The Physics of Paint: Deconstructing Automotive Finishes for PBR
The gleam of a freshly polished car, reflecting the world around it with stunning clarity and depth, is an irresistible sight. Automotive paint is more than just a color; it’s a complex interplay of light, pigment, metallic flakes, and a protective clear coat that creates a mesmerizing visual experience. Replicating this intricate beauty in a 3D environment, especially within the demanding confines of real-time rendering, presents a formidable challenge. For 3D artists, game developers, and automotive designers, mastering this art is crucial for achieving hyper-realistic results.
This deep dive aims to demystify the process of crafting layered PBR (Physically Based Rendering) shaders for automotive assets in Unreal Engine 5. We’ll deconstruct the physics behind real-world car paint, translating its complex properties into a robust PBR material pipeline. From the subtle glint of metallic flakes to the glassy depth of the clear coat, we’ll guide you through building these sophisticated shaders, optimizing them for performance, and ensuring your automotive visualizations achieve unparalleled realism. If you’re looking for a foundation of high-quality models to apply these techniques, remember that 88cars3d.com offers a fantastic range of ready-to-use vehicles.
The Physics of Paint: Deconstructing Automotive Finishes for PBR
Before we even touch Unreal Engine’s Material Editor, understanding the physical layers of automotive paint is paramount. Real-world car paint isn’t a single monolithic coating; it’s a meticulously engineered system designed for aesthetics, protection, and durability. Translating this layered structure into a digital PBR framework is the first step toward authenticity.
Understanding the Real-World Layers
- Primer: Applied directly to the bare metal or composite, primer provides adhesion for subsequent layers and corrosion resistance. In PBR, this layer is usually abstracted away unless dealing with extreme wear.
- Base Coat (Color Coat): This is where the car gets its primary color. It can be a solid color, metallic, or pearlescent. The base coat dictates the diffuse color and largely influences the overall appearance.
- Effect Layer (Metallic/Pearlescent): Often integrated within the base coat, this layer contains tiny metallic flakes or mica particles. These particles scatter and reflect light in specific ways, creating the characteristic “sparkle” or “flop” effect that changes with viewing angle. This is where the magic of the metallic flake effect truly comes alive.
- Clear Coat: The outermost layer, a transparent, durable polyurethane or acrylic coating. Its primary role is to protect the underlying layers from UV radiation, scratches, and chemicals, while also providing the high gloss and depth associated with premium automotive finishes. This is a crucial element for any realistic clear coat shader.
Translating to PBR: Metallic vs. Dielectric
In PBR, materials are broadly categorized as either metallic or dielectric. This distinction fundamentally changes how light interacts with the surface. Most automotive paints, despite containing metallic flakes, behave as dielectric materials due to the clear coat encapsulating everything.
- Metallic Properties: True metallic surfaces have a colored specular reflection (matching their base color) and absorb diffuse light. Their F0 reflectance (reflection at normal incidence) is typically very high (0.8-1.0).
- Dielectric Properties: Dielectric surfaces (like plastic, glass, paint) have achromatic (white) specular reflections. They scatter diffuse light internally before it exits, giving them their base color. Their F0 reflectance is lower (0.02-0.04 for most non-metals, about 0.04 for common automotive clear coats).
The challenge in automotive paint is that the metallic flakes *within* the base coat act like tiny metallic surfaces, while the clear coat *over* them is a dielectric. This necessitates a layered approach, often leveraging Unreal Engine’s built-in Clear Coat features or constructing custom layered materials.
Laying the Foundation: Understanding PBR Materials in Unreal Engine 5
Unreal Engine 5’s PBR system provides a robust framework for creating physically accurate materials. To build a hyper-realistic car paint shader, a solid understanding of its core material inputs is essential.
Unreal Engine’s PBR Paradigm
Every Master Material in Unreal Engine 5 typically exposes several key inputs that define a surface’s PBR properties:
- Base Color: This input defines the surface’s primary color when it’s diffuse (non-metallic) or its reflection color when it’s metallic. For automotive paint, this will be the color of your base coat.
