The Fundamental Challenge: Bridging the Fidelity Gap
The allure of a perfectly rendered automotive masterpiece is undeniable. From the gleaming reflections on a highly polished surface to the intricate details of a meticulously modeled interior, these visualizations are the culmination of countless hours of artistic and technical effort. They captivate us in marketing materials, cinematic sequences, and design reviews, showcasing vehicles with breathtaking realism. However, the assets behind these stunning studio renders are typically far too complex for the demands of a real-time game engine. The sheer polygon count, intricate material definitions, and unoptimized mesh structures, while beautiful for a static image or pre-rendered animation, would bring even the most powerful gaming rig to its knees.
This fundamental difference presents a significant challenge for 3D artists and game developers: how do you translate that high-fidelity automotive model into a performant, interactive experience without sacrificing the visual quality that made it so appealing in the first place? The gap between a studio-grade asset and a truly game-ready asset is vast, requiring a deep understanding of optimization techniques, texture workflows, and engine-specific considerations. Our goal is to bridge this gap, ensuring that your beautiful automotive creations can shine in the demanding environment of real-time rendering, achieving optimal real-time performance.
This comprehensive guide will walk you through the essential steps and best practices in the asset pipeline, transforming your detailed automotive models into lightweight, efficient, and visually stunning interactive experiences. We’ll cover everything from geometry optimization to advanced texturing and engine integration. For those looking to start with exceptionally detailed and accurate base models, resources like 88cars3d.com offer an excellent foundation, providing high-quality automotive models ready for this optimization journey.
The Fundamental Challenge: Bridging the Fidelity Gap
Studio renders prioritize absolute visual fidelity above all else. This often means models are constructed with an extremely high polygon count, sometimes millions, to capture every minute curve and edge with perfect smoothness. Materials might use complex layered shaders, advanced procedural textures, and global illumination solutions that are computationally expensive and pre-calculated. While ideal for a static image, these characteristics are antithetical to the demands of a real-time game engine.
In a game environment, every frame must be rendered in milliseconds. High polygon counts directly translate to more vertices and triangles for the GPU to process, leading to a significant drop in frame rates. Complex material definitions can increase draw calls and shader complexity, further hindering real-time performance. Unoptimized meshes with poor topology can cause rendering artifacts, inefficient lightmap baking, and difficulties with physics simulations. The goal of a game-ready asset is to strike a perfect balance: retain visual integrity while being as efficient as possible for rendering and interaction.
The inherent difference in requirements necessitates a robust asset pipeline that includes several critical optimization stages. Simply importing a studio model into a game engine is rarely an option; it must undergo a transformation to meet performance targets. This transformation involves strategic reductions in geometry, smart texture management, and careful preparation for engine integration, ensuring that the model runs smoothly across various hardware configurations.
Mastering Geometry Optimization: From High-Poly to Game-Ready
The first and most critical step in preparing a high-fidelity automotive model for real-time engines is to reduce its geometric complexity. This process, often referred to as polygon reduction or mesh optimization, involves decreasing the number of triangles without significantly compromising the visual shape and silhouette of the vehicle.
Strategic Polygon Reduction Techniques
Effective polygon reduction is an art form that balances visual quality with performance. Several techniques can be employed, often in combination, to achieve the desired results:
- Manual Retopology: This is arguably the most controlled and effective method for creating a truly optimized, game-ready asset. It involves creating a new, low-polygon mesh over the existing high-polygon model. Artists carefully place new edges and vertices, ensuring clean, quad-based topology that flows along the contours of the car. This method allows for precise control over edge loops, vertex density, and UV layout, crucial for animation, deformation, and clean texture baking. While time-consuming, it yields the highest quality results for critical assets like hero cars.
- Automatic Decimation/Remeshing: Many 3D software packages offer automatic decimation tools (e.g., ZBrush’s ZRemesher, Blender’s Decimate modifier, Maya’s Reduce). These algorithms intelligently remove polygons while attempting to preserve the overall shape. When using these tools, it’s crucial to set parameters carefully. Prioritize preserving sharp edges, UV seams, and areas of high curvature. While quick, automatic decimation can sometimes produce messy topology (triangulated meshes, irregular quads) and may require manual cleanup afterward.
- CAD Data Conversion Challenges: Automotive models often originate from CAD software, which uses NURBS or solid geometry. Converting these precise forms to polygon meshes for games introduces its own set of challenges. The tessellation process can create extremely dense, non-manifold meshes with an abundance of tiny triangles, requiring aggressive clean-up and retopology to make them suitable for a game engine.
Mesh Optimization for Performance and Visuals
Beyond simply reducing polygons, the quality of the mesh topology plays a significant role in both rendering efficiency and visual fidelity.
