The Essence of Photorealistic Car Paint: Deconstructing PBR Principles
The gleam of a perfectly rendered car is more than just a pretty picture; it’s a testament to the artist’s mastery of light, material science, and cutting-edge engine technology. In the world of high-fidelity automotive visualization and game development, merely “good enough” no longer cuts it. We’re beyond the era where basic reflections suffice. Today, the demand is for unparalleled realism, where every curve, every highlight, and every minute imperfection contributes to an experience indistinguishable from reality.
Unreal Engine 5 (UE5) offers an incredible toolkit for achieving this, pushing the boundaries of what’s possible in real-time. While ray tracing provides a phenomenal foundation for lighting and reflections, true photorealism in car paint, one of the most complex and visually critical aspects of any vehicle, demands a deeper understanding. It requires delving into the intricate layers that make up an automotive finish, from the base color to the metallic flakes and the pristine clear coat.
This guide will take you beyond the default settings, equipping you with the knowledge and techniques to craft advanced UE5 automotive materials that captivate. We’ll explore the science behind a truly convincing PBR car paint shader, walk through the construction of a modular material, and uncover the secrets to achieving cinematic quality for your real-time vehicle visualization projects. Prepare to elevate your automotive assets to an entirely new level of visual fidelity.
The Essence of Photorealistic Car Paint: Deconstructing PBR Principles
Achieving photorealistic car paint isn’t just about making it shiny; it’s about accurately simulating how light interacts with a complex, multi-layered surface. Physically Based Rendering (PBR) forms the bedrock of this realism, ensuring that your materials behave realistically under any lighting condition. For car paint, this means understanding its distinct layers and their individual PBR properties.
At its core, car paint is a layered system. Imagine peeling back an onion, but instead of layers of vegetable, you have layers of carefully engineered coatings. Each layer contributes to the final appearance and how light is absorbed, scattered, and reflected.
Understanding the Multi-Layered Structure
The typical automotive paint finish consists of several key layers, each with unique optical properties:
- Primer/E-coat: This foundational layer provides corrosion resistance and a smooth base for subsequent coats. While not directly visible, its flatness or subtle texture can influence the layers above.
- Base Coat (Color Coat): This is where the primary color of the vehicle resides. It can be solid, metallic, or pearlescent. The base coat’s roughness, metallic value, and color determine its diffuse and reflective properties. For metallic paints, this layer also contains tiny metallic or mica flakes.
- Clear Coat: This is the outermost, transparent, and highly glossy layer. Its primary functions are protection, UV resistance, and, most importantly for rendering, providing the deep, wet look characteristic of automotive finishes. The clear coat’s interaction with light is crucial for realism, exhibiting strong Fresnel reflections and a distinct specular highlight.
PBR Properties Specific to Car Paint
To accurately represent these layers in a PBR car paint shader, we need to consider specific PBR parameters:
- Base Color: This defines the diffuse color of the base coat. For metallic paints, this color is often mixed with a metallic contribution.
- Metallic: A value between 0 (dielectric) and 1 (metal). For base coats with metallic flakes, this value will be greater than 0, indicating the presence of tiny metallic particles. The clear coat, being a dielectric, will have a metallic value of 0.
- Roughness: Crucial for determining the sharpness and spread of reflections. The base coat typically has a higher roughness than thele clear coat, which is exceptionally smooth. Subtle variations in roughness on the clear coat can simulate dust or micro-scratches.
- Specular: Controls the intensity of direct reflections. For dielectrics (like the clear coat), this is usually around 0.5. Metals handle specular differently, deriving it from their base color and metallic value.
- Normal Map: Essential for adding fine surface detail, from the subtle orientation of metallic flakes to micro-scratches and orange peel texture on the clear coat.
Understanding these fundamental PBR properties for each layer is the first step towards creating a truly convincing material. It allows us to approach car paint not as a single surface, but as a composite of interacting elements.
Building Your Master Car Paint Material in Unreal Engine 5: A Step-by-Step Guide
Creating a robust and flexible car paint material in UE5 starts with a master material setup. This approach allows for endless variations through material instances, saving time and ensuring consistency across multiple car models. Leveraging a resource like 88cars3d.com can provide you with high-quality base meshes, allowing you to focus purely on material refinement.
Setting Up the Master Material Structure
Begin by creating a new material in the Content Browser. Name it something descriptive, like `M_CarPaint_Master`. Set its Shading Model to “Default Lit” initially, as we’ll be layering effects. We’ll expose parameters to allow material instances to control almost every aspect of the paint.
