Beyond Gloss: Crafting Hyper-Realistic Car Paint Shaders in Unreal Engine 5
Beyond Gloss: Crafting Hyper-Realistic Car Paint Shaders in Unreal Engine 5
The gleam of a perfectly rendered automobile has an undeniable allure. For 3D artists, game developers, and automotive designers, capturing the intricate beauty of car paint in real-time environments is a pinnacle of technical artistry. It’s more than just a color; it’s a complex interplay of reflections, refractions, and microscopic details that define its character. With the advent of advanced rendering capabilities in Unreal Engine 5, achieving this level of hyper-realism is no longer a distant dream but a tangible goal.
Replicating the nuanced finish of automotive paint – from its multi-layered structure to the subtle shimmer of metallic flakes and the pristine depth of its clear coat – presents a unique set of challenges. This guide will take you on a deep dive into the powerful features of Unreal Engine 5, revealing how to construct an advanced, optimized car paint material that stands up to the closest scrutiny. We’ll explore the underlying physics, material editor techniques, and performance considerations to elevate your Unreal Engine 5 automotive rendering to breathtaking new heights, creating truly stunning real-time automotive visuals.
The Anatomy of Automotive Paint: More Than Just Color
Before we can digitally recreate car paint, we must first understand its physical composition. Automotive paint isn’t a single, monolithic layer; it’s a sophisticated system of carefully applied coatings, each serving a specific purpose and contributing to the final aesthetic. This layered structure is fundamental to understanding how to approach a PBR car paint shader in Unreal Engine 5.
At its base, a primer layer ensures adhesion and corrosion resistance. On top of this lies the crucial base coat, which is responsible for the primary color. This is where metallic or pearl pigments are often suspended, creating the characteristic shimmer and depth that changes with viewing angle. The metallic flakes in this layer are tiny, reflective particles that catch and scatter light, contributing significantly to the paint’s unique visual properties.
Finally, and perhaps most importantly, the entire structure is sealed under a thick, transparent clear coat. This layer provides protection against UV light, scratches, and environmental damage, but more critically for rendering, it delivers the high gloss, deep reflections, and wet look that we associate with a pristine car finish. It acts as a transparent, highly reflective shell, influencing how light interacts with the base coat underneath.
Core PBR Principles for Car Paint in UE5
Physically Based Rendering (PBR) forms the bedrock of modern real-time graphics, aiming to simulate how light interacts with materials in the real world. For automotive paint, a deep understanding of PBR parameters – Base Color, Metallic, Roughness, and Normal – is essential, especially when considering the layered nature of the material.
Base Color: This channel defines the inherent color of the material. For car paint, it represents the color of the base coat beneath the clear coat. It’s important to note that for metallic paints, the ‘color’ isn’t just a flat hue; it’s influenced by the metallic flakes and the clear coat’s interaction with light.
Metallic: In standard PBR, this parameter differentiates between dielectric (non-metallic) and metallic surfaces. A value of 0 means dielectric (like plastic or glass), while 1 means metallic (like raw metal). Car paint is primarily a dielectric material, but the metallic flakes within the base coat introduce a localized metallic property that needs careful handling, often through a blend or custom calculation.
Roughness: This is arguably the most critical parameter for defining the “look” of car paint. A value of 0 indicates a perfectly smooth, mirror-like surface, while 1 is completely rough and diffuse. The clear coat, being highly polished, will have an extremely low roughness value, enabling crisp reflections. The base coat underneath might have slightly higher roughness, or its roughness will be modulated by the metallic flakes.
Normal Maps: While often associated with surface detail like scratches or dents, normal maps can also simulate subtle irregularities in the clear coat, such as the faint “orange peel” texture sometimes visible on automotive finishes, adding an extra layer of realism.
The Indispensable Clear Coat Layer
The clear coat material is the unsung hero of realistic car paint. It is a separate, transparent dielectric layer with its own set of PBR properties that sits above the primary paint layer. In Unreal Engine 5, we can leverage the dedicated Clear Coat input in the material output node, or build a custom layered shader.
This clear coat has very specific characteristics: its Metallic value should always be 0 (as it’s a non-metallic polymer), and its Roughness should be extremely low, often approaching 0.01-0.05, to achieve that mirror-like reflection. It also exhibits a strong Fresnel effect, meaning its reflectivity increases significantly at glancing angles, making the car appear brighter and more reflective when viewed from the side than when looking straight down onto it. This Fresnel effect is automatically handled by Unreal’s PBR model for dielectric materials but is particularly pronounced and vital for the clear coat.
