The High-Stakes Balancing Act: Visuals vs. Performance in UE5
The allure of hyper-realistic automotive models is undeniable. From captivating cinematic renders to breathtaking visualizations, these digital masterpieces push the boundaries of visual fidelity. However, when these intricate designs transition into real-time environments like Unreal Engine 5, a critical challenge emerges: how do you maintain stunning visuals without crippling performance? High-polygon count models, often derived from CAD data or cinematic production, can quickly overwhelm a real-time engine, leading to stuttering frame rates, slow loading times, and a generally poor user experience.
This article dives deep into the essential techniques and best practices for mastering Unreal Engine 5 optimization when working with high-poly automotive models. Whether you’re a 3D artist aiming to create compelling game-ready car models, an automotive designer preparing assets for interactive showcases, or a virtual production specialist building immersive environments, balancing visual fidelity with performance is paramount. We’ll explore a robust data preparation workflow, guiding you through the intricate process of transforming resource-heavy assets into lean, high-performing masterpieces ready for the most demanding real-time applications.
The High-Stakes Balancing Act: Visuals vs. Performance in UE5
At its core, real-time rendering is about compromise. While offline renderers can take minutes or hours to produce a single frame, Unreal Engine 5 must render dozens of frames per second to deliver a smooth experience. A raw, high-polygon automotive model, often boasting millions of polygons and intricate surface details, presents several significant performance hurdles. Each polygon contributes to draw calls, memory usage, and GPU processing, and when multiplied across an entire scene, this can quickly bring even the most powerful hardware to its knees.
The challenge is particularly acute for virtual production vehicles and game-ready car models. Virtual production demands exceptional visual quality for seamless integration with live-action footage, often requiring vehicles to hold up to extreme close-ups. Games, on the other hand, need consistent high frame rates across a range of hardware specifications, with vehicles frequently being key interactive elements. Both scenarios necessitate a proactive and strategic approach to Unreal Engine 5 optimization, moving beyond simple asset import to a sophisticated process of preparation and refinement.
Without proper optimization, issues like excessive memory consumption, increased load times, and dropped frames will plague your project. This isn’t just about making your scene run faster; it’s about making it run *well*, ensuring that the artistic vision for your automotive model shines through without technical hitches. This requires a comprehensive data preparation workflow that addresses mesh complexity, texture efficiency, and material setup long before the model even touches the Unreal Editor.
Foundational Mesh Optimization: Taming the Poly Count Beast
The single most impactful step in optimizing high-poly automotive models for real-time applications is intelligent poly count reduction. This doesn’t mean sacrificing detail, but rather strategically managing geometric complexity to deliver visual fidelity where it counts, and efficiency everywhere else. This multi-faceted approach involves decimation, meticulous retopology, and the crucial implementation of Level of Detail (LODs).
Strategic Decimation
Decimation is a process of reducing the number of polygons in a mesh while trying to preserve its overall shape and visual characteristics. It’s often the first pass in poly count reduction, particularly useful for extremely dense meshes or less critical parts of a model. Tools like Blender (Decimate modifier), Maya (Reduce), ZBrush (Decimation Master), or Houdini offer powerful decimation algorithms.
- Use Cases: Ideal for initial clean-up of CAD imports, reducing background elements, or generating a coarse base for manual retopology. It can be effective for internal components that are rarely seen up close.
- Considerations: While quick, decimation can introduce triangulation, irregular topology, and may struggle to preserve sharp edges or intricate features without significant manual clean-up. Always work on a copy of your mesh and prioritize preserving UV seams if they already exist.
- Workflow Tip: Apply decimation iteratively. Start with a conservative reduction, check the results, and then apply further reductions if the visual quality remains acceptable. Pay close attention to areas that need to retain crisp lines, such as body panel gaps or sharp creases.
The Art of Retopology
For hero assets like game-ready car models and virtual production vehicles, manual or semi-automatic retopology is often indispensable. This process involves creating a new, optimized mesh on top of the high-poly source, specifically designed for real-time rendering and animation. Retopology offers unparalleled control over topology, ensuring clean quad-based meshes, efficient edge flow, and predictable deformation.
- Why Retopology? Unlike decimation, retopology allows artists to dictate the polygon distribution precisely. This results in cleaner UVs, better deformation during animation (e.g., suspension, steering), and a mesh perfectly suited for baking normal maps and other texture details from the high-poly source.
- Topology Best Practices:
- All Quads: Strive for a mesh composed primarily of quads for better deformation and subdivision.
- Optimized Edge Flow: Follow the natural contours and creases of the car (body lines, wheel arches, vents) to minimize polygons in flat areas and concentrate them where detail or curvature is crucial.
- Minimal Poles: Avoid excessive poles (vertices with more or less than 4 connecting edges) in areas requiring smooth curvature or deformation.