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Base Color Parameters:
- Create a ‘Vector Parameter’ node for `BaseColor`. This will define the primary hue of the car.
- You might also want to add parameters for saturation, brightness, or even a ‘Texture Parameter’ for a base color texture if you’re simulating a specific custom wrap.
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Roughness Control:
- Add a ‘Scalar Parameter’ for `BaseCoatRoughness`. This will control how matte or reflective the underlying paint layer is.
- Another ‘Scalar Parameter’ for `ClearCoatRoughness` will control the outermost layer’s smoothness. Remember, the clear coat should be exceptionally smooth for new cars.
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Metallic Control:
- A ‘Scalar Parameter’ for `MetallicValue`. While the clear coat will be 0, the base coat might have a metallic contribution, especially for flake paints.
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Normal Map Inputs:
- Create ‘Texture Sample’ nodes for `BaseNormalMap` and `ClearCoatNormalMap`. These will be crucial for surface detail and flake effects. Convert them to ‘Texture Parameter’ for easy instance control.
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Clear Coat Enable/Disable:
- While UE5 has a built-in clear coat, for more control, we can layer it. If using the built-in, ensure the ‘Clear Coat’ checkbox is enabled in the material details. Expose a ‘Static Switch Parameter’ called `EnableClearCoat` to easily toggle this feature on or off within instances.
Implementing the Core Layers
Now, let’s wire these parameters into the material’s output nodes. The complexity comes from blending these layers correctly.
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Base Coat Setup:
- Connect your `BaseColor` parameter to the Base Color input.
- Connect your `MetallicValue` parameter to the Metallic input.
- Connect your `BaseCoatRoughness` parameter to the Roughness input.
- Connect your `BaseNormalMap` to the Normal input.
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Clear Coat Layer Setup:
- Unreal Engine 5 simplifies the clear coat layer setup with a dedicated input. If you enable the Clear Coat shading model in the material’s details panel, you’ll see additional inputs appear.
- Connect a ‘Scalar Parameter’ (e.g., `ClearCoatRoughness`) to the Clear Coat Roughness input. This value will typically be very low (e.g., 0.01 – 0.05) for a shiny car.
- Connect a ‘Texture Parameter’ (e.g., `ClearCoatNormalMap`) to the Clear Coat Normal input. This is where we’ll inject subtle imperfections and later, anisotropic effects.
- The ‘Clear Coat’ input itself often expects a scalar mask, allowing you to control where the clear coat appears. For a full car paint, you’d typically plug in a constant 1.
This initial setup provides a solid foundation for your custom car paint material. By exposing parameters, you transform your master material into a powerful template. Now, you can right-click your master material and create “Material Instances” for each unique paint job, tweaking colors, roughness, and textures without recompiling the shader, which is crucial for iteration and performance.
Advanced Clear Coat and Anisotropic Effects: Elevating Realism
The clear coat is arguably the most critical component of photorealistic car paint. It’s what gives the vehicle its depth, its wet look, and its highly characteristic reflections. Going beyond a simple smooth clear coat involves meticulously crafting its surface imperfections and its unique reflective qualities.
Implementing the Clear Coat Layer with Nuance
While UE5’s built-in clear coat model is excellent, we can add more control. The Clear Coat input expects a scalar. For most car paint, this will be 1, meaning the clear coat is fully present. However, you can use a mask to simulate damaged areas where the clear coat has been removed.
Clear Coat Roughness Variations
A truly perfect clear coat is rare. Even brand-new cars have microscopic dust particles or subtle manufacturing imperfections. Introducing slight variations in `ClearCoatRoughness` can add a layer of realism:
- Base Roughness: Start with a very low scalar parameter (e.g., 0.02) for the base clear coat roughness.
- Detail Roughness: Blend in a highly tiled noise texture (e.g., a Perlin noise or cloud texture) multiplied by a very small scalar value (e.g., 0.01) with your base roughness. This adds subtle, non-uniformity to the reflections, breaking up the perfect mirror look.
- Wear and Tear: For older or used vehicles, blend in grayscale grunge or scratch maps to locally increase the roughness, simulating scuffs and dull areas.
