Mastering Automotive Performance: Optimize High-Poly Car Models for Next-Gen Game Engines
Mastering Automotive Performance: Optimize High-Poly Car Models for Next-Gen Game Engines
The allure of hyper-realistic automotive models is undeniable. From the gleaming chrome to the intricate interior details, 3D artists and designers meticulously craft these digital masterpieces to mirror their real-world counterparts. However, translating these incredibly detailed, high-polycount studio-quality assets into a smooth, performant experience within real-time next-gen game engines presents a formidable challenge. Unoptimized models can bring even the most powerful gaming rigs to their knees, causing significant frame rate drops, long loading times, and a generally poor user experience.
This isn’t merely about aesthetics; it’s about the very feasibility of delivering immersive automotive experiences. To truly master automotive performance, artists and developers must embrace a disciplined approach to polycount optimization, strategic use of Level of Detail (LODs), and smart texturing techniques. This comprehensive guide will delve into the essential strategies and advanced practices required to transform your high-fidelity car models into lean, mean, game-ready machines, ensuring they look stunning without compromising performance. For those seeking a head start, remember that resources like 88cars3d.com offer a range of meticulously prepared models designed with performance in mind.
The Imperative of Optimization: Bridging Detail and Performance
Why is optimization so critical for high-poly automotive models in game development? The core reason lies in the fundamental difference between offline rendering (for films, animations, marketing) and real-time rendering (for games). Offline renderers have the luxury of time, processing each frame over minutes or even hours to achieve pixel-perfect fidelity. Game engines, conversely, must render 30, 60, or even 120 frames per second, demanding extreme efficiency from every asset.
High-poly car models, often boasting millions of polygons, are a massive burden on the GPU and CPU. Each polygon, vertex, and edge requires processing, leading to excessive draw calls – instructions the CPU sends to the GPU to render geometry. A high number of draw calls can quickly bottleneck performance, leading to stuttering and unplayable frame rates. Furthermore, large unoptimized models consume vast amounts of memory, increasing game load times and potentially exceeding hardware limits on various platforms.
The goal of optimization is not to strip away all detail, but rather to intelligently manage complexity. It’s about finding the sweet spot where visual fidelity is maintained to an acceptable degree for the user, while the underlying technical load on the game engine is drastically reduced. This balance is paramount for modern games that aim to deliver breathtaking visuals across a wide range of hardware, from high-end PCs to consoles and mobile devices.
Foundational Polycount Optimization Techniques
At the heart of optimizing automotive models is reducing their geometric complexity – the polycount optimization. This process involves strategically lowering the number of polygons without significantly degrading the visual appearance, especially from a distance. Several techniques are crucial here, forming the bedrock of a high-performance game asset pipeline.
Understanding Mesh Decimation and Its Applications
Mesh decimation, also known as polygon reduction or simplification, is the process of reducing the number of faces, edges, and vertices in a 3D model. This is typically achieved by selectively removing edges or collapsing vertices, then re-triangulating the mesh. While it sounds destructive, when applied intelligently, it can yield impressive results.
For automotive models, which are often hard-surface and exhibit clear geometric shapes, decimation must be handled with care. Aggressive decimation can quickly introduce undesirable faceting, destroy smooth curves, or distort critical silhouette lines. Tools like ZBrush’s ZRemesher, Blender’s Decimate Modifier, or Maya’s Reduce tool offer various algorithms to assist in this process.
- Strategic Decimation Approaches:
- Manual Decimation: For critical areas like the main body panels, wheel arches, or intricate grilles, manual tweaking provides the most control. Artists can identify areas where polygons are redundant (e.g., flat surfaces) and manually reduce them, or selectively remove edge loops that don’t contribute significantly to the shape.
- Automated Decimation: Automated tools are excellent for larger, less critical areas, or as an initial pass. They often provide parameters to control the target polycount percentage or maintain specific features like UV boundaries or sharp edges. Experimentation with different algorithms and settings is key to finding the right balance.
- Preserving Critical Silhouettes and Details: When decimating, prioritize maintaining the distinct outlines of the car. The silhouette is often the first thing players perceive. Edges that define sharp creases, character lines, or intricate vents should be protected from aggressive reduction. Tools often allow artists to paint weight maps to indicate areas of high importance for preservation.
