The Fundamental Divide: High-Poly Renders vs. Game-Ready Assets
The roar of a finely tuned engine, the gleam of polished chrome, the sleek lines of a supercar – these are the hallmarks of stunning automotive renders that captivate audiences in cinematic shorts, advertising, and high-fidelity visualizations. Yet, the demands of interactive experiences like video games introduce an entirely different set of challenges. While a high-poly render can afford millions of polygons and intricate textures for a single frame, real-time game engines must render thousands of frames per second, often with dozens of vehicles and characters on screen simultaneously. This fundamental difference creates a significant gap between the artistry of a beautiful render and the performance requirements of an immersive game.
For 3D artists, game developers, and automotive designers, transforming these visually rich, render-focused models into efficient, interactive game-ready vehicle assets is a critical skill. It’s a process of intelligent compromise, where visual fidelity must be maintained while adhering to strict performance budgets. This guide will walk you through the essential techniques and best practices to bridge that gap, ensuring your automotive creations shine brilliantly whether they’re frozen in a render farm or burning rubber in a virtual world. We’ll delve into everything from optimizing mesh geometry to perfecting PBR materials for vehicles, culminating in seamless real-time engine integration.
The Fundamental Divide: High-Poly Renders vs. Game-Ready Assets
At its core, the distinction between a model designed for rendering and one for real-time interaction lies in performance targets. High-poly models, often boasting millions of polygons, are crafted with an emphasis on visual detail for a single, pre-calculated image or animation frame. Every curve, every bolt, every weld line can be modeled geometrically, allowing rendering software to meticulously compute lighting and shadows for unparalleled realism. The 3D automotive modeling workflow for these assets prioritizes precision and aesthetic intricacy over polygon count.
Conversely, game-ready vehicle assets must perform under demanding real-time constraints. A game engine needs to process thousands, sometimes millions, of polygons per frame, often at 60 frames per second or higher. This necessitates a dramatic reduction in geometric complexity without a noticeable drop in visual quality. High polygon counts directly impact frame rates, memory usage, and loading times, making rigorous game asset optimization an absolute necessity. Textures, too, must be optimized, balancing resolution with memory footprint, and materials need to be set up for efficient real-time shading.
The challenge is to transfer the visual richness of the high-poly source onto a much lighter, game-optimized mesh. This involves a suite of techniques that essentially “bake” the fine details of the high-poly model into textures that can be applied to the low-poly version. The success of this transformation directly impacts the player’s experience, ensuring smooth gameplay without sacrificing the visual appeal of the automotive models.
Retopology: Crafting an Efficient Game Mesh with Optimal Mesh Topology for Games
The first and arguably most critical step in transforming a high-poly automotive model into a game-ready asset is retopology. This process involves creating a new, optimized mesh over your high-detail model, specifically designed for real-time performance and efficient deformation. The goal is to achieve clean, quad-based geometry with a significantly reduced polygon count, while still accurately capturing the silhouette and major forms of the original vehicle.
Good mesh topology for games is not just about reducing polygons; it’s about intelligent polygon distribution. Areas that require smooth curves or will deform (like suspension components or tire sidewalls) need slightly more detail, while flat surfaces can be much sparser. Crucially, edge loops should flow logically, following the contours of the vehicle and supporting deformation in animations. Poor topology can lead to visible faceting, stretching, or tearing during animation, breaking immersion.
Manual Retopology Best Practices
- Prioritize Quads: Stick to four-sided polygons (quads) as much as possible. Quads deform predictably and are easier to work with than triangles or n-gons.
- Follow Major Forms: Ensure your edge loops trace the significant contours and panel lines of the car. This helps maintain the vehicle’s recognizable shape even with fewer polygons.
- Strategic Detail: Allocate polygon density wisely. Wheels, fender flares, grilles, and other highly curved or visible areas will require more polygons than flat doors or roof panels.
- Minimize Poles: Avoid excessive “pole” vertices where many edges converge, especially on curved surfaces, as these can cause pinching during deformation.
- Symmetry: Utilize symmetry tools whenever possible for efficient workflow and consistent results, especially for car bodies.
- UV Considerations: Think ahead to UV unwrapping. Aim for topology that will facilitate clean seams and minimize distortion when creating texture maps.
Automated Retopology Tools and Limitations
Modern 3D software offers automated retopology tools (e.g., ZRemesher in ZBrush, QuadRemesher in Blender/Maya). These can provide a fast starting point, especially for complex organic shapes, but they often require manual cleanup. While they excel at creating a uniform mesh density, they may not always produce ideal edge flow for specific deformations or hard-surface details crucial for realistic automotive models. For the best results, a hybrid approach – using automated tools for an initial pass and then refining manually – is often recommended.
