The Science Behind the Shine: Deconstructing Automotive Paint for PBR
The allure of a perfectly rendered automobile is undeniable. Few things capture the essence of high-end 3D visualization quite like a gleaming car model, meticulously lit and reflecting its environment with breathtaking accuracy. However, achieving this level of photorealism, especially for automotive paint, is one of the most challenging feats in 3D art. It demands a deep understanding of light, materials, and the complex interplay of physics that defines real-world surfaces.
Automotive paint isn’t a single, uniform material; it’s a sophisticated, multi-layered system designed to protect, color, and reflect light in unique ways. From the depth of its base coat to the intricate sparkle of metallic flakes and the pristine gloss of its clear coat, every element contributes to its final appearance. Mastering these nuances is key to moving beyond generic shaders and truly elevating your digital automotive rendering. This guide will walk you through the advanced techniques necessary to craft automotive paint shaders that stand up to the closest scrutiny, ensuring your models achieve unrivaled photorealism.
The Science Behind the Shine: Deconstructing Automotive Paint for PBR
To accurately simulate automotive paint in 3D, we must first understand its physical construction. Real-world car finishes are not monolithic; they are complex stacks of chemically engineered layers, each contributing distinct optical properties. Ignoring this layered structure leads to flat, unrealistic results. Embracing Physically Based Rendering (PBR) principles is not just a best practice; it’s a fundamental necessity for capturing this intricate reality.
The Layered Reality of Automotive Finishes
At its core, automotive paint is comprised of several distinct layers, each applied with precision. Understanding these layers is the foundation for effective shader construction:
- Primer: This is the initial layer applied directly to the car’s body. Its primary function is to provide adhesion for subsequent layers, prevent corrosion, and offer a uniform base color, often gray or black, which can influence the final perceived hue of the topcoats.
- Base Coat: This layer carries the primary color of the vehicle. It’s where the pigments that define red, blue, black, or any other hue reside. Importantly, for metallic or pearlescent paints, this is also where the light-scattering particles (flakes) are suspended. The base coat itself is often quite matte; its shine comes from the layers above it.
- Clear Coat: Arguably the most critical layer for visual fidelity, the clear coat is a thick, transparent protective layer applied over the base coat. It provides the characteristic high gloss, deep reflections, and UV resistance. This is where most of the specular highlights and environment reflections originate, acting like a protective glass-like shell. Simulating a robust clear coat shader is paramount for realism.
- Special Effects (Metallic, Pearlescent, Mica): These are not distinct layers but rather special pigments or particles integrated within the base coat. Metallic paints contain tiny aluminum flakes that reflect light in a scattered, sparkling manner. Pearlescent paints use mica or ceramic particles that exhibit interference effects, causing the color to shift slightly depending on the viewing angle and light source, creating a multi-tonal, shimmering effect.
Embracing Physically Based Rendering (PBR)
PBR is a workflow that aims to reproduce how light interacts with materials in the real world, based on physical laws. For automotive paint, this means adhering to principles like energy conservation, ensuring that no material reflects more light than it receives. It dictates how properties like metallicness, roughness, and color are defined, leading to predictable and realistic results across various lighting conditions.
Key PBR parameters relevant to automotive paint include:
- Base Color (Albedo): This map defines the diffuse color of the material, representing the color of light reflected without any specular contribution. For automotive paint, this typically corresponds to the color of the base coat.
- Metallic: While automotive paint itself isn’t a metal, metallic flakes within the base coat are. Understanding how to integrate this metallic property for the flakes, while keeping the overall material dielectric, is crucial for simulating metallic paint.
- Roughness (or Glossiness): This parameter controls the microsurface detail, determining how sharp or blurry reflections appear. A perfectly smooth clear coat will have very low roughness (high gloss), while a satin finish would have higher roughness.
- Normal/Bump Maps: These maps simulate fine surface details, like microscopic imperfections or flow lines in the clear coat, without adding geometric complexity. For metallic paints, they can also simulate the minute variations in flake orientation.
Crafting the Core: Base Coats and Flake Magic
The journey to an unrivaled automotive paint shader begins with meticulously constructing the base coat and then masterfully integrating metallic or pearlescent flakes. This process requires a sophisticated approach to material authoring within your chosen 3D software.
Building the Base Color and Roughness
The base coat sets the primary color and initial interaction with light, before the clear coat adds its magic. For solid, non-metallic paints, this is relatively straightforward:
- Solid Colors: Start with an accurate RGB color value for your base color map. The roughness of the base coat beneath the clear coat is usually quite uniform and relatively high, as it’s not meant to be glossy on its own.
