Unreal Engine 5 Automotive: Master High-Poly Optimization for Stunning Real-Time Performance
Unreal Engine 5 Automotive: Master High-Poly Optimization for Stunning Real-Time Performance
The automotive industry is in a perpetual race, not just on the track, but also in the digital realm. From concept visualization to marketing campaigns and cutting-edge simulators, the demand for breathtakingly photorealistic 3D models of vehicles is unprecedented. Unreal Engine 5 stands at the forefront of this revolution, offering unparalleled visual fidelity. However, integrating incredibly detailed, high-polygon automotive models into a real-time environment without sacrificing performance presents a significant challenge. How do you maintain intricate detail, down to the last bolt and stitch, while ensuring buttery-smooth frame rates for Unreal Engine automotive projects?
This guide dives deep into the world of high-poly optimization within Unreal Engine 5. We’ll explore the advanced features and best practices that enable artists and developers to achieve stunning real-time rendering without compromising visual quality. Mastering these techniques is crucial for anyone looking to push the boundaries of automotive visualization in UE5.
The High-Fidelity Dilemma: Why Optimization is Paramount in Unreal Engine Automotive
Automotive models are inherently complex. They often begin as CAD data with astronomically high polygon counts, designed for manufacturing precision rather than real-time rendering efficiency. Even artist-created models aimed at high-end offline renders can quickly overwhelm a real-time engine.
When these incredibly detailed meshes are imported directly into Unreal Engine 5, several performance bottlenecks immediately arise. Each polygon, each vertex, and each material instance contributes to the overall computational load. Without proper high-poly optimization, projects can suffer from:
- Low Frame Rates: A choppy user experience is detrimental to any interactive application, whether it’s a configurator, a simulation, or a game.
- Increased Memory Usage: High-poly models demand significant GPU and system memory, leading to slower loading times and potential crashes, especially on less powerful hardware.
- Excessive Draw Calls: Each unique mesh and material contributes to draw calls, which instruct the GPU to render geometry. Too many draw calls can quickly bottleneck the rendering pipeline.
- Long Build Times: Unoptimized assets can drastically increase the time it takes to build lighting, cook content, and package projects.
Achieving real-time rendering excellence in Unreal Engine automotive projects, therefore, hinges on intelligent optimization strategies. It’s about striking a delicate balance: retaining the intricate details that make a car model look authentic, while aggressively reducing the computational burden.
Unleashing Nanite: A Game-Changer for Photorealistic 3D Models
Nanite, Unreal Engine 5’s virtualized micropolygon geometry system, is nothing short of revolutionary. It fundamentally redefines how high-fidelity geometric data is handled, making photorealistic 3D models with immense polygon counts a practical reality for Unreal Engine automotive applications.
What is Nanite and How Does it Work?
At its core, Nanite virtualizes geometry. Instead of traditional LODs or manual decimation, it processes source meshes into clusters of micropolygons. During rendering, Nanite intelligently streams and renders only the detail that is perceptibly necessary at any given moment, based on camera distance and screen space. This means objects far away or small on screen are rendered with fewer micropolygons, while objects close to the camera receive full detail.
The key advantages of the Nanite workflow for Unreal Engine automotive are:
- Massive Geometric Detail: Artists can import film-quality assets with millions or even billions of polygons directly, without manual decimation or LOD creation for most meshes.
- Automatic LOD Management: Nanite handles LODs seamlessly and automatically, eliminating the tedious manual process.
- Efficient Streaming: Only the necessary micropolygon data is streamed from disk, significantly reducing memory footprint compared to loading full-resolution geometry.
- Reduced Draw Calls: Nanite aggregates draw calls, presenting a single, highly optimized draw call to the GPU for complex geometry.
Implementing Nanite for Automotive Assets
Enabling Nanite for your automotive assets is straightforward:
- Import Your High-Poly Mesh: Bring your detailed car model (e.g., FBX, OBJ) into Unreal Engine 5.
- Enable Nanite Support: In the Static Mesh Editor, locate the ‘Nanite Settings’ section. Check the ‘Enable Nanite’ box. You might also adjust the ‘Fallback Relative Error’ to control the detail level of the generated proxy mesh for non-Nanite rendering paths (like reflections or shadows).
- Review and Configure: Nanite will process your mesh. You can visualize the Nanite clusters and complexity using the ‘Nanite Visualization’ modes in the viewport (e.g., ‘Triangles’, ‘Clusters’, ‘Overdraw’).
