The Science of Realism: Deconstructing Automotive Paint for PBR
The pursuit of photorealism in digital environments has long been the holy grail for 3D artists, especially within the automotive industry. A pristine vehicle, gleaming under dynamic lighting, can captivate an audience like few other assets. Yet, achieving that elusive, convincing sheen on a digital car in a real-time engine like Unreal Engine 5 is far from trivial. It demands a deep understanding of physical material properties, advanced shader techniques, and meticulous optimization.
Automotive paint is arguably one of the most complex materials to replicate accurately. Its layered structure, subtle imperfections, and interactive light properties pose significant challenges. This comprehensive guide will deconstruct the intricacies of creating a stunning Unreal Engine 5 car paint material, guiding you through the advanced techniques required to unlock true photorealism for your vehicle assets. Whether you’re an automotive designer, a game developer, or a visualization artist, mastering these shaders is crucial for elevating your projects.
The Science of Realism: Deconstructing Automotive Paint for PBR
Before diving into Unreal Engine 5’s material editor, it’s essential to understand the real-world physics and composition of automotive paint. This knowledge forms the bedrock of any successful PBR automotive workflow. Car paint isn’t a single, uniform layer; it’s a sophisticated stack of materials, each contributing uniquely to its appearance.
Base Coat: Color, Roughness, and Metallic Properties
The base coat is the primary layer responsible for the car’s fundamental color. It can be a solid color, a metallic finish, or a pearlescent one. In a PBR context, its properties are defined by its Base Color, Metallic, and Roughness values. A solid color will have a Metallic value close to 0, while a metallic paint will have a higher value, typically between 0.5 and 1, to simulate microscopic metal flakes.
Roughness dictates how diffuse or sharp reflections appear on this underlying layer. A very smooth base coat might have a low roughness, contributing to a deep, wet look when combined with a clear coat. Understanding this foundational layer is critical before adding more complex effects.
Metallic Flakes: Micro-Normals and Anisotropy
For metallic paints, tiny aluminum flakes are suspended within the base coat. These flakes are minuscule, typically irregular, and randomly oriented. Their primary effect is to scatter light in a distinctive, anisotropic manner, creating a sparkling effect that shifts with the viewing angle and light source.
Replicating this requires more than just a higher Metallic value. It often involves using a dedicated metallic flake normal map or procedural noise to simulate the micro-faceted nature of the flakes. This introduces a specific type of anisotropy that is crucial for a convincing metallic paint effect, as it dictates the directionality of the reflections.
Clear Coat: Specularity, IOR, and Depth
The clear coat is a transparent, highly reflective layer applied over the base coat, providing protection, gloss, and depth. This is where most of the primary specular reflections occur, giving the car its characteristic shine. The clear coat material is essentially a dielectric (non-metal) with specific properties.
Key parameters for the clear coat include its Roughness (typically very low for a glossy finish), its Index of Refraction (IOR), and its thickness. A lower roughness value will result in sharper, mirror-like reflections, while a higher IOR (around 1.5 for automotive clear coats) will dictate the intensity and falloff of its Fresnel reflections. The clear coat is paramount for achieving the visual depth and protective sheen of real-world car paint.
Core Principles of Unreal Engine 5 Car Paint Material Setup
With a solid understanding of real-world paint layers, we can now translate these concepts into Unreal Engine 5. The goal is to build a robust, flexible master material that allows for easy iteration and variation. This forms the cornerstone of our Unreal Engine 5 car paint material.
Understanding the Master Material Structure
A master material serves as a template, allowing artists to create multiple material instances with different parameters (colors, flake sizes, roughness values) without recompiling the shader each time. For car paint, this means having control over each layer’s properties—base coat, metallic flakes, and clear coat—as adjustable parameters.
We’ll typically use a “Two-Sided Foliage” shading model or a custom shading model for more advanced clear coat effects, as the default “Default Lit” might not provide sufficient flexibility for the layered specular contributions. Utilizing material functions extensively can help keep the master material clean and modular.
Essential PBR Inputs: Base Color, Metallic, Roughness, Normal
Every PBR material in Unreal Engine 5 relies on these core inputs. For our car paint, these inputs will be derived from a combination of textures, constants, and procedural generation:
- Base Color: This will primarily come from a parameter, allowing artists to choose any color for the car. For metallic paints, a subtle gradient or texture might be introduced to simulate depth.
- Metallic: For the base coat, this will be a parameter that controls the metallic contribution of the flakes. The clear coat itself is dielectric, so its metallic input will be 0.
- Roughness: Crucial for defining the sharpness of reflections. We’ll have separate roughness controls for the base coat and the clear coat, and potentially for micro-scratches.
- Normal: This input will combine the geometric normals of the mesh with detail normals for the metallic flakes and potential micro-surface imperfections.