- Metallic: A scalar value (0-1) indicating how metallic a surface is. 0 means purely dielectric (like plastic or paint), 1 means purely metallic (like polished metal). Automotive paint’s clear coat is 0, while individual flakes would be 1.
- Specular: A scalar value (0-1) controlling the intensity of non-metallic reflections. For most common dielectrics, this can be left at the default 0.5, as the physically accurate F0 (Fresnel reflectance at normal incidence) is often handled internally. However, for nuanced control or specific dielectric materials, it can be adjusted.
- Roughness: A scalar value (0-1) defining the microscopic surface imperfections that scatter light, influencing how blurry or sharp reflections appear. 0 is perfectly smooth (mirror-like), 1 is completely rough (matte). A polished clear coat will have very low roughness.
- Normal: A texture input that defines the surface’s normal vectors at a per-pixel level, faking fine surface details and contributing to realistic lighting and reflections without needing more polygons.
- Clear Coat: A scalar value (0-1) that enables Unreal’s dedicated clear coat system. This is crucial for automotive paint. Setting this to 1 effectively adds a secondary, transparent dielectric layer on top of your primary material, complete with its own Roughness and Normal inputs.
- Clear Coat Roughness: Controls the roughness of the clear coat layer, independent of the base material.
- Clear Coat Normal: Allows for adding normal map detail specifically to the clear coat, useful for micro-scratches or orange peel effects.
When working with a complex material like car paint, we’ll essentially be simulating multiple layers of a PBR material pipeline, with the Clear Coat input acting as our outermost transparent dielectric. This layered approach is key to capturing the depth and complexity that makes realistic car paint so appealing in real-time automotive rendering.
Building the Base: Crafting the Primary Color and Metallic Flake Effect
The base coat forms the visual core of automotive paint. It defines the primary color and, crucially, incorporates the sparkling metallic flake effect that gives car paint its unique character. Achieving this effect requires careful consideration within the Unreal Engine Material Editor.
Establishing the Base Color
Start with a simple Vector3 (Color) node connected to the Base Color input of your material. This will be the primary hue of your vehicle. For greater flexibility, expose this as a Material Parameter, allowing you to easily change the car’s color via Material Instances without recompiling the shader.
For the Metallic input, leave it at 0, as the base coat itself (without flakes) is generally considered dielectric. Specular can remain at its default 0.5. Roughness should be set to a very low value (e.g., 0.05-0.1) if you were only considering the base coat, but remember, the clear coat will primarily dictate the final surface roughness.
Creating the Metallic Flake Effect
This is where the magic happens. The metallic flakes don’t simply add color; they introduce a dynamic sparkle that reacts to light and viewing angle. We achieve this by adding a secondary, metallic reflection layer that is masked and distorted to simulate individual flakes.
Method 1: Texture-Based Flakes
- Flake Normal Map: Create or acquire a tileable normal map that simulates the random orientation of tiny metallic flakes. This map will have tiny, varying normal vectors, giving each “flake” a slightly different reflection angle.
- Flake Mask Texture: A black and white noise texture can be used as a mask to control the density and distribution of the flakes.
- Combining with Base Color: Use a ‘Lerp’ (Linear Interpolate) node. The base color goes into A, a slightly brighter/more saturated version of the base color (or even a different color for contrasting flakes) goes into B. The flake mask drives the Alpha.
- Driving Metallic and Roughness: The flakes themselves are metallic. Therefore, where the mask is white, the metallic input should be 1. The roughness for the flakes should be very low to make them reflective, perhaps even lower than the base coat roughness.
- Applying Normal: Multiply the flake normal map with your main normal map (if any) using a ‘Blend_Overlay’ or ‘Blend_Additive’ node, or simply feed the flake normal into a separate normal input if you’re using Unreal’s layered material system.
Method 2: Procedural Flakes (Advanced)
For ultimate control and reduced texture memory, procedural methods generate flakes on the fly. This often involves:
- Noise Functions: Using multiple ‘Noise’ nodes (e.g., Perlin, Simplex) with different scales and octaves to generate a complex pattern.