- Consistent Density: Maintain a relatively consistent face density, especially in visible areas, to ensure uniform lighting and detail projection.
- Tools: Dedicated retopology tools are found in most 3D packages (e.g., Maya’s Quad Draw, Blender’s Retopoflow add-on, TopoGun, ZBrush’s ZRemesher followed by manual refinement).
Efficient LOD Generation (Level of Detail)
LOD generation is a cornerstone of Unreal Engine 5 optimization for any complex asset, especially vehicles. LODs are simplified versions of a mesh that are swapped in at varying distances from the camera. This ensures that a highly detailed model is only rendered when it’s close to the viewer, while distant versions use significantly fewer polygons, drastically reducing rendering overhead.
- Why LODs are Critical: A car seen from 50 meters away doesn’t need the same polygon count as one seen in a close-up hero shot. LODs intelligently manage this, saving GPU resources without a noticeable drop in visual quality to the player.
- Manual vs. Automated LODs:
- Manual: The most precise method, involving manually creating progressively simplified versions of your mesh through retopology or targeted decimation. This gives full control over where polygons are removed and how detail is preserved. Recommended for critical hero assets.
- Automated: Unreal Engine 5 has a robust built-in LOD generation system that can automatically create simplified meshes. While convenient, it may require manual tweaking to fix artifacts or preserve specific features. External tools like Simplygon also offer advanced automated LOD solutions.
- Setting LODs in UE5:
- LOD Count: Typically, 3-5 LODs are sufficient for an automotive asset (LOD0: full detail, LOD1: 50% reduction, LOD2: 75% reduction, LOD3: 90% reduction, etc.).
- Screen Size: Define the screen percentage at which each LOD should swap in. For example, LOD1 might activate when the mesh occupies 70% of the screen, LOD2 at 40%, and so on.
- Render Distance: For extreme distances or static background cars, consider a simple proxy mesh or even a sprite/card.
Mesh Cleanup and Instancing
Beyond poly count, a clean mesh is essential for performance and reliability. Ensure all hidden faces, duplicate vertices, and non-manifold geometry are removed. Tools like ‘Merge by Distance’ in Blender or ‘Merge Vertices’ in Maya are crucial for this. For repetitive elements like wheel nuts, interior buttons, or headlight components, utilize instancing. Unreal Engine 5 handles instanced meshes incredibly efficiently, drawing multiple copies of the same mesh with a single draw call, significantly improving performance.
Texture & Material Prowess: Crafting Realistic and Efficient Shaders
Once your mesh is optimized, the next frontier for Unreal Engine 5 optimization lies in your texturing and material workflow. High-resolution textures and complex shaders can quickly become performance bottlenecks. A smart approach involves efficient UV unwrapping, precise texture baking, and streamlined material setup within Unreal Engine 5 itself.
UV Unwrapping for Performance & Fidelity
UV unwrapping is the process of flattening your 3D model’s surface into a 2D space to apply textures. A well-laid-out UV map is critical for both visual quality and performance.
- Optimal UV Packing: Maximize the utilization of your UV space (0-1 UV tile) to prevent wasted texture memory. Avoid excessive padding between islands unless absolutely necessary for mip-mapping.
- Avoiding Overlapping UVs: Crucial for accurate texture baking (especially normal maps) and proper lightmap generation within Unreal Engine. If you have symmetrical parts, you can overlap their UVs on the same texture space for efficiency, but only if they don’t require unique details or lightmaps.
- Texel Density Consistency: Aim for a consistent texel density across your model. This means that a visible part of the car (e.g., the hood) should have roughly the same texture resolution per unit of surface area as another visible part (e.g., a door panel). Tools like Texel Density Checker (Blender addon) or built-in functions in Substance Painter can help.
- Separate UV Channels: Unreal Engine typically uses UV Channel 0 for diffuse/PBR textures and UV Channel 1 (or higher) for lightmaps. Ensure your lightmap UVs are unique and have adequate padding to prevent bleeding artifacts.
Mastering Texture Baking
Texture baking is the magic that transfers the intricate details of your high-polygon source model onto the optimized low-polygon mesh, without increasing the poly count. This is where baking normal maps becomes incredibly important, simulating surface detail using lighting information rather than actual geometry.
- High-Poly to Low-Poly Baking: The core principle is to project details from a high-resolution mesh (often the original CAD model or retopologized high-poly) onto your game-ready, low-poly mesh.
- Importance of Normal Maps: Normal maps store surface normal information, telling the renderer how light should react to the surface as if it had far more detail. This creates the illusion of intricate panel gaps, rivets, and subtle surface variations that are not actually present in the geometry.
- Other Essential Maps to Bake:
- Ambient Occlusion (AO): Simulates soft self-shadowing in crevices and corners, adding depth and realism.
