The Science of Realism: PBR Fundamentals for Automotive Paint
The pursuit of hyper-realism in 3D automotive rendering is a journey fraught with technical challenges, yet few elements are as crucial and demanding as replicating the perfect car paint. A truly convincing finish goes beyond simple color and reflection; it captures the intricate dance of light across microscopic surfaces, the sparkle of metallic flakes, and the deep, wet look of a pristine clear coat. Achieving this level of fidelity demands a profound understanding of advanced shading techniques, moving far beyond basic diffuse and specular maps.
For 3D artists, game developers, and automotive designers, mastering the art of the realistic car paint shader is a game-changer. It’s the difference between a good render and an awe-inspiring visual that could be mistaken for a photograph. This definitive guide will take you through the fundamental principles and cutting-edge methods required to unlock unparalleled realism in your automotive renders, ensuring your virtual vehicles shine with authentic brilliance. We’ll explore the science, the layers, and the parameters that elevate a simple surface to a masterpiece of digital craftsmanship.
The Science of Realism: PBR Fundamentals for Automotive Paint
At the heart of modern, photorealistic rendering lies Physically Based Rendering (PBR). PBR isn’t just a trend; it’s a fundamental shift in how we approach material creation, ensuring that materials react to light in a physically plausible way, regardless of the lighting environment. For automotive paint, PBR is not just essential, it’s the bedrock upon which all advanced shaders are built.
Traditional rendering often involved guesswork and artistic approximations, leading to materials that looked good in one lighting setup but fell apart in another. PBR solves this by adhering to real-world physics, especially concerning light interaction. This consistency makes PBR materials incredibly robust and versatile, crucial for dynamic scenes or varying lighting conditions.
What Makes a PBR Material Physically Accurate?
Several core principles underpin the PBR workflow. Understanding these is vital before diving into the complexities of car paint. Firstly, energy conservation dictates that a surface cannot reflect more light than it receives. This simple rule prevents materials from looking unnaturally bright or glowy, ensuring a believable distribution of light.
Secondly, Fresnel reflectance describes how the reflectivity of a surface changes based on the viewing angle. Surfaces become more reflective at glancing angles and less reflective when viewed head-on. This effect is incredibly pronounced in surfaces like glass and clear coats, giving them their characteristic sheen and depth.
Lastly, microsurface detail, represented by roughness or gloss maps, dictates how light scatters off a surface. A perfectly smooth surface (low roughness) will have sharp, mirror-like reflections, while a rougher surface will scatter light more broadly, resulting in blurry reflections. This parameter is instrumental in controlling the ‘wetness’ and clarity of a car’s finish.
Key PBR Material Parameters for Car Paint
When constructing a PBR shader, you’ll encounter several universal material parameters that control how light interacts with your surface:
- Albedo/Base Color: This map defines the color of the material when lit by pure white light, representing the diffuse reflection. For car paint, this is the primary color of the base coat. It should contain no lighting information.
- Metallic: A binary (0 or 1) or grayscale value indicating whether a material is a metal (1) or a dielectric (0). Car paint is typically a dielectric, but the metallic flakes within it behave as metals. This parameter allows for a physically correct distinction.
- Roughness/Glossiness: Controls the micro-surface detail and consequently the sharpness of reflections. A low roughness (high gloss) value leads to crisp reflections, while a high roughness (low gloss) results in blurred reflections. This is critical for the clear coat and base coat.
- Normal/Bump Map: Adds fine surface detail without increasing polygon count. For car paint, this can simulate subtle orange peel textures, small imperfections, or even the microscopic orientation of metallic flakes for advanced effects.
- IOR (Index of Refraction): While not always a direct map, IOR is crucial for transparent or translucent materials like the clear coat. It determines how much light bends when passing through the material, affecting both reflection and refraction.
- Anisotropy: A specialized parameter that defines the directionality of reflections, often used for brushed metals or, in our case, for the unique sheen of car paint and its metallic flakes. We will delve deeper into anisotropic reflections later.
