The Anatomy of Automotive Paint: Beyond a Simple Color
The gleam of a perfectly rendered car is often the first thing that captures attention, a hallmark of visual fidelity in everything from cinematic trailers to interactive automotive configurators. But achieving that elusive, hyper-realistic shine, the kind that rivals a showroom finish, is far more complex than applying a simple glossy material. It’s a delicate dance between physics, art, and computational power.
In the realm of 3D rendering, especially within Unreal Engine 5, crafting automotive paint that truly impresses demands a deep understanding of how light interacts with multi-layered surfaces. This isn’t just about color; it’s about depth, reflection, and the subtle shimmer of metallic flakes. This article will deconstruct the science behind real-world automotive finishes and guide you through the process of building a robust PBR car paint shader in the Unreal Engine 5 material editor, leveraging its advanced rendering features for unparalleled realism. Whether you’re a game developer, an architectural visualizer, or an automotive designer, mastering the ‘science of shine’ is key to elevating your projects.
The Anatomy of Automotive Paint: Beyond a Simple Color
Before we dive into the digital recreation, it’s crucial to understand the real-world composition of automotive paint. A car’s finish isn’t a single layer; it’s a meticulously engineered system of multiple coats, each contributing to its durability, color, and aesthetic appeal. Understanding these layers is the bedrock of creating a truly convincing Physically Based Rendering (PBR) car paint shader.
At its core, modern automotive paint typically consists of four main layers applied to the bare metal or composite body. First, there’s the **e-coat and primer**, providing corrosion resistance and a smooth, adhesive base. While essential in manufacturing, these are often abstracted away in shader development, as their direct visual contribution is minimal under the subsequent layers. The magic truly begins with the **base coat**.
The base coat is where the vehicle’s primary color resides. This layer can be solid, metallic, or pearlescent. Solid colors absorb and reflect light based on their pigment. Metallic paints, however, incorporate tiny aluminum flakes, which scatter and reflect light, giving the paint its characteristic sparkle and depth. Pearlescent paints use mica flakes or ceramic particles, which refract and interfere with light, creating a color shift effect depending on the viewing angle. This intricate interaction of light with the base coat is fundamental to the Unreal Engine 5 material editor‘s ability to simulate the `metallic flake effect`.
Finally, overlaying everything is the **clear coat**. This transparent, durable layer is arguably the most critical for visual appeal. It protects the underlying color from UV radiation and scratches, but more importantly, it provides the deep, mirror-like gloss that cars are known for. Light penetrates the clear coat, reflects off the base coat, and then passes back through the clear coat, creating a sense of depth and enhancing reflections. This interaction dictates how specular highlights and `Ray Tracing reflections` behave, making the `clear coat shader` a focal point of our digital recreation.
Building the Foundation: A Robust PBR Car Paint Shader in Unreal Engine 5
Now that we understand the physical layers, let’s translate this knowledge into the Unreal Engine 5 material editor. Our goal is to create a PBR car paint shader that accurately mimics these complex light interactions. UE5’s material system, with its node-based workflow, offers immense flexibility for this task.
The Base Layer: Color and Roughness
Every journey begins with a single step, and for our car paint, that’s the base layer. This represents the underlying color of the vehicle, before the clear coat is applied.
- Material Domain and Blending Mode: Start by creating a new Material in UE5. Set its Material Domain to “Surface” and Blending Mode to “Opaque”.
- Base Color: This is straightforward. A
Vector3 parameter (or a Texture Sample) provides the primary color. For solid paints, this is the final color. For metallic or pearlescent paints, this forms the underlying hue. - Metallic: A crucial PBR parameter. For car paint, the base coat itself isn’t truly metallic in the same way bare metal is. However, we’ll use this channel to drive the metallic flakes later. For the base color’s primary reflection, a value closer to 0 is generally appropriate, allowing for dielectric reflection.
- Roughness: This defines the microscopic surface irregularities. The base coat, before clear coat, would have some inherent roughness, but it’s largely masked by the clear coat. We’ll set a base roughness value, typically low for a smooth paint job, but remember the clear coat will primarily dictate the final visible roughness.
- Specular: PBR materials usually handle specular automatically based on metallic and roughness. However, you can add slight adjustments for dielectric materials if needed.
Keep in mind that when developing your materials, sourcing high-quality automotive models is essential for proper testing. Websites like 88cars3d.com offer a wide range of professional-grade 3D car models that are perfect for applying and showcasing your advanced paint shaders.
Crafting the Metallic Flake Effect
The `metallic flake effect` is what gives many automotive paints their characteristic sparkle and depth. Recreating this convincingly requires a clever approach within the `Unreal Engine 5 material editor`.