Fresnel Effects and Index of Refraction (IOR)
The clear coat, being a dielectric, exhibits strong Fresnel reflections. This means reflections become much stronger and more prominent at grazing angles. UE5’s PBR clear coat model handles this automatically based on a default Index of Refraction (IOR) value, usually around 1.5. You can expose a scalar parameter for `ClearCoatIOR` if you need to fine-tune this for specific material properties, though the default is often sufficient for most paints.
Achieving Anisotropic Reflections
Anisotropic reflections are a hallmark of high-end car paint. They manifest as elongated or “streaky” highlights, often seen on polished metals or surfaces with a distinct grain, like brushed aluminum or, in our case, the flow lines from manufacturing or polishing processes on car paint.
What is Anisotropy?
Anisotropy means “direction-dependent.” On an isotropic surface, light reflects uniformly in all directions. On an anisotropic surface, the reflection characteristics change depending on the angle of incidence relative to the surface’s ‘grain’ or tangent direction. This results in the characteristic elongated specular highlights.
Simulating Anisotropy in UE5
UE5’s default shading models don’t directly expose an “anisotropy” parameter for general materials, but you can achieve it through custom normal map manipulation or by utilizing the Clear Coat Tangent input. This is where your custom car paint material truly shines.
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Custom Tangent Map:
- Create a texture that defines the tangent direction across your car’s surface. This map uses color channels (e.g., red and green) to represent vector directions. This is often generated in external tools like Substance Designer or by baking from a mesh in modeling software.
- Plug this custom tangent map into the ‘Clear Coat Tangent’ input of your material. This tells the engine the dominant direction of microscopic grooves on your clear coat.
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Blending Normal Maps:
- You can also simulate anisotropy by blending two normal maps: a primary normal map for overall detail and a secondary, highly elongated, and directionally biased normal map (e.g., subtle streaky noise).
- Use the ‘Add’ or ‘BlendAngleCorrectedNormals’ node to combine them. The secondary normal map will subtly distort the primary normal, causing the reflections to stretch in the direction defined by the secondary map’s dominant angle.
The key to realistic anisotropic reflections is subtlety. Overdoing it can make the paint look fake or like brushed metal. Aim for a gentle elongation of highlights that reacts convincingly as the camera or light moves.
Integrating Metallic Flakes and Imperfections for Ultimate Authenticity
Beyond the clear coat, the true magic of metallic car paint lies in its depth and the way microscopic flakes catch and scatter light. Marrying these flakes with subtle imperfections elevates your UE5 automotive materials from good to truly convincing.
Crafting Realistic Metallic Flakes
Metallic and pearlescent paints contain tiny, reflective particles suspended within the base coat. These flakes are angled randomly, causing them to sparkle and change color as the viewing angle shifts. Replicating this effect convincingly in real-time is a challenge, but achievable.
Generating the Flake Normal Map
The most effective way to simulate metallic flakes is by generating a specialized normal map. This flake normal map isn’t like a traditional normal map derived from geometry; it’s a procedural texture designed to represent randomly oriented micro-facets.
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Substance Designer Approach:
- Substance Designer is ideal for creating such maps. Use nodes like ‘Anisotropic Noise,’ ‘Cellular Noise,’ or ‘FX-Map’ to generate random shapes.
- Apply a ‘Normal’ node to convert these shapes into normal map data. Experiment with different scale, density, and randomness parameters to control the flake appearance.
- Export this as a high-resolution normal map.
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In-Engine Tiling:
- Import your `flake normal map` into UE5.
- In your master material, tile this normal map at a very high frequency (e.g., 50×50 or 100×100). The flakes should be tiny and numerous.
- Blend this flake normal map with your primary base normal map using the ‘BlendAngleCorrectedNormals’ node. This ensures physically accurate blending.
Controlling Flake Contribution and Color Shift
Beyond just a normal map, you need to control how these flakes behave:
- Masking and Intensity: Use a scalar parameter to control the intensity of the flake normal map. A ‘Lerp’ node can blend between the base normal and the flake normal based on this parameter.
- Flake Tinting: Real-world flakes can sometimes have a subtle color shift. You can achieve this by subtly tinting the specular reflections of the flakes. This is an advanced technique involving custom lighting functions or specific material blending, but can add significant depth.
- Sparkle Effect: For truly dynamic sparkle, you might need a custom shader solution that uses camera or light vector dot products to activate “sparkles” only when flakes are oriented towards the light source or camera. This is more complex and often involves masking the flakes and applying an emissive or boosted specular value.