- Contrast and Threshold: Passing the noise through a ‘Power’ or ‘Desaturation’ node, then applying a ‘Ceil’ or ‘Floor’ function to create sharp, isolated “dots” that act as flake masks.
- Rotation/Normal Generation: Using custom material functions or more advanced UV manipulation to simulate random flake orientations, driving a perturbed normal vector for each flake.
- Fresnel Effect for Sparkle: A powerful technique is to combine a Fresnel effect with your flake mask. This ensures that the flakes only “sparkle” brightly when viewed at grazing angles, mimicking real-world behavior. The Fresnel should be applied to the reflectivity of the flakes, making them appear brighter as the camera angle approaches parallel to the surface.
Regardless of the method, ensure your shader optimization is considered. Large, unoptimized textures or overly complex procedural graphs can impact performance, especially for real-time automotive rendering. Material Instances are crucial here, allowing you to tweak flake size, density, and color without recompiling the base shader.
The Star of the Show: Implementing a Hyper-Realistic Clear Coat Shader
The clear coat is arguably the most critical component of automotive paint realism. It provides the characteristic gloss, depth, and protection, and it’s the layer that defines how reflections interact with the car’s surface. Unreal Engine 5 offers powerful tools to simulate this clear coat shader with high fidelity.
Understanding Unreal’s Clear Coat System
Unreal Engine provides dedicated inputs for a clear coat within its standard PBR Master Material. These include:
- Clear Coat: A scalar value (0 or 1) that enables or disables the clear coat layer. Set this to 1.
- Clear Coat Roughness: This is a separate Roughness input specifically for the clear coat layer. A perfectly polished car will have an extremely low value here (e.g., 0.01-0.05). Any roughness you set on the base material will only affect the base material itself, seen *through* the clear coat.
- Clear Coat Normal: Allows you to apply a normal map specifically to the clear coat. This is invaluable for simulating subtle surface imperfections like “orange peel” texture (a common finish on real cars) or micro-scratches.
Crafting the Clear Coat Material Logic
- Enable Clear Coat: Connect a constant value of 1 to the ‘Clear Coat’ input of your material. This activates the second, transparent dielectric layer.
- Set Clear Coat Roughness: Connect a constant or a scalar parameter (e.g., “ClearCoatRoughness”) to the ‘Clear Coat Roughness’ input. Start with a very low value (e.g., 0.02) and adjust to achieve the desired level of gloss. Remember, higher values mean blurrier reflections.
- Fresnel for Accurate Reflections: The clear coat is a dielectric material, meaning its reflectivity increases at grazing angles. While Unreal’s clear coat system inherently handles much of this, you can fine-tune its appearance. The ‘Clear Coat’ input acts as a physically accurate dielectric layer with an assumed Index of Refraction (IOR) around 1.5, which is suitable for most paints.
- Clear Coat Normal Mapping: For subtle surface detail like “orange peel” (a slight waviness in the clear coat that gives a unique reflection look), connect a tiled normal map to the ‘Clear Coat Normal’ input. This should be a very subtle, high-frequency noise normal map. Ensure the intensity of this normal map is low; strong normals can look artificial.
Achieving Depth and Refraction
The beauty of a clear coat lies in its ability to refract light, creating a sense of depth as you look through it to the base coat. While full ray-traced refraction is expensive, Unreal’s clear coat system effectively simulates this visual effect through its layered PBR calculations and dual-lobe reflections. The reflections off the clear coat and the reflections/diffuse color from the base coat are combined, giving the impression of light traveling through a transparent layer.
For advanced users, consider customizing the Clear Coat’s IOR. Although not directly exposed as a parameter, the effect can be subtly altered by manipulating the ‘Specular’ input of the base material (though this is more for the base material’s own specular properties, not the clear coat’s refraction). Generally, relying on the built-in PBR values for dielectric materials is sufficient for realistic clear coat behavior.