Building the Base: A Layered Car Paint Shader in UE5’s Material Editor
Creating a sophisticated car paint shader requires a systematic approach within Unreal Engine 5’s powerful UE5 material editor. We’ll leverage a layered material system, often employing Material Functions and Material Instances, to achieve both realism and flexibility. This approach allows us to define distinct layers for the base color, metallic flakes, and the all-important clear coat.
Start by creating a new Material in the Content Browser. The most effective way to build complex materials in UE5 is often by utilizing a “Make Material Attributes” node and then connecting individual attributes (Base Color, Metallic, Roughness, Normal) to it. This allows you to treat entire sets of material attributes as a single package, making blending and layering much cleaner.
Crafting the Base Color and Metallic Flake Layer
The first primary layer we’ll focus on is the base coat, which includes the color and the metallic flake shader. This layer will primarily feed into the “Base Color,” “Metallic,” and “Roughness” inputs of our Material Attributes.
- Base Color: Begin with a simple Vector3 parameter for the primary paint color. This allows artists to easily change the car’s hue via Material Instances.
- Metallic Flakes: This is where the magic happens for metallic paint. Metallic flakes are tiny, reflective particles suspended in the base coat. To simulate this, we can use a combination of texture-based noise and normal map manipulation.
- Noise Texture: Generate or import a high-frequency noise texture (e.g., a Perlin noise or Voronoi noise) to represent the distribution of flakes. You’ll want to scale this texture significantly to get a fine grain.
- Normal Map for Flakes: Use this noise texture, potentially after some processing (e.g., sharpening or contrast adjustment), to generate a custom normal map that will give individual flakes their reflective properties. A ‘NormalFromHeightmap’ node can be very useful here. Connect this flake normal map to the ‘Normal’ input of this base layer.
- Flake Metallic Contribution: A small, localized metallic value can be applied where flakes are present. This can be driven by a thresholded version of your noise texture, multiplying it by a small metallic value (e.g., 0.8-1.0) and blending it with the base material’s non-metallic value.
- Flake Roughness: The flakes themselves are typically highly reflective, so their roughness should be low, but the paint surrounding them might have a slightly higher roughness, contributing to the overall sparkle effect. You might blend a low roughness value for flakes with a slightly higher value for the surrounding paint, controlled by the noise texture.
- Base Layer Roughness: Apart from the flakes, the overall roughness of the base coat will be higher than the clear coat. This can be controlled by a scalar parameter, allowing artists to dial in the desired amount of underlying sheen.
Implementing the Clear Coat Layer
Now, let’s add the crucial clear coat material on top. Unreal Engine 5 provides a dedicated ‘Clear Coat’ input on the main Material Output node, which is incredibly efficient and easy to use. This input allows you to define a secondary set of PBR parameters specifically for the clear coat.
- Clear Coat Enabled: Set the ‘Clear Coat’ property to a value of 1. This activates the clear coat layer.
- Clear Coat Roughness: This should be a very low value (e.g., 0.01 – 0.05) to simulate the highly polished, mirror-like surface. Use a scalar parameter for easy adjustment.
- Clear Coat Normal: You can optionally connect a separate normal map here to simulate subtle imperfections on the clear coat itself, like a faint “orange peel” texture. If left unconnected, it will use the base normal, which is often sufficient.
- Clear Coat Weight: This controls the opacity of the clear coat. For a solid clear coat, this should be 1.
- Clear Coat Color: For a standard clear coat, this should be white (1,1,1) as it is transparent.
- Clear Coat Roughness (Optional): If you want to simulate micro-scratches or dust on the clear coat, you can use a detailed texture map to drive this roughness, but keep the overall values very low.
The beauty of Unreal’s clear coat system is that it handles the complex blending and Fresnel effects automatically, ensuring physically accurate reflections and refractions.
Adding Detail with Normal Maps and Micro-surface Control
Beyond the primary layers, fine-tuning the normal map and roughness interactions is key to achieving true realism. The micro-facet BRDF (Bidirectional Reflectance Distribution Function) model, which underpins PBR, relies heavily on the roughness map to define the microscopic surface irregularities. A perfectly smooth surface (roughness 0) will have perfectly sharp reflections, while a rougher surface will scatter light more broadly, leading to softer, blurrier reflections.
