Mastering High-End Automotive 3D Optimization for Real-Time: Visual Fidelity Meets Game Performance
Mastering High-End Automotive 3D Optimization for Real-Time: Visual Fidelity Meets Game Performance
The allure of hyper-realistic automotive models in virtual environments is undeniable. From breathtaking cinematic renders to immersive racing simulations and interactive configurators, the demand for stunning vehicle visuals is constantly growing. However, bringing these intricate automotive designs, often originating from CAD software or high-detail sculpting, into real-time applications like game engines presents a significant technical hurdle. The sheer polygon count and unoptimized geometry of a raw, high-fidelity car model can cripple real-time rendering performance, turning a visually stunning asset into a framerate killer.
The challenge lies in striking a delicate balance: preserving the exquisite details and distinctive aesthetics that define a high-end vehicle, while simultaneously optimizing its data footprint to ensure smooth, responsive performance within a game engine. This isn’t just about making the model “lighter”; it’s about intelligent data management and strategic compromises that maintain visual integrity. This comprehensive guide will delve into the advanced asset optimization workflow necessary to transform high-poly automotive masterpieces into efficient, game-ready assets, ensuring both breathtaking visual fidelity and robust game performance.
The High-Fidelity Challenge: Bridging the Gap Between Design and Real-Time
High-end automotive design often begins in CAD (Computer-Aided Design) software, which prioritizes absolute precision and engineering accuracy over polygon efficiency. These models can contain millions, sometimes hundreds of millions, of polygons, along with complex NURBS surfaces. While perfect for manufacturing and detailed engineering analysis, such models are fundamentally unsuitable for interactive real-time rendering where every millisecond of processing time counts.
Even models sculpted in tools like ZBrush or Blender for visual effects often carry an excessive polygon load, intricate surface details, and irregular topology. Directly importing these into a game engine like Unreal Engine or Unity would lead to severely degraded framerates, long load times, and potential crashes. The engine simply cannot process that much geometric data fast enough to maintain an interactive experience. This is where a specialized asset optimization workflow becomes indispensable, transforming heavy design data into lean, efficient assets.
Intelligent Polygon Reduction: The Foundation of Optimization
The cornerstone of preparing high-end automotive models for real-time environments is intelligent polygon reduction techniques. This isn’t just about blindly reducing the poly count; it’s about strategic simplification that preserves the visual silhouette and key details of the vehicle without compromising performance.
Understanding Retopology for Automotive Assets
Retopology is arguably the most critical step in optimizing complex models, especially for organic shapes or highly detailed vehicles. It involves creating a new, clean mesh over the existing high-resolution model. The goal is to produce an efficient polygon layout that is animation-friendly, has optimal UV density, and reduces the overall poly count significantly.
- Manual Retopology: This method offers the most control and yields the cleanest results. Artists manually draw new polygons (quads, primarily) over the high-poly mesh, following the natural contours, creases, and hard edges of the car. This ensures optimal edge flow around critical areas like wheel wells, door seams, hood lines, and vents. Software like TopoGun, ZBrush (with ZRemesher guides), Blender (with RetopoFlow addon), and Maya’s Quad Draw tool are essential for this process.
- Automated Retopology: Tools like ZRemesher in ZBrush, QuadRemesher for Blender, or Simplygon can generate a new mesh automatically. While these can provide a good starting point, especially for less critical parts, they often require significant manual cleanup to achieve production-quality results for hero assets like cars. Edge loops around crucial details often need manual refinement to maintain their sharpness and allow for proper deformation.
For automotive models, particular attention must be paid to maintaining crisp edge definition along body panels and ensuring an even distribution of polygons across large, flat surfaces. A well-retopologized mesh is key for efficient UV unwrapping and artifact-free texture baking.
Masterful LODs (Level of Detail) Generation
LODs (Level of Detail) are essential for optimizing game performance by dynamically swapping out mesh complexities based on the camera’s distance from an object. A highly detailed mesh (LOD0) is used when the car is close to the camera, while progressively simpler versions (LOD1, LOD2, LOD3, etc.) are displayed as it moves further away. This significantly reduces the rendering load on the GPU without a noticeable loss of visual quality from a distance.
- Creating LODs: The primary method is to start with your optimized LOD0 mesh (the one you just retopologized) and then use various polygon reduction techniques to create lower-poly versions.