This layered approach ensures that the final output accurately reflects the complex interactions of light with each paint component. A well-constructed PBR automotive workflow starts with precise control over these fundamental parameters.
Layering for Complexity: Blending Base and Clear Coats
Unreal Engine 5’s material system allows for sophisticated layering using various blending techniques. For car paint, we effectively need to render a clear coat layer on top of a base coat. The Clear Coat shading model in Unreal Engine 5 is specifically designed for this, adding an additional specular lobe. It provides dedicated inputs for ClearCoat, ClearCoatRoughness, and ClearCoatNormal, making it ideal for our purposes.
We’ll pipe the base paint’s PBR values into the standard material inputs and then define the clear coat’s properties using the dedicated clear coat inputs. This separation is vital for achieving the distinct reflective qualities of each layer.
Crafting the Clear Coat Shader: The Key to Depth and Sheen
The clear coat is arguably the most visually impactful layer of automotive paint. Its accurate representation is fundamental to achieving a convincing, high-end look. This section delves into creating a sophisticated clear coat shader setup.
Implementing Advanced Specular Control
Beyond simply setting a low roughness, advanced specular control involves manipulating the intensity and shape of reflections. For the clear coat, we want very sharp, almost mirror-like reflections for clean areas, with a subtle falloff towards grazing angles. We can achieve this by carefully driving the ClearCoatRoughness input.
Consider introducing slight variations to the roughness using a subtle noise texture or procedural gradient, mimicking real-world imperfections and dust accumulation. This breaks up perfectly uniform reflections, adding realism without necessarily introducing visible dirt.
Realistic IOR and Fresnel Effects
The Index of Refraction (IOR) dictates how light bends as it passes through a material, affecting the strength of reflections at different angles (Fresnel effect). For a typical automotive clear coat, an IOR of around 1.5 is appropriate. While Unreal’s PBR system handles much of the Fresnel automatically based on roughness and metallic values, explicitly controlling the clear coat’s IOR can fine-tune its appearance.
When using the Clear Coat shading model, the ClearCoat input (a scalar value) effectively acts as a multiplier for the clear coat’s contribution. Setting this to 1 and ensuring proper IOR simulation within the shading model is key. The Fresnel effect should be prominent, meaning reflections are stronger at glancing angles and weaker when looking straight on.
Simulating Micro-Scratches and Imperfections
Perfectly smooth surfaces rarely exist in the real world. Micro-scratches, swirl marks, and dust are critical details that lend authenticity. These imperfections can be simulated using a detail normal map specifically for the clear coat, or by blending a subtle grunge texture into the ClearCoatRoughness input.
For micro-scratches, a fine, directional noise texture applied to the clear coat normal can create subtle lines that catch light, especially under direct illumination. Be subtle; the goal is to enhance realism, not make the car look damaged. This extra layer of detail significantly enhances the overall believability of the clear coat shader setup.
Achieving Anisotropic Specular Highlights and Flake Effects
The hallmark of high-quality automotive paint, especially metallic or pearl finishes, is the dynamic interplay of light across its surface. This is where anisotropic specular highlights and realistic metallic flakes truly differentiate a good shader from a great one.
The Mechanics of Anisotropy: Tangent Space & Rotation
Anisotropy refers to the property of a material where its reflective qualities vary depending on the direction of light and view. For car paint, this typically manifests as stretched or directional highlights, often due to microscopic grooves (like brushed metal) or randomly oriented flakes. In Unreal Engine, anisotropy is usually implemented by modifying the normal map in tangent space.
Instead of a standard normal map, an anisotropic material requires a tangent map, which defines the direction along which the specular highlight should stretch. We can create this procedurally using the mesh’s UVs (for a brushed effect) or by generating a random direction for each metallic flake. This is a powerful technique for adding dynamic visual interest.
Building an Anisotropic Specular Highlights Material Function
To implement anisotropic specular highlights effectively, it’s best to create a custom material function. This function would typically take the mesh’s normal, tangent, and binormal vectors, along with a direction vector (e.g., derived from UVs or a random flake orientation), and output a modified normal that simulates anisotropic reflection. It involves complex vector math, calculating the tangent-space normal and then rotating it based on the desired anisotropy direction.
Parameters within this function would control the strength and directionality of the anisotropy, allowing artists to dial in the perfect look. This level of customization is crucial for matching the subtle nuances of different paint types.
Integrating Metallic Flake Normal Map for Subsurface Sparkle
The metallic flakes themselves are not just a simple color shift; they actively scatter light. We simulate this by blending a dedicated metallic flake normal map into the base coat’s normal. This map is often a tileable, high-frequency noise texture or a map generated from actual flake data.