The core idea is to simulate countless tiny, reflective particles embedded within the paint. We can achieve this by adding a secondary, highly reflective specular lobe, or by manipulating normal maps and metallic values at a micro-level.
- Normal Map for Flakes: Generate a high-frequency noise texture (e.g., using a
Perlin Noise node or a dedicated flake texture). Convert this into a normal map. This normal map will perturb the surface normals at a micro-scale, causing individual “flakes” to catch and reflect light differently. - Metallic Mask for Flakes: Use the same noise texture, or a slightly different one, as a mask for the Metallic input. Where the noise is bright, the metallic value will be higher, simulating the reflective metal flakes. Where it’s dark, it will remain dielectric, representing the surrounding paint binder.
- Flake Color: The flakes don’t always reflect the base color. Often, they have their own silver, gold, or even iridescent tint. Blend a specific color with the normal map contribution to achieve this.
- Control Parameters: Expose parameters for flake size (noise scale), density (thresholding the noise), and intensity (strength of normal map and metallic contribution). These allow artists to fine-tune the sparkle.
- Blending with Base Color: Use a
Lerp node to blend the flake contribution with the base material’s Metallic, Roughness, and Normal. The flakes should typically have very low roughness to appear shiny, and a high metallic value.
The All-Important Clear Coat Shader
The `clear coat shader` is the jewel in the crown of a realistic car paint material. It’s what provides the deep reflections, the illusion of depth, and the characteristic sheen. Unreal Engine 5 provides robust tools to achieve this, primarily through its dedicated Clear Coat material input or by layering custom reflections.
- Using the Clear Coat Input: UE5’s standard material provides a ‘Clear Coat’ input. This is designed specifically for materials with a transparent top layer.
- Clear Coat: A scalar value (0-1) that enables the clear coat layer. A value of 1 provides a full clear coat.
- Clear Coat Roughness: Controls the roughness of the top clear coat layer. A value close to 0 will give a mirror-like finish, while higher values will make it hazy or matte. This is often driven by a texture or a parameter for artist control.
- Clear Coat Normal: Allows you to apply a separate normal map to the clear coat itself, simulating micro-scratches or orange peel texture. This is distinct from the base coat’s normal.
- Clear Coat IOR (Index of Refraction): While not directly exposed as an input on the main material node, the clear coat’s IOR is typically set internally (around 1.5 for plastics/resins). For physically accurate results, this is crucial for how light bends when entering and exiting the clear coat.
- Fresnel Effect: The reflectivity of dielectric materials (like clear coat) changes with the viewing angle. This is known as the Fresnel effect. Objects viewed head-on are less reflective than those viewed at glancing angles. UE5’s clear coat implementation handles this automatically, but understanding its importance is key.
- Layered Materials for Greater Control: For more exotic clear coat effects, or for older UE versions, you might build a custom clear coat using
Lerp nodes and aFresnel node to blend between a base material and a highly reflective, translucent layer. However, UE5’s built-in clear coat is highly optimized and recommended.
By carefully orchestrating the base color, the metallic flakes, and the clear coat, you begin to see the true complexity and beauty of Physically Based Rendering (PBR) come to life in the `Unreal Engine 5 material editor`. This foundation is critical for achieving truly photo-realistic `real-time automotive rendering`.
Advanced Layers: Multi-Coat Effects and Pearlescence
While a standard clear coat over a metallic base is excellent, some automotive finishes push the boundaries with multi-stage paint jobs and dazzling pearlescent effects. Recreating these requires a slightly more advanced approach in your `Unreal Engine 5 material editor` setup.
Simulating Multi-Stage Paints
Some premium car finishes employ multiple clear coats or intermediate tinted layers to achieve greater depth or specific color shifts. While UE5’s single clear coat input is highly efficient, you can simulate a deeper, more complex look by subtly manipulating the base coat’s properties in conjunction with the clear coat:
- Subtle Tint in the Base: Instead of a pure base color, you might introduce a slight color gradient or tint driven by the view angle (similar to a subtle Fresnel effect on the base color itself) to mimic an underlying tinted clear layer.
- Increased Depth with Opacity Masks: For truly complex multi-layers that might involve different types of flakes or pigments at varying depths, you might consider using two separate material layers blended with an opacity mask, though this can be performance-intensive. Often, intelligent use of the single clear coat and its parameters will suffice.
Crafting Pearlescent and Iridescent Shifts
Pearlescent paints, often seen in premium vehicles, exhibit a fascinating color-shifting effect as the viewing angle changes. This iridescence is due to interference from microscopic mica flakes or synthetic pearlescent pigments. Recreating this effect is one of the more challenging, yet rewarding, aspects of `PBR car paint`.
- Fresnel-Driven Color Shift: The most common approach involves using the `Fresnel` node to drive a `Lerp` node between two or more colors. As the Fresnel value changes (indicating a glancing angle), the material shifts from one color to another.
