The Foundation: Deconstructing High-Poly Automotive Assets for Real-Time
In the world of 3D artistry and interactive experiences, the pursuit of **real-time photorealism** is the ultimate quest. For automotive enthusiasts, designers, and game developers, bringing a high-fidelity vehicle model to life in an interactive environment is both a dream and a significant technical challenge. Imagine an automotive configurator where every metallic flake in the paint gleams perfectly, or a virtual showroom where the intricate details of an engine bay are indistinguishable from reality – all rendered smoothly in real-time.
However, the journey from a meticulously crafted, often high-polygon, offline render model or a precise CAD file to a performant asset in a game engine like Unreal Engine 5 is fraught with complexities. High-end automotive models are notoriously resource-intensive, packed with intricate geometry and demanding material setups. The core problem lies in balancing breathtaking visual fidelity with the stringent performance requirements of **real-time rendering**. This often leads to compromises that diminish the final output.
This comprehensive guide will demystify the process, providing a deep dive into the advanced techniques and best practices required for mastering **Unreal Engine optimization** specifically for high-end automotive assets. We’ll explore everything from initial data preparation and **mesh optimization** to leveraging UE5’s cutting-edge features like Nanite and Lumen, ensuring your **automotive visualization** projects achieve cinematic quality without sacrificing interactive performance. For artists seeking a head start, remember that 88cars3d.com offers a vast library of high-quality, production-ready automotive models designed to meet these exact standards.
The Foundation: Deconstructing High-Poly Automotive Assets for Real-Time
The first step in achieving **real-time photorealism** for automotive assets is understanding the fundamental differences between models designed for offline rendering or CAD, and those optimized for real-time engines. High-polygon counts, often millions of triangles, are standard in CAD files (Computer-Aided Design) due to the precision required for manufacturing. Similarly, models for cinematic pre-renders can afford immense detail because performance is not a real-time concern. These assets, however, are simply too heavy for interactive experiences.
Directly importing such models into Unreal Engine 5 without significant processing will inevitably lead to abysmal frame rates and a sluggish user experience. The engine must process every single polygon, every material call, and every light interaction for each frame, which quickly overwhelms even powerful GPUs. Therefore, the initial phase of our **CAD to game engine workflow** focuses on intelligent deconstruction and optimization.
Understanding Polygon Budgets and Performance Targets
Before any optimization begins, establish clear polygon budgets and performance targets. These depend heavily on your target platform (PC, console, VR, mobile) and the desired frame rate. A close-up vehicle in a virtual showroom might allow for more polygons than a car visible from a distance in an open-world game. Understanding these constraints guides every subsequent **mesh optimization** decision.
For a hero vehicle in a cinematic **automotive visualization**, a budget might range from 150,000 to 500,000 triangles for the base mesh, excluding specific details handled by normal maps or Nanite. For vehicles in the background or mobile platforms, this number could drop significantly, perhaps to 50,000 triangles or less. Setting realistic expectations early prevents rework and ensures efficient use of your optimization efforts.
Essential Data Cleanup: Removing Redundancy
CAD data, in particular, often contains an abundance of unnecessary geometry and topological issues. These can include duplicate vertices, overlapping faces, tiny unconnected surface patches, and overly dense tessellation in flat areas. Such redundancies waste precious polygon count and can cause rendering artifacts.
A thorough cleanup process is critical before any major **mesh optimization** takes place. Use your 3D modeling software’s tools to merge duplicate vertices, delete hidden geometry (like bolts inside an engine that will never be seen), and simplify areas that do not contribute to the visual silhouette. This proactive step significantly improves the efficiency of subsequent decimation and retopology efforts, streamlining the entire **CAD to game engine workflow**.
Advanced Mesh Optimization and Level of Detail (LOD) Strategies
With the initial cleanup complete, we move into the core of **mesh optimization**. This phase is all about intelligently reducing polygon count while preserving critical visual details. For **real-time rendering**, especially in high-fidelity **automotive visualization**, this means a strategic approach that combines careful retopology with robust **Level of Detail (LOD)** systems.
