Unreal Engine & Beyond: Mastering Photorealistic Automotive Model Optimization for Real-Time Performance
Unreal Engine & Beyond: Mastering Photorealistic Automotive Model Optimization for Real-Time Performance
The allure of photorealistic automotive models in real-time environments is undeniable. From cutting-edge video games and interactive configurators to virtual showrooms and film pre-visualization, the demand for stunning, high-fidelity vehicles that perform flawlessly is at an all-time high. Yet, a fundamental conflict often arises: the exquisite detail of a CAD model, designed for engineering precision, clashes head-on with the strict performance budget of modern game engines like Unreal Engine.
This isn’t merely about aesthetics; it’s about delivering a smooth, immersive experience without stuttering frame rates or memory crashes. Translating a multi-million polygon CAD asset into a lean, mean, game-ready machine requires a sophisticated understanding of optimization techniques. This comprehensive guide will equip you with the knowledge to navigate the complexities of photorealistic automotive model optimization, ensuring your vehicles look incredible and run efficiently, pushing the boundaries of real-time automotive rendering.
The Core Conflict: Bridging the Gap from CAD to Real-Time
Automotive design typically begins in CAD (Computer-Aided Design) software, where engineers craft vehicles with mathematical precision using NURBS (Non-Uniform Rational B-Splines) or parametric surfaces. These models possess virtually infinite detail, allowing for perfect curves and intricate componentry. While ideal for manufacturing and design validation, this inherent detail translates into an astronomical polygon count when converted to a polygonal mesh – often tens or even hundreds of millions of triangles for a single vehicle.
Real-time engines, however, operate under severe constraints. Every vertex, every polygon, and every draw call contributes to the processing load. A typical performance budget for a real-time environment dictates that a complex asset like a car must fit within a much smaller polygon range, often between 50,000 to 250,000 triangles for a hero asset, depending on the platform and project. Simply decimating a multi-million poly CAD model often results in compromised forms, jagged edges, and unusable topology, failing to meet the standards of real-time automotive rendering.
The challenge lies in transforming these high-fidelity CAD models into optimized assets that retain visual integrity without crippling engine performance. This demands a specialized CAD to game-ready workflow, focusing on intelligent mesh reduction, clever texture utilization, and strategic implementation within the target engine. It’s an art and a science, ensuring every detail contributes to the experience, not detracts from performance.
Mastering Mesh Optimization: Polygon Reduction Techniques
The first and most critical step in optimizing automotive models is effective polygon reduction. This isn’t about blindly removing polygons but intelligently reducing them while preserving the vehicle’s characteristic lines, curves, and unique design elements. Several powerful polygon reduction techniques are at our disposal, each suited for different parts of the vehicle and different stages of the optimization process.
Retopology for Game Assets: Precision and Control
Retopology is arguably the most crucial technique for creating high-quality, game-ready automotive assets. It involves creating a new, optimized mesh on top of an existing high-polygon model. This process allows for complete control over the new topology, resulting in a clean, quad-based mesh that is far more efficient for real-time rendering and animation.
- Manual Retopology: This is often the gold standard for hero assets like vehicles. Artists meticulously draw new polygons and edge loops over the high-poly sculpt, ensuring optimal edge flow, even polygon distribution, and careful preservation of critical details such as sharp body lines, panel gaps, and intricate vents. Software like TopoGun, ZBrush (with ZRemesher guides), Blender (with the Retopoflow add-on), and Maya (with Quad Draw) are invaluable tools for this process. Manual retopology ensures that the mesh deforms predictably if animated (e.g., suspension, doors) and is ready for clean UV unwrapping.
- Automatic Retopology: While manual retopology offers unparalleled control, it can be time-consuming. Automatic retopology tools, such as ZRemesher in ZBrush or QuadRemesher for 3ds Max/Blender/Maya, can provide a quick starting point or be used for less critical components. These tools analyze the high-poly mesh and generate new quad topology automatically. While faster, they often require manual cleanup and refinement, as the generated topology may not always be ideal for deformation or specific edge flow requirements of complex automotive surfaces.
The goal of retopology for game assets is not just polygon reduction, but also the creation of a mesh that is clean, efficient, and ready for the next stages of the CAD to game-ready workflow.
