automotive
The core principle of Nanite is that it renders only the detail that is visible on screen, at a per-pixel level. This means you can import meshes with millions of triangles, and Nanite will intelligently stream and render only the necessary micropolygons. For automotive assets, this is revolutionary:
- Direct Import: You can often import your high-poly source mesh directly into Unreal Engine 5.
- Enable Nanite: In the Static Mesh Editor, simply tick the “Enable Nanite” checkbox. UE5 will then process the mesh for Nanite.
- Material Flexibility: Nanite works seamlessly with traditional PBR materials.
- Reduced Draw Calls: Nanite aggregates geometry, significantly reducing draw calls and CPU overhead, even with complex scenes.
This allows for incredible geometric detail on car bodies, intricate engine parts, and detailed interiors, previously only achievable with massive polygon budgets or complex LOD setups.
When Nanite Isn’t Enough: Addressing Translucency, Deformers, and Foliage
While Nanite is powerful, it has specific limitations. It primarily works with opaque static meshes. Therefore, for parts like:
- Transparent/Translucent Objects: Car windows, headlights, taillights. These still require traditional meshes and `LOD setup Unreal Engine`.
- Deforming Meshes: Skeletal meshes used for opening doors, animated suspensions, or flexible parts cannot be Nanite-enabled. They need standard `mesh optimization techniques` and LODs.
- Masked Materials: If a masked material is used extensively on an object, it might be more efficient as a non-Nanite mesh.
Understanding these limitations is key to a hybrid approach, where Nanite handles the bulk of the car’s body and solid components, while traditional optimization and LODs are applied to other elements.
Best Practices for Mesh Optimization with Nanite
Even with Nanite, good base geometry is beneficial. While it can handle imperfect meshes, starting with clean, manifold geometry will lead to better performance and fewer artifacts.
- Avoid Non-Manifold Geometry: Ensure your mesh is “watertight” with no holes or internal faces that aren’t contributing to the outer surface.
- Clean Up Small Details: While Nanite can handle tiny details, extremely small, disconnected mesh pieces can sometimes cause issues or be inefficient. Consolidate where possible.
- Material Slot Optimization: Group polygons by material. While Nanite reduces draw calls, fewer material slots generally lead to better performance for complex assets.
Crafting Visuals: PBR Materials and Advanced Texturing
Photorealism in Unreal Engine 5 heavily relies on a robust Physically Based Rendering (PBR) material setup. This is where the magic of car paint, reflective surfaces, and realistic textures comes to life.
Mastering PBR Materials Optimization for Automotive Finishes
Automotive finishes are notoriously complex. Achieving realistic car paint, glass, chrome, and rubber requires careful attention to PBR principles.
- Car Paint (Clear Coat, Metallic Flakes): Unreal Engine’s advanced material graph allows for complex layered shaders. A common setup involves a base metallic or non-metallic layer, topped with a clear coat layer. This clear coat can have its own normal map (for subtle orange peel effect) and varying roughness based on reflections. Metallic flakes can be simulated using a custom shader or a complex normal map and Fresnel setup.
- Glass: Requires careful attention to refraction, reflection, and absorption. Using a dedicated glass material that correctly handles transparency and tint is crucial. Lumen and Ray Tracing significantly enhance glass realism.
- Tire Rubber: A combination of a detailed normal map (from `texture baking for high-poly models` of tire treads), roughness map (for diffuse non-reflective properties), and perhaps an anisotropic effect for worn rubber.
- Interior Materials: Leathers, fabrics, plastics – each demands unique texture sets (albedo, normal, roughness, metallic, ambient occlusion) to convey their specific properties.
The goal is to achieve believable surface responses under various lighting conditions. This is the heart of `PBR materials optimization` for automotive assets.
Texture Resolution and Streaming
Balancing texture resolution with performance is crucial. While 4K or even 8K textures offer incredible detail, they consume significant memory. Unreal Engine’s texture streaming system helps manage this, loading higher resolution textures only when needed. However, artists must provide optimized source textures.
- Appropriate Resolution: Assign higher resolution textures to parts viewed up close (e.g., car body, dashboard) and lower resolutions to less visible areas (e.g., undercarriage).
- Texture Compression: UE5 handles compression, but understanding the different compression settings (e.g., BC7 for high quality, BC5 for normal maps) can further optimize assets.
