Mastering the CAD-to-Game Pipeline: Hyper-Realistic Automotive Assets for Unreal & Unity
Mastering the CAD-to-Game Pipeline: Hyper-Realistic Automotive Assets for Unreal & Unity
The quest for photorealistic automotive assets in real-time environments has never been more intense. From AAA racing games to cutting-edge configurators and advanced driving simulators, the demand for vehicles that look indistinguishable from their real-world counterparts is constantly escalating. However, the journey from precision-engineered CAD models, designed for manufacturing, to optimized, visually stunning game-ready assets is fraught with unique challenges. This pipeline demands a delicate balance between visual fidelity and real-time performance, requiring a deep understanding of geometry, materials, and engine optimization techniques.
For many 3D artists and game developers, the initial encounter with high-detail CAD data can be daunting. Raw CAD files are notoriously heavy, often containing millions of polygons, non-manifold geometry, and intricate internal components unnecessary for a visual asset. Successfully navigating this conversion process is not just about making a model look good; it’s about ensuring it runs smoothly, efficiently, and maintains its hyper-realistic appeal across various platforms. This guide will walk you through the essential stages of the CAD-to-game pipeline, providing technical insights and best practices for creating stunning automotive assets optimized for Unreal Engine and Unity.
The High-Fidelity Challenge: Bridging the CAD-Game Divide
At its core, the primary challenge in the CAD-to-game pipeline is reconciling two fundamentally different data philosophies. CAD (Computer-Aided Design) software, such as CATIA, SolidWorks, or Rhino, excels at generating mathematically precise surfaces (NURBS or B-Splines) crucial for engineering accuracy and manufacturing. These models are built for infinite precision, where curves and surfaces are defined by mathematical equations, not discrete polygons. When these NURBS surfaces are converted into a polygonal mesh for use in a game engine, they can generate an astronomical number of triangles, often far exceeding what real-time rendering can efficiently handle.
Beyond sheer polygon count, CAD data often presents several technical hurdles. You’ll frequently encounter:
- Excessive Polygon Counts: A single bolt or interior panel can contain thousands of triangles, making an entire vehicle mesh astronomically heavy. This directly impacts rendering performance and memory usage in a game engine.
- Non-Manifold Geometry: CAD models are not always designed with topological cleanliness in mind for polygonal rendering. You might find edges shared by more than two faces, inverted normals, internal geometry, or open edges where surfaces don’t perfectly meet. These issues cause rendering artifacts, problems with UV mapping, and baking normal maps.
- Unnecessary Internal Details: CAD models include every screw, bracket, and internal wiring harness, essential for engineering but entirely redundant for a visual game asset where only the exterior and visible interior elements matter.
- Inconsistent Scaling and Units: Data often comes in various unit systems, requiring careful scaling and transformation to fit the game engine’s environment.
- Proprietary Formats: CAD data is often in proprietary formats (e.g., .CATPart, .SLDPRT) that require specific plugins or intermediate conversion steps to export into game-friendly formats like FBX or OBJ.
Addressing these complexities early on through effective CAD data optimization is paramount. Ignoring these initial steps leads to significant rework later, impacting project timelines and quality. This phase is not just about reducing polygons; it’s about transforming a manufacturing blueprint into an art asset that performs beautifully in a real-time environment, while still maintaining its visually striking fidelity.
CAD Data Preparation: The Foundation of a Flawless Asset
Before any serious optimization or retopology can begin, the raw CAD data needs a thorough preparation and cleanup. This stage is critical for ensuring a stable foundation for the rest of your photorealistic rendering workflow.
1. Initial Import and Triage
Your first step is to import the CAD data into a 3D package capable of handling large datasets and complex geometry, such as Maya, 3ds Max, Blender, or dedicated CAD translation software like PiXYZ Studio or Datasmith. When importing, pay close attention to:
- Tessellation Settings: If your software offers tessellation options during import (converting NURBS to polygons), use conservative settings. While you want enough detail for smooth curves, avoid excessively high tessellation that generates millions of unnecessary polygons. You’ll be retopologizing later, so a moderately dense but clean mesh is preferable to an overwhelmingly dense one.