For most components of a car – the body, chassis, interior panels, and even complex engine parts – Nanite is an ideal solution for high-poly optimization. It allows you to maintain the extreme fidelity expected from photorealistic 3D models.
Nanite Limitations and Considerations
While powerful, Nanite isn’t a silver bullet for every scenario:
- Non-Opaque Materials: Meshes with masked materials, translucent materials (e.g., glass, headlights), or World Position Offset (WPO) are not currently supported by Nanite and will fall back to traditional rendering. These require traditional optimization.
- Skeletal Meshes: Animated or deformable meshes (like tire deformation, or flexible cables) cannot use Nanite and must be optimized with traditional LOD strategies.
- Small Objects: For very small, numerous objects that contribute negligible geometric complexity but might have distinct materials (e.g., tiny screws), traditional instancing and efficient mesh reduction might still be more efficient.
- Runtime Ray Tracing: While Nanite supports Lumen’s software ray tracing, hardware ray tracing currently requires Nanite to be disabled or to use its fallback mesh.
Understanding these limitations is key to a holistic Nanite workflow, ensuring you apply the right optimization technique to each part of your Unreal Engine automotive asset.
Beyond Nanite: Strategic LODs and Mesh Reduction Techniques
Even with Nanite handling the heaviest geometric lifting, other LOD strategies and mesh reduction techniques remain critical for components that don’t support Nanite or for projects targeting lower-end hardware.
Implementing Traditional LODs for Automotive Assets
Level of Detail (LOD) involves creating multiple versions of a mesh, each with a progressively lower polygon count. The engine then swaps between these versions based on distance from the camera, effectively performing high-poly optimization where it matters most.
- Manual LODs: This is the most precise method. You create the different LOD meshes in your DCC (Digital Content Creation) tool (e.g., Maya, Blender, 3ds Max) and import them as separate LODs into Unreal Engine. This gives you full control over topology and detail preservation. This is ideal for crucial components like wheels or specific interior elements that require careful preservation of shape.
- Automatic LODs (Built-in UE5): Unreal Engine has built-in mesh reduction tools that can automatically generate LODs. In the Static Mesh Editor, under ‘LOD Settings’, you can specify the number of LODs and their respective reduction percentages. While convenient, always inspect the generated LODs to ensure visual quality is maintained, especially at critical transition distances.
When creating LOD strategies for automotive assets, consider:
- Critical Viewing Distances: How far away will the car typically be viewed?
- Visual Impact: Which details are truly important at a distance, and which can be simplified? For instance, the main silhouette of a car needs to remain consistent across all LODs, while individual bolts on the engine might disappear at a medium distance.
- Performance Targets: Tailor your LODs to hit specific frame rate goals.
Effective Mesh Reduction Techniques
Beyond traditional LODs, direct mesh reduction is a vital part of the game asset pipeline, particularly for elements not compatible with Nanite or for optimizing assets before they even reach UE5.
- Decimation: This process reduces the number of polygons by merging or removing vertices and edges while trying to preserve the overall shape. Most DCC tools have robust decimation modifiers (e.g., Blender’s Decimate Modifier, Maya’s Reduce tool). Unreal Engine’s built-in automatic LOD generation uses a form of decimation. Ensure UVs are preserved during decimation.
- Retopology: For highly organic or specific deformable meshes (e.g., a car seat that needs to flex slightly), manual or semi-automatic retopology can create a clean, animation-friendly low-poly mesh over the high-poly source. This is labor-intensive but yields the best results for specific control over topology.
- Merging Meshes: Combining multiple small, static meshes into a single, larger mesh (where appropriate) can reduce draw calls. For example, all the bolts on a wheel could be merged into a single mesh if they share the same material and don’t require individual interaction.
- Removing Backfaces/Occluded Geometry: Any geometry that will never be seen by the camera (e.g., parts of the engine hidden by the hood, interior sections completely enclosed by exterior panels) should be removed. This is a simple yet effective form of high-poly optimization.
- Baking Details: A critical technique for high-poly optimization is baking normal maps, ambient occlusion maps, and other texture details from a high-poly source onto a low-poly target. This allows you to retain the visual richness of complex geometry with a drastically reduced polygon count.
By judiciously applying these LOD strategies and mesh reduction techniques, you can ensure that every component of your Unreal Engine automotive model contributes efficiently to the real-time rendering budget, even those that don’t fully leverage Nanite.
