The Intricate Anatomy of Real-World Automotive Paint
Achieving true photorealism in 3D rendering is a pursuit that constantly pushes the boundaries of technology and artistry. Among the most challenging materials to replicate is automotive paint. Its intricate interplay of light, color, and microscopic properties makes it notoriously difficult to get right, especially in a real-time environment. But with the power of Unreal Engine 5, mastering the complexities of a photorealistic automotive paint shader is not just possible—it’s an achievable goal for discerning artists and developers.
From the subtle metallic glint to the deep, reflective clear coat, every aspect of an automotive finish contributes to its visual appeal. Recreating this fidelity in a game engine like UE5 requires a deep understanding of physically based rendering (PBR) principles, alongside advanced material techniques. In this comprehensive guide, we’ll demystify the process, walking you through the creation of a robust and visually stunning UE5 car paint material that will elevate your automotive renders and game assets. Get ready to transform your virtual vehicles from mundane to magnificent.
The Intricate Anatomy of Real-World Automotive Paint
Before we can digitally reconstruct automotive paint, it’s crucial to understand its physical composition and how it interacts with light. Real-world car paint is far more than just a single layer of color; it’s a meticulously engineered system of multiple coats, each serving a specific purpose and contributing to the final aesthetic.
Understanding the Layered Structure
- Primer: Applied directly to the bare metal, the primer ensures adhesion, corrosion resistance, and provides a uniform surface for subsequent layers. While not visually exposed, its smooth, consistent base is essential for the paint’s final appearance.
- Base Coat (Color Coat): This is the layer that gives the car its primary color. It can be a solid color, metallic, or pearlescent.
- Solid Colors: These contain only pigment particles, reflecting light directly.
- Metallic Paints: These incorporate tiny, highly reflective aluminum or mica flakes suspended within the pigment. These flakes scatter and reflect light in various directions, creating a distinctive shimmering effect that changes with the viewing angle.
- Pearlescent (Mica) Paints: Similar to metallic, but they use mica flakes coated with titanium dioxide or iron oxide. These flakes produce a “color shift” or iridescent effect, where the hue subtly changes depending on the angle of light and observation.
- Clear Coat (Lacquer): The outermost layer, often the thickest, is a transparent, durable polyurethane or acrylic coating. This layer provides gloss, depth, UV protection, and resistance to scratches and environmental contaminants. It’s also the primary source of the paint’s specular reflections, acting like a protective glass-like shell over the base coat.
Light Interaction and Visual Phenomena
The complexity of automotive paint stems from how light interacts with these layers. Light penetrates the clear coat, reflects off the base coat (and its embedded flakes), and then passes back through the clear coat before reaching our eyes. This journey results in:
- Specular Reflection: Primarily from the smooth clear coat, creating sharp, often mirror-like reflections of the environment.
- Diffuse Reflection: Light that penetrates the clear coat, hits the base coat, and scatters off the pigments and flakes, giving the paint its core color.
- Flake Reflection/Scattering: The metallic or mica flakes within the base coat reflect light differently based on their orientation, leading to the characteristic sparkle or color shift. This is where effects like the metallic flake effect come into play.
Replicating these phenomena accurately in real-time, balancing visual fidelity with performance, is the core challenge of creating a convincing automotive shader setup.
Core Principles: PBR and the Automotive Shader Setup
Physically Based Rendering (PBR) is the cornerstone of modern real-time graphics, and it’s absolutely essential for achieving photorealistic automotive paint. PBR materials are designed to simulate how light interacts with surfaces in the real world, producing consistent and believable results under various lighting conditions.
The Pillars of PBR Texture Workflow
A typical PBR material relies on several key texture maps that define the surface properties. For an automotive shader setup, these maps are crucial:
- Base Color (Albedo): This map defines the fundamental color of the surface, stripped of any lighting or shading information. For car paint, this would be the color of the base coat without reflections. It’s important to keep this in sRGB color space.
