The High-Fidelity Dilemma: Why Decimation Alone Fails Automotive Models
The sleek lines, intricate details, and raw power of a high-end automotive model are a testament to design and engineering excellence. For 3D artists, game developers, and virtual production studios, bringing these magnificent machines to life in real-time environments presents a unique challenge. While source models often boast millions of polygons, brimming with every conceivable detail from sculpted aerodynamics to meticulously modeled interiors, real-time engines demand efficiency.
Simply decimating these high-fidelity models, though quick, often leads to compromised visual quality, shading artifacts, and a loss of the original design intent. This isn’t merely about reducing polygon counts; it’s about intelligent optimization that preserves the soul of the vehicle while ensuring smooth performance. We need to go beyond basic decimation and embrace advanced techniques. This guide delves into the sophisticated workflows required to transform high-end automotive models into real-time ready assets, ensuring they look stunning and perform flawlessly, even for the most demanding applications.
The High-Fidelity Dilemma: Why Decimation Alone Fails Automotive Models
High-end automotive models, whether sourced from CAD data or meticulously sculpted in DCC tools, are inherently complex. CAD data, in particular, is designed for manufacturing precision, not real-time rendering. These models often feature countless NURBS surfaces converted into dense, non-uniform meshes with millions, sometimes hundreds of millions, of polygons. While this density ensures geometric accuracy, it’s a crippling burden for any real-time engine.
The immediate instinct for many is to apply a blanket decimation algorithm. While effective at reducing polygon counts, this approach often has severe drawbacks when applied to the unique characteristics of automotive surfaces. Decimation tools typically triangulate geometry and aggressively remove vertices based on distance or curvature thresholds. For the smooth, flowing curves and hard edges of a vehicle, this can result in noticeable faceting, jagged silhouettes, and undesirable shading artifacts. Complex details like vents, grilles, and emblems can become mushy or completely lost.
Furthermore, decimation rarely produces clean, quad-based mesh topology, which is crucial for predictable shading, easier UV unwrapping, and potential future deformations (though less critical for rigid car bodies, good topology always aids rendering). It also doesn’t consider the specific needs of a game engine, such as proper material separation, collision geometry, or Level of Detail (LOD) transitions. Managing the polygon budget management effectively requires a more strategic approach than just brute-force reduction. The goal of the CAD to game asset pipeline is not just reduction, but intelligent conversion.
Intelligent Retopology Workflows for Automotive Assets
The cornerstone of high-end automotive model optimization is intelligent retopology workflows. Instead of crudely cutting polygons, retopology involves rebuilding the mesh from scratch, using the high-polygon model as a guide. This process allows artists to create a clean, quad-based, optimized mesh that perfectly captures the silhouette and major forms of the original, but with a significantly lower polygon count and superior topology.
Manual Retopology Best Practices
Manual retopology offers the most control and yields the cleanest results. It’s a meticulous process that pays dividends in final asset quality and performance.
- Prioritize Silhouette and Key Features: Focus polygon density on areas that define the car’s distinctive silhouette, hard edges, and critical details like headlights, grilles, and wheel arches. These are the areas where polygon count will have the most visual impact.
- Maintain Clean Edge Flow: Aim for continuous edge loops that follow the natural curvature and flow of the car’s panels. This ensures smooth shading and makes UV unwrapping much cleaner. Avoid Ngons (faces with more than four sides) and T-junctions where possible, as they can cause shading issues.
- Strategic Polygon Distribution: Use denser mesh topology in highly visible or intricately curved areas and sparser topology on flatter, less critical surfaces. This is a key aspect of effective polygon budget management. For instance, the roof or side panels might require fewer polygons than the front fascia.
- Quads Over Triangles: While game engines ultimately render triangles, modeling primarily with quads (four-sided polygons) provides a much better starting point. Quads are easier to work with, deform more predictably, and facilitate cleaner UV layouts. The engine will triangulate them optimally.
- Support Loops for Hard Edges: For crisp edges (e.g., panel gaps, body lines), add supporting edge loops close to the primary edge. This mimics the effect of subdivision surfaces and helps maintain sharpness without requiring an excessive polygon count on the base mesh. This is a vital mesh topology best practices for hard-surface models.