Remember, the retopologized mesh will be the foundation for all subsequent steps. A well-crafted low-poly model is essential for optimal game asset optimization, enabling efficient high-to-low poly baking and seamless integration.
The Art of High-to-Low Poly Baking
Once you have a meticulously retopologized, low-polygon mesh, the next crucial step is to transfer the intricate surface details from your high-poly source model onto it. This process is known as high-to-low poly baking. Instead of relying on millions of polygons to define fine details like panel gaps, rivets, scratches, or subtle surface imperfections, baking projects these details onto texture maps that the low-poly mesh can then use to simulate that complexity.
Baking is fundamental to creating convincing game-ready vehicle assets because it allows for immense visual richness without the performance cost of geometric detail. The core idea is to capture the difference in surface normal direction (how light bounces off the surface) and other attributes between the high-poly and low-poly meshes, storing this information in various texture maps.
Preparing Your Models for Baking
Before baking, ensure both your high-poly and low-poly models are correctly aligned in space. The low-poly mesh should completely encapsulate the high-poly mesh without intersecting it, especially for complex forms. It’s often beneficial to slightly explode overlapping parts (like brake calipers from discs, or interior elements from the car body) on the low-poly model before baking to prevent projection errors and then reassemble them afterward. Ensure consistent naming conventions for parts of both meshes (e.g., “Door_High” and “Door_Low”) to facilitate batch baking.
You’ll also need a well-unwrapped UV map for your low-poly model. This is where the baked details will be “painted.” Overlapping UV islands should be avoided for maps like Normal and Ambient Occlusion, as they will cause artifacts.
Common Baking Pitfalls and Solutions
- Ray Misses/Exploded Meshes: If your low-poly mesh is too far from the high-poly, or parts are not encapsulated, the baking rays might miss. Adjusting the “cage” or “max frontal/rear distance” in your baking software is key. Exploding overlapping parts before baking and then collapsing them afterwards is also a common solution.
- Normal Map Seams: Visible seams on your normal map usually indicate issues with UV unwrapping, incorrect normal smoothing groups, or tangents. Ensure hard edges in your UVs correspond to hard edges in your mesh’s smoothing groups.
- Artifacts and Noise: Baking artifacts can stem from overlapping UVs, self-intersection of the high-poly mesh, or insufficient anti-aliasing during baking. Check your high-poly model for stray geometry or non-manifold issues.
- Insufficient Detail Transfer: If details aren’t coming through, ensure your high-poly model has enough detail to begin with, and that the “cage” is properly encompassing all the necessary information.
By mastering high-to-low poly baking, you effectively compress the visual information of a highly detailed automotive model into a set of efficient textures, laying the groundwork for realistic materials in your real-time environments. For artists seeking exceptional base models to begin this process, 88cars3d.com offers a robust selection of high-quality 3D automotive models, perfect for generating your high-poly bake sources.
PBR Materials: Achieving Realistic Vehicle Shading in Real-Time
Once you have your optimized low-poly mesh and its baked texture maps, the next step is to create convincing materials that make your vehicle look realistic within a game engine. This is where Physically Based Rendering (PBR) comes into play. PBR is a shading model that aims to simulate how light interacts with surfaces in a physically plausible way, resulting in more consistent and realistic visuals under various lighting conditions. Mastering PBR materials for vehicles is crucial for achieving high visual fidelity in real-time.
Understanding PBR Workflows
There are two primary PBR workflows: Metallic-Roughness and Specular-Glossiness. While both aim for physical accuracy, they differ in how they define material properties:
- Metallic-Roughness Workflow:
- Base Color (Albedo): Defines the color of the diffuse reflection (for non-metals) or the color of the reflected light (for metals).
- Metallic: A grayscale map (0 to 1) indicating if a surface is metallic (1) or non-metallic (0). Values in between are typically avoided for physical accuracy.
- Roughness: A grayscale map (0 to 1) defining the microscopic surface irregularities. Lower values (darker) mean smoother, more reflective surfaces (like polished chrome), while higher values (lighter) mean rougher, more diffuse surfaces (like matte paint).
- Specular-Glossiness Workflow:
- Diffuse: Defines the base color of non-metallic surfaces.
- Specular: An RGB map defining the color and intensity of specular reflections. For metals, this is often the metal’s actual color.
- Glossiness: The inverse of roughness. Higher values mean smoother surfaces.
