Unreal Engine 5 Car Paint Mastery: Crafting Hyper-Realistic Shaders for Automotive & Games
Unreal Engine 5 Car Paint Mastery: Crafting Hyper-Realistic Shaders for Automotive & Games
Few materials in the world evoke such a visceral response as a perfectly rendered car paint. The way light dances across its surface, revealing intricate reflections, subtle metallic flakes, and a deep, glossy clear coat, is a hallmark of truly exceptional visual fidelity. For 3D artists, game developers, and automotive designers, replicating this complex interplay in a real-time environment like Unreal Engine 5 presents a fascinating yet formidable challenge. It’s not just about applying a color; it’s about deconstructing the physics of light and matter to build something believable from the ground up.
The quest for hyper-realism in automotive rendering demands a deep understanding of physically-based rendering (PBR) principles and the powerful capabilities of the UE5 material editor. This guide will walk you through the journey of crafting a custom, multi-layered car paint shader that not only looks stunning but also performs efficiently, suitable for both high-end visualizations and demanding game assets. Prepare to unlock new levels of visual quality for your vehicle models, whether you’re working with custom assets or leveraging high-quality models found on resources like 88cars3d.com.
The Anatomy of Real-World Car Paint: A Foundation for Digital Realism
Before we dive into the digital realm, it’s essential to understand what makes real-world car paint so captivating. It’s far more than a single layer of colored pigment. Modern automotive finishes are intricate systems of multiple strata, each contributing uniquely to the final appearance. Grasping this physical structure is the bedrock for creating a convincing PBR car paint shader.
- Primer: The foundational layer, applied directly to the vehicle body, ensuring adhesion and providing a smooth, uniform surface for subsequent coats. While not directly visible, its underlying texture can subtly influence the final look.
- Base Coat: This is where the primary color of the car originates. Depending on the finish, it can be a solid color, metallic, or pearlescent. Metallic paints contain tiny aluminum flakes, while pearlescent paints use mica flakes or ceramic particles, both designed to reflect and refract light in specific ways.
- Clear Coat: The outermost layer, often multiple layers thick, is a transparent, highly durable lacquer. Its primary functions are protection and providing the characteristic deep gloss. This layer acts as a dielectric (non-metal) surface, exhibiting strong specular reflections and subtle refraction.
Light interaction with these layers is complex. Light penetrates the clear coat, interacts with the base coat (reflecting off flakes, absorbing into pigment), and then exits back through the clear coat, undergoing further refraction and reflection. This multi-layered light transport is what gives car paint its unique depth, color shift, and high specular shine. Replicating this behavior accurately within the UE5 material editor is our ultimate goal.
Diving into the UE5 Material Editor: Building Your PBR Car Paint Shader Core
The journey begins in the UE5 material editor, a powerful node-based interface that allows us to construct complex shaders visually. We’ll start with the fundamental PBR inputs and gradually add complexity to simulate the intricacies of car paint.
Open your Unreal Engine project and create a new Material. Double-click to open it. You’ll be greeted by the Material Graph, where the magic happens. The key PBR inputs we’ll be focusing on are Base Color, Metallic, Specular, Roughness, Normal, and crucially, the ClearCoat and ClearCoatRoughness inputs for our top layer.
Setting Up the Base Color Layer
The base color provides the primary hue of our vehicle. For a simple setup, you can use a constant vector parameter. For more advanced control or variation, a texture map can be employed.
- Right-click in the graph and type “Vector Parameter.” Name it “BaseColor.”
- Connect the RGB output of this parameter to the Material’s “Base Color” input.
- Set an initial color value. This will be the underlying color of your car.
This simple setup provides the foundational color. We’ll build upon this by introducing metallic properties and the clear coat effect.
The Metallic Component and Initial Roughness
Car paint is a fascinating hybrid when it comes to the ‘Metallic’ input. While the clear coat is dielectric (Metallic = 0), the base coat, especially for metallic paints, contains actual metallic flakes. For our initial PBR car paint shader, we’ll generally treat the base coat as a dielectric, with the metallic flakes simulated separately or as part of a complex metallic value if we’re not using the ClearCoat input.