- Matte/Satin Finishes: If you’re aiming for a matte or satin paint, the primary difference lies in a significantly higher, more uniform roughness value across the entire surface. This scatters light broadly, reducing specular reflections and creating that characteristic subdued look. While still having a clear coat, its purpose is protection rather than high gloss, and its roughness will also be elevated.
Introducing Metallic Flakes with Precision
Metallic and pearlescent paints pose a unique challenge due to their embedded particles. The key is to treat these flakes as tiny, distinct reflective elements rather than just a texture:
- Layered Approach: The most effective method is to create a separate, highly metallic material for the flakes. This metallic layer is then essentially “mixed” or layered into the base coat, which itself is a dielectric material.
- Metallic Flake Map: To control the density and appearance of these flakes, you’ll need a metallic flake map. This can be a procedural noise pattern, a tileable texture, or even a custom painted mask. The map typically drives the metallic property, roughness, and potentially the normal/tangent information for the flakes.
- Flake Properties: Individual flakes are essentially tiny, highly reflective metallic surfaces. They should exhibit very low roughness (high reflectivity) and high metallic values. Their small size means their reflections are often scattered, contributing to the paint’s sparkling effect. The randomness of their orientation is what gives metallic paint its characteristic shimmer and color shift.
- Anisotropic Reflections for Flakes: While individual flakes are isotropic, the overall effect of many flakes aligned (or slightly misaligned) can exhibit perceived anisotropic reflections. Some advanced shaders allow for controlling the tangent space of these flakes, creating subtle directional reflections that dramatically enhance realism, especially when light catches the paint at oblique angles. This is particularly noticeable in high-end automotive renders.
The Clear Coat Conundrum: Depth, Gloss, and Anisotropy
The clear coat is the crowning glory of automotive paint. It’s what gives a car its deep reflections, liquid-like appearance, and protection. Simulating this transparent, refractive, and reflective layer with accuracy is perhaps the most critical step in achieving photorealism.
Simulating Multi-Layered Transparency and Reflections
The clear coat is a dielectric (non-metallic) layer that sits atop the base coat, adding significant complexity to the light interaction:
- Separate Dielectric Layer: In PBR workflows, the clear coat should be treated as a distinct, transparent dielectric layer above your base coat material. Many modern PBR shaders (like Blender’s Principled BSDF or Unreal Engine’s standard material) offer a dedicated clear coat input for this purpose.
- Index of Refraction (IOR): The clear coat is typically made from resins or acrylics, so it has its own IOR. A common IOR value around 1.4-1.5 is suitable for most clear coats. This value dictates how light bends as it passes through the clear coat and influences the strength of reflections.
- Fresnel Effect: The Fresnel effect is incredibly important for the clear coat. It describes how the reflectivity of a surface changes based on the viewing angle. Reflections are weakest when looking straight on (facing normal) and become strongest at grazing angles (edges). This effect gives the clear coat its characteristic “liquid” look and adds immense depth. Ensure your clear coat shader correctly implements Fresnel.
- Clear Coat Roughness: This parameter directly controls the sharpness of reflections on the clear coat surface. For a factory-fresh, highly polished finish, the clear coat roughness should be extremely low (e.g., 0.01-0.05). Even subtle variations in this roughness can simulate imperfections, dust, or wear, adding to realism.
- Clear Coat Normal: While the primary normal map for surface imperfections might be applied globally, a separate normal map for the clear coat can simulate very fine scratches, swirl marks, or orange peel texture, further enhancing detail.
Mastering Anisotropic Reflections
Anisotropic reflections are a subtle yet powerful tool for pushing realism in automotive paint. Unlike isotropic reflections (which are uniform in all directions), anisotropic reflections stretch and deform based on the direction of surface tangents. This effect is crucial for:
- Flow Lines/Brush Strokes: In some high-end finishes, or due to manufacturing processes, the clear coat might exhibit subtle directional micro-grooves that cause reflections to stretch in a particular direction.
- Specific Flake Types: While many metallic flakes are isotropic, certain specialty pigments can create a directional sparkle, which anisotropy can simulate.
- Enhancing Depth: When used subtly, anisotropy can give the reflections a more “hand-finished” or organic feel, moving away from perfectly uniform digital reflections.
Implementing anisotropy typically involves providing a tangent map to the shader, which defines the direction along which reflections should stretch. Experimentation with anisotropy strength and directionality is key to achieving believable results without making the paint look artificial.
Engine-Specific Implementations: Unreal Engine & Beyond
While the PBR principles remain universal, their implementation varies across different renderers and game engines. Understanding how to leverage the specific features of your chosen platform is crucial for efficient and effective material authoring. Let’s look at Unreal Engine material construction as a prime example.