- Connect the Fresnel node’s output to the Alpha of a `Lerp`.
- Input your primary base color into ‘A’ and your secondary iridescent color (e.g., a subtle magenta or green) into ‘B’.
- Adjust the `Power` input of the Fresnel node to control the falloff and intensity of the color shift.
- Texture-Based Iridescence: For more complex or randomized shifts, you can use a specially authored iridescent texture map. This map would contain the desired color gradients and shifts, which you can then blend with your base color or use to influence the clear coat color.
- Advanced Flake Manipulation: Combine the pearlescent color shift with the `metallic flake effect`. You might have flakes that also shift color, adding another layer of visual interest. This involves applying the Fresnel-driven color logic not just to the base color, but also subtly to the color of your generated flakes.
Achieving convincing pearlescence requires careful balancing of colors and Fresnel curves. It’s an iterative process in the `Unreal Engine 5 material editor` to find the sweet spot that looks natural and captivating, without appearing too artificial or overly saturated. This level of detail ensures your `real-time automotive rendering` stands out.
Unleashing Unreal Engine 5’s Power: Reflections and Illumination
A flawless car paint shader is only as good as the environment it reflects. Unreal Engine 5 brings a suite of cutting-edge rendering features that dramatically elevate the realism of `real-time automotive rendering`, especially when it comes to reflections and global illumination.
The Power of Ray Tracing Reflections
For achieving truly unparalleled realism, especially with reflective surfaces like car paint, `Ray Tracing reflections` are indispensable. Traditional screen-space reflections (SSR) are limited to what’s visible on screen and often suffer from artifacts and missing data. Ray Tracing, however, simulates the path of light rays, providing accurate reflections of off-screen objects, correct occlusion, and precise material responses.
- Enabling Ray Tracing: Ensure Ray Tracing is enabled in your project settings and supported by your hardware. You’ll typically find settings under Project Settings > Engine > Rendering.
- Ray Traced Reflections in Materials: The clear coat layer, with its low roughness, will benefit immensely from Ray Tracing. It will accurately capture the surrounding environment, other vehicles, and light sources, creating photo-realistic mirror-like surfaces.
- Optimizing Ray Tracing: While incredibly powerful, Ray Tracing can be performance-intensive. Use relevant console commands and settings (e.g., r.RayTracing.Reflections.MaxBounces, r.RayTracing.Reflections.SamplesPerPixel) to balance fidelity and frame rate. For static scenes, consider using a combination of Ray Tracing and Baked Reflection Captures.
When showcasing these advanced reflections, having high-quality vehicle models is crucial. 88cars3d.com provides a collection of meticulously crafted 3D car models that serve as excellent canvases for demonstrating the full potential of your Ray Traced `clear coat shader`.
Lumen for Dynamic Global Illumination
Lumen is Unreal Engine 5’s fully dynamic global illumination and reflections system, designed for next-generation consoles and PCs. It simulates how light bounces around an environment, providing incredibly realistic indirect lighting and soft shadows, which are critical for making objects feel grounded in a scene.
- Impact on Car Paint: Lumen ensures that your car’s paint isn’t just reacting to direct light, but also to bounced light from the ground, walls, and other objects in the scene. This subtle indirect illumination adds significant depth and realism, making the car feel integrated rather than just placed.
- Easy Integration: Lumen works out of the box with `Physically Based Rendering (PBR)` materials. Once enabled, your car paint shader will automatically benefit from accurate global illumination.
- Setup: Simply ensure Lumen is enabled in your Project Settings under Engine > Rendering > Global Illumination and Reflections.
Nanite for Unprecedented Geometric Detail
While Nanite doesn’t directly affect the shader logic, it fundamentally changes how you approach model fidelity, which in turn elevates how your `PBR car paint` is presented. Nanite allows for the ingestion and rendering of incredibly high-polygon meshes – think millions or even billions of triangles – without significant performance overhead.
- Smoother Surfaces: With Nanite, you can use far denser meshes for car bodies, leading to perfectly smooth curves and details. This means your `clear coat shader` will reflect without any noticeable faceting or geometric imperfections, crucial for photo-realism.
- Micro-Details: Areas like panel gaps, intricate vents, and subtle body lines can be rendered with extreme precision, allowing your advanced paint shaders to interact correctly with every nuance of the car’s surface.
Post-Processing for the Final Polish
No render is complete without a solid post-processing pass. Effects like Screen Space Ambient Occlusion (SSAO), bloom, depth of field, color grading, and vignetting can dramatically enhance the perception of realism and add a cinematic quality to your `real-time automotive rendering`.
- Color Grading: Adjusting exposure, contrast, and color balance can fine-tune the look of your paint, ensuring it matches your artistic vision or a real-world reference.
