The New Frontier: Unreal Engine 5’s Core Technologies for Automotive
The automotive industry has always been at the forefront of technological innovation, not just in vehicle design and engineering, but also in visualization. For years, achieving truly photorealistic renders of high-end vehicles was a time-consuming, offline process, often taking hours or even days per frame. The dream of instantly interactive, visually indistinguishable renders seemed perpetually out of reach for real-time applications.
However, the landscape has dramatically shifted with the advent of Unreal Engine 5. This powerful platform has revolutionized the ability to produce stunning, cinematic-quality visuals in real-time, making it an indispensable tool for Unreal Engine 5 automotive applications. The challenge for many 3D artists and automotive designers has been bridging the gap between ultra-high detail automotive models – often derived from intricate CAD data – and the demanding performance requirements of a real-time engine.
This article dives deep into how to overcome these hurdles, unlocking true photorealistic car rendering within Unreal Engine 5. We’ll explore the groundbreaking technologies that make this possible, provide advanced optimization strategies, and outline workflow best practices to transform your high-fidelity vehicle assets into interactive masterpieces. Whether you’re aiming for marketing collateral, interactive configurators, or cutting-edge simulations, optimizing your models for UE5 is key to achieving unparalleled visual fidelity and performance.
The New Frontier: Unreal Engine 5’s Core Technologies for Automotive
Unreal Engine 5 introduces two monumental technologies that fundamentally change how we approach real-time vehicle visualization: Nanite and Lumen. These innovations are not just incremental improvements; they are paradigm shifts that allow artists to work with unprecedented levels of detail and dynamic lighting previously unimaginable in real-time environments.
Nanite models are at the core of UE5’s geometry processing capabilities. This virtualized micro-polygon geometry system intelligently streams and scales geometry in real-time, allowing artists to import and render film-quality source art with millions or even billions of polygons. For Unreal Engine 5 automotive projects, this means directly utilizing highly detailed CAD data or scanned models without significant manual polygon reduction, which has historically been a bottleneck. Nanite handles the complexity, ensuring that only the necessary detail is rendered for each pixel, dramatically improving game engine performance even with incredibly dense meshes.
Complementing Nanite is Lumen global illumination, a fully dynamic global illumination and reflections system. Lumen calculates diffuse interreflection with infinite bounces and indirect specular reflection in real-time, adapting to changes in lighting and geometry instantly. This eliminates the need for baking lightmaps, a time-consuming and inflexible process, especially for interactive configurators where vehicle colors, environments, or even parts can change on the fly. Lumen provides incredibly realistic lighting scenarios, from subtle ambient occlusion to vibrant colored light bounces, essential for believable photorealistic car rendering.
Mastering Geometry: Leveraging Nanite for High-Poly Automotive Assets
The ability to work with high-poly data directly is a game-changer, but understanding how to best prepare and utilize Nanite models is crucial. While Nanite abstracts away many traditional optimization headaches, a thoughtful approach to source data is still beneficial for optimal results in Unreal Engine 5 automotive projects.
Preparing Source Data for Nanite
- CAD Cleanup: Before exporting, ensure your CAD models are clean. Remove any unnecessary internal geometry, overlapping surfaces, or degenerate faces. Simplify complex fillets or blends where excessive polygons won’t contribute meaningfully to the visual fidelity.
- Polygon Count: While Nanite handles billions of polygons, extremely dense meshes can still increase file size and import times. Aim for a sensible polygon count that preserves crucial detail without being unnecessarily wasteful. Services like 88cars3d.com offer beautifully optimized, high-quality models that are an excellent starting point for Nanite integration.
- Mesh Instancing: Even with Nanite, instancing duplicate parts (like wheels, brake calipers, or repeated interior components) is good practice. Nanite handles instanced meshes efficiently, and this reduces draw calls and overall scene complexity.