Unreal Engine Material Graph for Automotive Paint
Unreal Engine’s material editor provides a powerful node-based system for building complex shaders. For automotive paint, you’ll typically start with a standard PBR material and then layer on additional effects:
- Base Material Setup: Connect your Base Color, Metallic (for embedded flakes), Roughness (for base coat), and Normal maps to the respective inputs of the main material node. For a solid color, the Metallic input would be 0, and Roughness would define the base coat’s matte quality before the clear coat.
- Clear Coat Layering: Unreal Engine’s default PBR material has dedicated ‘Clear Coat’ and ‘Clear Coat Roughness’ inputs. This is your primary control for the clear coat. Set ‘Clear Coat’ to 1 (full clear coat) and input a very low value for ‘Clear Coat Roughness’ for a glossy finish. You can also connect a texture to control localized clear coat imperfections.
- Implementing Metallic Flakes: This often requires a more advanced approach.
- Method 1 (Simple): Use a subtly noisy texture to drive the ‘Metallic’ input for the base coat, making the flakes metallic while the surrounding paint is dielectric. This can also be combined with a high-frequency normal map to simulate flake orientation.
- Method 2 (Advanced – Custom Node/Layer Blending): Create a separate ‘flake’ material that is highly metallic and very rough (or uses a custom anisotropic shader). Blend this flake material over your base coat using a procedural or textured mask, ensuring the blend happens *under* the clear coat. This allows for finer control over flake properties independently.
- Anisotropy: Unreal Engine materials can implement anisotropy by manipulating the tangent space. You’ll often need a tangent map (or a procedural method to generate tangents) and connect it to the ‘Tangent’ input. The ‘Anisotropy’ parameter then controls the strength of the anisotropic effect. This is particularly effective for high-end paint finishes that benefit from subtle directional reflections.
Experimentation with Blend Modes and Layered Material functions can further enhance complexity and reusability for various paint types.
Other Renderers and Workflows
While Unreal Engine offers a robust real-time solution, similar principles apply to offline renderers like V-Ray, Corona, Arnold, and Blender’s Cycles:
- V-Ray/Corona: These often feature dedicated ‘Car Paint’ or multi-layer materials that simplify the setup of base, flake, and clear coat layers. You typically define each layer’s properties (color, roughness, IOR) and flake characteristics within a single shader.
- Arnold/Cycles: These renderers leverage powerful node-based shader graphs. You would typically stack multiple ‘Standard Surface’ or ‘Principled BSDF’ nodes (one for the base, one for flakes, one for the clear coat) and blend them using mix shaders, ensuring proper PBR energy conservation.
Regardless of the software, the core understanding of how each physical layer interacts with light remains the guiding principle. The tools may differ, but the science of light and materials is constant.
Optimization for Performance and Visual Fidelity
Achieving stunning photorealism in digital automotive rendering often comes with a performance cost. Complex shaders and high-resolution textures can quickly strain system resources, especially in real-time environments. Striking a balance between visual fidelity and efficient rendering times is key to delivering a seamless experience, whether for cinematic renders or interactive applications. For artists working with high-quality models from resources like 88cars3d.com, optimized shaders ensure these assets shine without compromise.
Balancing Detail and Performance in Digital Automotive Rendering
Efficient material authoring involves strategic decisions at every step:
- Texture Resolution vs. VRAM: While 4K or 8K textures offer incredible detail, they consume significant VRAM. Prioritize high resolution for visible areas like the main body and reduce resolution for less visible components or surfaces that don’t benefit from extreme detail. Use texture atlases where possible to reduce draw calls.
- Shader Complexity: Every node and calculation in your shader graph adds to its computational cost. Evaluate if every layer, every blend, and every procedural effect is absolutely necessary. Can some details be baked into a normal map instead of being calculated procedurally at runtime?
- Instancing Materials: For variations of the same paint (e.g., slightly different colors or roughness levels), use material instancing. This allows you to modify parameters without creating entirely new materials, saving on compile times and memory.
- LODs (Levels of Detail): For real-time applications, implement LODs for your car models. Lower LODs can use simpler, less complex paint shaders with fewer layers or less intricate flake calculations when the car is far from the camera.
Real-time vs. Offline Rendering Considerations
The optimization strategies often diverge based on the intended output:
- Offline Cinematic Renders: For high-quality stills or animated cinematics, the priority is maximum visual fidelity. You can push shader complexity, texture resolution, and intricate layering to their limits. While render times will be longer, the final output justifies the computational expense. Tools leveraging GPU rendering (like Octane, Redshift, or Cycles X) can significantly accelerate these processes compared to traditional CPU rendering, allowing for quicker iterations and more complex scenes.
- Real-time Game Engine Environments: Performance is paramount here. Shaders must be lean and efficient.