Decimation and Its Strategic Application
Decimation, or polygon simplification, is another polygon reduction technique that automatically removes polygons based on a specified percentage or target triangle count. Unlike retopology, decimation doesn’t create new topology; it simply removes existing vertices and edges, often triangulating the mesh in the process. This can lead to less ideal edge flow and can be destructive to UV maps if not handled carefully.
- When to Use Decimation: Decimation is best suited for static, non-deforming parts of the vehicle or for generating lower-fidelity Level of Detail (LOD) creation meshes. Components like engine parts that are never seen up close, parts of the undercarriage, or very low-resolution background vehicles can benefit from decimation. It’s also useful for quickly generating initial proxy meshes for blocking out scenes.
- Tools: Most 3D software packages include robust decimation tools, such as Blender’s Decimate modifier, Maya’s Reduce tool, and ZBrush’s Decimation Master. These tools often allow you to control how much detail is preserved (e.g., protecting UV borders or sharp edges), making them more versatile than simple polygon removal.
It’s crucial to understand that decimation is a brute-force method. While effective for certain scenarios, it’s generally not recommended for the primary, high-detail version of a vehicle that requires clean topology for smooth shading and advanced texture baking.
Intelligent Polygon Reduction for Automotive Meshes
Beyond broad techniques, intelligent polygon reduction techniques involve a strategic approach tailored to the unique characteristics of automotive models. This means prioritizing where detail is preserved and where it can be sacrificed.
- Focus on Critical Silhouettes and Details: The most recognizable features of a car are its silhouette, primary body lines, and distinctive elements like headlights, grilles, and badging. These areas demand higher polygon density to maintain their shape and sharpness. Areas of less visual importance, such as flat interior panels or hidden components, can tolerate much more aggressive reduction.
- Utilize Hard Edges and Smoothing Groups: Proper use of hard edges and smoothing groups (or normal weighting) in your low-poly mesh can significantly enhance the visual quality of an optimized model. These techniques allow you to define sharp transitions where needed, even with fewer polygons, making the surface appear crisper without increasing poly count.
- Iterative Optimization: Optimization is rarely a one-shot process. It involves continuous iteration, testing, and refinement. Start with a target polygon count, apply your chosen reduction techniques, import to the engine, profile performance, and then return to your 3D package for further adjustments. This iterative approach is key to staying within your performance budget.
Ultimately, the goal is to achieve the highest possible visual fidelity with the lowest possible polygon count. This balanced approach is what truly masters photorealistic automotive model optimization.
The Art of Visual Preservation: LODs and Texture Baking
Once you’ve optimized the raw mesh geometry, the next crucial step is to enhance and preserve visual quality without adding unnecessary polygons. This is where Level of Detail (LOD) creation and various texture baking techniques come into play. These methods allow you to project high-fidelity detail onto a lower-polygon mesh, creating the illusion of complexity that is far more efficient for real-time automotive rendering.
Level of Detail (LOD) Creation: Dynamic Scalability
Level of Detail (LODs) are different versions of a 3D model, each with a progressively lower polygon count. The game engine dynamically swaps between these LODs based on the object’s distance from the camera, effectively reducing the computational load for objects that are far away or less visible. This is a cornerstone of Unreal Engine optimization and vital for achieving scalable performance across various hardware.
- Strategic LOD Generation:
- LOD0 (Hero Model): This is your most detailed optimized mesh, often the result of manual retopology. It will be seen up close and needs to maintain pristine visual quality.
- LOD1, LOD2, etc.: Subsequent LODs are generated by further reducing the polygon count, typically using a combination of decimation and targeted manual simplification. It’s crucial to ensure that the silhouette of the model remains consistent across LODs to avoid jarring pop-ins.
- UV Consistency: Where possible, try to maintain consistent UV coordinates across your LODs, especially for the primary body. This allows textures to remain consistent, minimizing visual artifacts during LOD transitions.
- Implementing LODs in Engine: Game engines like Unreal Engine have robust LOD systems. You can import multiple static mesh assets as individual LODs or allow the engine to automatically generate them from your base mesh. Manual setup provides more control over transition distances and specific mesh versions, which is recommended for hero assets like cars. Unreal Engine’s Static Mesh Editor allows you to preview LODs and adjust their screen size thresholds.