- Curvature: Useful for edge wear effects or procedural material blending.
- World Space Normals: Can be useful for certain shader effects or blending.
- Thickness/Cavity: For various procedural material effects.
- Tools for Baking: Industry-standard tools include Substance Painter, Marmoset Toolbag, and XNormal. Ensure your high-poly and low-poly meshes are properly aligned and have appropriate cage setups for clean bakes.
Smart Material Optimization in Unreal Engine 5
Material optimization UE5 directly impacts rendering performance. Each instruction in a shader contributes to its cost. By being smart about material setup, you can achieve stunning visuals with minimal overhead.
- PBR Workflow: Adhere strictly to a Physically Based Rendering (PBR) workflow. This ensures consistent and realistic lighting across various conditions. Use textures for Base Color, Normal, Roughness, Metallic, and Ambient Occlusion.
- Material Instancing: This is arguably the most important material optimization UE5 technique. Create a master material for a car paint, glass, or rubber, and then create material instances from it. These instances can modify parameters (like color, roughness values, texture offsets) without compiling new shaders, saving CPU and GPU time. Use instances for different car colors, interior trims, or wear variations.
- Texture Atlases: Combine multiple small textures (e.g., for badges, small decals, bolts) into a single, larger texture atlas. This reduces draw calls by allowing the GPU to render multiple elements using one material sample.
- Shader Complexity Reduction:
- Combine Textures: Pack grayscale maps (e.g., Roughness, Metallic, AO) into the Red, Green, and Blue channels of a single texture. This saves texture samples.
- Use Masks & Vertex Colors: Instead of separate materials for subtle variations, use grayscale masks or vertex colors to blend between different material properties within a single material. For example, vertex colors can define areas of dirt or wear.
- Avoid Excessive Shader Instructions: Be mindful of complex node networks in your master materials. Utilize Unreal’s profiling tools (Shader Complexity viewmode) to identify and optimize expensive material instructions.
- Runtime Virtual Textures (RTVs): For very large-scale decals, dirt, or wear on the car body, RTVs can be an incredibly efficient way to blend details onto the vehicle’s surface without modifying the base texture or creating many draw calls.
Seamless Integration & Advanced Unreal Engine 5 Optimization
With your automotive model meticulously optimized in your 3D application, the final stage is bringing it into Unreal Engine 5 and leveraging its powerful features for stunning visuals and unparalleled performance.
Importing and Initial Setup
The import process itself is a crucial part of the data preparation workflow.
- FBX Export Settings: Export your model as an FBX file. Ensure correct scale (usually centimeters for UE5), smoothed normals, tangents and binormals, and embed media if textures are finalized. If you’ve already made an efficient mesh, avoid Unreal’s “Combine Meshes” option to retain individual control.
- Import Options in UE5:
- Auto-Generate Lightmap UVs: If you haven’t prepared a dedicated lightmap UV channel (UV1), let Unreal generate one. Be aware that auto-generated UVs can be inefficient, so manual creation is preferred for hero assets.
- Import Normals/Tangents: Ensure these are imported from your FBX to use your baked normal maps correctly.
- Collision: For game-ready car models, robust collision is essential. Use Unreal’s auto-generated simple collision (e.g., Box, Sphere, Capsule) for basic interactions, or create custom complex collision meshes (e.g., `UCX_` prefixed meshes) for accurate physics and precise interactions.
- Pivot Points and Hierarchies: Ensure your model has a sensible pivot point (e.g., origin at the base of the vehicle, or specific points for individual parts like wheels). Maintain a clean hierarchy from your 3D package to Unreal, making animation and component manipulation straightforward.
Leveraging UE5’s Built-in Optimization Tools
Unreal Engine 5 offers a suite of tools designed to maximize performance for complex assets.
- Nanite for Virtual Production Vehicles: Nanite is Unreal Engine 5’s groundbreaking virtualized geometry system. For extremely high-poly virtual production vehicles that don’t require complex deformation, Nanite can be a game-changer, allowing millions of polygons to be rendered efficiently. It automatically handles LODs and culling. However, be aware of its current limitations: it doesn’t support deformation well (so articulated parts might need separate non-Nanite meshes), transparency can be challenging, and it doesn’t always play nicely with complex shader features. For typical game-ready car models with intricate moving parts, traditional LODs often remain the preferred strategy.
- Mesh Instancing (Hierarchical Instanced Static Meshes – HISMs): As mentioned previously, for identical static meshes, use instances. HISMs further optimize this by grouping instances spatially, allowing for efficient culling and rendering. Great for rows of parked cars or repeated interior elements.