- Metallic: A grayscale map (or a scalar value) indicating whether a surface is a dielectric (non-metal) or a conductor (metal). For car paint, this value is usually very low (near 0) for the overall surface, as the clear coat is a dielectric. However, the base coat itself, if metallic, would have a higher metallic value if we were to render it in isolation. Within a layered shader, the metallic flakes will be handled separately.
- Roughness: This map determines how smooth or rough a surface is at a microscopic level. A perfectly smooth surface (roughness 0) will produce sharp, mirror-like reflections, while a rougher surface (roughness 1) will scatter light more, resulting in blurry reflections. Car paint typically has very low roughness for the clear coat, but imperfections or matte finishes will increase it.
- Normal Map: This map provides per-pixel surface normal information, allowing us to simulate high-detail geometry without adding polygons. For car bodies, this typically includes the subtle undulations and panel seams, and later, we’ll discuss its role in advanced effects like custom surface imperfections.
- Specular: In Unreal Engine’s PBR workflow, Specular is typically left at its default value (0.5). For non-metals, Specular is often handled intrinsically by Roughness and Base Color, but a layered material might utilize it more explicitly for separate clear coat properties.
Adhering to a robust PBR texture workflow ensures that your car paint will react realistically to light, regardless of the lighting environment or time of day.
Building the Base Shader in Unreal Engine 5
Let’s roll up our sleeves and start constructing our primary UE5 car paint material. We’ll begin with the foundational elements using Unreal Engine’s standard material graph.
Setting Up the Master Material
It’s best practice to create a master material from which instances can be derived. This allows for easy parameter adjustments for different paint colors and finishes without recompiling multiple shaders.
- Create a New Material: In the Content Browser, right-click, select Material, and give it a descriptive name (e.g., `M_CarPaint_Master`).
- Set Material Domain: Ensure it’s set to `Surface`.
- Set Blend Mode: For automotive paint, `Opaque` is almost always correct.
- Shading Model: This is critical. For basic car paint, the default `Default Lit` can work, but for advanced clear coat effects, we’ll eventually move to `Clear Coat` or even `Subsurface Profile` if simulating very specialized translucent paints. For now, start with `Default Lit` to establish the base.
Inputting Core PBR Values
For our base material, we’ll primarily use vector and scalar parameters to control the paint properties. This allows instances to be created for different cars or different paint jobs on the same car.
- Base Color:
- Create a `Vector Parameter` node (right-click -> `Parameter` -> `Vector Parameter`). Name it `PaintColor`.
- Connect this directly to the `Base Color` input of the material.
For more complex paints, you might use a texture map for base color, but for most solid/metallic car paints, a simple color parameter offers great flexibility.
- Metallic:
- Create a `Scalar Parameter` node. Name it `MetallicValue`.
- Connect this to the `Metallic` input.
For the clear coat shader, this will typically be a very low value (e.g., 0.0 to 0.05) as the clear coat itself is dielectric. The metallic flakes will be handled in a separate layer.
- Roughness:
- Create a `Scalar Parameter` node. Name it `ClearCoatRoughness` (we’re anticipating the clear coat here).
- Connect this to the `Roughness` input.
Typical values range from 0.01 (very glossy) to 0.4 (more matte or slightly worn). A value of 0.0 is physically impossible for any real-world surface.
- Specular:
- Leave this at its default (0.5) for now. Unreal’s PBR model calculates specular intensity based on metallic and roughness values.
- Normal Map:
- Create a `Texture Sample` node. Set its texture to a normal map representing the overall body panel details (e.g., subtle dents, panel lines, or a generic clean normal map if geometry handles most details).
- Connect its `RGB` output to the `Normal` input.
This initial normal map defines the underlying surface geometry. Later, we’ll add finer details through **custom normal mapping** for imperfections.
With these basic parameters, you already have a functional PBR material. However, to truly capture the essence of car paint, we need to introduce dedicated clear coat properties and the sparkle of metallic flakes.
Advanced Layers: The Clear Coat and Beyond
The clear coat is arguably the most crucial component in creating a convincing car paint material. It’s responsible for the deep reflections, the subtle distortions, and the overall “wet look” that makes automotive finishes so appealing. Unreal Engine 5 provides a dedicated shading model for this: the `Clear Coat` shading model.