For car paint, consider using two separate normal maps: one for the underlying metallic flakes (as discussed) and another, more subtle one, for the clear coat surface itself. This second normal map can introduce a very faint “orange peel” effect – a slight waviness common in real-world automotive finishes. This tiny detail significantly enhances realism without being overly distracting.
You can blend these normal maps using a ‘BlendAngleCorrectedNormals’ node in the shader graph to correctly combine their effects. Controlling the intensity of these normal maps with scalar parameters allows for artistic variation and fine-tuning.
Advanced Realism Techniques: Pushing the Visuals Further
Once the foundational layered paint shader is in place, there are several advanced techniques you can employ within the UE5 material editor to push the visual fidelity even further, making your real-time automotive visuals truly indistinguishable from reality.
Anisotropy for Directional Shine
Real-world car paint, particularly metallic finishes, often exhibits anisotropic reflections. This means that highlights appear stretched or directional, rather than perfectly circular, often due to the alignment of metallic flakes or micro-scratches. Simulating this in real-time can add immense realism.
Unreal Engine 5 has a dedicated ‘Anisotropy’ input in the Material Output node. This input takes a scalar value (0 for isotropic, 1 for maximum anisotropic effect) and a ‘Tangent’ vector, which defines the direction of the anisotropy. You can generate this tangent vector based on mesh UVs, a custom texture, or even dynamically based on camera direction. Experimenting with different tangent maps (e.g., radial patterns, streaks) and blending them can yield stunning results, especially for showcasing the sculpted curves of a car.
Dust, Dirt, and Wear Layers
A pristine factory finish is impressive, but for storytelling or environmental context, adding realistic wear and tear can breathe life into your models. This typically involves blending additional material layers on top of your clean car paint.
- Blend Masks: Utilize texture maps (e.g., ambient occlusion, curvature maps, or custom painted masks) to define where dirt, dust, or scratches should appear.
- Material Layers: Create separate material functions for dirt, dust, or scratched metal. These functions would have their own PBR properties (e.g., diffuse color, higher roughness for dirt, metallic for exposed metal).
- Vertex Painting: For bespoke wear and tear, vertex painting directly onto the mesh allows artists to manually “paint” where different material layers should appear, providing granular control.
- World-Space Masks: Use nodes like ‘World_Aligned_Blend’ to add grunge or snow that accumulates on upward-facing surfaces, enhancing environmental integration.
Leveraging Material Functions for Efficiency
As your shader graph grows in complexity, it can become unwieldy. Material Functions are an invaluable tool for organizing and reusing parts of your material. You can encapsulate the entire metallic flake generation logic, for instance, into a Material Function, then simply drag and drop that function into any car paint material. This not only cleans up your main material graph but also promotes consistency and reduces compilation times.
Furthermore, combining a robust master material built with Material Functions with Material Instances is crucial for efficient workflow. A master material contains all the complex logic, while Material Instances expose parameters (like color, flake density, clear coat roughness) that artists can tweak without recompiling the shader, enabling rapid iteration and variation across different car models available at 88cars3d.com.
Real-Time Performance and Optimization for Automotive Rendering
Achieving hyper-realistic car paint in Unreal Engine 5 automotive rendering often comes with a performance cost. Balancing visual fidelity with real-time frame rates is critical, especially for interactive experiences, virtual showrooms, or games. Understanding and managing shader complexity, alongside leveraging UE5’s rendering features, is paramount for delivering stunning real-time automotive visuals.
Ray Tracing for Pristine Reflections
One of the most significant advancements for realistic reflections in real-time is hardware-accelerated ray tracing. For a highly reflective material like car paint, ray-traced reflections provide unparalleled accuracy, capturing environmental details and object inter-reflections that traditional screen-space reflections (SSR) often miss or approximate.
To enable this:
- Project Settings: Go to Project Settings > Engine > Rendering and enable ‘Ray Tracing’ and ‘Support Hardware Ray Tracing’.
- Post Process Volume: In your scene, add a Post Process Volume and configure its ‘Ray Tracing Reflections’ settings. You can control samples per pixel, max roughness, and other parameters to balance quality and performance.
While computationally intensive, careful tuning of ray tracing settings can dramatically elevate the realism of your car paint, especially for close-up shots or cinematics.
Global Illumination with Lumen
Lumen, Unreal Engine 5’s default global illumination and reflections system, plays a vital role in grounding your car models in their environment. Realistic car paint isn’t just about reflections; it’s also about how light bounces around the car and its surroundings, influencing its perceived color and brightness. Lumen simulates diffuse inter-reflection and indirect specular reflection, which means:
- Colors from the ground or nearby objects will subtly bounce onto the car paint, making it feel more integrated.