When combined with the anisotropic effect, this normal map causes individual “flakes” to catch and reflect light, creating the characteristic sparkle and shifting colors seen in real metallic paints. The key is to blend this flake normal with the primary normal map in such a way that it affects only the base layer’s reflections, not the clear coat’s.
Dynamic Flake Control: Size, Density, and Color
To give artists maximum control, expose parameters for flake properties:
- Flake Size: Scales the tiling of the metallic flake normal map.
- Flake Density: Controls the intensity or coverage of the flakes (e.g., by using a mask or lerping strength).
- Flake Color/Tint: Allows adjustment of the color tint that the flakes impart, often subtly different from the base color itself. This can simulate different types of metallic pigments or pearlescent effects.
These controls are vital for artists to quickly prototype and refine the specific look of various car paint finishes. Achieving this level of realism is what truly elevates real-time automotive rendering.
Optimization for Real-Time Performance and Visual Fidelity
Creating beautiful shaders is one thing; ensuring they run efficiently in real-time is another. High-fidelity automotive shaders can be performance heavy, so smart optimization is crucial for any real-time automotive rendering project.
Vehicle Asset Optimization Strategies for Meshes and Textures
The shader’s complexity is only one part of the performance equation. The underlying vehicle mesh and its textures also play a significant role. Even with a superb paint shader, a poorly optimized mesh will cripple performance. This is where robust vehicle asset optimization comes into play.
- Polygon Count: Aim for an appropriate polygon count. High-end visualization might tolerate more, but games require strict budgets. Utilize LODs (Levels of Detail) to swap simpler meshes at a distance. If you’re using high-quality models from 88cars3d.com, they often come pre-optimized or with multiple LODs, streamlining this process.
- UV Mapping: Ensure clean, non-overlapping UVs to prevent texture artifacts and optimize texture streaming.
- Texture Resolution: Use appropriate resolutions. A 4K texture on a distant car is wasteful. Utilize texture streaming and proper LOD setup for textures as well.
Shader Complexity and Performance Profiling
Unreal Engine provides powerful tools to profile shader performance. The “Shader Complexity” view mode (Alt+8) in the viewport shows you which areas of your scene are most expensive to render. Aim for a green or light blue color. Red areas indicate highly complex shaders that need optimization.
Inside the material editor, use the “Stats” panel to see the number of instructions. Look for opportunities to simplify calculations, reuse nodes, or convert expensive operations into cheaper approximations where visual impact is minimal. Avoid complex loops or excessive texture fetches if not absolutely necessary.
LODs for Automotive Materials
Just as meshes have LODs, materials can also be simplified based on distance. You can create simpler material instances or even use a “Quality Switch” node within your master material. This node allows different branches of your shader graph to execute based on a quality setting or LOD level.
For example, at a distance, you might disable the detailed metallic flake normal map or anisotropic calculations, opting for a simpler PBR setup. This drastically reduces the computational cost for objects that are far from the camera.
Texture Resolution and Packing
Efficient texture management is vital. Instead of individual textures for roughness, metallic, and ambient occlusion, pack them into the R, G, and B channels of a single texture. This reduces the number of texture lookups and memory usage. For example, a “RMA” texture can store Roughness in Red, Metallic in Green, and Ambient Occlusion in Blue.
Also, use grayscale textures where color information isn’t needed, as they consume less memory. Ensure your textures are properly compressed (e.g., BC1/DXT1 for diffuse, BC5/DXT5 for normal maps) and that MipMaps are enabled for efficient streaming.
Lighting and Environment: The Unsung Heroes of Photorealism
Even the most meticulously crafted car paint shader will fall flat without appropriate lighting and environmental reflections. Light is what reveals the properties of a material, and for car paint, reflections are paramount for real-time automotive rendering.
HDRI Environments for Realistic Reflections
High Dynamic Range Imagery (HDRI) is essential for providing realistic, intricate reflections. An HDRI skybox or a Sphere Reflection Capture with an HDRI texture applied provides a rich, accurate source of environmental light and reflections. The detailed nuances of an exterior or studio HDRI will instantly elevate your car paint’s realism, showcasing its clear coat and metallic flakes beautifully.
Ensure the HDRI is properly oriented and its intensity is balanced with your scene’s direct lighting. Multiple reflection probes can further enhance local reflections in complex environments.
Importance of Reflection Captures
While an HDRI provides a global reflection source, Reflection Captures (Sphere or Box) are crucial for localized reflections and parallax correction. Place them strategically around your vehicle to accurately capture nearby geometry and lighting. This is especially important for interior scenes or complex studio setups where the car might be interacting with specific lights or surfaces.
Static reflection captures are great for fixed environments, but for dynamic scenarios, you might need to rely more on real-time ray tracing or screen-space reflections for truly accurate dynamic reflections.