- Topology Cleanup: This involves identifying and correcting common mesh issues. N-gons (faces with more than four vertices) can cause rendering artifacts and triangulation problems. Non-manifold geometry (edges shared by more than two faces, or faces with zero area) can lead to unexpected behavior in game engines. Overlapping or coincident vertices should be merged to simplify the mesh. Ensuring a clean mesh with good quad flow not only aids in polygon reduction but also improves texture mapping and animation.
- Vertex Normal Editing: Normals dictate how light interacts with a surface. High-poly models often have smooth shading everywhere. For a low-poly game-ready asset, you might need to manually adjust vertex normals to achieve sharp edges on hard surfaces (like car panel gaps) while maintaining smooth shading on curved areas. This can be done by hardening or softening edges, or by “baking” normals from the high-poly model to the low-poly one, a technique we’ll discuss further in texture baking.
- Avoiding Unnecessary Geometry: Scrutinize your model for any geometry that won’t be seen by the player. This includes hidden parts of the chassis, engine components that are never exposed, or interior details that are only visible through heavily tinted windows or from angles the player will never achieve. Removing these unseen polygons can significantly contribute to overall mesh optimization and improve real-time performance.
Implementing Scalable Detail: The Power of Level of Detail (LODs)
Even with thorough polygon reduction, a single optimized mesh might still be too complex for all viewing distances. This is where Level of Detail (LODs) become indispensable. LODs are simplified versions of a model that are automatically swapped in by the game engine when the object is further away from the camera. This drastically reduces the number of polygons being rendered for distant objects, ensuring excellent real-time performance across an entire scene.
Creating Effective LOD Stages
An effective LOD system typically consists of several stages, progressively reducing geometric complexity. For an automotive model, a typical setup might look like this:
- LOD0 (Hero Asset): This is your primary, highest-detail optimized mesh, typically used when the car is close to the camera, visible in cutscenes, or as the player’s primary vehicle. It boasts the highest poly count and full-resolution textures. This is the culmination of your initial mesh optimization and polygon reduction efforts.
- LOD1: Used at medium distances. This version is a significant reduction from LOD0 (e.g., 50-75% fewer polygons). Fine details, small gaps, and intricate interior elements might be simplified or removed. Texture resolution might also be slightly reduced.
- LOD2, LOD3, etc.: These subsequent LODs are used for increasingly greater distances. Poly counts can be drastically reduced (e.g., LOD2 might be 25-50% of LOD0, LOD3 even lower, perhaps just a simple silhouette). Small details are replaced with baked normal map information, or entirely removed. At very far distances, a billboard or even complete culling might be used.
When creating LODs, it’s crucial to maintain the silhouette and overall shape of the vehicle. Sudden popping or noticeable changes as LODs swap can be jarring for players. Tools within 3D software (like decimation modifiers) or dedicated game engine features can assist in generating these lower detail meshes. After generating, always inspect them closely to ensure visual consistency.
Optimizing Draw Calls with Instancing and Batching
While not strictly part of LOD generation, managing draw calls is intrinsically linked to scene complexity and real-time performance, especially when many automotive assets are present. A draw call is a command sent from the CPU to the GPU to draw objects. Each draw call has overhead, so reducing their number is paramount:
- Instancing: If you have multiple identical cars (e.g., a parking lot full of the same model), using instancing allows the GPU to render multiple copies of the same mesh with a single draw call, varying only their position, rotation, and scale. This is incredibly efficient for large scenes.
- Batching: Modern game engines can automatically batch static meshes (objects that don’t move) that share the same material, reducing draw calls. For dynamic objects, dynamic batching can also occur, though it has more limitations. Designing your materials and meshes to facilitate batching is a key part of the asset pipeline.
By effectively using Level of Detail (LODs) and considering draw call optimization, you can populate vast virtual worlds with high-quality automotive models from sources like 88cars3d.com without compromising on real-time performance.
The Art of Texture and Material Optimization
Once your geometry is optimized with aggressive polygon reduction and strategic mesh optimization, the next critical step for a visually stunning and performant game-ready asset lies in its textures and materials. This involves a thoughtful UV mapping workflow, intelligent texture baking, and careful setup of PBR textures.
Efficient UV Mapping for Automotive Models
UV mapping is the process of flattening your 3D model’s surface into a 2D space, allowing a 2D image (texture) to be wrapped around it. An efficient and clean UV layout is paramount for quality and performance:
- Minimizing Seams: While seams are unavoidable, try to place them in less visible areas, such as along natural breaks in the model (e.g., panel lines, hidden edges). Fewer seams mean less stretching and a cleaner look for painted surfaces.
- Maximizing UV Space Utilization: Arrange UV islands efficiently to fill as much of the 0-1 UV space as possible without significant stretching or overlapping. Larger islands for prominent parts (hood, doors, roof) should get more UV space, allowing for higher texture detail. Smaller, less visible parts can be packed more tightly.
