Beyond Basic: Achieving Hyperrealistic Car Paint in Unreal Engine 5
Beyond Basic: Achieving Hyperrealistic Car Paint in Unreal Engine 5
In the world of 3D modeling and visualization, few elements are as challenging yet rewarding to master as automotive paint. The subtle interplay of light, color, and reflection on a car’s surface is what truly brings a vehicle to life, transforming a digital model into a photorealistic marvel. While basic materials might suffice for initial concepts, achieving truly hyperrealistic car paint in Unreal Engine 5 demands a deep understanding of optical physics and advanced material authoring techniques.
The quest for `real-time photorealism` is a continuous journey, and nowhere is this more evident than in automotive rendering. Standard PBR setups often fall short, struggling to capture the complex depth and sparkle inherent in real-world finishes. This guide will take you beyond the fundamentals, diving into the sophisticated methods required to craft an `Unreal Engine 5 material editor` masterpiece. We’ll explore how to build a robust `PBR car paint` material that features an authentic `clear coat shader`, intricate `metallic flake map` integration, and even subtle `anisotropic reflections`.
Whether you’re a game developer striving for immersive environments, a 3D artist pushing visual boundaries, or an automotive designer showcasing a new concept, mastering these `automotive rendering techniques` is crucial. Let’s unlock the secrets to truly breathtaking car paint in Unreal Engine 5.
The Anatomy of Hyperrealistic Car Paint: A Layered Approach
Before we dive into the `Unreal Engine 5 material editor`, it’s essential to understand the physical layers that comprise real-world automotive paint. This multi-layered structure is what gives car finishes their characteristic depth, reflectivity, and color shift.
At its core, automotive paint isn’t just a single colored surface; it’s a sophisticated stack. It typically starts with a primer, followed by a color base coat, which often contains metallic or pearl particles. Finally, a transparent clear coat is applied on top. Each of these layers plays a distinct role in how light interacts with the surface, and understanding them is key to creating a truly convincing `PBR car paint` material.
- Primer Layer: While not usually visible, this layer provides a smooth, uniform surface for the subsequent coats and prevents corrosion. For rendering, it’s generally abstracted away or handled by the base material.
- Base Coat (Color + Effect): This is where the primary color of the car resides. Many modern car paints, especially metallic or pearl finishes, incorporate tiny reflective flakes or pigments within this layer. These flakes are responsible for the dazzling sparkle and the way the color shifts under different lighting angles. The reflectivity of these flakes is often quite high, and their orientation can influence the perceived roughness and even introduce `anisotropic reflections`.
- Clear Coat: This is arguably the most critical layer for achieving `hyperrealistic car paint`. It’s a transparent, highly glossy layer that sits on top of the base coat. The clear coat provides protection, enhances color depth, and creates that iconic mirror-like reflection. Its extreme smoothness means it has very low roughness, and it refracts and reflects light independently of the underlying base coat. This clear coat also exhibits a strong Fresnel effect, meaning its reflectivity increases dramatically at grazing angles.
Emulating these distinct layers is fundamental to creating `layered materials` that accurately represent car paint. Unreal Engine 5’s powerful material system, particularly its clear coat shading model, provides the perfect tools to deconstruct and rebuild these optical properties digitally.
Laying the Foundation: The Base Material in Unreal Engine 5
Our journey begins in the `Unreal Engine 5 material editor`, where we’ll set up the foundational properties for our `PBR car paint`. The goal here is to establish the core color and metallic response before adding the more complex layers.
Start by creating a new Material and naming it appropriately (e.g., `M_CarPaint_Advanced`). Open it up, and you’ll be greeted by the Material Graph. The default shading model is “Default Lit,” which is a good starting point, but we’ll soon enable the Clear Coat option for true realism.
Setting Up Base Color, Metallic, and Roughness
The base coat determines the primary hue and the underlying metallic properties of the paint. For metallic car paint, the Metallic input should be set to 1, indicating a dielectric reflection from the clear coat and a metallic reflection from the base. The base color will be tinted by this metallic reflection, leading to a vibrant, deep color.
- Base Color: Use a `Vector3` parameter (e.g., `PaintColor`) to control the main color. Connect this to the Base Color input of the Material node. Choose a rich, saturated color for your car.
- Metallic: For most metallic car paints, this should be set to `1` (a constant value). This signifies that the base layer itself is metallic. The clear coat will then be layered on top, providing the dielectric reflections.
- Roughness: The base coat, under the clear coat, typically has some inherent roughness. This isn’t the final visible roughness, but it influences how light scatters within the base layer before hitting the clear coat. Use a `Scalar` parameter (e.g., `BaseRoughness`) with a value typically between `0.2` and `0.4`. Connect this to the Roughness input. This will be modulated by the metallic flakes later.