- Channel Packing: Combine grayscale maps (e.g., Roughness, Metallic, Ambient Occlusion) into different channels of a single RGB texture to save memory and texture fetches. For instance, R=Roughness, G=Metallic, B=AO.
Material Instancing and Parameterization
For efficiency and flexibility, always use material instances. Create a master material with all the necessary logic and exposed parameters (color, roughness values, normal map strength, clear coat intensity). Then, create instances of this master material for variations (e.g., different car colors, interior trims). This reduces shader complexity and allows for rapid iteration and `PBR materials optimization` without recompiling shaders.
Decal Systems for Detail
Decals are invaluable for adding fine details like logos, racing stripes, dust, or scratches without modifying the base mesh or requiring extremely high-resolution base textures. Unreal Engine’s decal system projects textures onto surfaces, seamlessly integrating them into the scene. This is a highly efficient way to add character and customization to `game-ready car models`.
Illumination and Atmosphere: Leveraging Lumen and Ray Tracing
Even the most perfectly optimized car model will look flat without compelling lighting. Unreal Engine 5’s Lumen and hybrid Ray Tracing capabilities offer unprecedented opportunities to achieve stunning `real-time rendering fidelity`.
Dynamic Global Illumination with Lumen
Lumen provides fully dynamic global illumination, meaning light bounces realistically around the scene in real time. For automotive renders, this is transformative:
- Realistic Reflections: Lumen enhances local and distant reflections, making car paint and chrome truly shine.
- Indirect Lighting: The subtle bounces of light into crevices and interiors add depth and realism that was previously difficult to achieve dynamically.
- Interactive Lighting: As light sources (e.g., headlights, streetlights) move, the entire scene’s lighting reacts dynamically, which is crucial for interactive automotive experiences.
To optimize Lumen, understand its settings regarding quality, scene distance, and software vs. hardware ray tracing. Aim for a balance that provides visual fidelity without excessive performance cost.
Hybrid Ray Tracing for Reflections and Shadows
For unparalleled reflections, particularly on highly polished car surfaces, and for incredibly sharp, accurate shadows, Unreal Engine 5’s hardware-accelerated Ray Tracing features can be enabled. While more demanding than Lumen alone, combining them offers a hybrid approach:
- Ray Traced Reflections: Provides pixel-perfect reflections on metallic car bodies and glass, surpassing screen-space reflections.
- Ray Traced Shadows: Generates crisp, accurate shadows with realistic soft penumbras, essential for ground contact and interior realism.
- Performance Considerations: Ray tracing is still resource-intensive. Use it judiciously, perhaps for high-end visualizations or cinematic sequences, or selectively enable specific features for wider game release.
Setting Up Studio Lighting & HDRI Backdrops
For showcasing your `game-ready car models`, especially for portfolio shots or product configurators, a well-structured lighting setup is critical. Using High Dynamic Range Image (HDRI) backdrops combined with directional lights and spot lights can quickly create a convincing studio or outdoor environment. HDRI’s provide ambient lighting and reflections, while targeted lights enhance specific features and create dramatic shadows.
The Final Polish: Export, Integration, and Post-Processing
Bringing all these elements together requires a solid workflow for exporting, importing, and then finessing the final look within Unreal Engine.
Exporting from DCC Tools to Unreal Engine
When exporting your `game-ready car models` from your Digital Content Creation (DCC) tool (Maya, Blender, 3ds Max), the FBX format is generally preferred. Ensure:
- Correct Units: Maintain consistent unit scales between your DCC tool and UE5 (e.g., centimeters).
- Clean Hierarchy: Group related objects (e.g., wheels, chassis, interior) for easier import and Blueprint creation.
- Mesh Smoothing: Apply appropriate smoothing groups or hard/soft edges to control how normals are calculated.
- Embedded Media: Avoid embedding textures in the FBX; import them separately for better control.
Assembling the Automotive Asset in UE5
Once imported, assembling your car often involves Blueprints. A Blueprint allows you to combine all mesh components (body, wheels, doors, interior), assign materials, set up physics, and define interactions (e.g., opening doors, rotating wheels). This encapsulates the entire car as a single, manageable asset. For example, you might have separate static meshes for the car body, four wheels, and interior. These are then brought together into a Car Blueprint with physics constraints for the wheels and events for animations.