However, since UE5 provides dedicated ClearCoat inputs, we’ll leverage those. For our base material, we’ll typically set Metallic to 0 (dielectric) and handle the metallic flakes within a custom logic before the clear coat. The base roughness will be a relatively high value, as the clear coat is what provides the final smoothness.
- Right-click and create a “Constant” node. Set its value to 0. This will be our base Metallic value, representing the non-metallic nature of the paint binder.
- Connect this Constant to the Material’s “Metallic” input.
- Create another “Constant” node for “BaseRoughness.” Set an initial value, perhaps 0.5-0.7. This roughness will be largely obscured by the clear coat, but it’s important for physically correct light interaction beneath.
- Connect this Constant to the Material’s “Roughness” input.
At this stage, your material will likely look flat. This is expected. The magic truly begins with the introduction of the metallic flake and clear coat layers.
The Sparkle and Depth: Crafting the Metallic Flake Effect
The metallic flake effect is arguably the most defining characteristic of high-end car paint. These tiny, reflective particles suspended within the base coat catch and scatter light, creating that iconic sparkle and subtle color shift depending on the viewing angle. Replicating this in a real-time PBR car paint shader requires a clever approach.
The flakes are essentially small, highly reflective surfaces. We’ll simulate their appearance by manipulating the normal vector and incorporating a metallic value for these specific areas. The goal is to make them appear as if they are scattering light independently from the underlying base color.
Generating the Flake Pattern
The first step is to create a pattern that represents the random distribution of flakes. Noise textures are perfect for this.
- Right-click and add a “TextureCoordinate” node. This gives us UVs to work with.
- Add a “Multiply” node to scale the UVs. A large scale (e.g., 200-500) will give us many small flakes. This value will determine the density and size of your flakes.
- Create a “Perlin Noise” or “Voronoi Noise” texture node. Connect the scaled UVs to its UV input. Voronoi noise often gives a more ‘flake-like’ polygonal look.
- Adjust the noise parameters (e.g., ‘Frequency’ for Perlin, ‘Cell Density’ for Voronoi) to get a dense, fine pattern.
- You might want to pass this through a “Power” node (with an exponent > 1) or a “OneMinus” and “Power” combination to create sharper, more defined “flakes” against a darker background. This helps isolate the bright spots that represent the flakes.
This noise pattern will serve as a mask, indicating where our flakes are present.
Simulating Flake Reflection and Normals
To make the flakes reflect light uniquely, we need to modify the normal vector in their vicinity. Instead of having them reflect light uniformly, we want them to catch highlights from different directions, mimicking their random orientation.
- Flake Normals: Create a “NormalFromHeightmap” node. Connect your flake pattern (from the previous step, perhaps after some adjustments to make it look like small bumps) to the ‘Height’ input. Set a small ‘Intensity’ value (e.g., 0.01-0.05) to create subtle normal perturbations.
- Blending Normals: We need to blend these flake normals with the base material’s normal map (if you have one, otherwise a flat normal). Use a “BlendAngleCorrectedNormals” node. Connect your base normal (or a “Constant3Vector” with Z=1 for a flat normal) to the ‘Base Normal’ input and your flake normal to the ‘Additional Normal’ input.
- Conditional Metallic/Roughness: Use your flake pattern as a mask to apply different metallic and roughness values.
- For metallic: Use a “Lerp” (Linear Interpolate) node. Connect a Constant (0) to ‘A’ (non-flake areas), a Constant (1) to ‘B’ (flake areas), and your flake pattern to ‘Alpha’. This makes flakes fully metallic.
- For roughness: Again, use a “Lerp.” Connect a slightly higher roughness (e.g., 0.6-0.8) to ‘A’ (base coat) and a very low roughness (e.g., 0.1-0.2) to ‘B’ (flakes). This makes the flakes highly reflective.
- Connecting to Base Inputs: Connect the blended normal to the Material’s “Normal” input. Connect the flake-masked Metallic and Roughness values to the Material’s “Metallic” and “Roughness” inputs, respectively.