Implementing the Clear Coat Layer
To enable the clear coat, you must change the material’s Shading Model. In your master material:
- Change Shading Model: In the Material Details panel, change `Shading Model` from `Default Lit` to `Clear Coat`.
- Understand the New Inputs: Once selected, new inputs will appear on your material node: `Clear Coat` and `Clear Coat Roughness`, and potentially `Clear Coat Normal`.
- Clear Coat (Strength):
- Create a `Scalar Parameter` named `ClearCoatStrength`.
- Connect this to the `Clear Coat` input.
- A value of 1.0 means a full, opaque clear coat. This is typically what you want for standard car paint. Values below 1.0 can be used for partially worn or less pronounced clear coats.
- Clear Coat Roughness:
- Create a `Scalar Parameter` named `ClearCoatRoughness`.
- Connect this to the `Clear Coat Roughness` input.
- This parameter controls the glossiness of the clear coat itself. For highly polished car paint, values like 0.01 to 0.05 are common. Higher values simulate orange peel texture, dust, or micro-scratches.
- Note that this is separate from the base layer roughness, allowing you to control the distinct glossiness of the top protective layer.
- Clear Coat Normal:
- This input allows you to apply a separate normal map to the clear coat layer, distinct from the base normal map. This is incredibly powerful for simulating subtle imperfections like orange peel, dust, or very fine scratches without affecting the underlying paint layer’s normal.
- Create a `Texture Sample` node and assign a texture representing subtle surface noise or orange peel.
- Connect its `RGB` output to the `Clear Coat Normal` input.
The ability to control the clear coat’s properties independently is why the `Clear Coat` shading model is a game-changer for automotive shader setup. It effectively gives you two specular lobes: one for the clear coat and one for the underlying base paint.
Leveraging Custom Normal Mapping for Imperfections
Beyond the primary normal map for the car body’s geometry, employing **custom normal mapping** for subtle imperfections adds another layer of realism. These can be tiny swirls, micro-scratches, or the subtle “orange peel” texture often found in real-world paint jobs. You can apply these to the `Clear Coat Normal` input.
- Orange Peel Effect: Use a very subtle noise texture (e.g., Perlin noise or Voronoi noise scaled appropriately) converted into a normal map. This breaks up reflections slightly, mimicking the microscopic texture of sprayed paint.
- Dust/Fingerprints: Overlay a grunge texture converted to a normal map, often blended using a Lerp node with a mask, to simulate localized dirt or smudges.
Remember that high-quality 3D models, such as those found on 88cars3d.com, often provide excellent base geometry, allowing you to focus on these material nuances to achieve unparalleled realism.
Crafting Dynamic Flake and Pearlescent Effects
The real magic of automotive paint often lies in its dynamic qualities—the way it shimmers and shifts color under different lights. Replicating the metallic flake effect and the iridescence of a mica shader requires specialized techniques within the material graph.
The Metallic Flake Effect
Metallic paint contains countless tiny flakes that reflect light independently, creating a sparkle that varies with viewing angle and light direction. We’ll simulate this by blending a sparkly normal map based on camera and light vectors.
- Generate Flake Normal Map: Create a highly detailed noise texture (e.g., Perlin noise, Worley noise, or even a tileable image of metallic flakes) in an image editor. Convert this to a normal map. The key is small, high-frequency details.
- World-Aligned Texture: Use a `World Aligned Texture` node to project your flake normal map onto the car’s surface. This prevents texture stretching on curved surfaces and ensures flakes appear consistent regardless of UVs. You’ll likely need a `Constant3Vector` for the `TextureSize` to control the scale of the flakes.
- Flake Intensity & Color:
- Multiply the flake normal’s blue channel (which represents depth/intensity) by a `Scalar Parameter` (e.g., `FlakeIntensity`) to control how much the flakes stand out.
- You can also tint the flakes by multiplying the overall flake effect by a `Vector Parameter` (e.g., `FlakeColor`) before adding it to the normal.