Effective Level of Detail (LOD) creation is fundamental for managing your performance budget and ensuring a smooth experience, especially when multiple vehicles are present in a scene.
Normal Map Baking: Adding Detail Without Polygons
Normal mapping is a powerful texture baking technique that allows you to simulate high-frequency surface detail (like scratches, panel lines, bolts, or subtle curves) on a low-polygon model without adding actual geometry. It achieves this by storing surface normal directions in an RGB texture, which then influences how light interacts with the surface, making it appear as if the detail is physically present.
- The Baking Process:
- Start with a high-polygon source model (your original CAD conversion or a highly detailed sculpt).
- Create a low-polygon target model (your optimized, retopologized mesh).
- Position the low-poly mesh around the high-poly mesh, ensuring it encompasses all the detail you wish to capture.
- Use baking software (e.g., Substance Painter, Marmoset Toolbag, Blender, Maya) to project the surface normals from the high-poly onto the UVs of the low-poly, generating a normal map texture.
- Importance for Automotive Models: Normal maps are indispensable for capturing the subtle nuances of car bodies – the sharpness of creases, the texture of rubber, the intricate details of a grille, or the tiny bolts on a headlight assembly. By baking these details into a normal map, your low-poly model can achieve a visual fidelity approaching that of the original high-poly, but with significantly reduced computational cost for real-time automotive rendering.
Mastering normal map baking is a cornerstone of modern game asset creation and essential for an effective CAD to game-ready workflow.
Other Baking Techniques: Ambient Occlusion, Curvature, and More
Beyond normal maps, several other texture baking techniques contribute significantly to the visual quality of an optimized automotive model:
- Ambient Occlusion (AO) Maps: These textures store pre-calculated self-shadowing information, indicating areas where light might be blocked (e.g., crevices, panel gaps, under elements). Baking an AO map from your high-poly model adds realistic contact shadows and depth, making the low-poly model appear more grounded and integrated into its environment.
- Curvature Maps: Curvature maps highlight convex and concave areas of a mesh. They are incredibly useful for procedural texturing in engines or painting software, allowing artists to easily add wear and tear to edges (convex) or dirt and grime to crevices (concave).
- Cavity Maps: Similar to AO and curvature, cavity maps specifically capture micro-details in crevices, enhancing the illusion of depth.
- ID Maps/Material ID Maps: These maps assign different colors to different material zones on your model, simplifying the texturing process by allowing artists to quickly mask and apply materials to specific areas in tools like Substance Painter.
By leveraging these baking techniques, artists can imbue optimized low-polygon models with a wealth of visual information, drastically enhancing realism while adhering to the strict performance budget of real-time applications.
Integrating and Profiling Optimized Assets in Real-Time Engines
Once your automotive model has undergone meticulous mesh optimization and texture baking, the final stage is to integrate it into your chosen real-time engine, such as Unreal Engine, and rigorously profile its performance. This ensures that all your hard work translates into a smooth, visually stunning experience.
Importing and Preparing Assets in Unreal Engine
The transition from your 3D modeling software to Unreal Engine requires careful attention to detail.
- FBX Export Settings: When exporting your model (and its LODs) from your 3D software, use the FBX format. Ensure correct settings:
- Units: Match your Unreal Engine unit scale (typically centimeters).
- Smoothing Groups/Normals: Export with smoothing groups or explicit normals to maintain the appearance you’ve carefully crafted.
- Triangulate: Most engines prefer triangulated meshes, so it’s often best to triangulate on export.
- Embed Media: Typically, do not embed media (textures) in the FBX; import textures separately for better control and optimization within Unreal.
- Unreal Engine Import: When importing into Unreal Engine, ensure you select appropriate options. For LODs, you can import them as separate meshes and assign them within the Static Mesh Editor, or if your FBX contains multiple LODs, Unreal may import them automatically. Set up your materials by creating new PBR (Physically Based Rendering) materials and connecting your baked textures (Albedo/Base Color, Normal, Roughness, Metallic, Ambient Occlusion) to the correct input pins.
Unreal Engine Optimization: Material and Texture Strategies
Unreal Engine optimization extends beyond just mesh poly counts. Materials and textures are significant performance considerations.