A well-optimized automotive asset ensures smooth performance across various scenarios, from close-up inspections to distant shots in a sprawling environment. It’s not just about making the model lighter; it’s about making it smarter. This involves careful planning of UV layouts as well, which are crucial for the integrity of **PBR materials** and baked details.
Manual Retopology vs. Automated Decimation
When it comes to reducing polygons, you generally have two main approaches. Automated decimation tools (like those found in ZBrush, Instant Meshes, or even Unreal Engine’s built-in tools) can quickly reduce polygon count, but they often sacrifice clean topology and may introduce undesirable artifacts, especially on complex automotive surfaces with sharp edges and subtle curves. While quick, this method is usually best for very high-poly meshes that need a rough initial pass or for generating lower LODs.
Manual retopology, on the other hand, involves painstakingly rebuilding the mesh with optimized, clean quad topology. This approach provides superior control over edge flow, polygon density, and UV layout, which is paramount for a hero vehicle. It’s time-consuming but yields the best results for high-quality **automotive visualization**, ensuring details are accurately represented without performance bottlenecks. This is often combined with **normal map baking** from the original high-poly mesh.
Implementing a Hierarchical Level of Detail (LOD) System
**Level of Detail (LOD)** is an indispensable technique for **real-time rendering** optimization. It involves creating multiple versions of the same asset, each with a progressively lower polygon count. The engine then dynamically switches between these LODs based on the object’s distance from the camera. A car far away requires far fewer polygons than one right in front of the viewer.
A typical automotive asset might have 3-5 LOD levels:
- LOD0: The full-detail, optimized base mesh (e.g., 200k-500k tris). Used for close-ups.
- LOD1: Reduced detail, often 50-70% of LOD0 (e.g., 100k-250k tris). Used for medium distances.
- LOD2: Significantly reduced, 20-30% of LOD0 (e.g., 40k-150k tris). For distant views.
- LOD3+: Highly simplified, perhaps even a billboard or impostor for very far distances (e.g., <10k tris).
Unreal Engine 5 has robust built-in LOD generation tools, but for critical automotive assets, manual review and refinement of automatically generated LODs are often necessary to ensure visual integrity and prevent noticeable “popping” as LODs switch. This careful attention to **Level of Detail** is a cornerstone of effective **Unreal Engine optimization**.
Efficient UV Unwrapping for Texture Fidelity
Proper UV unwrapping is paramount for achieving high-quality **PBR materials** and accurately displaying baked details from **normal map baking**. Poor UVs lead to texture stretching, seams, and inefficient texture space usage. For automotive models, which often feature large, curved surfaces and intricate details, this step requires careful planning.
Organize your UV layouts to minimize seams, especially on highly visible areas like the body panels. Maximize texture density by giving more UV space to important areas and less to hidden or less visible parts. Overlapping UVs for symmetrical parts can save texture memory, but be mindful if unique details or decals are required on both sides. Clean UVs are the foundation upon which your photorealistic textures will be painted, directly impacting the final look in **real-time rendering**.
The Art and Science of Normal Map Baking
One of the most powerful techniques for achieving high visual fidelity in **real-time rendering** without increasing polygon count is **normal map baking**. A normal map is a special texture that stores surface orientation information, allowing a low-polygon mesh to appear as detailed as a high-polygon sculpt. For automotive assets, this means that subtle panel lines, intricate vents, and even tiny bolts can be visually represented without adding a single extra polygon to the mesh.
The process involves transferring the surface detail from a high-resolution mesh (the “high-poly”) onto the normal map of a lower-resolution mesh (the “low-poly”). When applied in the material, the normal map manipulates how light interacts with the surface, simulating the appearance of complex geometry. This is a critical step in the **CAD to game engine workflow** for any performance-driven project, providing incredible detail while maintaining a manageable polycount.
High-Poly to Low-Poly Baking Workflow
The standard **normal map baking** workflow involves several key steps:
- Prepare High-Poly: Ensure your high-poly model has all the intricate details you want to capture. It doesn’t need optimized topology, but it should be watertight and free of intersecting geometry where possible.