At this stage, your material will look like a solid metallic surface. This is the bedrock upon which we’ll build the intricate details that truly define a `hyperrealistic car paint` finish. Remember to convert your constants to parameters for easy iteration via Material Instances.
The Sparkle and Shine: Integrating Metallic Flakes
The distinctive sparkle and depth of metallic car paint come from microscopic metallic flakes embedded within the base coat. Replicating these convincingly is a critical step in achieving a truly `PBR car paint` look. This is where the `metallic flake map` comes into play.
These flakes are tiny reflective particles, often aluminum, that are suspended in the paint. They reflect light at different angles, creating a shimmering effect that changes with the viewing angle and lighting. Simulating this effect requires careful manipulation of the material’s normal and roughness properties.
Method 1: Procedural Flakes with Noise and Fresnel
A good starting point for `metallic flake map` simulation is using procedural textures to modify roughness and normals. This method is efficient and provides a lot of control.
- Generate Flake Pattern: Use a `Texture Coordinate` node and multiply it by a large scalar value (e.g., 500-1000) to create a highly tiled pattern. Feed this into a `Noise` node (e.g., `Perlin Noise` or `Voronoi`). This will give you a varying intensity map that can represent individual flakes.
- Modify Roughness: Lerp (Linear Interpolate) between your `BaseRoughness` and a lower roughness value (e.g., `0.05`) using the noise pattern as the alpha. This will make the “flakes” appear smoother and more reflective than the surrounding base coat.
- Subtle Normal Perturbation: To make the flakes catch light at different angles, you can also use a small amount of normal perturbation. Generate a normal map from your noise pattern or use a very fine-grained normal map texture. Blend this subtly with a flat normal (or the vehicle’s actual normal map) using a `BlendAngleCorrectedNormals` node. Connect the result to the Material’s Normal input.
- Fresnel Effect: To enhance the glint of flakes, you can use a `Fresnel` node. Multiply the flake pattern’s influence by the Fresnel output (with a suitable power, e.g., 2-5). This will make the flakes more pronounced when viewed at glancing angles, mimicking their real-world behavior.
This procedural approach offers good results with minimal texture overhead, making it efficient for `real-time photorealism`.
Method 2: Advanced Metallic Flake Map with Custom Textures
For the ultimate realism, a custom `metallic flake map` texture provides superior control. These textures are often generated externally or by specialized tools.
- Flake Map Texture: Import a grayscale texture specifically designed to represent flake distribution and intensity. This texture usually has very fine, scattered white dots on a black background.
- Roughness Modification: Use this flake map to drive the alpha of a `Lerp` node, blending between a rougher base and a much smoother “flake” roughness. You might want to power or multiply the flake map’s intensity to control flake visibility.
- Normal Map Integration: A companion normal map, also generated from the flake pattern, can be used to give the flakes a slight bump and varied orientation. Blend this normal map with the underlying surface normal using `BlendAngleCorrectedNormals`. Be sure to keep the intensity of this normal map very low to avoid an overly bumpy or unrealistic surface.
- Masking and Tinting: You can use a `Scalar` parameter to control the density of the flakes by multiplying it with your flake map. Additionally, consider slightly tinting the reflections from the flakes to match specific real-world paint formulations, using a `Multiply` node with a `Vector3` color parameter.
This method provides the most control over flake appearance, density, and shimmer, allowing for highly specific `automotive rendering techniques`. Remember that the flakes should be small and subtle; too large or too intense, and the effect becomes unrealistic.
The Glassy Veil: Crafting a Realistic Clear Coat Shader
The clear coat is the defining characteristic of modern car paint, responsible for its deep reflections and glossy finish. Unreal Engine 5 provides a dedicated `clear coat shader` model, which is essential for achieving `hyperrealistic car paint`.
To enable the clear coat, simply select your Material node and, in the Details panel under ‘Shading Model’, change it from ‘Default Lit’ to ‘Clear Coat’. This will expose new inputs on the Material node: `Clear Coat`, `Clear Coat Roughness`, and `Clear Coat Normal`.
Clear Coat Parameters and Fresnel
The clear coat acts as a separate, thin layer on top of your base material. It has its own roughness and normal properties, allowing for independent control of its appearance.
- Clear Coat: This input controls the opacity/presence of the clear coat. For a full, opaque clear coat, set this to `1` (a constant value). You might use a texture here if you want to mask out areas, but typically for car paint, it’s uniform.