- Adjusting Base Color: You might also want to slightly desaturate or darken the base color where flakes are present, as flakes contribute their own ‘color’ through reflection. A simple “Lerp” could be used here too, masking the base color with a slightly darker version using the flake pattern.
This setup creates a convincing metallic flake effect. You’ll see the light catching individual ‘flakes’ as you rotate the camera or the light source, adding significant depth and realism to your automotive rendering.
The Glassy Sheen: Mastering the Clear Coat Layer
The clear coat is the finishing touch, providing that deep, wet look and protecting the underlying paint. In Unreal Engine 5, Epic Games provides dedicated inputs for a clear coat, simplifying its implementation and ensuring physically accurate light interaction for real-time reflections.
The clear coat is a separate dielectric layer on top of our base material (which now includes our flakes). It has its own roughness, normal, and a fixed metallic value of 0. It also has a specific Index of Refraction (IOR), typically around 1.5 for automotive paints.
Implementing a Dual-Layered Material (Clear Coat)
Unreal Engine 5’s PBR shader model makes clear coat implementation straightforward:
- ClearCoat Input: This input expects a value between 0 and 1, representing the opacity or presence of the clear coat. For a full, protective clear coat, we’ll set this to 1.
- Create a “Constant” node and set its value to 1.
- Connect this Constant to the Material’s “ClearCoat” input.
- ClearCoatRoughness Input: This is crucial for defining the glossiness of the outer surface. A perfectly polished car paint will have a very low roughness (e.g., 0.01-0.05). Even the most polished surfaces have microscopic imperfections that prevent a true zero roughness.
- Create a “Constant” node or a “Scalar Parameter” named “ClearCoatRoughness.”
- Set an initial value, perhaps 0.03.
- Connect this Constant/Parameter to the Material’s “ClearCoatRoughness” input.
- ClearCoatNormal Input: While optional, applying a subtle normal map here can simulate microscopic imperfections, swirl marks, or an “orange peel” texture often found on real car paint. This adds an extra layer of realism.
- If desired, create a low-frequency noise texture (like Perlin) and use it with a “NormalFromHeightmap” node, with very low intensity (e.g., 0.001-0.005).
- Connect this generated normal map to the Material’s “ClearCoatNormal” input. For a perfectly smooth clear coat, leave this unconnected or connect a flat normal (Constant3Vector with Z=1).
With these connections, your material will now have a distinct glossy layer over the flaked base coat. The clear coat will correctly handle the Fresnel effect, reflecting more light at glancing angles, which is a key characteristic of real car paint.
Refining Clear Coat Reflections and Gloss
The accuracy of your real-time reflections is paramount for convincing car paint. The clear coat’s low roughness means it will prominently display reflections of its surroundings.
- Reflection Capture Actors: Ensure your scene has sufficient Reflection Capture actors (Sphere or Box captures) strategically placed around your vehicle. These capture the environment and project it onto reflective surfaces.
- High-Quality HDRIs: For truly stunning results, especially in static renders or cinematics, use a high-dynamic-range image (HDRI) as your sky dome or environment light source. HDRIs provide incredibly detailed and realistic light information, which translates directly into beautiful, nuanced reflections on your clear coat.
- Post-Process Volume Settings: Within your Post-Process Volume, ensure “Screen Space Reflections” (SSR) and “Ray Tracing Reflections” (if using hardware ray tracing) are enabled and configured correctly. SSR provides approximate reflections for immediate screen space, while ray tracing offers physically accurate reflections, including multiple bounces.
By meticulously crafting the clear coat, you transform a decent car paint material into a hyper-realistic one, crucial for any demanding automotive rendering project.
Elevating Realism: Advanced Techniques for Automotive Rendering
Achieving truly unparalleled realism goes beyond the basic shader setup. It involves leveraging Unreal Engine 5’s advanced rendering features and incorporating subtle details that mimic the imperfections of the real world. This is where your custom PBR car paint shader can truly shine.