Tools and Techniques for Retopology
Various software tools provide excellent environments for retopology:
- ZBrush: Features Dynamesh for initial block-outs and ZRemesher for automated retopology, which can be guided with painted curves for better edge flow control. This is often a good starting point for organic or less critical parts.
- TopoGun: A dedicated retopology application known for its intuitive tools and speed, allowing artists to quickly build clean meshes over high-poly sculpts.
- Blender: The Retopoflow add-on and built-in snapping tools make Blender a powerful contender for manual retopology, offering excellent control over edge placement and flow.
- Maya: Quad Draw tool in the Modeling Toolkit is highly effective for interactive retopology, allowing artists to draw new polygons directly onto the surface of the high-res model.
- 3ds Max: Similar to Maya, offers tools for creating new geometry by snapping to existing surfaces, often leveraging techniques like “Freeform” tools.
Unleashing Detail: Normal Map Baking and PBR Material Authoring
Once an optimized, low-polygon mesh is created through retopology, the next critical step is to transfer all the intricate surface details from the original high-poly model to the new low-poly asset. This is primarily achieved through Normal map baking, complemented by a robust PBR material pipeline.
The Baking Process for Automotive Detail
Normal maps work by storing directional information about the surface’s “apparent” normals, effectively tricking the lighting system into rendering fine details that aren’t geometrically present. This allows a relatively flat surface to appear highly detailed, like a complex grille or subtle panel engravings.
- UV Unwrapping: Before baking, the low-poly model must have a clean, non-overlapping UV layout. This is where good mesh topology really shines, as it makes UV unwrapping significantly easier and more efficient.
- High-Poly and Low-Poly Setup: Position the high-poly and low-poly models in the exact same space. The low-poly model acts as the “cage” onto which the details are projected.
- Baking Cages: Use a “cage” or “envelope” mesh during baking to control the projection distance. This enlarged version of the low-poly model helps prevent baking errors (like skewed normals or missed details) by ensuring all high-poly details fall within its bounds.
- Map Types: Beyond normal maps, consider baking other texture maps from the high-poly model:
- Ambient Occlusion (AO): Captures subtle contact shadows, enhancing depth and realism.
- Curvature: Useful for adding edge wear or dirt accumulation in PBR materials.
- Thickness: Can be used for subsurface scattering effects on materials like car paint or glass.
- ID Maps: If the high-poly has distinct material zones, an ID map can speed up texturing in Substance Painter or Designer.
- Addressing Baking Errors: Common issues include skewed normals, exploded geometry, or missed details. These can often be resolved by adjusting the cage, fixing flipped normals on either model, ensuring consistent smoothing groups, or breaking the model into smaller chunks for baking.
PBR Material Authoring for Realism
PBR material authoring is essential for achieving photorealistic automotive surfaces in real-time. Physically Based Rendering (PBR) systems use maps that simulate the physical properties of materials, resulting in consistent and predictable lighting responses across different environments.
- Metallic-Roughness Workflow: This is the most common PBR workflow in game engines. You’ll primarily work with Base Color (Albedo), Metallic, Roughness, and Normal maps.
- Base Color: The intrinsic color of the material, free of lighting information.
- Metallic: A binary map (0 or 1) indicating if a material is metallic or dielectric.
- Roughness: Controls how smooth or rough a surface is, affecting the spread and intensity of reflections. Highly polished car paint will have very low roughness values.
- Car Paint Materials: Recreating realistic car paint is challenging. It often involves layers, clear coats, and flake effects. In PBR, this typically means a complex shader graph that blends multiple layers of reflections and introduces subtle normal map variations for the clear coat and metallic flakes.
- Glass and Translucency: For windows and lights, accurate refraction and reflection are key. Optimize glass materials by potentially using simpler shaders for distant LODs.
- Rubber and Plastics: These generally have low metallic values and varying degrees of roughness. Dirt and wear can be layered using grunge maps.
- Texture Resolution and Packing: Use appropriate texture resolutions (e.g., 4K for primary body panels, 2K for wheels, 1K for interior details) and consider texture packing (combining multiple grayscale maps like Metallic, Roughness, and Ambient Occlusion into different channels of a single RGB texture) to save memory and draw calls.
