The High-Fidelity Dilemma: Bridging the Offline-Real-Time Gap
The allure of a perfectly rendered automotive masterpiece is undeniable. From the gleaming paintwork reflecting a studio environment to the intricate details of the wheel hubs and interior, offline renders push the boundaries of visual fidelity. However, the dream of translating these stunning high-fidelity automotive models directly into an interactive, real-time game environment often collides with the harsh realities of performance budgets.
Game engines demand efficiency. While a single hero shot in an offline renderer might take hours to resolve, a real-time application needs to render dozens, hundreds, or even thousands of frames per second. This fundamental difference creates a significant challenge for 3D artists and game developers aiming to deliver breathtaking visuals without crippling frame rates. How do we bridge this gap? The answer lies in meticulous optimization, a critical skill for any successful game asset pipeline.
This comprehensive guide delves into the essential techniques and modern advancements that empower us to take our detailed automotive creations beyond static renders and into dynamic, performant game worlds. We’ll explore strategies for real-time rendering optimization, ensuring your vehicles not only look incredible but also perform flawlessly across various platforms.
The High-Fidelity Dilemma: Bridging the Offline-Real-Time Gap
When an automotive model is crafted for an offline render, the constraints are vastly different from those for a real-time game. Offline rendering can leverage virtually unlimited processing power and time, allowing for extremely dense meshes, complex shader networks, and vast texture resolutions. Sub-division surfaces are common, ensuring perfectly smooth curves and intricate details are captured without compromise.
A typical CAD model or a studio-grade 3D car model might boast millions, tens of millions, or even hundreds of millions of polygons. Every bolt, every seam, every engine component might be fully modeled. While this level of detail is magnificent for static imagery or cinematics, directly importing such a model into a game engine would instantly bring it to its knees. The GPU would struggle with excessive vertices, draw calls would skyrocket, and memory consumption would become unmanageable.
The core problem is simple: offline renderers prioritize visual perfection through brute force, while real-time engines prioritize interactivity and fluidity within strict hardware budgets. To successfully integrate high-fidelity automotive models into a game, we must strategically reduce their computational cost while preserving their perceived visual quality. This involves a thoughtful approach to poly count reduction and streamlining every aspect of the asset.
Core Mesh Optimization Strategies: Intelligent Poly Count Reduction and LODs
The mesh itself is often the biggest performance culprit. A dense mesh translates directly to more vertices and triangles for the GPU to process, impacting frame rates and memory. Effective mesh optimization is foundational to any successful real-time rendering optimization strategy.
Strategic Poly Count Reduction
Reducing polygon count isn’t about simply deleting triangles; it’s about intelligent simplification. The goal is to remove unnecessary geometry while maintaining the silhouette and crucial details of the model.
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Manual Retopology: The Art of Clean Meshes
This is arguably the most precise, albeit time-consuming, method. Manual retopology involves tracing a new, optimized mesh over your high-poly source. Artists create clean, quad-based topology that follows the natural flow of the automotive design, focusing on edge loops around critical areas like wheel wells, door seams, and windows. This results in an incredibly efficient mesh that deforms well and has an ideal density for baking normal maps.
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Decimation and Automatic Polygon Reduction Tools
Many 3D software packages (Maya, 3ds Max, Blender, ZBrush) and game engines (Unreal Engine, Unity) offer automated decimation tools. These algorithms reduce the number of polygons by merging vertices or collapsing edges, often with options to preserve UVs and borders. While fast, they can sometimes create “triangle soup” – a mesh made almost entirely of triangles without clear edge flow – which can lead to shading artifacts or issues with deformation.
Use decimation strategically: it’s excellent for background objects, initial passes, or parts of the model where the silhouette isn’t critical. For hero assets like the main player car, manual retopology or a combination of both approaches often yields the best results.