Environment Reflections and HDRI Lighting
As mentioned, reflections are critical. A car is essentially a highly reflective mirror for its environment. To make your vehicle truly integrate into its scene:
- High-Fidelity Environment Cubemaps: Beyond standard reflection captures, consider custom high-resolution cubemaps generated from your scene or imported HDRIs. These provide static, but often higher quality, reflections than dynamic captures alone.
- Light Probe Volumes: For more accurate indirect lighting and reflections, especially in complex environments, utilize Light Probe Volumes to capture and interpolate lighting information across your scene.
- Real-Time Ray Tracing: If your target platform supports it, enable Hardware Ray Tracing for reflections. This provides pixel-perfect, physically accurate reflections, including reflections of other vehicles or dynamic objects, dramatically enhancing the realism of your car paint.
Normal Map Blending and Imperfections
No real car paint is perfectly flawless. Introducing subtle imperfections adds immense realism.
- Orange Peel Effect: A subtle, high-frequency bumpy texture can be applied to the clear coat normal. This mimics the slight unevenness of paint application. Use a low-intensity normal map derived from a fine noise texture (e.g., Perlin noise with high frequency) and connect it to the `ClearCoatNormal` input.
- Micro-Scratches and Swirl Marks: These are best faked with a very subtle, anisotropic normal map that responds to light in a streaky manner. A procedural texture or a specially crafted normal map can be blended with your clear coat normal. You can use a “Lerp” node with a very subtle ‘Alpha’ to blend this imperfection normal on top of your clean clear coat normal.
- Dust and Grime: These are typically added using separate material layers or decals, often driven by world-space projection or vertex paint. They would affect the roughness and potentially base color locally.
Exposure and Color Grading
The final look of your car paint is heavily influenced by post-processing. Unreal Engine’s Post-Process Volume is your canvas for cinematic adjustments.
- Exposure Control: Adjusting global exposure or using Auto Exposure can significantly impact how bright highlights and deep shadows appear on your car paint.
- Color Grading: Use color grading tools (like LUTs or built-in controls) to fine-tune the color temperature, saturation, contrast, and overall mood of your scene. This can enhance the richness of the car paint’s color and make reflections pop.
- Vignette, Grain, and Chromatic Aberration: Used sparingly, these subtle effects can add a filmic quality that enhances realism without being distracting.
These advanced techniques, when combined with a robust PBR car paint shader, will transform your vehicle renders into photorealistic masterpieces. Remember, starting with high-quality base models, like those available on 88cars3d.com, provides a strong foundation for these detailed shader applications.
Optimized Shaders: Balancing Beauty and Performance for Games
While hyper-realism is the goal, performance is equally critical, especially for interactive experiences and game assets. A beautifully crafted PBR car paint shader is useless if it brings your frame rate to its knees. Shader optimization is key to achieving both visual quality and smooth performance in Unreal Engine 5.
Material Instancing for Efficiency
This is perhaps the most fundamental optimization for any material with variations.
- Parameterization: Ensure all adjustable values in your master car paint material (Base Color, Clear Coat Roughness, Flake Scale, Flake Intensity, etc.) are exposed as “Scalar Parameters” or “Vector Parameters.”
- Creating Instances: Once parameterized, right-click your master material and select “Create Material Instance.” This creates a child material that inherits all the logic but allows you to change parameters without recompiling the entire shader.
- Benefits: Material instances are incredibly cheap to render because they share the same compiled shader code as their parent. This is essential for different car colors or slight variations without performance overhead.
Texture Resolution and Compression
Textures contribute significantly to memory usage and shader complexity.
- Appropriate Resolutions: Use texture resolutions that are appropriate for the distance and prominence of the object. A car model, often a focal point, might warrant 4K textures for its paint, but ensure less critical parts use 2K or 1K.
- Compression Settings: Unreal Engine offers various texture compression methods. For normal maps, use “Normal Map” compression. For base color, DXT1/DXT5 is standard. For grayscale masks (like flake patterns), use “Grayscale” or “Vector Displacement” where appropriate to save memory.