- Baked Textures: Consider baking complex procedural flake patterns or clear coat imperfections into texture maps (e.g., normal maps, roughness maps) rather than calculating them procedurally at runtime.
- Simplified Lighting Models: Some real-time engines offer simplified car paint shaders designed for performance, often combining flake and clear coat effects into optimized calculations.
- Shader Fallbacks: Implement less complex shaders for objects or surfaces that are further away from the camera.
- GPU Rendering: Modern game engines heavily rely on the power of the GPU for real-time rendering. Understanding how your shaders translate to GPU instructions can help you write more efficient code.
Calibration & Consistency: The Road to Photographic Realism
Even with technically perfect shaders, achieving photographic realism requires careful calibration and consistent attention to detail. The human eye is incredibly sensitive to subtle inaccuracies, especially when it comes to materials as familiar as car paint. This final stage of material authoring involves comparing, refining, and troubleshooting to ensure your digital paint truly comes alive.
Reference is King: Matching Real-World Finishes
Never rely solely on guesswork. The most convincing renders are built upon a foundation of accurate real-world references:
- Physical Samples: If possible, obtain physical paint swatches or examine actual car panels under controlled lighting. Pay close attention to how reflections behave, the sparkle of flakes, and the depth of the clear coat.
- High-Quality Photography: Collect numerous high-resolution photos of the specific paint finish you’re trying to emulate. Observe how the color shifts in highlights and shadows, and how the reflections of the environment are distorted by the surface.
- HDRI Environments: Use high dynamic range images (HDRIs) to light your scene. These provide physically accurate lighting and reflections, which are crucial for assessing your shader’s realism against real-world conditions. Always test your paint shader in multiple HDRI environments to ensure consistency.
- Color Calibration: Use color charts and ensure your monitor is calibrated. What looks good on one screen might appear off on another. Accurate color reproduction is fundamental to realism.
Troubleshooting Common Paint Shader Issues
Even experienced artists encounter problems. Here are some common pitfalls and how to address them:
- “Plastic-y” or Flat Look: This often indicates insufficient Fresnel effect, incorrect IOR for the clear coat, or a roughness value that’s too high. Ensure your clear coat shader is properly configured to simulate dielectric reflections. The depth comes from accurate light interaction at grazing angles.
- Flakes Too Uniform or Too Noisy: If flakes appear like a flat texture, their metallic properties, roughness, or normal map contribution might be off. If they’re too noisy, their scale or density in the metallic flake map might be too aggressive. Adjust the distribution, metallic value, and individual flake roughness.
- Reflections Look “Blobby” or Lack Definition: This usually points to an incorrect clear coat roughness value. A very smooth clear coat should yield sharp, defined reflections. If they’re blurry, increase the roughness incrementally until they appear correct.
- Color Shift in Different Lighting: If your paint changes color dramatically or incorrectly between different lighting setups, revisit your PBR base color and ensure it’s truly an albedo map. Avoid having specular information baked into your base color. Also, verify that your environment lighting is calibrated.
- Lack of Depth/Glow: For pearlescent paints, if they lack their characteristic shimmer or color shift, you might need to introduce an additional layer or specialized shader nodes to simulate the interference effects of mica particles. This often involves angle-dependent color variations.
Iteration and Refinement in Material Authoring
Creating a truly photorealistic automotive paint shader is an iterative process. It’s rare to get it perfect on the first try. Render, review, compare to references, adjust, and repeat. Test your shaders under various lighting conditions – direct sunlight, overcast skies, studio lighting, and night scenes – to ensure consistency and robustness.
Pay attention to the subtle details: the way a highlight catches a slight curve, the distinct sparkle of individual flakes under a strong light, or the subtle anisotropic reflections on a polished surface. These small touches collectively elevate your render from good to exceptional.
Conclusion
Mastering automotive paint shaders is a journey into the intricate physics of light and materials, demanding both technical expertise and an artist’s keen eye. By deconstructing the physical layers of car paint, embracing Physically Based Rendering (PBR) principles, and meticulously crafting each component – from the base coat and metallic flake map to the complex clear coat shader and its anisotropic reflections – you can achieve a level of photorealism that truly astounds.
Whether you’re developing an Unreal Engine material for a real-time configurator or perfecting a cinematic render with high-end GPU rendering, the principles of accurate material authoring remain constant. It’s a process of constant iteration, refinement, and meticulous attention to detail, but the results are undeniably worth the effort. To truly test your newfound shader mastery and apply these advanced techniques to exceptional starting points, explore the meticulously crafted 3D car models available at 88cars3d.com. Elevate your digital automotive rendering projects today and bring your visions to life with unparalleled realism.
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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
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
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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
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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
Texture: Yes
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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
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
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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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Material: Yes
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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
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