- Unit Conversion: Ensure the imported model’s scale aligns with your project’s chosen units (e.g., centimeters in Unreal Engine). Adjust scaling as necessary immediately after import.
- Assembly Structure: CAD files often come as complex assemblies. Maintain this structure initially, as it can help identify separate components, but be prepared to merge or combine parts as needed for optimization.
2. Data Cleanup and Simplification
This is where significant CAD data optimization begins. The goal is to remove all non-essential elements and fix glaring topological issues.
- Remove Hidden Geometry: Delete all internal components, engine parts, wiring, or anything that will not be visible in the final game asset. This is a massive source of unnecessary polygon count.
- Fix Non-Manifold Geometry: Utilize mesh cleanup tools in your 3D software to identify and repair issues like duplicate faces, zero-area faces, non-manifold edges, and inverted normals. This step is crucial for stable UV unwrapping and baking.
- Merge Overlapping Surfaces: CAD models can have many small, overlapping surface patches. Where appropriate, combine these into single, larger surfaces to simplify the mesh.
- Close Gaps and Holes: Ensure all visible surfaces are watertight. Any open edges can cause rendering issues or problems with baking ambient occlusion and normal maps.
- Initial Polygon Reduction (Optional): For some extremely dense but simple parts (e.g., a flat panel), a very light polygon reduction might be applied at this stage, but extensive reduction should be reserved for the retopology phase. Tools like QuadriFlow or ZRemesher can be explored for broad strokes, but often produce imperfect results on complex automotive forms.
Having a clean, prepared high-poly model is the bedrock upon which all subsequent optimization and detailing will be built. This diligence saves countless hours down the line when it comes to UV mapping and texturing.
Automotive Retopology: Crafting Game-Ready Geometry
Retopology is arguably the most critical and time-consuming stage in the CAD-to-game pipeline. It’s the process of creating a new, optimized, low-polygon mesh that accurately represents the shape of the high-polygon CAD data, but with clean, animation-friendly topology suitable for real-time rendering. This is where most of your polygon reduction strategies will be implemented.
1. Why Retopologize?
- Performance: Significantly reduces polygon count, making the model render efficiently in game engines.
- UV Mapping: Clean, quad-based topology makes UV unwrapping far more manageable and produces better texture results.
- Deformation: While cars don’t often deform extensively, clean topology is vital for any subtle suspension compression or panel deformation if needed.
- Normal Map Baking: A clean low-poly mesh is essential for accurately baking high-detail normal maps from the CAD source.
- LOD Generation: A well-retopologized base mesh is much easier to simplify further for different Level of Detail (LODs).
2. Manual Retopology Techniques
For high-fidelity automotive assets, manual automotive retopology is often preferred due to the precise control it offers over edge flow and polygon distribution. Software like Maya, 3ds Max, Blender, TopoGun, and ZBrush (with ZRemesher used as a starting point) are excellent for this task.
- Reference the High-Poly: Always keep your cleaned CAD data as a high-poly reference. Your new low-poly mesh will snap to its surface.
- Prioritize Quads: Aim for an all-quad topology whenever possible. Quads deform better and are easier to work with than triangles, especially for organic shapes. Triangles are acceptable in flat, non-deforming areas, or where density needs to be reduced.
- Edge Flow for Form: Carefully place edge loops to define the critical contours and hard edges of the vehicle. Think about where sharp creases occur, where panels meet, and where curvature changes dramatically. These areas require more edge density.
- Economize Polygons: In large, flat areas, you can significantly reduce polygon density. The goal is to capture the silhouette and major surface details with the fewest polygons possible.
- Separate Components: Retopologize components like the body, doors, hood, trunk, wheels, and interior elements as separate meshes. This allows for easier UV unwrapping, material assignment, and potential animation.
- Mirrored Workflow: Utilize symmetry tools for parts like the car body, drastically speeding up the process.