Adding Imperfections and Micro-Scratches for Ultimate Authenticity
Nothing screams “CG” louder than a perfectly pristine car. Realism comes from the subtle, imperfect details that tell a story. Integrating grunge, dust, fingerprints, and micro-scratches is paramount for creating believable UE5 automotive materials.
Detail Normal Maps for Micro-Scratches
Micro-scratches are not visible as individual lines but as a general haziness or softening of reflections, especially when light hits them at certain angles. They are best represented with detail normal maps:
- Creating Scratch Maps: Generate grayscale textures with subtle, fine lines or procedural noise that mimics scratches in tools like Substance Designer or Photoshop. Convert these into normal maps.
- Blending: Blend these scratch normal maps onto your clear coat normal input. Use ‘BlendAngleCorrectedNormals’ and a scalar parameter to control their intensity. Tile these maps at a high frequency, similar to the flake normal map, but ensure they don’t look repetitive.
Roughness Maps for Dust and Grime
Dust, dirt, and fingerprints primarily affect the roughness of the surface. They make reflections less sharp and dull the clear coat.
- Grunge Textures: Use grayscale grunge textures (e.g., smudges, dust patterns) as masks to locally increase the `ClearCoatRoughness`. Multiply your base `ClearCoatRoughness` by (1 + Grunge_Map * Grunge_Intensity) to achieve this.
- Fingerprints: Specific fingerprint textures can be used for close-up shots. Blend them onto the roughness map with a very subtle intensity.
- Rain/Water Effects: For dynamic wet looks, a separate material function or complex blend can layer raindrops (using normal maps for shape, roughness maps for wetness, and possibly opacity for puddles).
The key to these imperfections is subtlety. They should be barely noticeable until observed closely, adding to the realism without distracting from the primary aesthetic. Remember, even the finest automotive models from 88cars3d.com benefit immensely from these detailed material layers.
Lighting, Post-Processing, and Rendering for Cinematic Automotive Visualization
A phenomenal car paint material can only truly shine when placed in a meticulously crafted lighting environment and polished with professional post-processing. UE5 offers a powerful suite of tools to achieve cinematic results for your real-time vehicle visualization projects.
Optimizing Lighting Environments for Automotive Assets
Lighting is the single most critical factor in making your car paint look believable. It dictates how reflections behave, how the car’s form is revealed, and how the metallic flakes sparkle.
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High Dynamic Range Image (HDRI) Backgrounds: HDRI environments are your best friend for realistic automotive lighting. They provide accurate sky reflections, ambient lighting, and often distant environment details that contribute to overall realism.
- Use a high-quality, high-resolution HDRI (16k or above) as a Sky Atmosphere or Sky Light source.
- Rotate the HDRI to find the most flattering reflections and highlight lines on your vehicle.
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Physically Placed Lights: Supplement HDRIs with strategically placed virtual studio lights.
- Key Lights: Often a large softbox or area light to define the primary highlight and form.
- Fill Lights: Subtler lights to reduce harsh shadows and bring out detail in darker areas.
- Rim Lights: Positioned behind the car to create a bright outline, separating it from the background and emphasizing its silhouette.
- Use IES profiles for realistic light falloff and patterns.
- Ensure light source sizes are appropriate; larger sources create softer shadows and reflections.
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Lumen and Nanite: Leverage UE5’s groundbreaking technologies.
- Lumen: Provides real-time global illumination and reflections, making light bounce around the scene naturally, greatly enhancing the realism of your car paint by accurately calculating indirect light contributions.
- Nanite: While primarily for geometry, enabling Nanite for your car models (if optimized) allows for extremely high polygon counts without performance penalties, ensuring smooth curves and crisp details, which are critical for reflections.
- Reflection Captures (Legacy/Specific Use): While Lumen handles global reflections, for very specific, localized reflection control (e.g., a perfect mirror floor), you might still use Sphere or Box Reflection Captures. Ensure they are updated after scene changes.
Mastering Post-Processing for Polish
Post-processing is the final polish that transforms a good render into a stunning one. It allows you to emulate camera effects and cinematic grading.
- Exposure and White Balance: Ensure your scene’s exposure is balanced, and colors are accurate. Auto Exposure can be a starting point but manual fine-tuning is often necessary.
- Color Grading (LUTs): Use a Look-Up Table (LUT) to apply a specific color aesthetic, mimicking film stocks or specific visual styles.
- Bloom and Lens Flares: Subtle bloom can enhance highlights and light sources, giving a sense of intensity. Be careful not to overdo it, as excessive bloom can wash out details.