Deconstructing the Advanced Automotive Paint Shader
A truly advanced automotive paint shader is not a monolithic entity; it’s a sophisticated stack of layered materials, each contributing a specific aspect to the final appearance. Think of it like a real car’s paint job: multiple coats applied sequentially. Understanding these layers and their individual PBR properties is the key to mastering realistic car paint.
Layer 1: The Base Coat (Color Layer)
The base coat is the foundational layer, providing the primary color of the vehicle. While often hidden beneath subsequent layers, its properties are critical. It can be a simple solid color, or it can have subtle variations in tone and roughness for added depth.
- Albedo/Diffuse Color: This is where you define the car’s primary hue. For solid colors, it’s straightforward. For pearlescent paints, this map might include subtle color shifts or gradient information.
- Roughness: Even beneath the clear coat, the base coat has its own micro-surface. While usually quite smooth, a subtle roughness can prevent it from looking unnaturally perfect, adding to the realism.
- Metallic: For non-metallic base coats, this value is 0. However, for certain effects or if flakes are embedded *within* the base rather than as a separate layer, this might be adjusted. Generally, the base coat itself is dielectric.
Layer 2: The Metallic/Pearl Flake Layer
This is arguably the most challenging and visually impactful layer, responsible for the dazzling sparkle and depth seen in many modern car finishes. The metallic flake shader is where the magic of light scattering truly comes alive. These flakes are tiny, often microscopic particles embedded within a translucent medium, reflecting light at various angles.
- Flake Distribution: The flakes are typically represented by a texture map or procedurally generated. This map defines their density, size, and often their individual normal orientation. For extreme realism, each flake might have a unique normal vector, contributing to scattered reflections.
- Flake Color & Reflectivity: Metallic flakes will typically have a metallic PBR property, reflecting the color of the light source. Pearl flakes, however, might have an iridescent quality, reflecting different colors depending on the viewing angle due to thin-film interference.
- Anisotropic Contributions: Individual flakes are usually flat and randomly oriented. However, the cumulative effect of millions of these flakes can contribute to the overall anisotropic reflections seen in car paint, especially when the paint is stretched or brushed in a certain direction during application.
- Transparency/Opacity: The flakes are suspended in a translucent medium. The opacity of this medium, along with the density of the flakes, determines how much the base coat is obscured and how pronounced the flakes appear.
Layer 3: The Automotive Clear Coat
The automotive clear coat is the outermost and often most visually dominant layer. It’s a transparent, highly reflective, and typically very smooth layer that protects the underlying paint and provides the signature “wet” look of a glossy car finish. Without a properly rendered clear coat, your car paint will always look flat and artificial.
- Transparency & Absorption: The clear coat is not perfectly transparent; it can absorb some light. For darker clear coats or to simulate slight tinting, a subtle color in the transmission (or tint) property can be used. Its primary function, however, is to allow light to pass through to the underlying layers and then reflect off of them.
- Roughness/Glossiness: This is paramount for the clear coat. A brand-new, polished finish will have extremely low roughness (high gloss), resulting in crisp, mirror-like reflections. Slight imperfections, dust, or a less-than-perfect polish can be introduced by increasing the roughness value or using a roughness map.
- IOR (Index of Refraction): The clear coat’s IOR determines how light refracts as it enters and exits the layer, and also affects its reflectivity via the Fresnel effect. A typical IOR for clear coat (similar to plastic or glass) is around 1.4-1.55. This value is critical for convincing reflections, especially at grazing angles.
- Anisotropy: While often subtle, the clear coat itself can exhibit minor anisotropy due to the application process or microscopic surface scratches, contributing to the overall directional sheen. This becomes more pronounced in high-end renders.
Mastering Advanced Shading Techniques
With the layered structure understood, we can now delve into specific advanced techniques that elevate good car paint to outstanding. These methods address the nuances that truly differentiate a generic material from a meticulously crafted realistic car paint shader.
Anisotropic Reflections: The Signature Sheen
Perhaps no single effect screams “high-quality car paint” more than convincing anisotropic reflections. Anisotropy refers to the directional scattering of light, where reflections appear stretched or elongated in a particular direction. For car paint, this manifests as bright streaks or highlights that follow the contours of the body, shifting dynamically with the camera and light source.