Target polygon counts vary greatly depending on the asset’s role. A hero vehicle for a racing game might aim for 100k-250k triangles (without wheels/interior), while a background car might be 10k-30k. Wheels typically add another 10k-30k triangles each.
3. Automated Retopology (with caveats)
While tools like ZRemesher (ZBrush), QuadriFlow (Blender), or the retopology features in Maya can offer quick solutions, they often struggle with the complex, precise forms of automotive design. They may produce uneven density, undesirable edge flows, or fail to accurately capture sharp creases. They can be useful for:
- Initial Pass: As a starting point to get a rough quad mesh, which then requires extensive manual cleanup.
- Less Critical Assets: For distant background cars or simple props where perfect topology isn’t paramount.
For the level of hyper-realism expected from 88cars3d.com, a significant amount of manual refinement is almost always necessary, even after using automated tools.
PBR Texturing Workflow: Unwrapping, Baking, and Materials
Once your low-polygon mesh is complete, the next critical step is to prepare it for texturing using a Physically Based Rendering (PBR) workflow. This involves creating UV maps, baking essential texture maps, and authoring realistic PBR materials. This phase heavily influences the final photorealistic rendering workflow.
1. UV Unwrapping Techniques
Effective UV unwrapping techniques are fundamental for high-quality textures. Poor UVs lead to stretching, seams, and blurry details.
- Seam Placement: Strategically place seams in less visible areas, such as under the vehicle, along panel lines, or tucked into crevices. Minimize the number of seams while ensuring minimal distortion.
- Texel Density: Maintain a consistent texel density across all major parts of the vehicle. This ensures that textures appear equally sharp everywhere. Larger, more prominent areas (like the hood or doors) might benefit from slightly higher texel density.
- Minimize Distortion: Use tools to relax UV shells and minimize stretching. Checkers maps are invaluable for visualizing distortion.
- Overlapping UVs (Carefully): For mirrored parts (e.g., identical wheels, taillights), you can overlap UV shells to save texture space. However, be mindful of unique details that might need their own UV space.
- Multiple UV Channels: Game engines typically use multiple UV channels.
- Channel 0 (Primary): For all diffuse, normal, roughness, metallic, and ambient occlusion maps. No overlapping allowed here if using unique textures.
- Channel 1 (Lightmap): For baked lighting information. This channel must have no overlapping UVs, even if channel 0 does. Auto-unwrap tools are often sufficient for lightmap UVs.
2. Texture Baking Techniques
Baking transfers detail from your high-polygon (CAD-derived) model onto your low-polygon mesh, allowing you to achieve high-fidelity visuals without the performance cost.
- Normal Maps: Essential for capturing surface details like panel gaps, bolts, and subtle curvature from the high-poly onto the low-poly. Use a cage or specify an appropriate “max frontal/rear distance” to ensure accurate projection.
- Ambient Occlusion (AO): Bakes soft shadows where surfaces are close together, adding depth and realism.
- Curvature Maps: Useful for adding wear, edge highlights, or dirt to convex/concave areas during texturing.
- World Space Normals: Sometimes useful for masking or specific shader effects, but less commonly used than tangent space normal maps.
- Position Maps: Can be used for gradient effects or procedural texturing based on the object’s position in world space.
Software like Substance Painter, Marmoset Toolbag, or your primary 3D package (e.g., Maya, 3ds Max) are typically used for baking. Ensure your high-poly and low-poly meshes are perfectly aligned for accurate results.
3. PBR Materials for Automotive
Crafting realistic PBR materials automotive requires a nuanced understanding of how light interacts with different surfaces. This is where your texture maps come into play.
- Car Paint: This is often the most complex shader.
- Base Color: The primary color of the paint.
- Metallic: Generally 1 for metallic paint, 0 for non-metallic.
- Roughness: Controls the microscopic surface irregularities. Car paint typically has very low roughness (smooth, shiny).
- Normal Map: For subtle surface imperfections or flake details.