- UDIM vs. Single UV Set: For extremely high-detail hero cars, a UDIM workflow (multiple UV tiles within the 0-1 range, effectively using multiple texture sets) can be beneficial. However, for most game-ready assets, a single UV set (or a few sets for different material types like body, interior, glass, wheels) is often preferred for simplicity and engine performance. Consider the target platform’s texture memory limitations.
- Packing for Texture Efficiency: Tools exist to automatically pack UV islands. Aim for minimal empty space, but ensure sufficient padding between islands to prevent bleeding when mipmaps are generated by the engine.
Texture Baking for Detail Preservation
Texture baking is a cornerstone of the game art asset pipeline. It allows you to transfer intricate details from a high-polygon model onto a low-polygon mesh using textures. This provides the illusion of high detail without the performance cost of actual geometry.
- Normal Maps: These are the most critical baked textures. A normal map stores surface normal direction information, allowing a low-poly mesh to simulate the bumps, dents, and fine details of its high-poly counterpart. This is how you can have a smooth, low-poly car body, but still see the subtle panel lines and bolts baked onto its surface.
- Ambient Occlusion (AO) Maps: AO maps capture localized shadow information, simulating areas where light is blocked from reaching due to proximity of other surfaces (e.g., crevices, under trim). Baking AO from a high-poly model adds realistic depth and grounding to the low-poly asset.
- Curvature Maps: These maps identify concave and convex areas of a mesh, useful for procedural texturing, edge wear effects, or blending different material layers.
- ID Maps (Material ID/Color ID): For complex models with many different materials, baking an ID map (where each material type is assigned a distinct color) can simplify texturing in programs like Substance Painter, allowing for quick selection and mask generation.
The workflow involves aligning your high-poly and low-poly models perfectly, ensuring the low-poly mesh is within the “cage” of the high-poly. Then, specialized software (e.g., Substance Painter, Marmoset Toolbag, Blender) projects the details from the high-poly onto the low-poly’s UVs, creating the baked texture maps.
Optimizing PBR Textures for Game Engines
Physically Based Rendering (PBR) has become the standard for achieving realistic materials in real-time. PBR textures are designed to accurately simulate how light interacts with surfaces. However, these textures must be optimized for real-time performance.
- Key PBR Texture Maps:
- Albedo/Base Color: Contains the pure color information of the surface, without any lighting data.
- Metallic: A grayscale map indicating which parts of the surface are metallic (white) and which are dielectric (black).
- Roughness: A grayscale map defining the micro-surface detail, influencing how shiny or dull a surface appears.
- Normal Map: (As discussed) Provides fine surface detail.
- Ambient Occlusion (AO): (As discussed) Adds localized shadowing.
- Opacity/Alpha: For transparent or semi-transparent parts like glass or headlights.
- Texture Resolution Considerations: While 4K (4096×4096) textures offer incredible detail, they also consume significant memory. For most game-ready assets, especially non-hero cars, 2K (2048×2048) or even 1K (1024×1024) can be perfectly adequate, especially when combined with effective texture baking. Use the highest resolution only where it truly makes a visible difference, such as on the main body of a player-controlled car.
- Texture Compression and Formats: Game engines heavily rely on texture compression (e.g., DXT for DirectX, BC for block compression, ETC for mobile). These formats reduce file size and GPU memory footprint, crucial for real-time performance. Be aware of artifacts compression can introduce, and choose formats appropriately. For normal maps, specific normal map compression is often available.
- Channel Packing: To further optimize memory, multiple grayscale maps (like Metallic, Roughness, and Ambient Occlusion) can often be packed into different color channels (Red, Green, Blue) of a single texture. This reduces the total number of texture samples the GPU needs to perform, improving efficiency. For example, a “Mask” texture could have Metallic in Red, Roughness in Green, and AO in Blue.
By meticulously optimizing your UVs, leveraging texture baking, and carefully configuring your PBR textures, you ensure your automotive models not only look fantastic but also perform exceptionally well within the game engine.
Integrating into Game Engines: Performance Tuning & Best Practices
With your automotive model geometrically optimized, fully baked, and textured for efficiency, the final phase involves bringing it into the game engine. This stage of the asset pipeline requires attention to detail, from export settings to in-engine material setup and crucial runtime performance tuning.
Preparing Automotive Assets for Export
Before exporting from your 3D software, a few crucial steps ensure a smooth transition:
- Units and Scale: Ensure your scene units in your 3D software match the game engine’s units (e.g., meters, centimeters). Inconsistent scaling can lead to physics issues, incorrect lighting, and mismatched animations.