Retopology and Its Role in Automotive Models
While less common for hard-surface models than organic characters, retopology still plays a role, especially if the initial high-poly model was sculpted or generated from CAD data with overly dense or messy topology. Retopology involves creating a new, clean, and optimized mesh over an existing high-detail mesh. For cars, this might be used to:
- Create a perfectly clean, quad-based mesh suitable for subdivision surfacing if the original mesh was triangulated or had non-manifold geometry.
- Simplify complex areas that were initially built with excessive detail.
- Prepare a mesh specifically for animation or deformation, although car body panels are typically rigid.
The main benefit is predictable edge flow and a much cleaner base for UV mapping and subsequent LOD generation.
Mastering Level of Detail (LODs) for Dynamic Performance Scaling
Even with careful polycount optimization, a single game-ready model often isn’t enough to handle the varying demands of a game scene. This is where Level of Detail (LODs) becomes indispensable. LODs are simplified versions of a model that are swapped in and out based on the camera’s distance from the object. This technique is crucial for achieving high visual fidelity up close while preventing distant objects from consuming unnecessary processing power, significantly aiding in draw call reduction.
Crafting Effective LOD Tiers
A typical LOD setup for a high-performance car model might involve 3-5 distinct levels:
- LOD0 (Hero Mesh): This is the highest detail version, rendered when the car is very close to the camera, often in cinematics or tight gameplay. It retains most of the original detail after initial optimization. This is where your pristine 88cars3d.com model will shine.
- LOD1 (Mid-Range): A moderately reduced version, visible at medium distances. Polygons are significantly cut, often by 50-75% from LOD0. Small details like individual bolts, badges, or very thin panel gaps might be simplified or baked into textures.
- LOD2 (Distant View): A heavily simplified mesh, used when the car is further away. Polycount can be 10-25% of the original LOD0. Interior details are usually removed, and the chassis might be a single block.
- LOD3+ (Horizon/Shadow Proxy): For extreme distances or as a shadow-only proxy. This can be as simple as a few hundred polygons, or even a billboard for very distant vehicles, achieving maximum draw call reduction. All complex textures are likely removed, using only basic materials or a simple color.
The exact polycount targets for each LOD tier depend heavily on the game’s platform, target frame rate, and the visual demands of the project. Profiling within the target game engine is essential to fine-tune these thresholds.
Automated vs. Manual LOD Generation
- Automated LOD Generation: Most modern 3D software (Maya, Blender, Max) and game engines (Unity, Unreal) have built-in tools for automated LOD generation. These tools apply decimation algorithms to create lower-poly versions based on a target percentage or error threshold. While quick, they often require manual cleanup to fix artifacts or preserve crucial features.
- Manual LOD Generation: For critical assets like player-controlled vehicles, manual creation or significant refinement of LODs is often preferred. This allows artists precise control over what details are kept, simplified, or removed at each stage. It ensures that critical elements like headlights, wheels, and car body contours remain visually consistent across LOD transitions.
Optimizing Car Interiors and Undercarriages with LODs
Interiors and undercarriages of vehicles are often unseen or only partially visible during gameplay. These areas are prime candidates for aggressive LOD optimization.
- Interior: For LOD0, a full interior might be present. For LOD1, the interior could be simplified to just a cockpit shell and seats. For LOD2+, the interior might be entirely culled or replaced by a simple dark box to cast shadows correctly.
- Undercarriage: Similarly, the intricate suspension and engine components, while crucial for high-detail renders, can be heavily simplified or removed for distant LODs. Only the parts visible from typical gameplay angles (e.g., parts of the exhaust or wheel wells) need to retain some detail.
Efficient UV Unwrapping and Texture Management
Beyond geometry, efficient texturing is vital for performance and visual quality. This starts with meticulous UV unwrapping best practices. UV maps dictate how a 2D texture is projected onto a 3D model. Poor UVs lead to wasted texture space, resolution issues, and difficult material creation, ultimately impacting memory and rendering efficiency.
Maximizing UV Space Utilization with Texture Atlasing
One of the most effective strategies for texture management is texture atlasing. Instead of having separate texture maps for every single part of the car (body, wheels, interior, lights, etc.), an atlas combines multiple UV layouts into a single, larger texture map.
- Benefits:
- Reduced Draw Calls: A primary benefit. Each texture switch constitutes a draw call. Using fewer, larger texture atlases means fewer texture switches, hence fewer draw calls, improving GPU performance.