This effect is primarily caused by microscopic parallel grooves or scratches on the surface, which are present even on a highly polished clear coat, or by the directional alignment of metallic flakes. Implementing anisotropy typically involves a tangent map, which defines the direction along which the reflections are stretched. This map often follows the UV direction or can be generated procedurally based on surface curvature.
- Tangent Map Creation: In most 3D software, you can control the tangent basis. For car paint, you might want to align tangents along the length of the car panels to simulate the direction of polishing or paint application.
- Controlling Anisotropy Value: A numerical value controls the intensity of the anisotropic effect. Too high, and it looks like brushed metal; too subtle, and it’s lost. Finding the sweet spot is key.
- Anisotropy for Flakes: When implementing a metallic flake shader, the cumulative effect of millions of randomly oriented flakes can sometimes be simulated with a slight anisotropic clear coat. For ultimate realism, individual flakes might have their own orientation maps.
Procedural Flake Generation & Distribution
Manually texturing every metallic flake is impractical. Instead, procedural methods are crucial for creating convincing metallic flake shader effects. These techniques allow for infinite variation and detail without repetitive tiling patterns.
- Noise Textures: Simple noise patterns (e.g., Voronoi, Perlin) can be used to generate the distribution and size variation of flakes. By layering different noise functions, you can create complex, organic-looking patterns.
- Masking & Coloring: These noise patterns can then be used as masks to blend between the base coat and the flake material. Different noise values can also drive color variations for pearl effects or multi-tone flakes.
- Normal Map Generation for Flakes: A critical step is generating a normal map that gives each flake its individual orientation. This can be done by taking a procedural flake pattern, blurring it, and then converting the intensity values into normal vectors. This makes each flake reflect light independently, enhancing the sparkle.
- Flake Density & Size Variation: Controlling these parameters is vital for different paint types. A coarse metallic finish will have larger, sparser flakes, while a fine pearl will have tiny, dense particles. These can often be controlled by material parameters exposed in your shader.
Iridiscence and Multi-Tone Effects
Some of the most captivating car paints exhibit color shifts depending on the viewing angle or light source. These effects add immense depth and visual interest.
- Thin-Film Interference: This is the scientific principle behind iridescence, often seen in soap bubbles or oil slicks. It occurs when light reflects off the top and bottom surfaces of a very thin, transparent film, causing certain wavelengths to cancel out or reinforce each other. In 3D, this is simulated by adding a thin-film parameter to the clear coat or a specific flake layer, controlling its thickness and IOR to produce a spectrum of colors.
- Flip-Flop Paints: Also known as chameleon paint, these highly specialized finishes show dramatic color changes. This is achieved through specific pigment structures that reflect different wavelengths at different angles. In a shader, this can be replicated by blending different color maps or by manipulating the base color based on the Fresnel effect or view angle.
Adding Imperfection for Realistic Car Paint
No real-world car is perfectly flawless. Introducing subtle imperfections like dust, micro-scratches, or fingerprints adds immensely to realism. These are typically layered on top of the clean paint shader using blend materials and masks.
- Dirt and Grime: Use procedural textures or grunge maps to add subtle dirt, especially in crevices and areas prone to accumulation. These layers would typically have higher roughness and a darker albedo.
- Micro-Scratches: Tiny, hairline scratches on the clear coat are almost impossible to avoid. These can be simulated with fine normal maps and roughness maps that stretch along specific directions, subtly altering reflections.
- Orange Peel Effect: Even professional paint jobs can have a slight ‘orange peel’ texture, a subtle waviness on the surface. A very fine, high-frequency normal map applied to the clear coat can convincingly simulate this.
Optimizing for Performance and Visual Fidelity
The complexity of advanced automotive paint shaders can be demanding on system resources, especially in real-time applications like game engines. Balancing visual fidelity with performance is a critical skill for any 3D artist or developer.