Most modern game engines (Unreal Engine, Unity) primarily use the Metallic-Roughness workflow, as it’s often more intuitive and memory-efficient. Besides these core maps, you’ll also typically use a Normal Map (baked previously), an Ambient Occlusion map, and potentially Emissive maps (for headlights, taillights) or Opacity maps (for glass).
Crafting Vehicle-Specific PBR Textures
Creating PBR materials for vehicles requires attention to detail. Car paint is often complex, featuring multiple layers (base color, metallic flakes, clear coat). While standard PBR maps can get you far, advanced vehicle shaders in game engines might use additional parameters or custom nodes to simulate realistic car paint effects like iridescence, clear coat thickness, and metallic flake orientation.
- Car Paint: A Base Color map (often with a subtle gradient or dirt overlay), a Metallic map (to simulate metallic flakes, typically a grayscale noise), and a Roughness map (low for clear coat, higher for dirt/wear).
- Glass: Requires transparency/opacity maps and often a very low roughness value to simulate reflections, along with a slight tint in the Base Color. Proper setup for refraction is key in the engine.
- Tires: High roughness, often a darker Base Color, and a detailed Normal Map to capture tread patterns and sidewall text.
- Chrome/Metals: High Metallic value, very low Roughness (for polished chrome), and an appropriate Base Color (e.g., subtle blueish-gray for chrome).
By carefully authoring these PBR texture maps and integrating them into your engine’s material system, you can achieve stunningly realistic automotive visuals that respond correctly to light, crucial for immersive game-ready vehicle assets.
Level of Detail (LODs): Scaling Performance for Different Distances
Even with a perfectly optimized low-poly mesh, rendering hundreds of vehicles at full detail, whether they are close to the camera or far in the distance, can quickly cripple performance. This is where Level of Detail (LOD) generation becomes indispensable. LODs are simplified versions of your main mesh and textures that are automatically swapped in by the game engine when the asset is viewed from a distance, or when performance budgets are tight.
The core concept is to maintain visual quality where it matters most (close to the camera) while significantly reducing rendering complexity for less prominent assets. For automotive models, this means ensuring that a car visible on the horizon doesn’t consume the same rendering resources as the one directly in front of the player. Implementing LODs is a cornerstone of effective game asset optimization.
LOD Creation Strategies
LODs are typically created in several steps or “levels,” with each successive LOD having a lower polygon count and often simpler textures than the last. A common setup might be:
- LOD0 (Base Mesh): The primary, optimized low-poly mesh, used when the vehicle is close to the camera.
- LOD1: Roughly 50-75% of LOD0’s polygon count. Details like interior elements, small bolts, or intricate grille meshes might be simplified or removed.
- LOD2: Often 25-50% of LOD0’s polygon count. More aggressive simplification, potentially merging parts, further simplifying wheels, and relying more on normal maps for shape.
- LOD3: A very low-poly version, perhaps 5-10% of LOD0, suitable for vehicles seen at extreme distances. May involve texture atlas simplification or even using imposters (2D planes with baked-out textures).
Methods for creating LODs include:
- Manual Decimation: Manually selecting and deleting edges/vertices, ensuring critical silhouette lines are preserved.
- Automated Decimation Tools: Most 3D software (Maya, Blender, 3ds Max) and game engines offer built-in mesh decimation tools. These algorithms intelligently reduce polygon count while trying to maintain visual fidelity, though manual cleanup is often beneficial.
- Progressive Meshes: Some advanced systems can generate continuous LODs, adjusting detail on the fly.
Texture simplification for LODs often involves reducing texture resolution for distant LODs or using more compressed texture formats. Sometimes, multiple small texture maps can be baked down into a single, smaller texture atlas for further optimization.
Implementing LODs in Game Engines
Once you have your various LOD meshes, they need to be imported and configured within your chosen game engine. Both Unreal Engine and Unity have robust LOD systems:
- Unreal Engine: You can import multiple static meshes as LODs for a single asset or use the built-in “Generate LODs” feature which uses automatic decimation. You then define screen size percentages at which each LOD level will switch. Collision meshes often have their own, much simpler LODs.
- Unity: The “LOD Group” component allows you to assign different meshes for different LOD levels and define the cull distances or screen percentages for each. Unity also has mesh simplification tools to aid in LOD generation.
Properly implemented LODs are fundamental for optimizing game-ready vehicle assets, providing a scalable solution that ensures your game runs smoothly across different hardware configurations without sacrificing visual impact.
Seamless Real-Time Engine Integration and Final Polish
Having meticulously prepared your optimized mesh, baked maps, and PBR textures, the final major hurdle is to bring your automotive masterpiece into the game engine and ensure it performs flawlessly and looks stunning. Real-time engine integration involves not just importing the model but also setting up its materials, collisions, and ensuring it interacts correctly with the game world’s physics and lighting systems. This stage is where all your 3D automotive modeling workflow efforts culminate.