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Baking Normal Maps and Other Detail Maps
This is a cornerstone of game asset optimization. Instead of modeling every tiny scratch, bolt head, or panel gap, we can capture that high-frequency detail from the high-poly model and “bake” it onto a normal map. This normal map is then applied to a much lower-poly game mesh, faking the appearance of intricate detail without the computational cost of additional geometry. Other maps like Ambient Occlusion, Curvature, and Thickness can also be baked to enhance visual quality on the optimized mesh.
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Removing Occluded and Unseen Geometry
Why render what the player can’t see? Remove geometry that will always be hidden, such as the full engine block if the hood never opens, the undercarriage that’s never visible in gameplay, or the internal faces of objects that are part of a closed volume. This simple step can shave off a surprising number of polygons and improve rendering performance.
Implementing Effective Level of Detail (LODs)
LODs (Level of Detail) are paramount for real-time rendering optimization, especially for complex objects like cars that can be viewed from varying distances. The concept is straightforward: as an object moves further away from the camera, it’s replaced with progressively lower-polygon versions of itself. This ensures that distant objects, which occupy fewer pixels on screen, don’t waste precious rendering resources on details that won’t be perceived.
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The LOD Hierarchy: How Many and What For?
A typical automotive model might have 3-5 LODs. For example:
- LOD0 (Base Mesh): The highest detail mesh, visible when the car is very close to the camera. This is often the manually retopologized game-ready mesh.
- LOD1: Approximately 50-70% of LOD0’s poly count, used when the car is a medium distance away.
- LOD2: Often 25-40% of LOD0, for cars further away in a race or parked in the background.
- LOD3/LOD4: Drastically simplified meshes (e.g., 5-10% of LOD0), potentially just a few hundred triangles, for cars at extreme distances or very small on screen. These might even lose some components like mirrors or subtle details.
The exact poly count reduction for each LOD depends on the complexity of the model, the target platform, and the visual fidelity requirements.
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LOD Creation Methods
LODs can be generated using several methods:
- Automated Generation: Game engines like Unreal and Unity have built-in tools that can automatically generate LODs from your base mesh. These are quick but may require manual cleanup.
- Manual Reduction: Starting from your LOD0, you can manually select and delete edge loops, collapse vertices, and simplify geometry to create lower LODs. This offers the most control.
- Proxy Meshes: For the lowest LODs, you might create entirely new, extremely simplified meshes that represent the car’s basic silhouette, often just a few hundred triangles, or even a billboard for extreme distances.
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LOD Transitions and Dithering
Sudden LOD transitions can cause noticeable “popping.” Modern engines offer techniques like screen-space dithering to smoothly fade between LODs, making the transition less jarring. Proper screen-size thresholds for each LOD are crucial to ensure smooth transitions without unnecessary rendering overhead.
Material & Texture Workflow: Adapting PBR for Game Engines
Beyond geometry, materials and textures play an equally vital role in visual fidelity and performance. While PBR materials game engine workflows have become standard, optimizing them for real-time environments requires careful consideration of texture resolution, organization, and shader complexity.
PBR Materials: From Offline Realism to Real-Time Efficiency
Physically Based Rendering (PBR) revolutionizes material realism by simulating how light interacts with surfaces in a physically accurate manner. For games, this means using a consistent set of maps—Albedo (Base Color), Normal, Roughness, Metallic, and often Ambient Occlusion (AO)—to define a material’s properties.
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Optimizing PBR Textures for Performance
- Resolution Choices: Not every surface needs a 4K texture. Prioritize resolutions based on screen real estate and visual importance. A car’s main body paint might justify 2K or 4K, while smaller, less visible components could use 512×512 or 256×256. Always use power-of-two resolutions (e.g., 256, 512, 1024, 2048, 4096).
- Channel Packing: This is a crucial optimization for PBR materials game engine performance. Instead of having separate grayscale textures for Roughness, Metallic, and Ambient Occlusion, you can combine them into the RGB channels of a single texture. For example, Roughness in Red, Metallic in Green, and AO in Blue. This reduces the number of texture lookups and memory bandwidth used by the GPU.