- Procedural Decimation: Tools like Blender’s Decimate Modifier, Maya’s Reduce tool, or dedicated software like Simplygon and Houdini offer powerful procedural decimation. These algorithms intelligently remove polygons while attempting to preserve the visual silhouette. It’s crucial to set appropriate reduction targets for each LOD stage (e.g., 50% for LOD1, 75% for LOD2, 90% for LOD3).
- Manual Refinement: Even with procedural tools, manual cleanup is often necessary to fix artifacts, maintain important edge loops, and ensure that the car’s distinctive shape remains recognizable across all LODs.
- Silhouette Preservation: A key consideration is maintaining the car’s silhouette across all LODs. Even a low-poly LOD should accurately represent the overall shape. Smooth surfaces should remain smooth, and sharp creases should not become jagged.
Implementing a robust LOD system is paramount for automotive projects, especially in open-world games or scenes with multiple vehicles, as it directly impacts real-time rendering performance.
Advanced Polygon Reduction Techniques Beyond Retopology
While retopology provides a clean base, other polygon reduction techniques are utilized for specific scenarios or later LOD stages. Decimation, as mentioned, is a primary candidate. However, understanding its nuances is key:
- Triangulation: Decimation often converts quads to triangles, which is acceptable for game engines but can complicate further manual editing. Ensure your final LODs are mostly triangulated when exported to the engine, as engines convert everything to triangles internally anyway.
- Preserving Hard Edges: Many decimation tools allow you to specify angle thresholds to protect hard edges and maintain sharp details. This is vital for the distinct lines of an automotive body.
- Optimized Instances: For repetitive details like wheel bolts or small vents, it’s often more efficient to model one optimized instance and then duplicate it using instancing in the game engine, rather than creating unique geometry for each.
Real-Time Material & Texture Preparation: Unleashing Visual Realism
Once the geometry is optimized, the next crucial step is preparing the materials and textures. High-end automotive models rely heavily on realistic surfaces – gleaming paint, reflective chrome, matte rubber, intricate carbon fiber. This section focuses on achieving this realism efficiently using PBR textures and smart UV layouts.
Efficient UV Unwrapping for Optimal Texture Use
UV unwrapping is the process of flattening the 3D surface of your model into a 2D space, allowing you to apply 2D textures. For automotive assets, clean and efficient UVs are non-negotiable.
- Seam Placement: Strategically place UV seams in less visible areas, such as along hidden edges or panel gaps. Minimizing visible seams prevents texture stretching and unsightly breaks.
- Texel Density: Maintain a consistent texel density across the entire model. This means that a texture pixel covers roughly the same real-world surface area everywhere on the car. Inconsistent texel density leads to blurry areas next to sharp ones. Tools like Blender’s Texel Density Checker or plugins for other DCCs can help.
- No Overlapping UVs (for unique textures): For most automotive body parts where unique details or decals are applied, ensure UV islands do not overlap. Overlapping UVs mean two different parts of the model share the same texture space, making unique texturing impossible.
- UV Packing: After unwrapping, efficiently pack your UV islands into the 0-1 UV space. This maximizes the use of your texture atlas and can reduce the number of texture maps needed, which improves draw call performance.
- Multiple UV Sets: Consider using multiple UV sets. One set for primary textures (albedo, normal, roughness), another for lightmaps (if using baked lighting), and potentially a third for unique decals or grime layers that might benefit from different mapping.
Baking High-Resolution Details to Game-Ready Assets
This is where the magic of transforming high-poly detail into efficient textures happens. Instead of relying on millions of polygons to define surface nuances, we bake that detail into various texture maps that can be applied to the low-poly game-ready assets.
- Normal Maps: The most crucial map, a normal map, stores surface angle information, allowing a low-poly mesh to appear as if it has intricate details like rivets, panel lines, or subtle curves. It fakes geometric detail without adding polygons.
- Ambient Occlusion Maps: These maps simulate soft self-shadowing in crevices and corners, adding depth and realism to the model by darkening areas where light struggles to reach.
- Curvature Maps: Useful for edge wear and dirt accumulation, a curvature map highlights convex and concave areas of the mesh.
- Position Maps: Stores the world-space position of each vertex, useful for procedural texturing effects based on direction.
Tools like Substance Painter, Marmoset Toolbag, Blender, and even ZBrush are excellent for baking these maps from your high-poly source mesh onto your optimized low-poly mesh using the clean UV unwrapping you created.