- Clear Coat Roughness: This is arguably the most important parameter for the clear coat. Real-world clear coats are extremely smooth. Connect a `Scalar` parameter (e.g., `ClearCoatRoughness`) with a very low value, typically between `0.01` and `0.05`. This low roughness is what gives car paint its mirror-like reflections. Even subtle variations here can drastically change the perception of realism.
- Clear Coat Normal: This input allows the clear coat to have its own normal map, independent of the base coat. You can use this for very subtle surface imperfections or wear. For a perfectly smooth clear coat, you might leave this disconnected or connect a flat normal.
The `clear coat shader` automatically handles the Fresnel effect, which dictates how reflectivity increases at glancing angles. This is crucial for realism, as it’s why reflections appear stronger and sharper when looking across a car’s surface rather than straight down on it. The clear coat’s index of refraction (IOR), typically around 1.5, is baked into this model, ensuring physically accurate light behavior.
Advanced Clear Coat Scratches and Imperfections
While a perfectly smooth clear coat is visually striking, true `real-time photorealism` often benefits from subtle imperfections. No real car is ever perfectly pristine.
- Subtle Scratches with Roughness Maps: Create or find a grayscale texture that depicts fine scratches, swirls, or dust. Lerp between your base `ClearCoatRoughness` and a slightly higher roughness value (e.g., `0.1` to `0.2`) using this scratch map as the alpha. This will make the scratched areas appear slightly duller and less reflective, breaking up perfect reflections.
- Fingerprints or Smudges: For even more specific detail, add another layer of roughness variation using smudged textures, particularly around door handles or common touch points. Use a masked texture to apply these selectively.
- Micro-Normals for Depth: While the primary normal comes from the car model, a very subtle tiled normal map can add micro-surface detail to the clear coat itself. This should be extremely faint, just enough to catch highlights at certain angles and prevent a completely sterile look.
These techniques help sell the illusion that the car exists in a real environment and has been interacted with, enhancing the overall `automotive rendering techniques` applied.
The Directional Glimmer: Implementing Anisotropic Reflections
`Anisotropic reflections` are a sophisticated effect where the reflections stretch or blur in a particular direction, rather than uniformly. While often associated with brushed metals or hair, they can add a subtle yet powerful touch to `hyperrealistic car paint`, particularly in how metallic flakes or specific finishes interact with light.
Unreal Engine 5’s default shading model does not inherently support anisotropy for the clear coat layer, but it can be applied to the base layer. For car paint, anisotropy is often used to simulate specific manufacturing processes, a directional polish, or the microscopic orientation of certain metallic flakes. It’s a detail that, when done right, significantly elevates the realism.
Understanding Anisotropy in Unreal Engine 5
The Material node in Unreal Engine 5 includes an `Anisotropy` input. This input expects a `Scalar` value, typically between `0` (isotropic) and `1` (fully anisotropic). The direction of the anisotropy is controlled by the `Tangent` input, which defines the primary axis along which the reflections will stretch.
- Anisotropy Input: Use a `Scalar` parameter (e.g., `AnisotropyStrength`) to control the intensity of the anisotropic effect. For car paint, this will generally be a subtle value, perhaps `0.1` to `0.3`, unless you’re aiming for a very specific, directional finish.
- Tangent Input: This is where it gets more complex. The `Tangent` input requires a `Vector3` representing the tangent vector for the surface. This vector dictates the direction of the anisotropic stretch.
- Mesh Tangents: By default, Unreal Engine uses the mesh’s tangent space. If your 3D model has well-defined tangent space UVs (which most car models from reputable sources like 88cars3d.com do), you can leverage this.
- Custom Tangent Map: For more precise control, you can create a custom tangent space normal map (often just a grayscale directional map or a specific color channel from a normal map) and connect it here. This allows you to “paint” the direction of anisotropy.
- Procedural Tangent: You can also derive a tangent vector procedurally, for example, from a `WorldAlignedTexture` node’s texture coordinate or by manipulating the vertex normal. For car paint, a simple approach might be to derive a tangent from a specific UV channel if you want a uniform stretch across a panel.
Tuning Anisotropy for Car Paint
For `PBR car paint`, anisotropy isn’t always immediately obvious, but it adds a layer of sophisticated realism when present. It’s often most visible in direct highlights or strong reflections.
- Subtle Flake Orientation: Some metallic flakes align themselves directionally during the painting process. You can simulate this by applying a very low `AnisotropyStrength` driven by a consistent `Tangent` direction across specific panels of the car.
- Special Finishes: If you’re recreating a specific factory finish that has a very subtle brushed or directional effect (e.g., a matte metallic wrap or a specialized clear coat), anisotropy becomes crucial.