Dynamic Lighting Scenarios and Their Impact on Paint
Experiment with different lighting scenarios. A direct, strong key light will highlight the specular qualities and anisotropic effects. A softer, diffused fill light will reveal the base color and subtle roughness variations. Rim lighting can beautifully define the car’s silhouette and emphasize the clear coat’s thickness.
Volumetric fog or god rays can also interact with the clear coat, adding atmospheric depth and further enhancing the visual appeal. Always consider how different lights will bounce off and refract through the multiple layers of your car paint.
Post-Processing for the Final Touch
Post-processing effects are the final polish that can make or break your photorealistic render. Essential effects include:
- Bloom: Enhances the glow of very bright reflections, mimicking camera lens effects.
- Exposure: Balances the overall brightness of the scene.
- Color Grading: Adjusts the overall mood and color palette, helping the car integrate seamlessly into the scene.
- Vignette & Chromatic Aberration: Subtle applications can add a cinematic feel, but use sparingly to avoid artificiality.
- Screen Space Global Illumination (SSGI) / Lumen: Crucial for realistic indirect lighting and bounces, which dramatically affect how materials look.
Common Pitfalls & Troubleshooting Your Automotive Paint Shader
Even with the best intentions, creating a complex shader can lead to unexpected issues. Here are some common problems and their solutions when developing your Unreal Engine 5 car paint material.
Flat Reflections and Lack of Depth
If your car paint looks flat or lacks the distinct layered depth:
- Clear Coat Setup: Ensure you are using the Clear Coat shading model and that its inputs (ClearCoat, ClearCoatRoughness, ClearCoatNormal) are correctly wired and properly parameterized.
- Roughness Values: Double-check that your ClearCoatRoughness is sufficiently low (e.g., 0.05-0.1) for a glossy finish. Your base coat roughness should be slightly higher.
- Reflection Captures: Verify that you have enough Reflection Captures in your scene and that they are capturing relevant environmental details. Rebuild reflection captures if needed.
- Lighting: Ensure there are strong, distinct light sources in your scene to create sharp specular highlights.
Overly Uniform Anisotropy
If your anisotropic highlights look too regular or don’t sparkle naturally:
- Metallic Flake Normal Map: Ensure your metallic flake normal map is complex and varied enough. A simple noise texture might not be sufficient. Consider a map generated from actual flake data.
- Randomization: If you’re using procedural anisotropy, introduce more randomization to the flake orientation or tangent directions.
- Blending: Check how the flake normal is blended with the primary normal. It should enhance, not overpower, the underlying surface details.
Performance Bottlenecks
If your frame rate drops significantly when the car is in view:
- Shader Complexity: Use the “Shader Complexity” view mode to pinpoint expensive parts of your material. Simplify calculations, reduce texture fetches, or optimize your material functions.
- LODs: Implement material LODs or use the “Quality Switch” node to simplify the shader at a distance.
- Texture Size: Reduce texture resolutions where possible, especially for detail maps that won’t be seen up close. Ensure proper texture packing and streaming.
- Mesh Optimization: Verify your vehicle asset optimization; high poly counts can be a major culprit.
Debugging Material Networks
When in doubt, use Unreal Engine’s powerful debugging features:
- Live Preview: See changes instantly in the material editor.
- “Debug” Nodes: Use nodes like “Visualize MipMap” or “DebugScalarValues” to inspect intermediate calculations and texture outputs.
- “AppendVector” and “BreakOutFloat2/3/4” nodes: Handy for inspecting individual channels of textures or vectors to ensure data is flowing correctly.
Conclusion: The Art and Science of Photorealistic Automotive Paint
Crafting a truly photorealistic automotive paint shader in Unreal Engine 5 is a blend of scientific understanding and artistic finesse. It requires deconstructing real-world materials into their PBR components, meticulously building a layered shader, and optimizing every aspect for real-time performance. From the subtle glint of metallic flake normal map to the shimmering depth of a perfectly executed clear coat shader setup, every detail contributes to the final illusion.
By mastering the principles of PBR automotive workflow, implementing sophisticated techniques for anisotropic specular highlights, and diligently applying vehicle asset optimization strategies, you can achieve stunning results in real-time automotive rendering. The journey is challenging, but the reward is a visually compelling experience that truly stands out.
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Subaru Legacy Touring Wagon 3D Model
Texture: Yes
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
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
Texture: Yes
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
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
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Material: Yes
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Toyota Yaris 1999 3D Model
Texture: Yes
Material: Yes
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Toyota Supra 2020 3D Model
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Volkswagen New Beetle 2000 3D Model
Texture: Yes
Material: Yes
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Volkswagen Jetta 2005 3D Model
Texture: Yes
Material: Yes
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Volkswagen Golf 3-Door 3D Model
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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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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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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
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Material: Yes
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Mercedes-Benz C230 SportCoupé 2005 3D Model
Texture: Yes
Material: Yes
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