- Clear Coat: Most car paints have a clear coat layer. In game engines, this is often simulated using a separate clear coat roughness and normal map, or a dedicated clear coat shader model. The clear coat itself is highly reflective and smooth.
- Flakes: For metallic paints, a subtle normal map or texture pattern can simulate metallic flakes under the clear coat.
- Glass:
- Base Color: Usually dark grey/black with some tint.
- Metallic: 0.
- Roughness: Very low, but can vary for dirty or frosted glass.
- IOR (Index of Refraction): Crucial for accurate refraction (around 1.5 for standard glass).
- Transparency/Opacity: Controls how much light passes through.
- Chrome/Metal:
- Base Color: Varies depending on metal type.
- Metallic: 1 (fully metallic).
- Roughness: Very low for polished chrome, higher for brushed metals.
- Normal Map: For scratches or brushed patterns.
- Rubber/Tires:
- Base Color: Dark grey/black.
- Metallic: 0.
- Roughness: High, as rubber is generally quite rough.
- Normal Map: Essential for tire treads, sidewall texturing, and subtle imperfections.
- AO: Baked ambient occlusion adds depth to the treads.
Leverage software like Substance Painter for generating these maps, often starting from your baked maps and then adding procedural details, wear, and tear. For those seeking ready-to-use, meticulously textured and optimized models, 88cars3d.com offers a vast selection of high-quality automotive assets designed for immediate game engine integration.
Real-Time Optimization for Game Engines: Performance is King
Even with a well-retopologized mesh and high-quality textures, true game engine optimization requires further steps to ensure buttery-smooth performance. This stage focuses on further reducing rendering cost while maintaining visual quality, deeply implementing polygon reduction strategies as needed.
1. Level of Detail (LODs)
Level of Detail (LODs) are indispensable for optimizing performance in games. The principle is simple: objects that are far away or occupy a small portion of the screen don’t need the same geometric detail as objects up close. LODs allow you to swap out higher-detail meshes for progressively simpler ones as the camera moves further from the object.
- Creating LOD Meshes:
- LOD0 (Base Mesh): Your fully detailed, game-ready retopologized mesh.
- LOD1, LOD2, LOD3…: Create increasingly simplified versions using polygon reduction tools (e.g., ProOptimizer in 3ds Max, Maya’s Reduce, Blender’s Decimate modifier, Unreal’s built-in LOD generation). Focus on intelligently removing polygons from flat surfaces and areas less visible at a distance, while maintaining the overall silhouette.
- Normal Map Importance: Ensure that the normal maps baked from your high-poly model still hold up on the lower LODs, effectively faking detail that’s been removed.
- Setting up LODs in Engine:
- Unreal Engine: Import your primary mesh, then use the Static Mesh Editor to either manually import additional LODs or have Unreal generate them. Define screen size thresholds at which each LOD switches.
- Unity: Attach an ‘LOD Group’ component to your car’s root GameObject. Drag and drop your different LOD meshes into the respective slots and set the culling percentages.
- Performance vs. Visuals: Striking the right balance is key. Aggressive LOD reduction can lead to popping or noticeable changes, while too conservative a reduction offers minimal performance gains. Test thoroughly.
2. Collision Meshes
Game engines use simplified collision meshes (often referred to as ‘colliders’) for physics calculations, rather than the render mesh. Using the high-poly render mesh for collision is extremely inefficient.
- Simple Colliders: For basic collision, use primitive shapes like spheres, boxes, or capsules. A car might use a few box colliders for the body and spheres for wheels.
- Complex Colliders (Convex Hulls): For more accurate collision, especially for drivable vehicles, create a custom low-polygon mesh that wraps tightly around the visible parts of the car. This mesh should be closed and contain only convex shapes. Many engines (like Unreal) can generate convex hull colliders from a custom mesh.
- Separate Mesh: Create these collision meshes as entirely separate, very low-poly models, often named with a specific prefix (e.g., ‘UCX_’ for Unreal Engine). Do not UV unwrap or texture collision meshes.