Importing and Configuring Nanite Meshes in UE5
Once your high-poly assets are ready, importing them into Unreal Engine 5 is straightforward. Datasmith is the recommended workflow for CAD data, as it handles complex scene hierarchies, material assignments, and often tessellates surfaces more robustly than standard FBX import.
- Enable Nanite on Import: During the import process, ensure you tick the “Enable Nanite” option. You can also convert existing static meshes to Nanite by right-clicking them in the Content Browser and selecting “Nanite” -> “Enable Nanite.”
- Nanite Settings: Review Nanite settings within the Static Mesh Editor. Parameters like “Fallback Relative Error” control the level of detail Nanite will try to maintain at a distance. Adjusting this can provide further high-poly asset optimization without visual compromise.
- Material IDs and UVs: Nanite processes geometry, but it still relies on good UV mapping for textures and material ID assignments for multi-material setups. Ensure your source models have proper UVs if you plan to use complex texture maps.
Illuminating Realism: Harnessing Lumen for Dynamic Automotive Environments
The subtle interplay of light and shadow is paramount for photorealistic car rendering. Lumen in Unreal Engine 5 delivers this dynamic realism, providing global illumination and reflections that react in real-time to every change in your scene. Understanding its capabilities and optimization techniques is key to achieving stunning visual fidelity for your Unreal Engine 5 automotive projects.
Lumen’s Modes and Settings
- Software Ray Tracing vs. Hardware Ray Tracing: Lumen can operate using either software or hardware ray tracing. Hardware ray tracing, leveraging dedicated RT cores on modern GPUs, provides the highest quality and accuracy. Software ray tracing is more broadly compatible and often sufficient, especially for less demanding scenarios. Experiment to find the balance between quality and game engine performance for your target platform.
- Global Illumination Quality: Adjust Lumen’s quality settings in the Post Process Volume or Project Settings. Parameters like “Lumen Scene Lighting Quality” and “Reflections Quality” directly impact the visual fidelity and computational cost. Start high and optimize down as needed.
- Final Gather: Lumen uses a final gather step to smooth out noisy GI. Adjusting “Lumen Final Gather Quality” can improve visual consistency but at a performance cost.
Optimizing Lumen for Automotive
Automotive models feature highly reflective surfaces like car paint, chrome, and glass, which present unique challenges and opportunities for Lumen. The accurate calculation of indirect specular reflections is vital for conveying material properties and environment interaction.
- Reflective Surfaces: Lumen excels at capturing reflections from the environment, which is crucial for car paint. Ensure your materials have accurate roughness and metallic values to allow Lumen to correctly reflect the scene.
- Translucency: Car windows and headlights often involve translucent materials. Lumen handles translucent surfaces to a degree, but complex transparent objects can be more demanding. Test and optimize your translucent materials for best results.
- Environment Interaction: The environment around your car model heavily influences the Lumen solution. Use high-quality HDRI skyboxes, physically accurate light sources, and detailed background geometry to feed Lumen with rich lighting information.
- Screen Space Global Illumination: While Lumen is primary, consider if Screen Space Global Illumination (SSGI) might be a lighter alternative for certain less critical parts of your scene, or as a fallback for specific platforms.
Beyond Geometry and Lighting: Advanced Material and Texture Strategies
Even with groundbreaking geometry and lighting systems, the final visual impact of photorealistic car rendering hinges on exquisitely crafted materials and textures. Achieving believable surfaces like shimmering car paint, realistic tire rubber, and luxurious interior fabrics requires a deep understanding of Physically Based Rendering (PBR) principles and efficient texture management.
Crafting PBR Materials for Cars
PBR materials for cars are essential for accurately representing how light interacts with different surfaces. This isn’t just about pretty textures; it’s about physically accurate values that mimic real-world properties.
- Car Paint: Automotive paint is complex, often involving multiple layers (base coat, metallic flakes, clear coat). Recreate this with a layered material setup. The base layer uses a metallic PBR workflow, while a clear coat layer (often using a separate material function) simulates reflections and Fresnel effects. Parameters like “Flake Normal Map” and “Flake Tint” can add immense realism.