- Material Complexity: Keep your master materials as efficient as possible. Use Material Instances extensively for variations (e.g., different paint colors, wheel finishes) rather than creating entirely new materials for each. This drastically reduces shader compilation time and draw calls. Avoid overly complex node networks in your master materials unless absolutely necessary, as they increase rendering cost.
- Texture Resolution and Compression:
- Resolution: Use appropriate texture resolutions. A car’s body paint might warrant 4K or 2K, but smaller details or hidden parts can use 1K or 512px maps. Don’t waste VRAM on overly high-res textures for minor elements.
- Compression: Unreal Engine automatically compresses textures, but ensure you understand the different compression settings (e.g., BC7 for high quality, BC5 for normal maps, uncompressed for masks if artifacting is an issue).
- Packed Textures: Combine multiple grayscale maps (e.g., Roughness, Metallic, Ambient Occlusion) into a single RGB texture’s channels. This reduces texture sampling and memory footprint, a key Unreal Engine optimization technique.
- Shared Materials and Instances: For components like wheels, tires, or interior parts that are duplicated, ensure they share the same material instance. This reduces draw calls and improves rendering efficiency.
Profiling for Peak Performance
The only way to truly understand how your optimized automotive model performs in a real-time environment is through rigorous profiling. Unreal Engine offers powerful built-in tools for this.
- Essential Profiling Commands:
Stat FPS: Displays your current frame rate.Stat Unit: Shows CPU and GPU frame times, identifying which is the bottleneck.Stat GPU: Provides detailed GPU timings for various rendering passes (base pass, shadows, post-processing). Look for high “Draw Call” or “Primitives” counts related to your car.Stat RHI: Reports on Rendering Hardware Interface (RHI) statistics, including draw calls and render states.Stat Engine: Gives an overview of engine performance, including memory usage.ProfileGPU: Triggers a detailed GPU profiler window, showing a breakdown of rendering costs frame by frame.
- Identifying Bottlenecks: Pay close attention to high draw call counts, excessive overdraw, and large shadow map costs. Your optimized car might still contribute significantly if its materials are too complex, if there are too many unique meshes (even small ones), or if shadow casting is unoptimized.
- Iterative Optimization: Profiling is an iterative process. Identify a bottleneck, make an adjustment (e.g., reduce texture resolution, simplify a material, adjust LODs), and then profile again to measure the impact. This feedback loop is essential for staying within your performance budget and achieving the desired real-time automotive rendering quality.
Beyond the Engine: The Ongoing Evolution of Real-Time Automotive Visualization
The field of real-time automotive rendering is constantly evolving. Technologies like real-time ray tracing and Nanite (Unreal Engine 5’s virtualized micro-polygon geometry system) are changing the landscape, seemingly allowing for higher polygon counts than ever before. While these advancements are revolutionary, the principles of optimization remain critical.
Even with Nanite, which handles incredibly dense meshes, good topology, efficient UVs, and clever texture work are still important for stability, baking, and overall scene performance. Ray tracing, while offering unparalleled realism, is still computationally intensive, meaning that a well-optimized mesh and material pipeline will always yield better results and smoother frame rates. The fundamental need for a robust CAD to game-ready workflow persists.
The skills in polygon reduction techniques, Level of Detail (LOD) creation, normal map baking, and Unreal Engine optimization discussed here form the bedrock of creating high-quality, performant automotive assets for any real-time application, now and into the future.
Conclusion
Transforming a high-fidelity CAD automotive model into a game-ready asset for Unreal Engine and beyond is a challenging yet rewarding endeavor. It demands a blend of artistic skill and technical expertise, meticulously balancing visual stunningness with the demanding performance budget of real-time environments. By mastering retopology for game assets, intelligently applying polygon reduction techniques, and strategically leveraging Level of Detail (LOD) creation and normal map baking, you can achieve truly photorealistic automotive model optimization.
This comprehensive CAD to game-ready workflow ensures that your vehicles not only look incredible but also perform flawlessly, providing an immersive experience for users. The journey from millions of polygons to a perfectly optimized asset is complex, but with the right tools and techniques, it’s entirely achievable.
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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
Texture: Yes
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
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
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
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Mercedes-Benz E-class Estate S212 2009 3D Model
Texture: Yes
Material: Yes
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