- Experimentation: Like many advanced `automotive rendering techniques`, tuning anisotropy requires experimentation. Test your material under various lighting conditions and camera angles to observe the effect. Start with very low values and gradually increase them until you achieve the desired subtle stretch in reflections without making the material look like brushed metal.
Remember, the goal is realism, not exaggeration. The `Anisotropy` input, when used thoughtfully, elevates the material beyond a simple reflection, contributing significantly to `real-time photorealism`.
Bringing it All Together: Layered Materials and Final Touches
The power of `layered materials` in Unreal Engine 5 allows us to combine all the elements we’ve discussed – the base coat, metallic flakes, and the `clear coat shader` – into a cohesive, hyperrealistic car paint material. This modular approach not only keeps your material graph organized but also promotes reusability and efficiency.
While Unreal’s `Clear Coat` shading model inherently layers the clear coat over the base, the flakes are integrated within the base. For more complex `layered materials` (e.g., dirt, scratches over the clear coat, or multi-layered base coats), material functions and blend nodes become indispensable.
Utilizing Material Functions and Instances
To maintain a clean and manageable material graph, especially when dealing with advanced `PBR car paint`, material functions are invaluable. You can encapsulate specific parts of your car paint logic (e.g., the flake generation, a specific scratch pattern) into separate material functions. This allows you to reuse these components across different car paint variations without duplicating nodes.
- Material Functions for Flakes: Create a function that takes inputs like flake density, size, and tint, and outputs modified roughness and normal vectors.
- Material Functions for Imperfections: Another function could handle clear coat scratches, taking parameters for scratch intensity and coverage.
- Master Material and Instances: Once your master `PBR car paint` material is complete, create Material Instances from it. All `ScalarParameter` and `VectorParameter` nodes you added will now appear in the Material Instance editor, allowing you to quickly change colors, roughness, flake properties, and anisotropy strength without recompiling the shader. This is vital for rapid iteration and achieving various looks for different vehicles.
Exposure and Lighting Considerations
Even the most meticulously crafted `hyperrealistic car paint` material will fall flat if the lighting isn’t right. Proper lighting is arguably as important as the material itself for `automotive rendering techniques`.
- High Dynamic Range Image (HDRI) Lighting: For realistic studio shots or environmental captures, HDRIs are essential. They provide accurate reflections and diffuse lighting from a real-world environment, giving your car paint authentic highlights and reflections.
- Directional and Point Lights: Supplement HDRIs with targeted directional lights to emphasize body lines and give strong specular highlights. Point lights can simulate specific light sources in an environment.
- Post-Processing Volume: Adjust exposure, contrast, color grading, and add subtle effects like bloom or vignetting within a Post-Process Volume. These subtle tweaks can significantly enhance the perceived realism of your car paint and overall scene.
- Reflection Captures: Ensure you have sufficient Reflection Capture actors in your scene, strategically placed, to provide accurate static reflections. For dynamic objects, Screen Space Reflections (SSR) and Lumen (in UE5) play a significant role.
When working with `real-time photorealism`, constantly check your material under different lighting scenarios. A paint job that looks great in direct sunlight might look dull in an overcast environment if not balanced correctly. For testing, acquiring high-quality car models is paramount, and resources like 88cars3d.com offer an excellent starting point.
Optimization for Real-Time Photorealism
Creating `hyperrealistic car paint` can be computationally intensive due to the multiple layers, complex calculations for flakes, and advanced shading models. For `real-time photorealism`, optimization is not an afterthought; it’s an integral part of the development process.
A beautifully rendered car that brings your frame rate to its knees isn’t practical. Balancing visual fidelity with performance is key, especially for game development or interactive experiences. Here are strategies to ensure your `PBR car paint` runs smoothly in Unreal Engine 5.
Smart Material Instancing
As mentioned earlier, Material Instances are your best friend for efficiency. Instead of creating a new base material for every car color or variation, create one master material and numerous instances. Each instance inherits the underlying shader logic but allows for parameter changes without recompiling the shader, saving significant time and resources.
- Parameter Groups: Organize your `ScalarParameter` and `VectorParameter` nodes into logical groups within the `Unreal Engine 5 material editor` (e.g., “Base Color,” “Flake Properties,” “Clear Coat Imperfections”). This makes Material Instances easier to navigate and artists more efficient.
- Static Switches: For features you might want to enable or disable entirely (e.g., turning off advanced scratch detail for distant LODs or less powerful platforms), use `Static Switch Parameters`. These compile different shader variations based on their boolean state, ensuring that only the necessary code is run for each instance, eliminating unused instructions.