- Improved Cache Coherency: GPUs can process data from a single large texture more efficiently than fetching data from many smaller, disparate textures.
- Simpler Material Setup: Often, an entire car can use one or a few material instances if atlased effectively.
- Implementation: Arrange the UV shells for different components (e.g., body, wheels, windows) into a single 0-1 UV space. Prioritize larger or more prominent parts for higher resolution in the atlas.
Avoiding Overlapping UVs and Seams
Clean UVs are fundamental. Overlapping UVs, while sometimes used for mirroring symmetrical parts, can cause issues with texture baking, ambient occlusion, and unique material details. Strive for non-overlapping, unique UV layouts where possible, especially for hero assets. Proper seam placement is also crucial. Seams should be hidden from view as much as possible, following natural breaks in the geometry or hard edges to minimize visible texture stretching or artifacts.
Texture Resolution and Format Considerations
The choice of texture resolution directly impacts memory usage and visual clarity. While 4K or 8K textures might look stunning in isolation, they are often overkill for many parts of a game-ready car.
- Strategic Resolution: Assign higher resolutions (e.g., 2048×2048 or 4096×4096) to visible, large surfaces like the car body. Smaller, less prominent parts (e.g., undercarriage components, engine block parts) can often use 1024×1024 or even 512×512 textures without noticeable loss of detail.
- Texture Formats: Use compressed formats like DXT1/BC1 (no alpha), DXT5/BC3 (alpha), or BC7 (higher quality) for diffuse/albedo maps. Normal maps should use BC5 (RG channels) for better quality. Game engines handle compression automatically, but understanding these formats helps in managing asset size.
- Mipmaps: Always generate mipmaps for textures. Mipmaps are pre-filtered, smaller versions of a texture used by the engine for objects at a distance, reducing aliasing and improving rendering performance.
Advanced Texturing Strategies: Baking and PBR Workflow
To achieve high-fidelity visuals on optimized low-poly meshes, we rely heavily on advanced texturing techniques, particularly texture baking and the PBR workflow. These methods allow us to transfer intricate detail from a high-poly source onto a game-ready asset, simulating complex lighting interactions efficiently.
Baking High-Detail Geometry to Normal Maps
Texture baking is the process of transferring surface details, lighting, and material properties from a high-resolution mesh to a lower-resolution mesh through textures. For automotive models, normal map baking is the most critical application.
- Normal Maps: A normal map is a texture that stores surface orientation information (normals) in its RGB channels. When applied to a low-poly mesh, it simulates the appearance of high-frequency detail (like panel gaps, bolts, grilles, or subtle surface imperfections) that isn’t present in the geometry itself. This allows a drastically reduced polycount model to still look highly detailed.
- Process: The process typically involves positioning a low-poly “cage” mesh around the high-poly mesh, then projecting the high-poly’s surface normals onto the low-poly’s UV space. Tools like Substance Painter, Marmoset Toolbag, or XNormal are industry standards for this. Careful cage setup and correct normal direction are crucial for avoiding baking artifacts.
Capturing Ambient Occlusion and Other Data
Beyond normal maps, other useful maps can be baked to enhance realism and performance:
- Ambient Occlusion (AO) Maps: These textures simulate soft shadows caused by ambient light being blocked by nearby surfaces. Baking AO from a high-poly model adds depth and realism to crevices and corners without requiring expensive real-time calculations.
- Curvature Maps: Useful for adding wear and tear to edges or dirt to crevices in material shaders.
- ID Maps/Color Masks: For complex material setups, baking color IDs allows artists to quickly select different parts of a mesh for texturing in tools like Substance Painter.
- Thickness Maps: Can be used for subsurface scattering or simulating light passing through thin materials.
Baking these maps once means the game engine doesn’t have to calculate them in real-time for every frame, further contributing to draw call reduction and overall performance.
The Physically Based Rendering (PBR) Workflow
The PBR workflow is now the industry standard for achieving realistic materials and lighting in real-time engines. PBR defines material properties based on how light interacts with real-world surfaces, resulting in consistent and believable visuals under any lighting conditions.
- Core PBR Principles: PBR relies on several key texture maps:
- Albedo/Base Color: The inherent color of the surface, excluding lighting or shading.
- Normal Map: As discussed, simulates surface detail.
- Metallic Map: Defines which parts of a surface are metallic (pure white) and which are dielectric (pure black/dark gray).