- Prepare Low-Poly: This is your optimized, game-ready mesh. It should have clean topology, proper UVs, and encompass the overall silhouette of the high-poly model.
- Cage Creation (Optional but Recommended): A “baking cage” is a slightly expanded version of your low-poly mesh used to control the projection rays during baking. It helps prevent errors and ensures all details from the high-poly are captured, especially on complex shapes like car grilles or wheel rims.
- Baking Process: Using dedicated baking software (e.g., Marmoset Toolbag, Substance Painter, XNormal, or even Blender), project the details from the high-poly onto the low-poly’s normal map.
- Review and Refine: Carefully inspect the baked normal map and its application on the low-poly model in your 3D viewer. Look for artifacts, skewed normals, or missing details. Adjust the cage or low-poly mesh if necessary and re-bake until satisfied.
This meticulous process ensures that the low-poly asset inherits the visual richness of its high-poly counterpart, crucial for believable **automotive visualization**.
Crucial Detail Preservation for Automotive Surfaces
Automotive design is characterized by its precision and subtle surfacing. When performing **normal map baking**, it’s essential to capture these nuances accurately. Edges that are sharp on the high-poly must appear sharp on the low-poly. The gentle curvature of a car’s body panel needs to be faithfully represented through the normal map, avoiding faceting or loss of smoothness.
Pay close attention to “hard edges” or smoothing groups on your low-poly mesh. Properly defining these ensures that the normal map correctly interprets sharp angles versus smooth transitions. Incorrectly set smoothing can lead to visual tearing or shading errors. By mastering normal map creation, you empower your low-poly assets to achieve incredible levels of **real-time photorealism** previously only possible with extremely dense meshes.
Crafting Photorealistic PBR Materials in Unreal Engine 5
Once your automotive asset is geometrically optimized and enhanced with **normal map baking**, the next crucial step in achieving **real-time photorealism** is the creation of physically based rendering (PBR) materials. PBR materials simulate how light interacts with real-world surfaces based on their physical properties, leading to incredibly believable and consistent rendering results across different lighting conditions in Unreal Engine 5.
Unreal Engine’s robust material editor provides an expansive toolkit for crafting complex, layered shaders that perfectly mimic everything from metallic car paint to translucent glass and worn rubber. The fidelity of your **PBR materials** is paramount for high-end **automotive visualization**, as it directly impacts how convincing your vehicle appears under various lighting scenarios.
Physically Based Rendering Principles for Automotive Finishes
PBR relies on a set of core texture maps that define a surface’s properties:
- Albedo/Base Color: Defines the base color of the surface without any lighting information. For metals, this is often a darker, desaturated color.
- Metallic: A grayscale map (0 to 1) indicating how metallic a surface is. 1 is fully metallic, 0 is dielectric (non-metallic).
- Roughness: A grayscale map defining the microscopic imperfections on a surface, dictating how rough or smooth it is. Low roughness means sharp reflections, high roughness means blurry reflections.
- Normal Map: (As discussed) Provides fake geometric detail for lighting calculations.
- Ambient Occlusion (AO): A grayscale map indicating areas where light is occluded, adding subtle contact shadows and depth.
For automotive finishes, specific considerations apply. Car paint often involves a clear coat layer over a metallic base, which can be simulated with advanced material setups using layered materials or custom shaders. Chrome and other polished metals require very low roughness values and high metallic values. Glass needs transparency, refraction, and careful attention to its reflection properties.
Leveraging Material Instances and Layered Materials
For efficient **Unreal Engine optimization** and flexibility, always use Material Instances for your **PBR materials**. A master material defines the core logic, and material instances allow artists to easily tweak parameters (colors, roughness, metallic values, texture scales) without recompiling the shader. This is invaluable for quickly iterating on different paint finishes, interior trims, or wheel variations.
Layered materials are also incredibly powerful for automotive assets. They allow you to stack different material types (e.g., a base metallic paint layer, a clear coat layer, and a dust/dirt layer) and blend them using masks. This modular approach not only simplifies material creation but also enhances realism and significantly improves iteration times in your **automotive visualization** projects.