Crafting Immersive PBR Textures and Materials
PBR (Physically Based Rendering) textures and materials are the industry standard for achieving consistent, realistic lighting and surface properties in real-time. PBR systems simulate how light interacts with surfaces based on real-world physics, making your car models look accurate under various lighting conditions.
- Core PBR Channels:
- Base Color (Albedo): Represents the pure color of the surface, stripped of lighting information.
- Metallic: Determines whether a surface is a metal (value of 1) or a dielectric (non-metal, value of 0), influencing its reflectivity.
- Roughness: Controls the microscopic surface irregularities, determining how spread out or sharp reflections appear (rough surfaces scatter light, smooth surfaces reflect cleanly).
- Normal Map: Provides fine surface detail, as discussed above.
- Ambient Occlusion Map: Adds subtle self-shadowing for depth.
- Calibrated Values: For automotive surfaces, especially paint and chrome, it’s vital to use accurately calibrated PBR values. Reflective surfaces like paint need very specific metallic and roughness values to look correct.
- Material Layering and Instances: Modern PBR workflows in tools like Substance Painter allow for extensive material layering, creating complex surfaces like car paint with clear coat, flakes, and subsurface dirt. In game engines, create master materials and then derive material instances from them. This allows for quick variations (different paint colors, tire wear, interior trims) without creating new, expensive shaders for each variation, significantly aiding real-time rendering performance.
Engine Integration & Performance: Bringing Cars to Life in Real-Time
With your automotive assets optimized and textured, the final stage involves integrating them into your chosen game engine and ensuring they perform flawlessly. This requires specific export settings and in-engine optimization practices.
Exporting and Importing Optimized Automotive Assets
Proper export and import procedures are crucial to prevent issues like flipped normals, incorrect scales, or broken UVs.
- File Formats: FBX is the most common and robust format for exporting 3D assets to game engines, supporting meshes, materials, and animations. GLTF is an emerging alternative gaining popularity for its web-friendliness and efficiency.
- Scale and Units: Ensure your 3D software’s unit system matches your game engine’s. Consistently exporting models at real-world scale (e.g., 1 unit = 1 meter) prevents scaling issues and makes physics simulations more predictable.
- Pivot Points: Set the pivot point of your car model to a logical location, typically the origin (0,0,0) or the center of the car’s base, for easy placement and manipulation within the engine.
- Meshes and Materials: Export your optimized meshes along with their associated materials. Ensure unique material names are used to prevent conflicts in the engine.
- Import Settings: In Unreal Engine or Unity, pay close attention to import settings. Ensure “Import Normals” is set to “Import” or “Calculate” based on your workflow, “Generate Lightmap UVs” is enabled if you plan to bake lighting, and scaling is correct.
Optimizing Draw Calls and Material Instances
Draw calls are instructions sent from the CPU to the GPU to draw objects. Minimizing draw calls is a significant factor in boosting real-time rendering performance.
- Batching Meshes: Combine smaller, static meshes into larger ones where appropriate to reduce draw calls. For example, if a car has many separate trim pieces with the same material, consider combining them.
- Texture Atlasing: Consolidate multiple smaller textures into one larger texture atlas. This allows several parts of the car (e.g., dashboard buttons, small interior details) to share a single material, further reducing draw calls.
- Material Instances: As mentioned in the PBR section, using material instances for variations (different paint colors, tire types) is a powerful optimization. Instead of compiling a new shader for each variation, material instances reference a single master material, providing performance gains.
- Static vs. Dynamic Elements: Categorize your car’s components. Static parts (body, chassis) can be optimized differently than dynamic parts (wheels, doors, suspension) that require separate meshes for animation.
Scene Optimization for Automotive Showcases and Games
Beyond the individual car asset, scene-level optimizations are crucial for overall game performance when showcasing vehicles.
- Culling:
- Frustum Culling: The engine automatically prevents rendering of objects outside the camera’s view frustum.
- Occlusion Culling: Prevents rendering of objects hidden behind other objects (e.g., a car behind a building).
- Level Streaming: For large environments, level streaming allows you to load and unload parts of the scene dynamically as the player moves, ensuring that only relevant assets are in memory.
- Collision Meshes: Create simplified, low-polygon collision meshes for your car. Using the detailed visual mesh for physics calculations is highly inefficient and unnecessary. Often, a few convex hull shapes or a simplified box collider is sufficient.
- Baked Lighting: For static environments or car configurators, pre-calculating and baking lighting into lightmaps can drastically reduce real-time rendering costs compared to fully dynamic lighting.