- Vignette: A slight vignette can subtly draw the viewer’s eye towards the center of the frame (the car).
- Chromatic Aberration: A very subtle amount can add a touch of photographic realism, simulating lens imperfections.
- Depth of Field (DOF): Use DOF to isolate your subject and create a cinematic look, blurring the background and foreground to direct focus onto the car.
- Screen Space Reflections (SSR) & Screen Space Global Illumination (SSGI): If not using Lumen extensively, SSR and SSGI can provide decent real-time reflections and indirect lighting, though they have limitations (e.g., only reflecting what’s on screen).
Render Settings for High-Fidelity Output
When it comes to final output, especially for cinematic shots or marketing materials, fine-tuning your render settings is crucial.
- Movie Render Queue (MRQ): Use MRQ for high-quality, anti-aliased renders. It provides advanced settings for temporal and spatial anti-aliasing, motion blur, and output formats.
- Anti-Aliasing: Temporal Anti-Aliasing (TAA) is the default in UE5, but for very high-quality stills, consider experimenting with High Resolution or other MRQ anti-aliasing methods to eliminate jagged edges and shimmering.
- Resolution: Render at a high resolution (e.g., 4K or 8K) for crisp details, especially when zoomed in or printed.
- Frame Rate (for video): Ensure your sequence renders at the desired frame rate (e.g., 24, 30, or 60 FPS) for smooth animation.
By meticulously balancing lighting, refining post-processing, and leveraging UE5’s render capabilities, your real-time vehicle visualization will transcend static images, becoming dynamic and immersive experiences.
Performance Optimization for High-End Game Assets
Achieving breathtaking visual fidelity in UE5 automotive materials is one thing, but ensuring your high-end automotive assets run smoothly in a real-time environment, especially for games, is another. Performance optimization game assets is a delicate balance between visual quality and computational cost.
Shader Complexity and Overdraw
Complex materials, like our advanced car paint shader, can be performance heavy. Every instruction in the material graph contributes to shader complexity, which directly impacts GPU performance.
- Material Instancing: This is arguably the most important optimization. Always create Material Instances from your Master Material. Changes to parameters in an instance do not require recompiling the shader, saving significant time during development and reducing package size.
- Conditional Logic: Use ‘Static Switch Parameter’ nodes for features that can be toggled (e.g., enabling/disabling certain imperfection layers, advanced flake effects). When compiling the shader, Unreal will strip out the unused branches, resulting in a lighter shader variant for that specific instance.
- Consolidate Textures: Pack related grayscale textures (like roughness, metallic, ambient occlusion masks) into the different channels (R, G, B, A) of a single texture. This reduces texture lookups and memory usage.
- Avoid Expensive Operations: Be mindful of nodes like ‘Custom Expression’ or overly complex mathematical operations that might be more efficiently done with fewer nodes or even a simpler texture.
- Shader Complexity Viewmode: Regularly check your material’s complexity using the “Shader Complexity” view mode in UE5. Red and white areas indicate very complex shaders that might be bottlenecks. Aim for green.
Texture Resolutions and Streaming
High-resolution textures are vital for detail but can quickly consume VRAM and bandwidth.
- Mip Maps: Ensure all your textures have proper mip maps enabled. Unreal uses mip maps to automatically load lower-resolution versions of textures when objects are further from the camera, saving memory.
- Texture Streaming: Leverage UE5’s texture streaming system. It only loads the necessary texture mip levels into memory, preventing memory overloads. Properly set the ‘Texture Group’ for your car paint textures (e.g., ‘World’ or ‘Vehicle’) for optimal streaming behavior.
- Resolution Ladder: Use appropriate texture resolutions. A 4K or 8K texture for the overall car body might be acceptable, but individual detail maps (like micro-scratches) can often be 1K or 2K and tiled frequently.
Level of Detail (LODs) for Car Meshes
While materials are our focus, geometry also plays a significant role in performance. High-quality car models from sources like 88cars3d.com often come with multiple LODs (Levels of Detail).
- Mesh LODs: Ensure your car meshes have several LODs. As the car moves further from the camera, lower polygon versions are swapped in, reducing the geometric load on the GPU.
- Material LODs: For extremely complex car paint, you might even consider material LODs. At very far distances, switch to a simpler material instance that doesn’t use advanced features like metallic flakes or anisotropic reflections, further optimizing performance.