Unreal Engine 5’s Power Features: Nanite, Lumen, and Ray Tracing
Unreal Engine 5 introduces revolutionary technologies that fundamentally change how we approach **real-time photorealism** for high-end assets. Features like Nanite, Lumen, and enhanced hardware ray tracing capabilities are game-changers for **automotive visualization**, allowing for unprecedented geometric detail and highly realistic lighting without the traditional performance penalties. Leveraging these tools is central to achieving cutting-edge **Unreal Engine optimization**.
These innovations alleviate many traditional constraints of **real-time rendering**, enabling artists to focus more on visual quality rather than purely aggressive optimization. However, understanding when and how to apply each feature is key to maximizing their benefits for your automotive projects.
Nanite for Geometric Fidelity Without Performance Penalties
Nanite is Unreal Engine 5’s virtualized micro-polygon geometry system. It allows artists to import incredibly high-polygon models – even raw CAD data or movie-quality sculpts with millions or billions of triangles – directly into the engine. Nanite intelligently streams and processes only the necessary detail in real-time, eliminating the need for traditional **Level of Detail (LOD)** management for static meshes. This is transformative for **automotive visualization**.
With Nanite, intricate details like engine components, detailed interiors, or complex tire treads can be rendered with full geometric fidelity without crushing performance. It dramatically simplifies the **CAD to game engine workflow** by reducing the intensive manual **mesh optimization** usually required. While there are considerations for animated or translucent objects, for static automotive parts, Nanite is a monumental leap forward in achieving **real-time photorealism** with minimal performance impact.
Lumen for Global Illumination and Reflections
Lumen is Unreal Engine 5’s fully dynamic global illumination and reflection system. It calculates how light bounces and reflects in real-time, providing incredibly realistic and consistent lighting scenarios. For automotive assets, Lumen is indispensable. It ensures that the car paint reflects its environment accurately, that light subtly bounces around the interior, and that ambient occlusion is naturally handled.
Traditional static lightmaps were painstaking to bake and update. Lumen allows for dynamic time-of-day changes, moving lights, and movable objects to all contribute to a realistic global illumination solution in **real-time rendering**. This means your automotive models will look stunning in any environment you place them, with accurate indirect lighting and captivating reflections that enhance their **real-time photorealism**.
The Role of Hardware Ray Tracing for Ultimate Realism
While Lumen provides excellent real-time global illumination, Unreal Engine 5 also fully supports hardware-accelerated ray tracing for even higher fidelity. Ray tracing provides pixel-perfect reflections, refractions, and shadows that are computationally intensive but yield unparalleled visual quality. For truly cinematic **automotive visualization** or high-end virtual production, ray tracing can push realism to its absolute limits.
However, ray tracing comes with a significant performance cost. It’s often used selectively, perhaps for specific hero shots or in scenarios where performance budgets are extremely generous. Combining Lumen for dynamic GI and reflections with targeted ray tracing effects (like complex glass refraction or high-quality contact shadows) offers a balanced approach to achieving stunning **real-time photorealism** within reasonable performance constraints. This strategic use is key to effective **Unreal Engine optimization**.
Streamlining Your CAD to Game Engine Workflow
Bringing a complex automotive model from a design software or high-poly source into Unreal Engine 5 is a multi-stage process. A streamlined **CAD to game engine workflow** is essential for efficiency and maintaining visual quality. This professional’s guide outlines the critical steps from initial data preparation to final engine setup, integrating all the optimization and rendering techniques we’ve discussed.
By following a methodical approach, you can ensure that your high-fidelity automotive assets transition seamlessly into an interactive **real-time rendering** environment, delivering exceptional **automotive visualization** experiences. Remember, high-quality base models can significantly cut down on this initial work, which is why resources like 88cars3d.com are invaluable for artists and studios.
Initial CAD Data Preparation and Export
The journey begins with the source data. If working with CAD files (e.g., SolidWorks, Catia, Alias), it’s crucial to prepare them correctly for export.
- Tessellation Control: Ensure surfaces are tessellated appropriately. Avoid excessively dense meshes in flat areas and ensure enough resolution in curved areas.