- Performance Profiling: Utilize the performance profilers built into game engines (e.g., Unreal Engine’s Stat Commands, Unity’s Profiler window) to identify bottlenecks. This will help you understand whether your car model, materials, or scene setup is the primary performance drain.
The Iterative Asset Optimization Workflow for Perfection
It’s important to understand that mastering automotive 3D optimization is not a linear, one-time task but an iterative process. It’s an ongoing cycle of modeling, optimizing, integrating, testing, and refining. This iterative asset optimization workflow allows artists and developers to continuously balance visual fidelity with game performance.
Start with a clear performance budget and visual target. Does this car need to be a hero asset at 4K resolution, or is it a background vehicle? This will dictate the intensity of your polygon reduction techniques and the detail in your PBR textures. Early prototyping with optimized assets can prevent costly reworks later in the development cycle. Don’t be afraid to revisit your retopology or LODs (Level of Detail) if performance targets aren’t met, or if visual quality suffers.
Leverage the expertise of technical artists who specialize in bridging the gap between artistic vision and technical constraints. Tools and scripts can automate repetitive tasks within the asset optimization workflow, freeing artists to focus on creative problem-solving. Furthermore, starting with a clean slate from providers of high-quality, pre-optimized game-ready assets, such as those found on 88cars3d.com, can significantly accelerate your production pipeline and ensure a solid foundation for your project.
Beyond the Basics: Advanced Considerations for Automotive Performance
For truly bleeding-edge automotive experiences, several advanced considerations come into play to push the boundaries of real-time rendering and performance:
- Dynamic LODs and Runtime Optimization: Modern engines can dynamically adjust LODs based on factors beyond just distance, such as screen space, object speed, or even user-defined importance. This allows for even more granular control over performance. Advanced systems might even perform procedural mesh simplification at runtime for distant objects.
- GPU Instancing: When rendering many identical vehicles (e.g., a car park, traffic), GPU instancing is vital. This technique sends the geometry and material data to the GPU once, then instructs it to draw multiple instances with different transforms, drastically reducing draw calls and CPU overhead.
- Data-Oriented Design (DOD) for Vehicle Physics: For complex vehicle physics simulations, adopting a Data-Oriented Design (DOD) approach can lead to significant performance gains. This involves structuring data for optimal cache locality and parallel processing, which is crucial for handling multiple vehicles and intricate suspension systems.
- Ray Tracing vs. Rasterization: While rasterization is the traditional real-time rendering method, real-time ray tracing is becoming more prevalent. When utilizing ray tracing, polygon count still matters, but the optimization focus might shift towards accurate geometry, proper material definitions for reflections/refractions, and efficient scene data structures (e.g., BVH builds).
- Virtual Texturing/Mega Textures: For massive texture detail without breaking memory budgets, technologies like virtual texturing can be employed. This allows for a single, enormous texture map that is streamed to the GPU only as needed, providing incredibly high fidelity across large surfaces, which could be beneficial for large vehicle chassis or detailed interiors.
Conclusion
Mastering the optimization of high-end automotive 3D models for real-time applications is a sophisticated art form that combines technical expertise with a keen eye for visual quality. It demands a deep understanding of retopology, strategic LODs (Level of Detail) generation, intelligent polygon reduction techniques, meticulous UV unwrapping, and the precise application of PBR textures. By meticulously following an effective asset optimization workflow, you can transform unwieldy CAD or sculpted models into performant, game-ready assets that shine in any interactive experience.
The journey from a high-poly concept to a smooth, interactive 3D car is challenging but incredibly rewarding. The result is a vehicle that not only looks stunning but also performs flawlessly, delivering an immersive experience for the end-user. Whether you’re a 3D artist aiming to elevate your skills or a game developer looking to optimize your automotive roster, these principles are your roadmap to success. For those seeking a head start with expertly optimized, high-quality game-ready assets, be sure to explore the extensive collection available at 88cars3d.com, where visual fidelity meets unparalleled performance.