- Glass and Translucency: Accurate glass requires careful tuning of roughness, metallic, and refraction properties. Using a dedicated material for windows with proper transparency and tint can elevate realism. Consider using the “Clear Coat” shading model for extremely reflective glass.
- Tires and Rubber: These materials are typically non-metallic with low roughness values, often with a normal map for tread detail. Add subtle variations in roughness or a slight grunge map to prevent a perfectly clean, unrealistic look.
- Interior Materials: Leathers, plastics, fabrics, and metals all have distinct PBR properties. Use appropriate texture sets (Albedo, Normal, Roughness, Metallic, Ambient Occlusion) and material instances to allow for easy color and texture variation without duplicating complex shader graphs. High-quality models from 88cars3d.com often come with robust PBR material setups, ready for customization.
Texture Optimization and Streaming
Even with Nanite handling geometry, textures can quickly consume memory and impact game engine performance. Efficient texture management is vital.
- Texture Resolution: Use appropriate resolutions. A 4K texture for a large body panel is acceptable, but a small bolt might only need a 512×512 or 256×256 texture. UE5’s texture streaming helps, but unnecessary resolution still costs memory.
- Texture Packing: Combine multiple grayscale textures (like Roughness, Metallic, Ambient Occlusion, Height) into the RGB channels of a single texture map. This reduces the number of texture samples and memory footprint.
- Virtual Textures (Optional): For extremely large, unique surfaces, Virtual Textures can be an option, but for automotive models, traditional PBR maps are usually sufficient and more performant.
- Mip Maps: Ensure mip maps are enabled for all textures. UE5 automatically generates these, allowing the engine to load lower-resolution versions of textures for objects far from the camera, saving memory and improving rendering speed.
The Art of Efficiency: Traditional Optimization in the UE5 Era
While Nanite and Lumen dramatically reduce the burden of traditional optimization, they don’t eliminate it entirely. For certain assets and specific use cases within Unreal Engine 5 automotive projects, tried-and-true high-poly asset optimization techniques remain critical to maintaining smooth game engine performance.
Strategic Use of Level of Detail (LODs)
Not every mesh benefits from Nanite. Meshes with complex deformations, skeletal animation, or very low polygon counts might perform better as traditional static meshes with manual LODs. This applies especially to elements like detailed interior components, engine bay parts, or small accessories that might not be core to the car’s exterior shell.
- Manual LODs: For non-Nanite meshes, create multiple LODs (Level of Detail) that progressively reduce polygon count as the object moves further from the camera. UE5 has built-in tools for generating automatic LODs, but manual creation often yields better results for complex automotive geometry.
- LOD Setup: Define screen size thresholds where each LOD transitions. Ensure smooth transitions between LODs to avoid popping artifacts.
Culling and Instancing
Efficiently managing what the engine draws on screen is fundamental for performance.
- Occlusion Culling: This system prevents objects hidden by other objects from being rendered. Ensure your scene geometry is closed and well-structured to allow effective occlusion culling. For example, the interior of a car blocked by the roof won’t be drawn.
- Distance Culling: Set maximum draw distances for less critical objects. Small details far away often don’t need to be rendered at all. This works hand-in-hand with LODs for a more holistic approach.
- Instancing and Blueprints: Grouping multiple copies of the same mesh (e.g., bolts, rivets, certain engine parts) into an Instanced Static Mesh Component (ISMC) or Hierarchical Instanced Static Mesh Component (HISMC) can drastically reduce draw calls. Automotive blueprints are also excellent for structuring complex vehicles with multiple static mesh components, allowing for easier management and instancing opportunities.
Baking and Vertex Painting
While Lumen provides dynamic GI, baking certain details can still be useful for performance or artistic control.