Post-Processing Volume for Cinematic Looks
Post-processing is the final layer of polish that can elevate `real-time rendering fidelity` to cinematic levels. Using a Post-Process Volume in UE5, you can:
- Color Grading: Adjust exposure, contrast, saturation, and color balance to achieve a specific mood or style.
- Bloom: Simulate lens flares and glowing effects from bright lights.
- Depth of Field: Create realistic camera focus, blurring foreground and background elements to draw attention to the car.
- Vignette: Subtly darken the edges of the screen for a photographic effect.
- Sharpening/Grain: Add fine details or filmic grain for artistic flair.
Performance Profiling and Debugging
Throughout the development process, regularly profile your scene. Unreal Engine 5 provides powerful tools like the GPU Visualizer, Stat commands (e.g., Stat FPS, Stat Unit, Stat RHI), and the Unreal Insights profiler. These tools help identify bottlenecks related to draw calls, polygon count, shader complexity, and texture memory, allowing you to iterate and optimize effectively. It’s an ongoing process to ensure your `game-ready car models` perform optimally.
Establishing a Robust Workflow for Game-Ready Automotive Assets
Creating photorealistic cars in Unreal Engine 5 is not a one-shot task but an iterative process that benefits from a well-defined workflow and access to quality resources.
Iterative Development and Prototyping
Start with a simpler version of your asset and progressively add detail and complexity. Test performance at each stage. This iterative approach allows you to identify and address optimization issues early, rather than facing a massive overhaul later. Prototype your materials and lighting early to ensure the core visual aesthetic is achievable.
Collaboration and Asset Management
For team projects, a clear asset management strategy is crucial. Standardize naming conventions, folder structures, and export settings. Version control systems are essential to track changes and prevent conflicts. Efficient collaboration ensures that all team members contribute to a cohesive and optimized final product.
Utilizing Resources like 88cars3d.com for High-Quality Starting Points
Sometimes, the best optimization strategy is to start with a high-quality, pre-optimized asset. Websites like 88cars3d.com specialize in providing meticulously crafted, `game-ready car models` and high-fidelity automotive assets. These models are often designed with performance and realism in mind, featuring clean topology, efficient UVs, and PBR-ready materials. Starting with such a resource can significantly reduce development time and provide a solid foundation for further customization and integration into your Unreal Engine 5 projects, streamlining your `Nanite workflow automotive` and overall pipeline.
Conclusion
Achieving truly photorealistic cars in Unreal Engine 5 is a testament to both artistic vision and technical mastery. It demands a holistic approach, where every stage – from the initial `mesh optimization techniques` and `UV unwrapping for game assets` to the advanced `PBR materials optimization` and strategic `LOD setup Unreal Engine` – is carefully considered. Leveraging UE5’s groundbreaking features like Nanite and Lumen allows for unprecedented `real-time rendering fidelity`, bringing cinematic quality to interactive experiences.
By meticulously optimizing your `game-ready car models` and understanding the nuances of `texture baking for high-poly models`, you can unlock the full potential of Unreal Engine 5. The journey involves a blend of smart asset preparation, judicious use of engine features, and continuous performance profiling.
Whether you’re developing a cutting-edge racing simulation, a stunning architectural visualization, or a detailed product configurator, these advanced strategies will empower you to create automotive experiences that are not only visually breathtaking but also perform flawlessly. Take the leap, experiment with these techniques, and transform your vision into an unparalleled real-time reality. Explore high-quality starting points and professional models for your next project at 88cars3d.com.
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Toyota Celica 2004 3D Model
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Material: Yes
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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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Material: Yes
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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
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Volkswagen Passat CC 3D Model
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Volkswagen Golf V 2006 3D Model
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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
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Volkswagen Phaeton W12 2004 3D Model
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Volkswagen Scirocco 2015 3D Model
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Volvo S60 2024 3D Model
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Volkswagen Polo 3D Model
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Volkswagen Golf 5-Doors 2018 3D Model
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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
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Material: Yes
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Volvo C70 1998 3D Model
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Mazda B-Series 3D Model
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Material: Yes
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Mercsedes Benz Z3-006 3D Model
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Material: Yes
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Mazda RX-7 3D Model
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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
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Volkswagen Touran restyle-006 3D Model
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Material: Yes
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Skoda Octavia Scout 3D Model
Texture: Yes
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Volkswagen Golf V 2006 3D Model
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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
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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
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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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