- Occlusion Culling and Frustum Culling: Unreal automatically implements these. Occlusion culling prevents objects hidden behind other objects from being rendered, while frustum culling prevents objects outside the camera’s view frustum from rendering. Ensure your level design and asset placement don’t inadvertently disable these.
- Profiling Tools: Utilize Unreal’s built-in profiling commands (e.g., `Stat Unit`, `Stat FPS`, `Stat GPU`, `Stat RHI`) to identify performance bottlenecks. These provide invaluable data on CPU and GPU timings, draw calls, and memory usage, guiding your Unreal Engine 5 optimization efforts.
Lighting & Reflection Optimization
Realistic lighting and reflections are crucial for automotive models, but they can be performance-intensive.
- Lumen Global Illumination: Lumen provides stunning real-time global illumination and reflections in Unreal Engine 5. While powerful, it can be resource-intensive. For production, balance quality settings with performance targets. Consider using a combination of Lumen for dynamic indirect lighting and pre-baked lightmaps for static areas for optimal results.
- Ray Tracing vs. Rasterization: Unreal Engine 5 supports hardware ray tracing for high-fidelity reflections, shadows, and ambient occlusion. For virtual production vehicles or high-end showcases, ray tracing offers unparalleled realism. For broader game-ready car models, a hybrid approach, using rasterized reflections (SSR, Reflection Captures) with some ray-traced elements, or fully rasterized, might be necessary for wider hardware compatibility.
- Reflection Captures and Planar Reflections: Strategic placement of Reflection Capture Actors provides efficient, albeit static, reflections. Planar Reflections offer highly accurate, real-time reflections for specific flat surfaces (like polished floors or water), but they are expensive and should be used sparingly.
- HDRI Backdrops: For realistic exterior lighting, particularly for `virtual production vehicles`, using an HDRI (High Dynamic Range Image) sky sphere or backdrop provides accurate environmental lighting and reflections with minimal performance impact compared to complex light setups.
The Data Preparation Workflow: A Holistic Approach
Ultimately, achieving the perfect balance of performance and visual fidelity in Unreal Engine 5 comes down to a well-structured and iterative data preparation workflow. This isn’t a one-time task but a continuous process that begins with the initial model and extends through final integration.
- Initial Assessment: Analyze the source high-poly model. Identify areas for drastic poly count reduction (e.g., hidden interiors, undercarriage) versus areas requiring meticulous retopology (exterior body panels, wheels).
- High-Poly Clean-up: Remove hidden geometry, fix non-manifold edges, and ensure a clean, watertight mesh for baking.
- Low-Poly Mesh Creation:
- Apply strategic decimation for initial reductions.
- Perform meticulous retopology for hero elements, ensuring clean topology and efficient edge flow.
- Implement effective LOD generation strategies, creating multiple levels of detail for performance scaling.
- UV Unwrapping: Create optimized UV maps for the low-poly mesh, prioritizing texture space utilization and avoiding overlaps. Create a separate UV channel for lightmaps.
- Texture Baking: Bake normal maps, ambient occlusion, curvature, and other essential textures from the high-poly to the low-poly mesh. This process is key for transferring detail without geometric overhead.
- Material Authoring: Create efficient PBR materials using the baked textures. Prioritize material optimization UE5 techniques like material instancing, texture packing, and prudent shader complexity.
- Export & Import: Export the optimized mesh with all its LODs and associated textures. Import into Unreal Engine 5, paying attention to import settings, collision setup, and asset hierarchy.
- Unreal Integration & Optimization:
- Apply materials and set up instances.
- Test and refine LOD transitions.
- Configure collision meshes.
- Utilize Nanite where appropriate for virtual production vehicles.
- Place reflection captures, optimize lighting, and consider ray tracing settings.
- Profile performance using Unreal’s tools and iterate on optimizations.
- Quality Assurance: Continuously review the model in-engine, checking for visual artifacts, performance dips, and ensuring it meets the project’s requirements for both fidelity and frame rate.
A consistent naming convention for all assets (meshes, textures, materials) throughout this workflow is vital for maintaining organization and efficiency, especially in larger projects.
Conclusion: The Road to Real-Time Automotive Excellence
Mastering the art of optimizing high-poly automotive models for Unreal Engine 5 is a blend of technical expertise and artistic sensibility. It’s about understanding the demands of real-time rendering and strategically leveraging tools and techniques to deliver both breathtaking visuals and fluid performance. From meticulous poly count reduction and smart LOD generation to intelligent texture baking and efficient material optimization UE5, every step in the data preparation workflow contributes to the final result.
By implementing these comprehensive strategies, you can transform intricate cinematic or CAD models into highly optimized game-ready car models or stunning virtual production vehicles that shine in any Unreal Engine 5 project. The journey from millions of polygons to a performant, visually rich asset is challenging, but the rewards are truly transformative.
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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
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
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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
Texture: Yes
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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