3. Other Optimization Techniques
- Occlusion Culling: Game engines can automatically prevent rendering objects that are hidden behind other opaque objects. Ensure your environment meshes are set up correctly for this.
- Batching: Grouping objects with the same material and shader can reduce draw calls. While a hero car often has many materials, understanding batching principles for environment props around it is important.
- Material Complexity: While PBR materials are powerful, overly complex shaders with many instructions can impact performance. Optimize shader graphs where possible, especially for background assets.
- Texture Resolution: Use appropriate texture resolutions. A 4K texture on a distant car is wasteful; 2K or 1K might suffice, or even lower for extreme LODs.
By diligently applying these game engine optimization techniques, you can ensure that your stunning automotive assets not only look incredible but also deliver a smooth and enjoyable real-time experience. For studios seeking a head start, 88cars3d.com provides fully optimized, game-ready models complete with LODs and clean collision meshes, saving valuable development time.
Achieving Hyper-Realism in Unreal Engine & Unity
The final step in our pipeline is bringing your meticulously crafted automotive asset into the game engine and finessing its appearance to achieve truly hyper-realistic results. This goes beyond just importing textures; it involves careful material setup, advanced lighting, and judicious use of post-processing effects, all contributing to the overarching photorealistic rendering workflow.
1. Advanced Material Setup in-Engine
While PBR textures provide the foundation, the engine’s material editor allows for much more sophisticated effects specific to automotive realism.
- Car Paint Shaders:
- Clear Coat Layers: Both Unreal Engine and Unity’s HDRP (High Definition Render Pipeline) offer dedicated clear coat material models. This is crucial for realistic car paint, separating the underlying metallic/roughness properties from the highly reflective, smooth clear coat. Tune parameters like clear coat roughness, normal, and sheen.
- Flake Normals/Anisotropy: Implement subtle normal maps for metallic flakes or use anisotropic reflections to simulate the way light catches metallic particles under the clear coat.
- Fresnel Reflection: Ensure reflections become stronger at grazing angles, which is a key characteristic of car paint.
- Glass Shaders:
- Refraction and Absorption: Utilize the engine’s refraction capabilities for accurate distortion through glass. Add tint and absorption based on thickness to simulate real-world glass.
- Dirt/Smudges: Layer dirt and smudge normal and roughness maps to break up perfectly clean reflections and add realism.
- Rain Effects: For dynamic weather, implement shaders that can render raindrops or water sheeting across the glass surface.
- Chrome and Polished Metals:
- High Reflectivity, Low Roughness: Achieve a mirror-like finish by keeping roughness values extremely low.
- Anisotropy: For brushed metals, apply anisotropic reflections to give the characteristic directional sheen.
- Emissive Materials: For headlights, taillights, and dashboard displays, use emissive textures and material properties to make them glow, which can then contribute to scene lighting.
2. Advanced Lighting Techniques
Lighting is paramount for bringing out the detail and realism of your automotive assets.
- HDRI Environments: High Dynamic Range Image (HDRI) skydomes are essential for realistic global illumination and reflections. They provide accurate environmental lighting and reflections that dramatically enhance the visual fidelity of reflective surfaces like car paint and chrome.
- Directional Lights: Simulate the sun with a strong directional light, paying attention to angle, color temperature, and shadow quality.
- Reflection Probes (Unreal) / Reflection Probes (Unity): Strategically place reflection probes around your vehicle to capture local reflections more accurately than just the global HDRI. This is especially important in indoor environments or when a car is near unique objects. Cubemap reflections are a crucial component for believable car paint.
- Global Illumination:
- Unreal Engine (Lumen): Leverage Lumen for real-time global illumination, which creates incredibly dynamic and realistic bounce lighting.
- Unity (Baked GI/Realtime GI): For performance-critical scenarios, baked global illumination can provide high-quality indirect lighting, though it’s static. Realtime GI is available but more computationally intensive.