Dynamic Performance: Implementing Level of Detail (LOD) Systems
Even with meticulous retopology and efficient PBR materials, a single, highly optimized automotive model might still be too demanding when many vehicles are on screen or viewed from a distance. This is where Level of Detail (LOD) systems become indispensable. LODs are simplified versions of an asset that are swapped in as the object moves further from the camera, dramatically reducing rendering overhead without a noticeable loss of visual fidelity.
Strategic LOD Generation
Effective LOD implementation isn’t just about reducing polygon counts; it’s about making intelligent sacrifices that are imperceptible to the player or viewer.
- LOD0 (Base Mesh): This is your meticulously retopologized, game-ready mesh with full normal maps and PBR textures. It’s used when the car is close to the camera.
- LOD1: Typically 50-75% fewer polygons than LOD0. Details like intricate grilles might be simplified, small interior elements removed, and some supporting edge loops culled. Normal map detail might still be prominent.
- LOD2: A more aggressive reduction, perhaps 75-90% fewer polygons than LOD0. Many smaller details become baked-in features on the normal map or are entirely removed. Wheels might become simpler cylinders.
- LOD3 (or Shadow Mesh): The most basic version, often just a few hundred polygons, used for very distant views or for shadow casting. Material complexity is heavily reduced, and most details are gone.
- Manual vs. Automated LODs: While most game engines and DCC tools offer automated LOD generation, manual refinement or semi-automated tools (where you guide the decimation) often yield better results for critical assets like hero vehicles. Automated tools can sometimes introduce artifacts or undesirable triangulation.
- Defining LOD Thresholds: Set distances or screen-size percentages at which each LOD level will swap. This requires careful testing to find the sweet spot between performance gains and visual popping.
LOD Optimization Beyond Geometry
LOD systems can optimize more than just polygon count:
- Material Simplification: For distant LODs, you can reduce the number of texture maps used (e.g., combine Metallic, Roughness, and AO into a single packed map, or even remove some altogether if the detail isn’t visible). Simpler shaders with fewer instructions can also be used.
- Texture Resolution Reduction: Lower resolution textures can be used for distant LODs, further saving VRAM. This is often handled automatically by engine texture streaming, but can be controlled manually.
- Occlusion Culling: Implement occlusion culling to prevent rendering parts of the car that are hidden behind other geometry.
- Animation Simplification: If the car has animated components (e.g., doors, suspension), distant LODs might have fewer bones or simplified animation data.
Integrating into Real-Time Engines: Game Engine Optimization & CAD to Game Asset Pipeline
The final stage is bringing the meticulously optimized automotive model into your chosen real-time engine, such as Unreal Engine or Unity, and ensuring it performs as intended. This involves specific import settings, material setup, and an understanding of game engine optimization techniques.
Asset Import and Scene Setup
The journey from the DCC tool to the game engine is part of the broader CAD to game asset pipeline.
- File Formats: FBX is the industry standard for transferring rigged and animated models. USD (Universal Scene Description) is gaining traction for its comprehensive scene representation. For static meshes, glTF is also a strong contender.
- Unit Consistency: Ensure consistent unit scales between your DCC software and the game engine (e.g., 1 unit = 1 meter). Inconsistencies lead to scale issues, lighting problems, and physics inaccuracies.
- Origin and Pivot Points: Set the model’s origin (0,0,0) and pivot points logically, usually at the center bottom for a car, with sub-components having their own local pivots for animation (e.g., wheel centers).
- Collision Meshes: Create simplified collision meshes (often convex hulls or simple box colliders) for accurate physics simulation and interaction. Do not use the high-poly visual mesh for collisions.
- Lightmap UVs: If static lighting is used, generate a second, non-overlapping UV channel specifically for lightmaps. This is distinct from your primary texture UVs.
Material and Shader Optimization
Efficient material setup within the engine is paramount for performance.
- Material Instancing: Utilize material instances whenever possible. Instead of creating a new material for every slight variation (e.g., different car paint colors), create a master material and then child instances that inherit its properties, allowing you to change parameters like color or roughness without incurring additional shader compilation costs.
- Draw Calls: Minimize draw calls. Each material, transparent object, or dynamic light can increase draw calls, which strain the CPU. Combine meshes and materials where appropriate (e.g., a single material for all interior plastics if possible).