Shader Complexity and Draw Calls
Every additional layer, complex calculation, or high-resolution texture contributes to shader complexity. In real-time engines, this directly impacts frame rate. Be mindful of the number of texture lookups, mathematical operations, and conditional branches within your shader graph. For offline renderers, complexity translates to longer render times.
Batching and instancing can help reduce draw calls, but the shader itself needs to be efficient. Utilize material instances with exposed material parameters for quick variations without recompiling the base shader. This is especially useful for a fleet of vehicles that might share the same underlying paint structure but have different colors or flake densities.
Baking Techniques for Efficiency
For highly detailed flake effects, computing every individual flake’s normal and reflection in real-time can be expensive. Baking complex details into simpler textures is a common optimization strategy:
- Baking Flake Normals: If you have a highly detailed procedural flake normal map, consider baking it down to a static normal map. While this sacrifices some dynamic variation, it significantly reduces real-time computation.
- Combined Maps: Rather than using separate maps for roughness, metallic, and ambient occlusion, consider combining them into a single channel-packed texture (e.g., RGB for different PBR properties). This reduces texture fetches and memory footprint.
- Proxy Geometry: For reflections, especially in game engines, you might use simplified proxy geometry for distant cars or LODs (Levels of Detail) to reduce shader overhead.
Efficient Use of Material Parameters
When designing your shader, expose key material parameters as controls. This allows artists to easily tweak the appearance without diving deep into the shader graph. Parameters like flake density, size, clear coat roughness, base color, and anisotropy strength should be easily accessible. This not only streamlines workflow but also encourages experimentation to achieve the most appealing results.
Engine-Specific Implementations & Best Practices
While the PBR principles remain consistent, their implementation varies across different 3D software and rendering engines. Understanding these distinctions is crucial for applying your knowledge effectively. For those seeking ready-to-use, high-quality models that perfectly showcase these advanced paint shaders, remember that 88cars3d.com offers an extensive library of premium assets.
Unreal Engine: Master Materials and Shading Models
Unreal Engine provides a robust material editor based on a node graph. For advanced car paint:
- Master Materials: Create a comprehensive master material that encapsulates all the layers and logic for your car paint. Expose numerous parameters (scalars, vectors, textures) to allow for extensive customization via material instances.
- Material Functions: Break down complex parts of your shader (e.g., flake generation, clear coat reflections) into reusable material functions. This keeps your master material clean and modular.
- Clear Coat Shading Model: Unreal Engine has a dedicated “Clear Coat” shading model that automatically handles the layered dielectric properties on top of your base material. This is incredibly efficient and performs the bulk of the Fresnel and refraction calculations for you. You’ll primarily feed it your clear coat roughness and normal maps.
- Custom Shader Development: For highly specialized effects not easily achieved with nodes, experienced developers might delve into custom shader development using HLSL directly within Unreal’s custom node. This allows for ultimate control but requires programming knowledge.
V-Ray, Octane & Redshift: Layered Shaders and Blend Materials
Offline renderers like V-Ray, Octane, and Redshift offer immense flexibility and are designed for photorealistic output. They typically use a layer-based approach:
- Layered Materials/Blend Materials: These renderers excel at stacking materials. You would create separate materials for your base coat, metallic flakes, and clear coat, then blend them together using masks and blend nodes.
- PBR Parameters: Each layer would utilize standard PBR parameters like diffuse, reflection color, roughness, IOR, and normal maps. The metallic flake layer might be a blend of a metallic material and a transparent dielectric.
- Thin-Film/Coat Options: These renderers often have specific parameters or nodes for thin-film interference within their clear coat materials, making iridescence easier to achieve.
- Anisotropy Controls: Dedicated anisotropy parameters with tangent controls are standard, allowing you to fine-tune the directional reflections.
Blender Cycles/Eevee: Node-Based Freedom
Blender’s node-based shader editor offers incredible flexibility for both Cycles (path tracing) and Eevee (real-time). You’ll construct your shader from the ground up using a network of nodes:
- Principled BSDF: This all-in-one PBR shader node is your starting point. You’ll likely use multiple Principled BSDFs, blending them for your layers.