- Mipmaps: Essential for textures. Mipmaps are pre-generated, progressively smaller versions of a texture. When an object is far away, the GPU automatically uses a smaller mipmap, reducing memory usage and preventing aliasing (shimmering) artifacts. Ensure all your textures have mipmaps enabled in the engine.
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Shader Complexity and Material Instances
While PBR provides a standardized approach, complex shader graphs can still be performance intensive. Aim for master materials that are robust but efficient. Crucially, leverage material instances: these are variations of a master material where artists can change parameters (like color, texture assignments, or scalar values) without recompiling the entire shader. This drastically reduces draw calls and improves overall real-time rendering optimization.
The Power of Texture Atlasing
Texture atlasing is a highly effective technique for reducing draw calls and improving cache efficiency on the GPU. Instead of having multiple small textures for different parts of your car (e.g., separate textures for emblems, interior buttons, small decals), you combine them into one larger texture sheet, or “atlas.”
- How it Works: You arrange all your smaller texture elements onto a single, larger texture. Then, the UVs of the corresponding meshes are adjusted to point to the correct region within that atlas.
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Benefits for Automotive Models:
- Reduced Draw Calls: Instead of making multiple calls to render different materials with different textures, the GPU can render many parts of the car using a single material and texture atlas. Fewer draw calls mean better performance.
- Improved Cache Efficiency: The GPU can load one large texture into its cache and access all the necessary data more quickly, rather than constantly swapping between multiple smaller textures.
- Considerations: Careful planning is needed to pack the atlas efficiently without wasting too much space. Ensure sufficient padding between elements to avoid bleeding artifacts due to mipmapping.
Leveraging Modern Game Engine Features: Beyond Traditional Optimization
While fundamental optimization techniques remain critical, modern game engines are continually evolving, introducing groundbreaking features that can dramatically simplify the game asset pipeline for high-fidelity automotive models and elevate visual quality.
Unreal Engine Nanite: A Paradigm Shift for Geometry
Unreal Engine Nanite, introduced with Unreal Engine 5, represents a revolutionary leap in handling geometric complexity. It’s a virtualized geometry system that allows artists to import incredibly detailed models—millions or even billions of polygons—without significant poly count reduction upfront.
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How Nanite Works:
Nanite intelligently streams and renders only the micro-polygon geometry that is relevant at pixel scale. It converts your high-poly meshes into a proprietary internal format, then at runtime, it dynamically renders only the necessary detail, automatically generating simplified representations for distant objects. This essentially makes traditional LODs for geometry largely obsolete for Nanite-enabled meshes.
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Benefits for Automotive Models:
For high-fidelity automotive models, Nanite is a game-changer. Artists can focus more on modeling intricate details without constantly worrying about poly count. You can import highly detailed CAD data or scanned models directly, significantly streamlining the game asset pipeline for geometry. This allows for unparalleled detail in bodywork, interiors, and engine components, previously thought impossible in real-time.
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Considerations and Current Limitations:
As of its initial release, Nanite primarily supports static meshes. Animated meshes, translucent materials, and specific rendering features might still require traditional optimization. While it handles geometry, texture and material optimization (like texture atlasing and PBR workflows) remain essential. Nanite is a powerful tool, but it doesn’t eliminate the need for an understanding of core optimization principles.
Other Real-Time Rendering Advancements
Beyond Nanite, other engine features contribute to achieving stunning visuals with optimized performance.
- Lumen (Unreal Engine 5): Unreal Engine 5’s global illumination system, Lumen, provides dynamic and realistic lighting without requiring complex, baked lightmaps. While not directly a mesh optimization, it impacts the lighting pipeline, allowing for real-time changes to lighting and reflections that enhance the realism of automotive models without the performance cost of traditional methods.