3. Post-Processing Effects
Post-processing effects are the final polish that can elevate your scene from good to outstanding, contributing significantly to a cohesive photorealistic rendering workflow.
- Color Grading: Adjust the overall mood, contrast, and color balance to match a specific visual style or photographic look.
- Bloom: Adds a soft glow to bright areas, simulating the way light bleeds in a camera lens. Essential for emissive lights and highlights.
- Depth of Field (DOF): Creates a cinematic blur effect, focusing the viewer’s attention on the car while blurring the foreground and background.
- Screen Space Reflections (SSR): Provides high-quality reflections for objects visible on screen. While not a replacement for reflection probes, SSR complements them by adding dynamic local reflections.
- Anti-Aliasing: Crucial for smoothing jagged edges, especially on sharp car lines. TAA (Temporal Anti-Aliasing) is often the preferred method for its stability and quality.
- Vignette & Chromatic Aberration: Used subtly, these can add a photographic imperfection aesthetic.
By meticulously refining these aspects within Unreal Engine or Unity, you can transform your optimized CAD-derived assets into breathtakingly real virtual vehicles, ready to immerse players and viewers. Whether you’re building a next-gen game or an interactive product configurator, the quality of your automotive assets is paramount. When speed and quality are critical, consider exploring the expertly crafted and game-ready models available at 88cars3d.com.
Conclusion
The journey from intricate CAD models to hyper-realistic, performant automotive assets in real-time game engines is a complex but incredibly rewarding endeavor. It demands a specialized skillset encompassing detailed CAD data optimization, meticulous automotive retopology, precise UV unwrapping techniques, sophisticated PBR materials automotive setup, and rigorous game engine optimization through strategies like Level of Detail (LODs) and intelligent polygon reduction strategies. Each step is interconnected, with decisions made early in the pipeline having a cascading effect on the final visual fidelity and performance. Achieving a truly photorealistic rendering workflow in engines like Unreal and Unity requires a holistic approach, where art and technical expertise converge.
Mastering this pipeline not only allows you to create stunning virtual vehicles but also empowers you to tackle the challenges of modern real-time visualization across industries, from gaming to architectural visualization and virtual production. The payoff is an immersive, visually captivating experience that blurs the lines between virtual and reality.
Ready to accelerate your projects with high-quality automotive assets? Explore the extensive library of meticulously crafted and optimized 3D models available at 88cars3d.com. Save valuable development time and elevate your projects with assets built for performance and hyper-realism right out of the box.
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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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Material: Yes
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Suzuki Liana Sedan 2004 3D Model
Texture: Yes
Material: Yes
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Subaru Outback 2024 3D Model
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Material: Yes
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Subaru Legacy 2003 3D Model
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Subaru Legacy Touring Wagon 3D Model
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Material: Yes
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Toyota Mark II (X100) 1998 3D Model
Texture: Yes
Material: 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
Texture: Yes
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Toyota Celica 2004 3D Model
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Toyota Corolla AE100 1992 3D Model
Texture: Yes
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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
Texture: Yes
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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
Texture: Yes
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Volkswagen Bora 2004 3D Model
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Volkswagen Lupo 3D Model
Texture: Yes
Material: Yes
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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
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
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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
Texture: Yes
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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
Texture: Yes
Material: Yes
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Mercedes-Benz SLR McLaren 2005 3D Model
Texture: Yes
Material: Yes
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GAZ 3110 Pickup 2000 3D Model
Texture: Yes
Material: Yes
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Mazda 626 GF 1997 3D Model
Texture: Yes
Material: Yes
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Volvo S80 2011 3D Model
Texture: Yes
Material: Yes
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Volkswagen Touran restyle-006 3D Model
Texture: Yes
Material: Yes
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Skoda Octavia Scout 3D Model
Texture: Yes
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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
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Mercedes-Benz S-Class W221 2005 3D Model
Texture: 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
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Mercedes-Benz 190 W201 3D Model
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Mercedes-Benz C230 SportCoupé 2005 3D Model
Texture: 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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