- Layer Blending: Mix Shader nodes with Fresnel or layer weight nodes are used to blend between your base coat, flake layer, and clear coat. For the clear coat, a transparent or glass-like shader mixed over the base is common.
- Procedural Flakes: Blender’s extensive texture nodes (noise, Voronoi, Musgrave) are perfect for generating procedural flake patterns and driving normal map generation.
- Anisotropy: The Principled BSDF node includes an anisotropy parameter and a ‘Tangent’ input, allowing you to feed in a vector to control the direction.
Regardless of your chosen software, practice and observation are key. Study real-world car paint under different lighting conditions. Analyze how light interacts with the clear coat, the way flakes sparkle, and how reflections deform. Utilizing high-quality reference models, like those available on 88cars3d.com, can provide an excellent starting point for dissecting and understanding complex shader setups.
Conclusion: The Art of Digital Automotive Mastery
Achieving hyper-realistic 3D automotive paint is a sophisticated blend of art and science. It demands a deep understanding of PBR fundamentals, the intricate layering of various material properties, and a keen eye for microscopic detail. By mastering the principles of PBR material construction, deconstructing the roles of the base coat, metallic flake shader, and the crucial automotive clear coat, and implementing advanced techniques like anisotropic reflections and procedural generation, you can elevate your 3D vehicles to an unparalleled level of visual authenticity.
Remember that the journey to perfect realistic car paint is iterative. Experiment with different layered materials, push the boundaries of material parameters, and don’t shy away from exploring custom shader development if your chosen engine allows it. The details matter: from the subtle sparkle of flakes to the precise Fresnel reflection of the clear coat, every element contributes to the illusion of reality.
Start applying these techniques to your next project, and watch your 3D cars come alive with breathtaking realism. For those looking to streamline their workflow with exceptional foundation models, explore the vast selection of meticulously crafted vehicles available at 88cars3d.com – the perfect canvas for your advanced paint shaders. Your quest for digital automotive mastery begins now.
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Toyota Mark II X110 2000 3D Model
Texture: Yes
Material: Yes
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Toyota Corolla 2020 3D Model
Texture: Yes
Material: Yes
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Toyota Yaris 2020 3D Model
Texture: Yes
Material: Yes
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Volkswagen Beetle 2012 3D Model
Texture: Yes
Material: Yes
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Toyota Matrix 2005 3D Model
Texture: Yes
Material: Yes
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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
Material: Yes
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Volkswagen Golf 5 Door 2010 3D Model
Texture: Yes
Material: Yes
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Toyota Premio 2010 3D Model
Texture: Yes
Material: Yes
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Toyota Opa 2000 3D Model
Texture: Yes
Material: Yes
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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
Material: Yes
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Toyota Yaris 1999 3D Model
Texture: Yes
Material: Yes
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Toyota Supra 2020 3D Model
Texture: Yes
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Volkswagen New Beetle 2000 3D Model
Texture: Yes
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Volkswagen Jetta 2005 3D Model
Texture: Yes
Material: Yes
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Volkswagen Golf 3-Door 3D Model
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Material: Yes
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Volvo V70 2005 3D Model
Texture: Yes
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Volkswagen Bora 2004 3D Model
Texture: Yes
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Volkswagen Lupo 3D Model
Texture: Yes
Material: Yes
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Volkswagen Passat B5 2000 3D Model
Texture: Yes
Material: Yes
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Volkswagen Passat CC 3D Model
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Material: Yes
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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
Material: 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
Texture: Yes
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
Material: Yes
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Mazda CX-7 3D Model
Texture: Yes
Material: Yes
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Mazda Familia 3D Model
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Material: Yes
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GAS 21 3D Model
Texture: Yes
Material: 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
Texture: Yes
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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
Texture: Yes
Material: Yes
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Mercedes-Benz SLK 350 2005 3D Model
Texture: Yes
Material: Yes
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Mercedes-Benz SL 65 AMG 3D Model
Texture: Yes
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Mercedes-Benz S500 3D Model
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