Preparing for Engine Export
Before exporting, ensure your model is correctly scaled and pivoted (origin at the center-bottom, usually). Apply all transforms (scale, rotation, position) to prevent unexpected issues in the engine. Consolidate your mesh into logical parts if not already done, and check for any stray geometry or non-manifold edges. The most common export format is FBX, which supports meshes, materials, and animations. Ensure all necessary texture maps are in a supported format (e.g., PNG, TGA, JPG) and resolution.
Post-Integration Refinements
- Importing and Initial Setup: Import your FBX file and associated textures into the engine. Create new PBR materials using your Base Color, Metallic, Roughness, Normal, and Ambient Occlusion maps. Assign these materials to the correct mesh parts.
- Collision Meshes: For vehicles, simple, low-poly collision meshes are critical for physics simulations. These should closely approximate the car’s physical shape but be far simpler than the render mesh. Many engines can automatically generate basic collision hulls, but custom-made simplified meshes (often named with specific prefixes like ‘UCX_’ in Unreal) offer better accuracy and control for complex shapes like automotive bodies.
- Physics Assets: Beyond static collisions, vehicles often require complex physics assets (e.g., wheel colliders, suspension joints) to simulate realistic driving dynamics. This setup is highly engine-specific and critical for a responsive and immersive driving experience.
- Lighting and Shading: Even with perfect PBR materials, the asset won’t look its best without proper scene lighting. Experiment with directional lights, sky lights, reflection captures, and post-processing volumes (exposure, color grading, screen space reflections, global illumination) to enhance the realism of the vehicle’s surfaces. Car paint, in particular, benefits greatly from well-placed reflections.
- Performance Profiling: Once integrated, always profile your asset. Use the engine’s performance tools (e.g., Unreal’s Stat unit, Unity’s Profiler) to check polygon count, draw calls, texture memory usage, and CPU/GPU impact. This is where you might identify areas for further game asset optimization, such as further LOD adjustments or texture compression.
This meticulous process ensures that your high-fidelity automotive renders are not just visual spectacles but fully functional, performant, and integral parts of your interactive experiences. For developers looking to streamline their initial workflow, 88cars3d.com provides expertly crafted, high-quality 3D automotive models that are an excellent starting point for this integration process, saving valuable development time.
Best Practices for an Optimized 3D Automotive Modeling Workflow
Creating stunning game-ready vehicle assets from high-poly automotive renders is an iterative and demanding process. To ensure efficiency, quality, and optimal performance, adopting a set of best practices throughout your 3D automotive modeling workflow is paramount. This holistic approach focuses on thinking about optimization from the very beginning, rather than treating it as an afterthought.
Here are key strategies to streamline your workflow and achieve superior results:
- Start with Optimization in Mind: Even when creating the initial high-poly model, have a general understanding of the game’s target specifications. This doesn’t mean compromising detail on the high-poly, but it helps in planning for potential retopology challenges and material breakdowns.
- Modular Design: Break down complex vehicles into logical, manageable components (body, wheels, interior, chassis, small props). This simplifies retopology, UV unwrapping, baking, and material assignment. It also allows for easier game asset optimization, as you can apply different LOD strategies or texture resolutions to individual parts.
- Clean Source Data: Ensure your high-poly model is clean, watertight, and free of geometric errors before starting retopology or baking. Non-manifold geometry, flipped normals, or intersecting faces can cause significant baking artifacts and waste valuable time.
- Consistent Scale and Units: Maintain consistent scale across all your models and within the game engine. Work in real-world units (e.g., centimeters in Maya/Blender, matching Unreal/Unity defaults) to ensure correct physics, lighting, and material scaling.
- Efficient UV Mapping: Plan your UVs to maximize texture space usage, minimize distortion, and strategically place seams where they are least visible. Consider using multiple UV sets for complex materials or lightmap baking.
- Texture Atlasing: For collections of smaller, less critical parts (like interior buttons, small engine components), consider combining their textures into a single texture atlas. This reduces draw calls, which is a significant win for game asset optimization.
- Source Control: Utilize version control systems (like Git, Perforce) to track changes to your assets. This is crucial for collaborative projects and provides a safety net for reverting to previous versions.
- Reference and Feedback: Constantly refer to real-world references for accuracy in form, material properties, and wear. Seek feedback from peers and technical artists to catch potential issues early in the workflow.