- Bloom: A subtle bloom effect can enhance the glow around bright reflections and light sources, making the car’s shine even more impactful.
- Vignetting: A gentle darkening at the edges can help draw the viewer’s eye towards the subject – your beautifully rendered car.
Optimization Strategies for Real-Time Performance
Crafting hyper-realistic `PBR car paint` shaders in Unreal Engine 5 is one thing; making them run efficiently in a `real-time automotive rendering` context is another. High visual fidelity often comes with a performance cost, but clever optimization techniques can help you achieve stunning results without crippling your frame rate.
Shader Complexity and Instruction Count
Every node and operation in your `Unreal Engine 5 material editor` adds to the shader’s instruction count. Higher instruction counts mean more work for the GPU, leading to lower frame rates. When building complex `clear coat shader`s or `metallic flake effect`s, it’s easy for the instruction count to skyrocket.
- Use the Shader Complexity View Mode: In the Unreal Editor viewport, switch to ‘Shader Complexity’ view mode to visualize the cost of your materials. Red areas indicate high complexity.
- Consolidate Logic: Look for opportunities to reuse calculations or combine nodes. For example, if you’re using a noise texture for both flakes and a normal map, ensure you’re sampling it only once and then deriving other values from that single sample.
- Conditional Branches (if/else): Avoid complex conditional logic within shaders where possible, as they can lead to inefficient execution paths.
- Material Functions: Encapsulate reusable chunks of your shader logic into Material Functions. This makes your main material graph cleaner and can sometimes lead to better compilation.
Texture Optimization: Resolutions and Formats
Textures are a significant contributor to memory usage and loading times. Even if your car paint is largely procedural, you might still use texture maps for specific details or variations.
- Appropriate Resolutions: Don’t use 4K textures where 2K or even 1K would suffice. For a car, the main body textures might need higher resolution, but for less prominent details, smaller textures are fine.
- Compression: Ensure textures are compressed using appropriate formats (e.g., BC7 for high-quality color, BC5 for normal maps) to reduce disk space and GPU memory footprint.
- Stream Mip Maps: Enable texture streaming to ensure only the necessary mip levels are loaded into memory, especially for objects that will be viewed at varying distances.
Level of Detail (LODs) for Vehicles
For `real-time automotive rendering` in games or larger scenes, vehicles often need multiple Levels of Detail (LODs). As a car moves further from the camera, it can switch to a less complex mesh and a simpler material.
- Mesh LODs: Create simplified versions of your car mesh with fewer polygons for distant views.
- Material LODs: For distant LODs, you can use a simpler version of your `PBR car paint` shader. This might mean removing the intricate `metallic flake effect`, reducing the complexity of the clear coat, or even consolidating multiple texture maps into a single, simpler one. Unreal Engine allows you to assign different materials per LOD.
Balancing Visual Fidelity with Frame Rate
Ultimately, optimization is about finding the sweet spot between looking great and performing smoothly. This often involves making informed compromises.
- Profile Regularly: Use Unreal Engine’s built-in profilers (e.g., Stat GPU, Stat Unit) to identify performance bottlenecks. Is it your shader? Is it Ray Tracing? Is it the number of draw calls?
- Iterative Approach: Make small optimization changes and re-profile. Don’t try to optimize everything at once.
- Target Platform Considerations: What are your target hardware specifications? A high-end PC can handle more complexity than a mobile device or even a console. Adjust your expectations and optimization efforts accordingly.
By diligently applying these optimization techniques, you can ensure that your stunningly realistic `PBR car paint` shaders contribute to a smooth and immersive `real-time automotive rendering` experience, whether for a game, a configurator, or a virtual showroom.
Conclusion
Crafting hyper-realistic automotive paint in Unreal Engine 5 is a nuanced art backed by scientific principles. We’ve journeyed from understanding the multi-layered physics of real-world car finishes to meticulously recreating them in the Unreal Engine 5 material editor. We explored the intricacies of building a robust PBR car paint shader, focusing on the dynamic metallic flake effect and the critical clear coat shader, then elevated our visuals by harnessing the power of UE5’s Ray Tracing reflections, Lumen, and Nanite.
The journey doesn’t end with a perfect material graph; it extends to optimizing these complex shaders for seamless real-time automotive rendering, balancing breathtaking visuals with practical performance. The ability to simulate the subtle dance of light across a vehicle’s surface is what truly brings a 3D model to life, transforming it from a static object into a vibrant, dynamic presence.
Now, it’s your turn to experiment. Take these techniques and push the boundaries of realism in your own projects. If you’re looking for professional, high-quality 3D car models to apply your newfound shader mastery, remember to explore the extensive collection available at 88cars3d.com. Dive in, iterate, and watch your vehicles shine with unparalleled realism!
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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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