- Pivot Points: Set the pivot point of your vehicle and its individual components (doors, wheels, hood) to logical positions for animation or interaction. For a whole car, the origin should be at its center of gravity or a base point. For wheels, it should be at their rotation axis.
- Scene Cleanup: Remove any construction geometry, hidden objects, cameras, lights, or unapplied modifiers/deformers from your scene. Only export what’s necessary.
- Naming Conventions: Use clear, consistent naming conventions for meshes, materials, and textures. This improves organization and simplifies referencing within the game engine. For example, “Car_Sedan_Body_LOD0,” “Car_Sedan_Wheel_FrontLeft_LOD1.”
- Export Formats: The most common and robust formats for game assets are FBX and glTF. FBX is widely supported across engines and retains hierarchies, animations, and multiple LODs. glTF is an open standard gaining popularity, known for its efficiency and PBR support.
Game Engine Import and Material Setup
Once exported, importing your model into the engine requires specific configurations:
- Import Settings: Pay close attention to import settings within your engine (e.g., Unreal Engine, Unity). Ensure correct handling of LODs, tangents, normals, and material assignments. If your model includes LODs, ensure the engine recognizes and configures the correct LOD group settings, including transition distances.
- Recreating PBR Materials In-Engine: Your PBR textures (Albedo, Metallic, Roughness, Normal, AO) need to be correctly assigned to the respective slots in the engine’s PBR shader. Modern game engines have sophisticated standard PBR shaders that make this straightforward. Ensure texture sampling and color space settings are correct (e.g., normal maps should be set to “Normal Map” type, Albedo to “sRGB” or “Color”).
- Shader Complexity and Optimization: While standard PBR shaders are optimized, complex custom shaders or too many material layers can still impact real-time performance. Aim for simplicity. Combine materials where possible using texture atlases or channel packing to reduce draw calls. For glass, consider simplified shaders for distant LODs.
Runtime Performance Optimization
Achieving optimal real-time performance goes beyond just the asset itself; it involves how the engine handles that asset in the scene.
- Draw Call Reduction: This is a primary target for optimization. We discussed instancing and batching earlier. For static cars, mark them as “static” in the engine to allow for static batching and pre-calculated lighting. Combine meshes with the same material where it makes sense (e.g., interior components, small trim pieces).
- Occlusion Culling: Implement occlusion culling, a feature that prevents the rendering of objects that are completely hidden behind other opaque objects from the camera’s perspective. This is incredibly effective in complex environments like city streets filled with cars and buildings.
- LOD Implementation within the Engine: Configure the distances at which each Level of Detail (LODs) should swap. Fine-tune these distances through testing to find the sweet spot where the visual transition is unnoticeable, but the performance gain is maximized.
- Collision Meshes: For physics and collision detection, create simplified collision meshes. Instead of using the high-poly visual mesh, use a much simpler “proxy” mesh with significantly fewer polygons (e.g., a convex hull for the main body, simple boxes for wheels). This greatly reduces the computational load for physics calculations.
By meticulously following these steps in your asset pipeline, from initial polygon reduction and mesh optimization to advanced texturing and meticulous engine integration, you transform a high-fidelity studio model into a powerful, visually stunning, and truly game-ready asset, poised to deliver an exceptional interactive experience.
Conclusion
The journey from a breathtaking studio render to a fully optimized, game-ready asset is a nuanced and demanding process. It requires a deep understanding of 3D modeling principles, game engine constraints, and a commitment to meticulous optimization at every stage of the asset pipeline. We’ve explored the critical techniques: from aggressively but intelligently applying polygon reduction and ensuring pristine mesh optimization, to harnessing the power of Level of Detail (LODs) for scalable performance.
Furthermore, we delved into the intricacies of an efficient UV mapping workflow, the art of texture baking to translate high-detail geometry into performant textures, and the precise optimization of PBR textures to achieve stunning realism without crippling real-time performance. Finally, we covered the best practices for seamless engine integration, ensuring your automotive masterpieces not only look incredible but also run smoothly.
Achieving this balance between visual fidelity and performance is what defines a truly professional 3D artist in the game development world. It allows game developers to create immersive worlds populated with vehicles that stand up to close scrutiny while maintaining fluid frame rates. Whether you’re a seasoned professional or just starting, mastering these techniques will elevate your automotive assets to the next level. If you’re looking for incredibly detailed, production-ready automotive models as a starting point for your optimization journey, be sure to explore the extensive collection available at 88cars3d.com – providing you with the foundation for your next high-performance interactive experience.
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Toyota Crown S180 2005 3D Model
Texture: Yes
Material: Yes
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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
Texture: Yes
Material: Yes
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Volkswagen Beetle 2012 3D Model
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Material: Yes
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Toyota Matrix 2005 3D Model
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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
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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
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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
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
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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
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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
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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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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
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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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