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Toyota Mark II X110 2000 3D Model
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Material: Yes
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Price: $10
Toyota Corolla 2020 3D Model
Texture: Yes
Material: Yes
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Toyota Yaris 2020 3D Model
Texture: Yes
Material: Yes
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Price: $9.9
Volkswagen Beetle 2012 3D Model
Texture: Yes
Material: Yes
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Toyota Matrix 2005 3D Model
Texture: Yes
Material: Yes
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Toyota Yaris Sedan 3D Model
Texture: Yes
Material: Yes
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Volkswagen Golf R-004 2024 3D Model
Texture: Yes
Material: Yes
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Volkswagen Golf 5 Door 2010 3D Model
Texture: Yes
Material: Yes
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Toyota Premio 2010 3D Model
Texture: Yes
Material: Yes
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Toyota Opa 2000 3D Model
Texture: Yes
Material: Yes
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Volkswagen Polo 5 Door 2010 3D Model
Texture: Yes
Material: Yes
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Toyota Prius 2024 3D Model
Texture: Yes
Material: Yes
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Toyota Yaris 1999 3D Model
Texture: Yes
Material: Yes
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Toyota Supra 2020 3D Model
Texture: Yes
Material: Yes
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Volkswagen New Beetle 2000 3D Model
Texture: Yes
Material: Yes
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Price: $14.99
Volkswagen Jetta 2005 3D Model
Texture: Yes
Material: Yes
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Price: $18.99
Volkswagen Golf 3-Door 3D Model
Texture: Yes
Material: Yes
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Volvo V70 2005 3D Model
Texture: Yes
Material: Yes
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Volkswagen Bora 2004 3D Model
Texture: Yes
Material: Yes
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Volkswagen Lupo 3D Model
Texture: Yes
Material: Yes
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Price: $19.99
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
Material: 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
Texture: Yes
Material: Yes
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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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Price: $25.99
Volvo S60 2024 3D Model
Texture: Yes
Material: Yes
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Price: $25.99
Volkswagen Polo 3D Model
Texture: Yes
Material: Yes
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Price: $25.99
Volkswagen Golf 5-Doors 2018 3D Model
Texture: Yes
Material: Yes
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Price: $25.99
Volvo C70 T5 2000 3D Model
Texture: Yes
Material: Yes
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Price: $23.99
Volvo S40 Sedan 2004 3D Model
Texture: Yes
Material: Yes
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Volvo C30 BEV 2012 3D Model
Texture: Yes
Material: Yes
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Volvo C70 1998 3D Model
Texture: Yes
Material: Yes
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Mazda B-Series 3D Model
Texture: Yes
Material: Yes
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Mercsedes Benz Z3-006 3D Model
Texture: Yes
Material: Yes
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Mazda RX-7 3D Model
Texture: Yes
Material: Yes
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Volvo VCC-003 3D Model
Texture: Yes
Material: Yes
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Mercedes-Benz SLR McLaren 2005 3D Model
Texture: Yes
Material: Yes
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Price: $23.99
GAZ 3110 Pickup 2000 3D Model
Texture: Yes
Material: Yes
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Price: $23.99
Mazda 626 GF 1997 3D Model
Texture: Yes
Material: Yes
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Price: $23.99
Volvo S80 2011 3D Model
Texture: Yes
Material: Yes
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Price: $23.99
Volkswagen Touran restyle-006 3D Model
Texture: Yes
Material: Yes
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Price: $23.99
Skoda Octavia Scout 3D Model
Texture: Yes
Material: Yes
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Price: $23.99
Volkswagen Golf V 2006 3D Model
Texture: Yes
Material: Yes
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Mazda CX-7 3D Model
Texture: Yes
Material: Yes
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Mazda Familia 3D Model
Texture: Yes
Material: Yes
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GAS 21 3D Model
Texture: Yes
Material: Yes
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Mercedes-Benz SL500 AMG (R129) 3D Model
Texture: Yes
Material: Yes
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Mercedes-Benz S-Class W221 2005 3D Model
Texture: Yes
Material: Yes
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Mercedes-Benz E-Class W212 2009 3D Model
Texture: Yes
Material: Yes
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Mercedes-Benz E-class Estate S212 2009 3D Model
Texture: Yes
Material: Yes
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Mercedes-Benz 190 W201 3D Model
Texture: Yes
Material: Yes
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Mercedes-Benz C230 SportCoupé 2005 3D Model
Texture: Yes
Material: Yes
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Mercedes-Benz SLK 3D Model
Texture: Yes
Material: Yes
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Mercedes 600 SEC W140 1992 3D Model
Texture: Yes
Material: Yes
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Mercedes S-Class 2010 3D Model
Texture: Yes
Material: Yes
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McLaren MP4-12C-001 3D Model
Texture: Yes
Material: Yes
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Mercedes-Benz SLK 350 2005 3D Model
Texture: Yes
Material: Yes
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Price: $23.99