- Roughness Map: Controls the microscopic surface irregularities, determining how rough or smooth a surface appears, directly impacting how light reflects (from perfectly shiny to matte).
- Ambient Occlusion Map: Provides indirect shadow information.
- Calibrating Materials for Realistic Shading: Understanding how each PBR map contributes to the final look is crucial. For car paint, for example, a metallic map will define the metallic flakes, while the roughness map will dictate the glossiness of the clear coat. Consistent adherence to PBR guidelines ensures that your automotive models will look fantastic in any game engine environment, without requiring complex, performance-heavy custom shaders.
Integrating Optimization into Your Game Asset Pipeline
Optimization isn’t an afterthought; it’s an integral part of the entire game asset pipeline. From initial modeling to final engine integration, incorporating performance considerations at every stage ensures a smooth and efficient workflow. This proactive approach saves countless hours of rework and debugging.
Pre-Production Planning for Performance
The optimization journey begins even before a single polygon is modeled.
- Define Polycount Targets: Establish clear polycount budgets for different classes of vehicles (e.g., hero car, NPC car, distant background car). This guides artists from the outset, allowing them to make informed decisions during modeling.
- LOD Strategy: Plan the number of LODs and their respective polycount percentages early on. Decide which details will be modeled and which will be baked to normal maps.
- Texture Strategy: Determine texture resolutions, atlas usage, and PBR material breakdown. Will the entire car use one atlas, or multiple?
- Reference High-Quality Assets: Utilize industry best practices and, if possible, leverage pre-optimized models. Resources like 88cars3d.com provide a strong foundation with models already designed with game engine performance in mind, saving significant development time.
Iterative Optimization and Testing
Optimization is rarely a one-shot process. It’s iterative, requiring constant testing and refinement.
- Regular Engine Imports: Import models into the game engine frequently during development. This helps identify performance bottlenecks early.
- Profile Performance: Utilize engine profiling tools (e.g., Unreal Insights, Unity Profiler) to monitor draw calls, frame rates, memory usage, and GPU/CPU timings. This data is invaluable for pinpointing areas that need further optimization.
- Visual Quality Checks: Ensure that the optimized models maintain acceptable visual fidelity across all LODs. Look for popping, aliasing, or noticeable detail loss during LOD transitions.
Tool Integration and Automation
Modern 3D applications and game engines offer robust tools to streamline the optimization process.
- Scripting and Plugins: Leverage scripting (e.g., Python for Blender/Maya) to automate repetitive tasks like initial mesh decimation, UV packing, or exporting multiple LODs.
- Material Graphs: Use node-based material editors within engines (e.g., Unreal’s Material Editor, Unity’s Shader Graph) to create optimized PBR materials that are efficient and easy to modify.
- Batch Processing: For large numbers of similar assets, tools that can batch process LOD generation, texture baking, or format conversions can drastically speed up the pipeline.
By integrating these techniques into a coherent workflow, you ensure that every high-performance car model not only looks spectacular but also runs flawlessly, delivering an exceptional experience in any game environment.
Conclusion
Optimizing high-poly automotive models for real-time game engines is a multifaceted art and science. It demands a deep understanding of geometry, texturing, and engine performance metrics. By mastering techniques such as rigorous polycount optimization, strategic implementation of Level of Detail (LODs), efficient UV unwrapping best practices, meticulous texture baking, and a robust PBR workflow, you can transform even the most complex designs into game-ready assets that uphold visual fidelity without crippling performance. The continuous pursuit of draw call reduction and intelligent asset management is what separates good game art from truly exceptional, performant game art.
The journey from a high-fidelity studio model to a perfectly optimized game asset is challenging but incredibly rewarding. It empowers you to create breathtaking automotive experiences that run smoothly on a wide array of hardware, delighting players with both stunning visuals and fluid gameplay. Start integrating these optimization strategies into your game asset pipeline today. For artists and developers looking for a head start with meticulously crafted, game-ready car models, explore the extensive collection at 88cars3d.com and unlock the true potential of your next-gen game project.
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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
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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
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
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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
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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
Material: 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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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
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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
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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
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Mazda B-Series 3D Model
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Material: Yes
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Mercsedes Benz Z3-006 3D Model
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Material: Yes
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Mazda RX-7 3D Model
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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
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Material: Yes
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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
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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
Texture: Yes
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Mercedes-Benz SL 65 AMG 3D Model
Texture: Yes
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