- Mip Maps: Ensure mip maps are generated and used. Mip maps provide lower-resolution versions of textures for objects viewed from a distance, saving GPU bandwidth.
Conditional Compiles and Static Switches
Not every feature of your complex shader might be needed at all times or for all variations. Static Switches and Feature Levels can help cut down on shader instructions.
- Static Switch Parameters: Use “Static Switch Parameter” nodes to toggle entire branches of your material graph on or off. For example, you could have switches for “Enable Flake Effect,” “Enable Orange Peel,” or “Use Advanced Scratches.”
- Benefits: When a static switch is set to true or false in a Material Instance, the compiler entirely removes the unused branch of the shader code, resulting in a significantly lighter and faster shader. This is extremely powerful for creating versatile yet optimized game assets.
- Feature Levels: Consider using Feature Levels if targeting a wide range of hardware. You can author different material complexities that will automatically switch based on the detected hardware capabilities.
Reducing Overdraw and Node Count
Every node in your UE5 material editor graph contributes to the instruction count of your shader, impacting performance. Reducing unnecessary operations is vital.
- Simplify Calculations: Look for opportunities to simplify mathematical operations. For instance, sometimes a single `Power` node can replace a series of `Multiply` operations for certain effects.
- Use Custom HLSL where appropriate: For highly complex or repetitive calculations, a Custom Expression node allowing direct HLSL code can sometimes be more efficient than many blueprint nodes, though this requires programming knowledge.
- Shader Complexity Viewmode: Regularly use the “Shader Complexity” viewmode (accessible via Lit -> Optimization Viewmodes) in the editor viewport. This visually highlights areas with high shader instruction counts, allowing you to identify and optimize problematic parts of your material. Aim for green or light blue areas; red indicates very high complexity.
By diligently applying these shader optimization techniques, you can ensure your hyper-realistic car paint performs beautifully across a range of hardware, making your automotive visualizations and game assets accessible and visually stunning.
Conclusion
Mastering car paint in Unreal Engine 5 is a journey that bridges the gap between physical reality and digital artistry. We’ve deconstructed the intricate layers of real-world automotive finishes, built a robust PBR car paint shader from the ground up in the UE5 material editor, incorporating the critical metallic flake effect and a realistic clear coat layer. Furthermore, we’ve explored advanced techniques for enhancing automotive rendering through superior real-time reflections and subtle imperfections, all while keeping shader optimization at the forefront for compelling game assets.
The power of Unreal Engine 5’s rendering pipeline and material system puts unparalleled realism within reach. Experiment with different flake patterns, clear coat roughness values, and environmental setups to truly make your vehicles stand out. Remember that great materials complement great models. For your next project, consider starting with the high-quality, game-ready car models available at 88cars3d.com, giving you the perfect canvas to apply your newly mastered car paint techniques.
Dive in, experiment, and transform your virtual garages into showcases of stunning automotive artistry!
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Suzuki Liana Sedan 2004 3D Model
Texture: Yes
Material: Yes
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Subaru Outback 2024 3D Model
Texture: Yes
Material: Yes
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Subaru Legacy 2003 3D Model
Texture: Yes
Material: Yes
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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
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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
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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
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Toyota Premio 2010 3D Model
Texture: Yes
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Toyota Opa 2000 3D Model
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Volkswagen Polo 5 Door 2010 3D Model
Texture: Yes
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Toyota Prius 2024 3D Model
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Toyota Yaris 1999 3D Model
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Toyota Supra 2020 3D Model
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Volkswagen New Beetle 2000 3D Model
Texture: Yes
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Volkswagen Jetta 2005 3D Model
Texture: Yes
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
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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
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Mazda CX-7 3D Model
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Mazda Familia 3D Model
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GAS 21 3D Model
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Mercedes-Benz SL500 AMG (R129) 3D Model
Texture: Yes
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Mercedes-Benz S-Class W221 2005 3D Model
Texture: Yes
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Mercedes-Benz E-Class W212 2009 3D Model
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Mercedes-Benz E-class Estate S212 2009 3D Model
Texture: Yes
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