- The overall brightness and mood of the scene will correctly influence the car’s appearance.
Ensure Lumen is enabled in your project settings and Post Process Volume for the most accurate and dynamic lighting interactions with your advanced car paint shader.
Managing Shader Complexity
A complex shader, with many instructions and texture lookups, can quickly become a performance bottleneck. Here’s how to manage it:
- Shader Complexity Viewmode: In the viewport, switch to ‘Shader Complexity’ viewmode to visualize the cost of your materials. Green is good, red is bad. Aim to keep your car paint in the green or light yellow range for optimal performance.
- Material Functions: While adding nodes, Material Functions can actually reduce instruction count in the long run by simplifying the main graph and allowing the engine to optimize repeated logic.
- Texture Resolution: Use appropriate texture resolutions. A 4K normal map for a tiny detail that will never be seen up close is wasteful. Implement Texture LOD Bias where appropriate.
- Parameterization vs. Hardcoding: While parameters offer flexibility, hardcoding some values (e.g., constants that won’t change) can slightly reduce instruction count, but at the cost of less artistic control.
- Consolidate Textures: Pack multiple grayscale maps (e.g., roughness, metallic mask, ambient occlusion) into different channels (R, G, B) of a single texture to reduce texture samples.
Beyond the Shader: The Importance of Environment and Lighting
Even the most exquisitely crafted car paint shader will fall flat in a poorly lit or uninspiring environment. The interaction of light with the material’s properties is what ultimately sells the realism of your real-time automotive visuals. The environment and lighting setup are just as crucial as the shader graph itself.
High Dynamic Range Image (HDRI) environments are indispensable for automotive rendering. They provide a realistic, complex light source with varied intensities and colors that beautifully interact with the clear coat material and its reflections. A well-chosen HDRI can instantly give your car paint a vibrant, true-to-life appearance by feeding detailed information into the reflection system and contributing to the overall global illumination via Lumen.
Supplementing HDRIs with targeted area lights can highlight specific curves and lines of the car, emphasizing its design. These lights will cast accurate shadows and provide additional specular highlights that showcase the metallic flakes and the smooth surface of the clear coat. The way light rolls off the surface, determined by the `micro-facet BRDF` and your roughness maps, becomes apparent with strategic lighting placement.
Furthermore, ensure your scene includes a Sky Light (set to ‘Source Type: Captured Scene’ or using a cubemap from your HDRI) and a Directional Light (for the sun). These foundational lights, combined with Lumen and ray-traced reflections, create a comprehensive lighting solution that brings out the best in your sophisticated car paint shader and the detailed 3D car models you might find at 88cars3d.com.
Conclusion
Crafting hyper-realistic car paint shaders in Unreal Engine 5 is a journey that combines technical understanding with artistic finesse. By deconstructing the physical layers of automotive paint and meticulously recreating them within the UE5 material editor, you can achieve results that are both visually stunning and physically accurate. From the subtle shimmer of the metallic flake shader to the pristine depth of the clear coat material, every detail contributes to the overall illusion.
Leveraging advanced features like real-time ray tracing, Lumen, and anisotropic reflections, while maintaining a keen eye on shader complexity, empowers you to create breathtaking Unreal Engine 5 automotive rendering. Remember that a great shader is only one piece of the puzzle; a compelling lighting setup and a rich environment are equally crucial for showcasing your work.
Now that you have the knowledge, it’s time to experiment. Dive into the shader graph, push the boundaries, and bring your automotive visions to life. If you’re looking for high-quality, production-ready 3D car models to apply your newfound shader mastery to, be sure to visit 88cars3d.com. Our extensive library provides the perfect canvases for your hyper-realistic car paint shaders, helping you achieve unparalleled real-time automotive visuals.
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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
Texture: Yes
Material: Yes
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Toyota Yaris 2020 3D Model
Texture: Yes
Material: Yes
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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
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Volkswagen New Beetle 2000 3D Model
Texture: Yes
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Volkswagen Jetta 2005 3D Model
Texture: Yes
Material: Yes
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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
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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
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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Volvo S60 2024 3D Model
Texture: Yes
Material: 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
Material: Yes
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Volkswagen Golf V 2006 3D Model
Texture: Yes
Material: Yes
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Mazda CX-7 3D Model
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Mazda Familia 3D Model
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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
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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
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