- Shader Complexity: Keep your shader graphs as lean as possible. Complex shaders with many texture samples, expensive calculations, or extensive layering can significantly impact GPU performance. Profile your shaders to identify bottlenecks.
- Texture Streaming and Compression: Configure texture streaming to only load textures at the required resolution, and use appropriate compression formats (e.g., BC7 for color, BC5 for normal maps in DirectX).
- Engine-Specific Features: Be aware of engine-specific optimization features. Unreal Engine’s Nanite (for UE5) can handle incredibly dense static meshes, significantly reducing the need for aggressive LODs on geometry. However, good topology and efficient PBR materials still remain critical for other aspects of performance and visual quality (like baking normal maps, UVs, and animation).
Performance Profiling
Always profile your scene. Tools like Unreal Engine’s Stat GPU/Stat Unit or Unity’s Profiler are invaluable for identifying performance bottlenecks, whether they’re CPU-bound (draw calls, physics) or GPU-bound (shader complexity, overdraw, fill rate).
Preserving the Prestige: Retaining Visual Fidelity
The ultimate goal of this entire optimization process is to achieve a lightweight, performant asset that looks virtually identical to its high-polygon counterpart. Retain Visual Fidelity is not just a buzzword; it’s the measure of success for high-end automotive model optimization.
This requires constant vigilance and comparison throughout the pipeline. After retopology, overlay the low-poly mesh on the high-poly to ensure the silhouette is perfectly matched. After normal map baking, compare side-by-side renders or in-engine views to ensure all fine details are accurately represented and that there are no noticeable shading discrepancies. Pay close attention to reflections on curved surfaces – bad topology or poorly baked normals can cause visible ‘faceting’ or ‘wobbling’ in reflections.
Calibration of PBR materials is also crucial. Ensure that the metallic, roughness, and base color maps accurately convey the intended material properties. Small adjustments to roughness values can dramatically change how reflective or matte a surface appears. For car paint, achieving the correct balance of clear coat reflectivity, metallic flake visibility, and underlying base color is an art in itself.
In the engine, assess how the model looks under various lighting conditions. Does the normal map hold up? Are the reflections crisp? Does the material respond naturally to dynamic lights and reflections probes? If using LODs, transition seamlessly without visible popping or degradation. The eye is incredibly sensitive to changes in automotive aesthetics, so meticulous comparison is vital.
Starting with a high-quality, well-structured source model significantly eases this entire process. Resources like 88cars3d.com provide a wide array of premium automotive models, designed with a foundational quality that lends itself well to these advanced optimization techniques. Choosing such a foundation ensures that your efforts in retopology, baking, and PBR material authoring build upon a solid base, making the journey to a visually identical, game-ready asset much smoother.
Conclusion
Optimizing high-end automotive models for real-time engines is far more than a simple polygon reduction task. It’s a sophisticated blend of artistic skill, technical knowledge, and strategic decision-making. By moving beyond decimation and embracing intelligent retopology workflows, precise normal map baking, meticulous PBR material authoring, and robust Level of Detail (LOD) systems, artists and developers can achieve truly stunning results.
The CAD to game asset pipeline demands a holistic approach, where every step from polygon budget management to mesh topology best practices contributes to the final, optimized asset. The reward is an automotive masterpiece that not only looks breathtakingly real but also runs flawlessly within demanding real-time environments, maintaining the visual integrity of the original design. This iterative process of refinement, baking, and engine integration is what bridges the gap between static beauty and interactive performance.
Ready to elevate your projects with uncompromised automotive assets? Explore the vast collection of high-quality, detailed models available at 88cars3d.com and apply these advanced optimization techniques to bring your virtual vehicles to life with unparalleled fidelity and performance. Share your optimization journey and challenges with us – we’d love to hear how you tackle these complex projects!
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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
Texture: Yes
Material: Yes
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Toyota Yaris 1999 3D Model
Texture: Yes
Material: Yes
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Toyota Supra 2020 3D Model
Texture: Yes
Material: Yes
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Volkswagen New Beetle 2000 3D Model
Texture: Yes
Material: Yes
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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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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
Texture: Yes
Material: Yes
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