- Regular Testing in-Engine: Don’t wait until the very end to import your model into the game engine. Frequent exports and checks ensure that your assets are integrating correctly and performing as expected, allowing you to catch scaling, material, or LOD issues early on.
- Documentation: Document your asset creation pipeline, naming conventions, and any specific engine requirements. This is invaluable for team collaboration and future maintenance.
By integrating these best practices into your 3D automotive modeling workflow, you can consistently produce high-quality, performant game-ready vehicle assets that not only look fantastic but also contribute to a smooth and immersive player experience. This systematic approach transforms a complex challenge into a manageable and rewarding creative endeavor.
Conclusion
The journey from a visually stunning high-poly automotive render to a highly optimized game-ready vehicle asset is a testament to the blend of artistic vision and technical prowess. It’s a critical translation, allowing the beauty and intricate design of automotive models to thrive within the demanding, interactive environments of real-time game engines. We’ve explored the fundamental differences in rendering paradigms, delved into the intricacies of efficient retopology, mastered the art of high-to-low poly baking, and fine-tuned PBR materials for vehicles to achieve unparalleled realism.
Furthermore, understanding Level of Detail (LOD) generation and seamless real-time engine integration are not mere optimizations but essential strategies for scalable performance and a smooth player experience. By adhering to a structured 3D automotive modeling workflow and embracing ongoing game asset optimization, artists and developers can confidently bridge the gap, ensuring their automotive creations deliver both breathtaking visuals and fluid gameplay.
The demand for high-quality, performance-driven automotive assets in games and simulations continues to grow. Mastering these techniques will empower you to bring even the most complex vehicle designs to life in interactive worlds. For those seeking a head start with professionally crafted 3D models ready for your optimization pipeline, explore the extensive collection at 88cars3d.com. Equip yourself with the best tools and knowledge, and drive your projects to success.
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Toyota Corona 1985 3D Model
Texture: Yes
Material: Yes
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Toyota Mark II X81 1990 3D Model
Texture: Yes
Material: Yes
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Toyota iQ EV 2012 3D Model
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Material: Yes
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Toyota Aygo 2013 3D Model
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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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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
Texture: Yes
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Volkswagen Golf R-004 2024 3D Model
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Volkswagen Golf 5 Door 2010 3D Model
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Toyota Premio 2010 3D Model
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Toyota Opa 2000 3D Model
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Volkswagen Polo 5 Door 2010 3D Model
Texture: Yes
Material: Yes
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Toyota Prius 2024 3D Model
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Toyota Yaris 1999 3D Model
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Toyota Supra 2020 3D Model
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Volkswagen New Beetle 2000 3D Model
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Volkswagen Jetta 2005 3D Model
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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
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Volkswagen Golf V 2006 3D Model
Texture: Yes
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Volvo S60 R-Design 2024 3D Model
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Volkswagen Passat 2025 3D Model
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Volkswagen Passat Variant B6 2005 3D Model
Texture: Yes
Material: Yes
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Volkswagen Phaeton W12 2004 3D Model
Texture: Yes
Material: Yes
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Volkswagen Scirocco 2015 3D Model
Texture: Yes
Material: Yes
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Volvo S60 2024 3D Model
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Volkswagen Polo 3D Model
Texture: Yes
Material: Yes
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Volkswagen Golf 5-Doors 2018 3D Model
Texture: Yes
Material: Yes
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Volvo C70 T5 2000 3D Model
Texture: Yes
Material: Yes
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Volvo S40 Sedan 2004 3D Model
Texture: Yes
Material: Yes
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Volvo C30 BEV 2012 3D Model
Texture: Yes
Material: Yes
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Volvo C70 1998 3D Model
Texture: Yes
Material: Yes
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Mazda B-Series 3D Model
Texture: Yes
Material: Yes
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Mercsedes Benz Z3-006 3D Model
Texture: Yes
Material: Yes
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Mazda RX-7 3D Model
Texture: Yes
Material: Yes
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Volvo VCC-003 3D Model
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Material: Yes
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Mercedes-Benz SLR McLaren 2005 3D Model
Texture: Yes
Material: Yes
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GAZ 3110 Pickup 2000 3D Model
Texture: Yes
Material: Yes
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Mazda 626 GF 1997 3D Model
Texture: Yes
Material: Yes
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Volvo S80 2011 3D Model
Texture: Yes
Material: Yes
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Volkswagen Touran restyle-006 3D Model
Texture: Yes
Material: Yes
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Skoda Octavia Scout 3D Model
Texture: Yes
Material: Yes
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Volkswagen Golf V 2006 3D Model
Texture: Yes
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Mazda CX-7 3D Model
Texture: Yes
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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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
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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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