Efficient Use of Custom Nodes and Functions
While custom nodes and material functions provide incredible power, they need to be used judiciously.
- Material Functions: Encapsulate reusable chunks of your material graph into material functions. This improves readability and allows for easy updates, but still contributes to shader complexity.
- Custom Expressions: For very specific mathematical operations that would require many nodes, a single ‘Custom Expression’ node with HLSL code can be more efficient. However, use them sparingly and only when you’re sure they offer a performance benefit over native nodes, as they can bypass some of Unreal’s automatic optimizations.
Striking the right balance between visual splendor and performance is an ongoing challenge in real-time rendering. By diligently applying these performance optimization game assets techniques, you can ensure your stunning automotive creations run smoothly across target platforms without compromising on the immersive quality that Unreal Engine 5 enables.
Conclusion
The journey to mastering photorealistic car paint in Unreal Engine 5 is one of meticulous detail, scientific understanding, and artistic finesse. We’ve peeled back the layers of a complex subject, from the foundational PBR principles that govern light interaction to the advanced techniques for crafting dynamic clear coats, shimmering metallic flakes, and subtle imperfections. We’ve explored how a robust master material setup can streamline your workflow, offering unparalleled control and iteration speed.
Beyond the material itself, we delved into the critical role of lighting, post-processing, and render settings, demonstrating how these elements unite to transform your UE5 automotive materials into truly cinematic experiences. Crucially, we also addressed the vital aspect of performance optimization game assets, ensuring that your visually stunning creations run smoothly in real-time environments.
Unreal Engine 5 empowers artists to achieve unprecedented levels of realism. By implementing the techniques discussed – from a detailed clear coat layer setup with anisotropic reflections to intricate flake normal map integration – you’re not just creating digital cars; you’re crafting virtual automotive masterpieces that breathe life into your projects. Embrace the challenge, experiment with these advanced methods, and watch as your real-time vehicle visualization achieves a level of authenticity that truly goes “beyond ray tracing.”
Ready to start building your next automotive masterpiece? Explore high-quality, production-ready 3D car models at 88cars3d.com to give your new advanced car paint shader the perfect canvas it deserves.
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Suzuki SX4-002 3D Model
Texture: Yes
Material: Yes
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Tesla Model S 2024 3D Model
Texture: Yes
Material: Yes
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Subaru Impreza WRX STi-002 3D Model
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Material: Yes
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Subaru Impreza WRX STi Sedan 3D Model
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Material: Yes
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Subaru Legacy 2009 3D Model
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Suzuki Swift 2024 3D Model
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Suzuki Liana Sedan 2004 3D Model
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Material: Yes
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Subaru Outback 2024 3D Model
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Subaru Legacy 2003 3D Model
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Subaru Legacy Touring Wagon 3D Model
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Toyota Mark II (X100) 1998 3D Model
Texture: Yes
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Toyota Corona 1985 3D Model
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Toyota Mark II X81 1990 3D Model
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Toyota iQ EV 2012 3D Model
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Toyota Aygo 2013 3D Model
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Toyota Crown S180 2005 3D Model
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Toyota Celica 2004 3D Model
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Toyota Corolla AE100 1992 3D Model
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Toyota Mark II X110 2000 3D Model
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Toyota Corolla 2020 3D Model
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Toyota Yaris 2020 3D Model
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Volkswagen Beetle 2012 3D Model
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Toyota Matrix 2005 3D Model
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Toyota Yaris Sedan 3D Model
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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
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Toyota Opa 2000 3D Model
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Volkswagen Polo 5 Door 2010 3D Model
Texture: 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
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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
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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
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Volvo S60 2024 3D Model
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Volkswagen Polo 3D Model
Texture: Yes
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Volkswagen Golf 5-Doors 2018 3D Model
Texture: 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
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
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Volvo VCC-003 3D Model
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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
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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
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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
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Mercedes-Benz SL500 AMG (R129) 3D Model
Texture: Yes
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Mercedes-Benz S-Class W221 2005 3D Model
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Mercedes-Benz E-Class W212 2009 3D Model
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Mercedes-Benz E-class Estate S212 2009 3D Model
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Mercedes-Benz 190 W201 3D Model
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Mercedes-Benz C230 SportCoupé 2005 3D Model
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Mercedes-Benz SLK 3D Model
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Mercedes 600 SEC W140 1992 3D Model
Texture: Yes
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Mercedes S-Class 2010 3D Model
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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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