- Unity High Definition Render Pipeline (HDRP): Unity’s HDRP is designed for high-end, console, and PC projects, offering advanced rendering features like sophisticated lighting, post-processing, and custom rendering passes. It provides tools for efficient mesh processing, batching, and instancing that are vital for real-time rendering optimization.
- Instancing and GPU Instancing: Game engines efficiently render multiple copies of the same mesh using instancing. GPU instancing takes this a step further, allowing the GPU to draw thousands of identical meshes (e.g., an entire car park full of the same model) in a single draw call. This is incredibly powerful for scenarios with many identical cars, significantly improving performance.
- Occlusion Culling: This optimization technique prevents the engine from rendering objects that are entirely obscured by other objects (e.g., cars behind a building or a dashboard element hidden by the steering wheel). It’s a critical component for scene-level real-time rendering optimization.
The Iterative Game Asset Pipeline: From CAD to Gameplay
Creating performant high-fidelity automotive models for games is an iterative process, a cycle of creation, optimization, and testing. It’s not a linear journey, but rather a constant back-and-forth to achieve the perfect balance between visual splendor and smooth gameplay.
Stages of the Pipeline
A typical game asset pipeline for an automotive model might look like this:
- High-Poly/CAD Import: Start with the original detailed model.
- Initial Cleanup & Preparation: Remove unnecessary CAD data, fix non-manifold geometry, and prepare for retopology.
- Retopology & Poly Count Reduction: Create the game-ready low-poly mesh. This is where manual retopology, decimation, and intelligent simplification come into play, targeting specific polygon budgets for LOD0.
- UV Mapping: Create clean, non-overlapping UVs for the low-poly mesh, suitable for baking and texture atlasing.
- Baking Textures: Transfer normal maps, ambient occlusion, curvature, and other detail maps from the high-poly model to the low-poly mesh.
- Texture Creation & Optimization: Develop PBR materials game engine textures, focusing on appropriate resolutions, channel packing, and ensuring mipmaps are enabled. Implement texture atlasing where beneficial.
- LOD Generation: Create the different LODs (Level of Detail) for the model, ensuring smooth transitions.
- Engine Import & Setup: Bring the optimized meshes and textures into the game engine. Set up materials, create material instances, and configure collision meshes.
- Performance Profiling & Iteration: Test the model in-game. Use engine profiling tools to identify bottlenecks. Is the poly count still too high? Are draw calls excessive? Are textures too large? Iterate on optimization based on profiling data.
Importance of Profiling
Optimization is not a one-time task; it’s a continuous process informed by profiling. Game engines provide robust profiling tools (e.g., Unreal Insights, Unity Profiler, ‘stat gpu’ / ‘stat rhi’ commands) that offer detailed insights into CPU, GPU, and memory usage. These tools are indispensable for pinpointing performance bottlenecks related to geometry, materials, textures, and draw calls. Without profiling, you’re optimizing blind.
Conclusion
The journey from a stunning offline render to a highly performant, visually compelling in-game automotive model is complex but incredibly rewarding. It requires a deep understanding of 3D art principles, game engine limitations, and the strategic application of various optimization techniques. Whether it’s through careful poly count reduction, intelligent LODs (Level of Detail), efficient PBR materials game engine setups, or leveraging advanced features like Unreal Engine Nanite, the goal remains the same: to deliver breathtaking visual fidelity without compromising on interactive performance.
By mastering these techniques, artists and developers can unleash the full potential of high-fidelity automotive models in real-time environments, creating immersive experiences that captivate players. The future of real-time rendering optimization continues to evolve, but the core principles of efficiency and smart asset creation will always remain at the heart of successful game development.
Ready to jumpstart your automotive projects with models built for performance and visual excellence? Explore the extensive library of meticulously crafted and optimized high-fidelity automotive models available at 88cars3d.com. We provide assets that are designed with a streamlined game asset pipeline in mind, helping you achieve stunning results right out of the box.
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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
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
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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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