Texture Resolution and Usage
Textures are often a major contributor to memory usage and performance overhead. Be judicious with your texture resolutions.
- Mipmaps: Ensure all textures have mipmaps generated. Unreal Engine handles this automatically for most imported textures, but verify. Mipmaps allow the engine to use lower-resolution versions of textures for objects further away, reducing memory bandwidth.
- Texture Compression: Use appropriate compression settings for your textures. Normal maps should use `Normal Map` compression, and color maps often benefit from `DXT1/BC1` or `DXT5/BC3` for alpha channels.
- Texture Atlasing: If you have many small detail textures (e.g., various scratch patterns, dust, smudges), consider combining them into a single texture atlas. This reduces draw calls and can improve cache efficiency.
- Procedural vs. Baked: For very fine, repetitive details like metallic flakes, procedural noise can often be more efficient than a high-resolution texture map, especially if the pattern is uniform. Evaluate where a texture truly adds unique detail versus where a procedural approach suffices.
Shader Complexity and Optimization View Modes
Unreal Engine provides powerful tools to analyze and optimize your materials directly within the viewport.
- Shader Complexity View Mode: Access this via `Show > Visualize > Shader Complexity`. This mode color-codes your scene based on how expensive each material’s shader is to render. Aim for green or light blue colors for your car paint. Red indicates very expensive shaders that need optimization.
- Shader Instruction Count: In the `Unreal Engine 5 material editor`, you can see the instruction count for different shader types (vertex, pixel) in the Stats panel. Keep an eye on these numbers. High pixel shader instruction counts are often the culprits for performance bottlenecks on complex materials like `PBR car paint`.
- LODs (Level of Detail): Implement LODs for your car models. For distant LODs, you can use simpler versions of your car paint material, perhaps disabling the `metallic flake map` or reducing the complexity of the clear coat imperfections, saving significant render time. Models from 88cars3d.com often come with well-optimized meshes suitable for LOD implementation.
By thoughtfully applying these optimization strategies, you can achieve stunning `real-time photorealism` for your `automotive rendering techniques` without sacrificing performance, delivering a smooth and immersive experience for your audience.
Conclusion
Achieving `hyperrealistic car paint` in Unreal Engine 5 is a nuanced art form that blends technical mastery with a keen eye for physical realism. We’ve journeyed beyond basic materials, delving into the intricate layers of real-world paint, from the shimmering `metallic flake map` to the crystal-clear `clear coat shader`.
By leveraging the advanced features of the `Unreal Engine 5 material editor`, meticulously crafting `layered materials`, and understanding the subtleties of `anisotropic reflections`, you can elevate your `PBR car paint` to new levels of fidelity. Remember that truly convincing `automotive rendering techniques` also involve thoughtful lighting, careful post-processing, and crucial optimization strategies to maintain `real-time photorealism`.
The pursuit of realism is an iterative process. Don’t be afraid to experiment with different values, textures, and blending modes. The tools within Unreal Engine 5 are incredibly powerful, and with the insights gained here, you’re well-equipped to create stunning, lifelike vehicle visuals. Ready to apply these techniques to your next project? Start with high-quality models that provide an excellent foundation for your work. Explore our extensive collection of meticulously crafted 3D car models at 88cars3d.com and bring your automotive visions to life!
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Texture: Yes
Material: Yes
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Subaru Legacy Touring Wagon 3D Model
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Material: Yes
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Toyota Mark II (X100) 1998 3D Model
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Material: Yes
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Toyota Corona 1985 3D Model
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Toyota Mark II X81 1990 3D Model
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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
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Toyota Celica 2004 3D Model
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Toyota Corolla AE100 1992 3D Model
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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
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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
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Material: Yes
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Volvo C30 BEV 2012 3D Model
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Volvo C70 1998 3D Model
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Mazda B-Series 3D Model
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Mercsedes Benz Z3-006 3D Model
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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
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Material: Yes
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GAZ 3110 Pickup 2000 3D Model
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Material: Yes
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Mazda 626 GF 1997 3D Model
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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
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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
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Mercedes-Benz SL500 AMG (R129) 3D Model
Texture: Yes
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Mercedes-Benz S-Class W221 2005 3D Model
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Mercedes-Benz E-Class W212 2009 3D Model
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Mercedes-Benz E-class Estate S212 2009 3D Model
Texture: Yes
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Mercedes-Benz 190 W201 3D Model
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Mercedes-Benz C230 SportCoupé 2005 3D Model
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Mercedes-Benz SLK 3D Model
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Mercedes 600 SEC W140 1992 3D Model
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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
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