- Blending with Base Normal: Use a `BlendAngleCorrectedNormals` node to combine your base body normal map with the flake normal map. This ensures the flakes adhere to the surface curvature. Connect the output to the `Normal` input of your material.
- Adding Specular Sparkle (Optional but Recommended): For extra realism, you can drive the material’s `Metallic` and `Roughness` inputs slightly based on the flake intensity. A simple way is to use a `Fresnel` node combined with the flake normal map. This makes the flakes appear more metallic and reflective when viewed head-on, fading as the angle becomes more grazing.
- Anisotropy (Advanced): For a truly accurate metallic flake, you might want to simulate anisotropy (direction-dependent reflections). This is highly complex and often involves custom lighting models or specialized material functions. For most cases, a good flake normal map and carefully tuned roughness can provide a convincing illusion.
Pearlescent (Mica) and Iridescent Effects
Pearlescent paints exhibit a subtle color shift, often appearing one color from a direct angle and another from a grazing angle. This is achieved by manipulating the reflection color based on the viewing angle (Fresnel effect).
- Fresnel Effect: The `Fresnel` node is your best friend here. It outputs a scalar value based on the angle between the camera vector and the surface normal. It’s typically 0 when looking straight at the surface and 1 when looking at a grazing angle.
- Color Interpolation:
- Create two `Vector Parameter` nodes: `PearlColorA` (for direct view) and `PearlColorB` (for grazing view).
- Use a `Lerp` (Linear Interpolate) node. Connect `PearlColorA` to `A`, `PearlColorB` to `B`, and the `Fresnel` output to `Alpha`.
- This will smoothly blend between the two colors based on the viewing angle.
- Integrating with Base Color: Multiply the result of your Lerp with your base `PaintColor` parameter, or add it with a mask to subtly influence the base color. You might also want to apply this color shift to a masked metallic/specular channel for added effect.
- Mica Flake (Combined Effect): For a full mica shader, you would combine the color shifting technique with a fine, subtly colored flake normal map, similar to the metallic flake process. The flakes themselves would also shift hue, mimicking real mica particles.
Experimentation with these parameters and texture types is key. High-resolution source models, such as the detailed assets available at 88cars3d.com, provide an ideal canvas to showcase these intricate material effects.
Real-Time Rendering Optimization for Automotive Shaders
Creating beautiful, complex shaders is only half the battle; ensuring they run efficiently in real-time is equally crucial, especially for game assets, interactive experiences, or large-scale automotive visualizations. Complex materials can quickly become performance bottlenecks if not optimized.
Understanding Material Complexity
Every node and texture sample in your material graph contributes to its “instruction count.” A higher instruction count means more work for the GPU, leading to lower frame rates. Unreal Engine’s Material Editor provides statistics (Window -> Material Stats) that show instruction counts for different shader types (vertex, pixel, lightmass). Aim to keep your pixel shader instruction count as low as possible for critical assets like car paint.
Optimization Strategies
- Parameterization vs. Hardcoding: While parameters offer flexibility, excessive use can sometimes lead to slightly higher instruction counts than hardcoded values. Use parameters where flexibility is truly needed (e.g., color, roughness), but consider hardcoding fixed values (e.g., metallic for clear coat) if they rarely change.
- Static Switches: For features that might be turned on or off (e.g., metallic flakes, pearlescent effect), use `Static Switch Parameter` nodes. When you create a material instance, setting a static switch will compile a lighter version of the shader that only includes the active branch, saving instructions. This is incredibly powerful for creating a versatile master material without penalizing simpler instances.
- Texture Resolution and Format:
- Use appropriate texture resolutions. A 4K normal map for tiny flakes might be overkill if the flakes are barely visible from typical camera distances.
- Compress textures efficiently. Normal maps should use BC5 (or similar normal map compression). Base color can be BC1/BC3.
- Pack multiple grayscale masks (e.g., roughness, metallic, ambient occlusion) into the separate RGB channels of a single texture. This saves texture samples and memory.
- Material Functions: Encapsulate reusable logic (like your metallic flake generator or mica shader) into Material Functions. This cleans up your graph and promotes modularity, although it doesn’t always directly reduce instruction count unless combined with static switches.