A well-implemented clear coat shader, combined with accurate base and flake layers, is the cornerstone of compelling automotive visualization. It elevates a flat, digital asset into something that truly appears to have presence and physical substance. Many of the models available on 88cars3d.com are designed with these advanced material pipelines in mind, providing an excellent starting point for your projects.
Advanced Techniques for Unparalleled Realism and Performance
Achieving hyper-realism in automotive shaders goes beyond basic PBR setup. It involves meticulous detailing, intelligent lighting, and rigorous optimization. Let’s explore some advanced techniques.
Dynamic Flakes and Anisotropic Reflections
To push the metallic flake effect further:
- Procedural Flake Animation: Instead of static textures, use time-based noise functions to slightly animate the flake mask or normals. This creates a subtle shimmer that mimics how real flakes appear to “move” as the car moves or the light changes.
- Anisotropy for Specialized Finishes: While standard car paint is isotropic (reflections are uniform in all directions), some specialized finishes (like brushed metals or certain matte clear coats) exhibit anisotropy, where reflections stretch in a particular direction. Unreal Engine’s standard material doesn’t have a direct ‘Anisotropy’ input, but it can be faked using custom normal maps (e.g., tangent space normal maps that smear reflections) or by manipulating the tangent basis. This is an advanced technique best suited for unique finishes.
Environment Reflections and HDRI
No matter how perfect your shader, without accurate reflections, it will fall flat. Environment reflections are paramount for real-time automotive rendering.
- Reflection Captures: Place ‘Sphere Reflection Capture’ or ‘Box Reflection Capture’ actors strategically around your vehicle. These bake static cubemap reflections. For a car, multiple overlapping captures might be necessary to accurately capture reflections from all angles.
- Screen Space Reflections (SSR): Enable SSR in your Post Process Volume. While limited to what’s on screen, SSR adds immediate, dynamic reflections from objects currently visible, greatly enhancing realism.
- Ray Tracing Reflections: If your project supports it (and performance allows), enable Hardware Ray Tracing for reflections. This provides truly accurate, dynamic global reflections that are a game-changer for car paint.
- HDRI Backplates: For automotive visualization, using High Dynamic Range Image (HDRI) backplates or skydomes for lighting and reflections is crucial. An HDRI provides real-world lighting information, making the car look as if it’s truly in that environment. Use an ‘HDRIBackdrop’ actor or simply apply an HDRI texture to a sky sphere material.
Dirt, Scratches, and Wear
Perfection can sometimes look artificial. Adding subtle imperfections brings a model to life:
- Layered Materials: Use a ‘Material Layer Blend’ asset or create custom blend logic within your material to layer on dirt, dust, and grime. These layers can be driven by masks (e.g., vertex paint, ambient occlusion maps, procedural noise).
- Micro-Scratches on Clear Coat: A subtle normal map with fine scratches and swirls, combined with a slightly increased roughness, can simulate wear on the clear coat. Ensure this is subtle; too much will make the paint look abused. Blend it with your clean clear coat normal using a Lerp or blend node, driven by a wear mask.
- Edge Wear: Use ambient occlusion or curvature maps to drive masks for chipped paint or exposed primer/metal along edges.
Shader Optimization Strategies
Complex shaders can be performance heavy. Effective shader optimization is crucial for maintaining real-time frame rates.
- Material Instances: Always use Material Instances. Expose relevant parameters (colors, roughness values, flake intensity, normal map strength) as parameters in your Master Material. This avoids recompiling the shader for every variation.
- Instruction Count: In the Unreal Engine Material Editor, check the ‘Stats’ tab for your shader’s instruction count. Aim to keep it as low as possible for critical assets. Combine nodes, simplify logic where possible, and avoid redundant calculations.
- Texture Resolution and Format: Use appropriate texture resolutions. Don’t use 4K textures for tiny details that won’t be seen up close. Use efficient texture formats (e.g., BC7 for normal maps, DXT1/5 for color/masks).
- Static Switches: Use ‘Static Switch Parameter’ nodes to entirely remove parts of the shader graph if a feature (e.g., dirt layer) isn’t needed for a particular instance. This reduces instruction count significantly.