- Ambient Occlusion (AO): Baking a subtle AO map for complex crevices can enhance depth and realism, especially for areas that Lumen might struggle with at very high speed or for a stylistic choice.
- Vertex Painting: Use vertex colors to add subtle variations, dirt, or wear and tear directly to the mesh. This is extremely performant as it adds no extra texture overhead.
- Normal Map Baking: For very fine details that don’t need to be physically modeled, baking normal maps from high-poly sculpts onto a lower-poly mesh remains a valid technique, though less critical with Nanite.
Streamlining Your Workflow: From CAD to Cinematic Real-Time
A seamless and efficient workflow is paramount for any successful Unreal Engine 5 automotive project, especially when dealing with the intricate data typically associated with high-end vehicles. Establishing a robust pipeline from initial CAD or high-poly model to a fully interactive, real-time vehicle visualization can save countless hours and elevate the final product.
Data Preparation and Export Strategies
The journey begins long before the model enters Unreal Engine. Proper preparation of your source data is the foundation for optimal performance and visual quality.
- CAD Cleanup and Repair: Utilize software like Alias, VRED, or dedicated CAD packages to clean, stitch, and decimate your original CAD data. Remove redundant geometry, consolidate surfaces, and ensure watertight meshes where possible. This is crucial for avoiding import errors and improving Nanite’s efficiency.
- Datasmith for CAD: For direct CAD imports, Datasmith is the gold standard. It intelligently tessellates surfaces, preserves scene hierarchy, and brings in metadata, making it ideal for maintaining the fidelity of complex automotive assemblies. Export your CAD data as a Datasmith file (e.g., .udatasmith) or use the Datasmith CAD Importer plugin directly.
- FBX for Traditional Meshes: If working with traditional polygonal models (e.g., from Maya, 3ds Max, Blender), FBX remains a reliable choice. Ensure proper scaling, pivot points, and a clean UV layout for texture mapping. Consider combining static meshes into a single FBX file to maintain hierarchy upon import.
Importing and Initial Setup in Unreal Engine 5
Bringing your prepared models into UE5 requires careful consideration of import settings.
- Datasmith Scene Import: When importing a Datasmith scene, Unreal Engine generates all necessary assets (Static Meshes, Materials, Textures) and reconstructs the scene hierarchy. Review the import options for tessellation quality and material conversion.
- Material Assignment: After import, meticulously assign and refine your PBR materials for cars. Leverage material instances for easy adjustments without compiling new shaders. Replace generic imported materials with your custom, optimized car paint, glass, and interior shaders. Remember, a good starting point for detailed models and materials can be found at 88cars3d.com.
- Collision Meshes: For interactive applications or simulations, set up appropriate collision meshes. For high-poly exterior shells, use a simple convex hull or block-out meshes for performance, rather than complex per-poly collision.
Vehicle Blueprints and Iterative Optimization
Assembling your car model within a Blueprint provides flexibility and control.
- Vehicle Blueprints: Create a Vehicle Blueprint (using the Chaos Vehicle plugin for physics if needed) and assemble your imported static meshes (body, wheels, interior) as components. This allows for easy manipulation, animation, and interaction.
- Profiling and Debugging: Continuously profile your scene using UE5’s built-in tools (Stat Unit, Stat GPU, Stat RHI) to identify performance bottlenecks. Optimize iteratively, adjusting Nanite settings, Lumen quality, material complexity, and traditional LODs as needed to achieve your target game engine performance.
- Lighting and Post-Processing: Refine your lighting environment, add atmospheric effects, and dial in post-processing volumes (color grading, bloom, depth of field, screen space reflections) to enhance the photorealistic car rendering.
Conclusion: Drive into Real-Time Photorealism
The journey to unlocking real-time photorealism for high-end automotive models in Unreal Engine 5 is both exciting and rewarding. By embracing the power of Nanite and Lumen, understanding advanced material strategies, and integrating smart optimization techniques, artists and designers can now achieve a level of visual fidelity and interactivity that was once confined to pre-rendered animations.