- World Aligned Texture Cost: While `World Aligned Texture` is convenient, it can be more expensive than standard UV mapping. If your car models have excellent UVs, consider using those for detail textures where appropriate.
- Avoid Unnecessary Overdraw: Ensure your material is opaque unless transparency is explicitly required. Overlapping transparent surfaces can cause significant performance hits.
- Level of Detail (LODs) for Materials: Just as you use LODs for mesh geometry, you can create simpler material instances for lower mesh LODs. For example, a car far away might use a simple solid color material without flakes or clear coat details, saving considerable GPU resources.
- Deferred Rendering Advantages: Unreal Engine’s deferred renderer is optimized for complex lighting on opaque surfaces. Leverage this by keeping your car paint opaque and relying on the physically based properties to interact correctly with dynamic lights.
Optimizing your UE5 car paint material for **real-time rendering optimization** is an ongoing process of balancing visual quality with performance. High-quality, optimized 3D car models from resources like 88cars3d.com can serve as an excellent foundation, ensuring that your material work is built upon solid, performance-friendly geometry.
Conclusion: Drive Towards Photorealism
Mastering photorealistic automotive paint in Unreal Engine 5 is a journey that blends technical understanding with artistic finesse. We’ve dissected the complex layers of real-world car paint, built a robust PBR-compliant shader from the ground up, and explored advanced techniques for creating dynamic metallic flakes, pearlescent effects, and custom imperfections. By understanding the nuances of the clear coat layer, implementing a convincing metallic flake effect, and leveraging custom normal mapping, you can transform a basic car model into a breathtakingly realistic render.
The flexibility of Unreal Engine 5’s material editor, combined with its advanced shading models, empowers artists to push the boundaries of real-time graphics. Remember that continuous experimentation, attention to detail, and a keen eye for real-world references are your most valuable tools. And always keep real-time rendering optimization in mind to ensure your stunning visuals perform smoothly.
Are you ready to elevate your automotive visualizations and game development projects? The foundation for your next masterpiece begins with a solid model. Explore the vast selection of high-quality, game-ready 3D car models at 88cars3d.com. Pair these meticulously crafted assets with your newly honed skills in UE5 car paint material creation, and unlock unparalleled levels of realism and immersion.
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Toyota Celica 2004 3D Model
Texture: Yes
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
Texture: Yes
Material: Yes
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Toyota Corolla 2020 3D Model
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Material: Yes
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Toyota Yaris 2020 3D Model
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Material: Yes
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Volkswagen Beetle 2012 3D Model
Texture: Yes
Material: Yes
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Toyota Matrix 2005 3D Model
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Toyota Yaris Sedan 3D Model
Texture: Yes
Material: Yes
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Volkswagen Golf R-004 2024 3D Model
Texture: Yes
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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
Texture: Yes
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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
Texture: Yes
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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
Texture: Yes
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Volkswagen Polo 3D Model
Texture: Yes
Material: Yes
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Volkswagen Golf 5-Doors 2018 3D Model
Texture: Yes
Material: Yes
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Volvo C70 T5 2000 3D Model
Texture: Yes
Material: Yes
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Volvo S40 Sedan 2004 3D Model
Texture: Yes
Material: Yes
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Volvo C30 BEV 2012 3D Model
Texture: Yes
Material: Yes
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Volvo C70 1998 3D Model
Texture: Yes
Material: Yes
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Mazda B-Series 3D Model
Texture: Yes
Material: Yes
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Mercsedes Benz Z3-006 3D Model
Texture: Yes
Material: Yes
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Mazda RX-7 3D Model
Texture: Yes
Material: Yes
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Volvo VCC-003 3D Model
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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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Material: Yes
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Mercedes-Benz C230 SportCoupé 2005 3D Model
Texture: Yes
Material: Yes
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Mercedes-Benz SLK 3D Model
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Mercedes 600 SEC W140 1992 3D Model
Texture: Yes
Material: Yes
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Mercedes S-Class 2010 3D Model
Texture: Yes
Material: Yes
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McLaren MP4-12C-001 3D Model
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Material: Yes
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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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