- Custom HLSL: For truly advanced optimization or unique effects, you can write custom HLSL code in custom nodes, which can sometimes be more efficient than a sprawling node graph.
Integration and Final Touches: Automotive Visualization Best Practices
A stunning car paint shader is only one piece of the puzzle. Integrating it effectively into a scene with proper lighting, camera work, and post-processing is what truly brings an automotive visualization to life.
Lighting Setups for Automotive Realism
Lighting is the sculptor of reflections. For automotive rendering, it’s about revealing the contours, highlights, and depth of the paint.
- Studio Lighting: Often involves a combination of large, soft area lights (rect lights or emissive planes) to create broad, appealing reflections, and smaller, sharper lights for crisp highlights that define edges. A classic three-point lighting setup is a good starting point, but specialized car studios often use more complex arrays.
- Outdoor Scenes: Rely heavily on a directional light (sun) for sharp shadows and direct illumination, combined with a high-quality HDRI for ambient lighting and realistic sky reflections. Pay attention to how the sun’s angle interacts with the car’s curves and paint.
- Dynamic Range: Ensure your scene has sufficient dynamic range. The bright reflections from the clear coat need to contrast beautifully with the subtle shadows and deeper colors of the paint.
Camera Settings and Post-Processing
The camera is the viewer’s eye, and post-processing adds the final polish.
- Exposure and White Balance: Correct exposure is critical to ensure the paint isn’t blown out or too dark. White balance helps maintain accurate color representation.
- Depth of Field (DOF): Use subtle DOF to draw attention to specific parts of the car and enhance realism, mimicking photographic lenses. Be careful not to overdo it.
- Bloom: A slight bloom effect can enhance the glow of highlights on the clear coat, making them feel more photographic. Again, use sparingly.
- Color Grading: Fine-tune the colors, contrast, and saturation of your scene. A slight LUT (Look-Up Table) or manual adjustments can push the visual style and make the paint “pop.”
- Lens Flares and Dirt: Subtle lens flares (if appropriate) and very gentle lens dirt can add a cinematic touch.
From Concept to Production
The process of creating and refining these shaders is iterative. Start with a solid foundation, test extensively under various lighting conditions, and incrementally add complexity and detail. Always keep shader optimization in mind, especially if targeting game assets or interactive experiences. For those needing high-quality, production-ready automotive models to apply these advanced techniques, 88cars3d.com is an excellent resource, offering detailed vehicles optimized for various rendering pipelines. Investing in a good base model saves countless hours and allows you to focus on the intricate shader work.
Conclusion
Crafting hyper-realistic automotive paint in Unreal Engine 5 is a journey that bridges the gap between physics, art, and technical prowess. By understanding the layered nature of real-world finishes and translating them into a sophisticated PBR material pipeline, you gain the power to create truly convincing vehicles. The meticulous detail in the metallic flake effect, the nuanced depth of the clear coat shader, and the intelligent use of Unreal Engine’s Material Editor all contribute to an unparalleled automotive visualization.
This process demands patience, experimentation, and a keen eye for detail. But the reward — a stunningly realistic car that captivates viewers — is well worth the effort. Remember to leverage robust shader optimization techniques, embrace the power of real-time automotive rendering features like ray tracing and reflection captures, and always strive for physical accuracy in your dielectric materials. Continue to experiment, push the boundaries of what’s possible, and never stop learning. For a head start on your next project, explore the high-quality automotive models available at 88cars3d.com, giving you a perfect canvas to apply these advanced paint techniques.
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Toyota iQ EV 2012 3D Model
Texture: Yes
Material: Yes
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Toyota Aygo 2013 3D Model
Texture: Yes
Material: Yes
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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
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
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Volkswagen Golf 5 Door 2010 3D Model
Texture: 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
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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
Texture: 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
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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
Material: Yes
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Volkswagen Passat CC 3D Model
Texture: Yes
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
Material: 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
Texture: Yes
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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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
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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
Texture: Yes
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