We’ve explored how Nanite models revolutionize geometry handling, allowing for unprecedented detail without crippling performance. We’ve delved into Lumen global illumination, which brings dynamic, realistic lighting to life, transforming Unreal Engine 5 automotive visualizations. Furthermore, we’ve covered the nuances of crafting exquisite PBR materials for cars and the enduring importance of traditional high-poly asset optimization for optimal game engine performance.
The future of real-time vehicle visualization is here, and it’s powered by Unreal Engine 5. Experiment with these techniques, push the boundaries of what’s possible, and transform your vision into an interactive reality. For those looking for a head start with meticulously crafted, high-quality models optimized for this very pipeline, remember to explore the extensive collection available at 88cars3d.com.
Your next stunning automotive project awaits. Dive in and create something truly spectacular!
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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
Material: Yes
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Volkswagen Lupo 3D Model
Texture: Yes
Material: Yes
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Volkswagen Passat B5 2000 3D Model
Texture: Yes
Material: Yes
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Volkswagen Passat CC 3D Model
Texture: Yes
Material: Yes
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Volkswagen Golf V 2006 3D Model
Texture: Yes
Material: Yes
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Volvo S60 R-Design 2024 3D Model
Texture: Yes
Material: Yes
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Volkswagen Passat 2025 3D Model
Texture: Yes
Material: Yes
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Volkswagen Passat Variant B6 2005 3D Model
Texture: Yes
Material: Yes
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Volkswagen Phaeton W12 2004 3D Model
Texture: Yes
Material: Yes
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Volkswagen Scirocco 2015 3D Model
Texture: Yes
Material: Yes
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Volvo S60 2024 3D Model
Texture: Yes
Material: Yes
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Volkswagen Polo 3D Model
Texture: Yes
Material: Yes
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Volkswagen Golf 5-Doors 2018 3D Model
Texture: Yes
Material: Yes
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Volvo C70 T5 2000 3D Model
Texture: Yes
Material: Yes
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Volvo S40 Sedan 2004 3D Model
Texture: Yes
Material: Yes
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Volvo C30 BEV 2012 3D Model
Texture: Yes
Material: Yes
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Volvo C70 1998 3D Model
Texture: Yes
Material: Yes
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Mazda B-Series 3D Model
Texture: Yes
Material: Yes
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Mercsedes Benz Z3-006 3D Model
Texture: Yes
Material: Yes
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Mazda RX-7 3D Model
Texture: Yes
Material: Yes
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Volvo VCC-003 3D Model
Texture: Yes
Material: Yes
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Mercedes-Benz SLR McLaren 2005 3D Model
Texture: Yes
Material: Yes
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GAZ 3110 Pickup 2000 3D Model
Texture: Yes
Material: Yes
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Mazda 626 GF 1997 3D Model
Texture: Yes
Material: Yes
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Volvo S80 2011 3D Model
Texture: Yes
Material: Yes
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Volkswagen Touran restyle-006 3D Model
Texture: Yes
Material: Yes
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Skoda Octavia Scout 3D Model
Texture: Yes
Material: Yes
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Volkswagen Golf V 2006 3D Model
Texture: Yes
Material: Yes
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Mazda CX-7 3D Model
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Material: Yes
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Mazda Familia 3D Model
Texture: Yes
Material: Yes
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GAS 21 3D Model
Texture: Yes
Material: Yes
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Mercedes-Benz SL500 AMG (R129) 3D Model
Texture: Yes
Material: Yes
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Mercedes-Benz S-Class W221 2005 3D Model
Texture: Yes
Material: Yes
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Mercedes-Benz E-Class W212 2009 3D Model
Texture: Yes
Material: Yes
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Mercedes-Benz E-class Estate S212 2009 3D Model
Texture: Yes
Material: Yes
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