- Separate Components: Break down the vehicle into logical components (body, wheels, interior, glass, lights, brakes) for easier material assignment and **Level of Detail (LOD)** management later.
- Material IDs: Assign basic material IDs or colors in your CAD software to help differentiate parts during import into your 3D modeling application.
- Export Format: Export to a common format like FBX, OBJ, or Alembic. FBX is generally preferred due to its ability to retain hierarchical data and smoothing groups.
This meticulous preparation in the initial stages saves significant time and effort during the subsequent **mesh optimization** and texturing phases.
Importing and Assembling Assets in Unreal Engine 5
Once your optimized low-poly meshes, baked normal maps, and PBR textures are ready, it’s time to bring them into Unreal Engine 5:
- Import Meshes: Use the Content Browser to import your FBX files. During import, specify whether to generate LODs (if not already done) and ensure correct material slot assignment. Consider importing primary vehicle components as separate meshes for better management and potential Nanite application.
- Apply Nanite (where appropriate): For static, high-detail components, enable Nanite for revolutionary **Unreal Engine optimization**. This is particularly effective for interiors, engines, and highly detailed exteriors that don’t deform.
- Create PBR Materials: Build your master materials and create Material Instances for all your car paint, glass, rubber, chrome, and interior fabrics. Assign these to the appropriate mesh sections.
- Set up LODs: If not using Nanite for all components, verify your **Level of Detail (LOD)** settings for each mesh. Ensure smooth transitions and accurate screen space thresholds.
- Assemble the Vehicle Blueprint: Combine all the separate mesh components (body, wheels, doors, etc.) into an Actor Blueprint. This allows for easier manipulation, animation (like opening doors), and integration into larger scenes. Set up physics assets if the car needs to be driven.
This systematic approach ensures that every part of your automotive model is correctly integrated and optimized for **real-time rendering** within UE5.
Post-Processing and Cinematic Touches for Automotive Visualization
The final layer of polish for achieving true **real-time photorealism** comes from Unreal Engine 5’s powerful post-processing capabilities. These effects can dramatically enhance the visual impact of your **automotive visualization** projects:
- Exposure and White Balance: Fine-tune the overall brightness and color temperature to match real-world references.
- Color Grading: Apply LUTs (Look Up Tables) or adjust individual color channels to achieve a specific aesthetic or cinematic look.
- Vignette and Chromatic Aberration: Subtle use of these effects can add a filmic quality.
- Bloom and Lens Flares: Enhance emissive materials (like headlights) and bright reflections.
- Depth of Field: Mimic real camera lenses, focusing attention on specific parts of the vehicle while subtly blurring the background.
- Screen Space Reflections (SSR) and Ambient Occlusion (SSAO): Even with Lumen, SSR and SSAO can provide additional local reflection and shadowing detail.
By carefully calibrating these settings, you can elevate your automotive assets from merely realistic to truly breathtaking, delivering an immersive and visually stunning experience that rivals offline renders.
Conclusion: Driving Towards Real-Time Automotive Excellence
Mastering **real-time photorealism** for high-end automotive assets in Unreal Engine 5 is a journey that demands a blend of artistic skill, technical expertise, and a deep understanding of engine optimization. From the initial process of deconstructing and performing rigorous **mesh optimization** to the intricate art of **normal map baking**, every step is crucial. The creation of compelling **PBR materials** forms the visual backbone, while leveraging UE5’s groundbreaking features like Nanite and Lumen propels your projects into the realm of cinematic realism.
This comprehensive **CAD to game engine workflow**, combined with meticulous **Unreal Engine optimization** strategies, empowers artists and designers to bridge the gap between static, high-fidelity models and dynamic, interactive experiences. The result is an unparalleled **automotive visualization** that captivates and immerses the audience, delivering a level of detail and realism that was once thought impossible for **real-time rendering**.
Embrace these techniques, experiment with Unreal Engine 5’s powerful toolkit, and push the boundaries of what’s possible in interactive automotive design. For those looking to accelerate their projects with ready-to-use, meticulously optimized models, explore the professional-grade assets available at 88cars3d.com and start creating your next masterpiece today.
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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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