Mastering Materials and Textures for Optimal Real-Time Performance
Beyond geometry, materials and textures are equally crucial for achieving stunning photorealistic 3D models and managing real-time rendering performance in Unreal Engine automotive projects. Poorly optimized textures can quickly consume vast amounts of memory and bandwidth, negating the benefits of geometric optimization.
PBR Textures: Quality and Efficiency
Physically Based Rendering (PBR) workflows are standard in UE5. This means using maps like Base Color, Metallic, Roughness, Normal, and Ambient Occlusion. The key is to ensure these textures are both visually high-quality and computationally efficient.
- Resolution Matters: Use appropriate texture resolutions. A 4K texture for a tiny detail that’s rarely seen up close is wasteful. A 2K or even 1K texture might suffice. The main body of a car will typically require higher resolutions (e.g., 4K or 8K) for close-ups, while interior elements or less prominent parts can use smaller textures.
- Mipmaps: Ensure mipmaps are generated for all textures. Mipmaps are progressively smaller versions of a texture that the engine uses automatically when an object is further from the camera, drastically reducing texture memory usage and improving performance. Unreal Engine generates these by default for most texture types, but it’s good to verify.
- Texture Compression: Use Unreal Engine’s texture compression settings wisely. DXT1, DXT5, BC7, and normal map specific compressions are crucial for reducing disk and memory footprint without significant visual loss.
Efficient UV Mapping and Texture Atlasing
How your UVs are laid out has a direct impact on texture efficiency.
- Minimize UV Seams: While sometimes unavoidable, excessive UV seams can introduce rendering artifacts and make texturing more complex.
- Optimize UV Space: Maximize the use of your 0-1 UV space. Avoid large empty areas. Arrange UV shells efficiently.
- Texture Atlasing: This is a powerful high-poly optimization technique. Instead of having separate material IDs and textures for many small parts (e.g., dashboard buttons, small trim pieces), combine their UVs into a single UV map and create a single texture atlas (a large texture containing all the smaller textures). This dramatically reduces draw calls, as many objects can now share the same material.
Texture Baking for Detail Preservation
Texture baking is indispensable for high-poly optimization, especially for non-Nanite meshes or when creating LODs.
- Normal Maps: Bake high-poly geometric details (like bolts, panel gaps, subtle surface imperfections) onto a normal map for your lower-poly mesh. This provides the illusion of high detail without the poly count.
- Ambient Occlusion (AO) Maps: Bake an AO map from your high-poly model to capture natural shadowing in crevices and tight spaces. This adds depth and realism without costly real-time calculations.
- Curvature/Thickness Maps: These can be useful for material blending (e.g., wear and tear on edges) or advanced shading effects.
Tools like Substance Painter, Marmoset Toolbag, or even your DCC software can perform texture baking. This step is a cornerstone of any efficient game asset pipeline.
Material Instances and Shader Optimization
Unreal Engine’s Material Editor is powerful, but complex shaders can be expensive. Always aim for efficiency:
- Material Instances: Use Material Instances whenever possible. Create a master material with all common parameters (color, roughness, normal strength, etc.) exposed. Then, create instances of this master material for variations. This compiles the shader only once and allows for rapid iteration and reduced shader complexity.
- Parameter Usage: Only expose parameters you genuinely need to change. Avoid complex, branching logic within your master materials unless absolutely necessary.
- Shader Complexity Tool: Use the ‘Shader Complexity’ viewport mode in UE5 to visualize the cost of your materials. Aim for green or light blue areas for optimal performance.
By diligently optimizing materials and textures, you ensure that your Unreal Engine automotive project achieves stunning photorealistic 3D models efficiently, contributing significantly to a smooth real-time rendering experience.
The Streamlined Automotive Game Asset Pipeline: From DCC to UE5
A well-defined game asset pipeline is crucial for efficiently bringing complex automotive models into Unreal Engine 5 while maintaining high-poly optimization. This involves meticulous preparation in your DCC tool and intelligent import and configuration within UE5.
Preparing Your Automotive Model in a DCC Tool
Before exporting, ensure your model is production-ready:
- Clean Geometry: Remove any N-gons, non-manifold geometry, or stray vertices. Ensure normals are consistent and facing outwards.
- Scale and Units: Work in real-world scale (e.g., centimeters in Maya/Blender/3ds Max, matching UE5’s default).
- Pivot Points: Set logical pivot points for each mesh component. For example, wheels should have their pivot at the center for correct rotation.
- Hierarchy and Naming: Organize your model into a clear hierarchy (e.g., Car_Root > Body > Doors > Wheels). Use consistent and descriptive naming conventions (e.g., `SM_Car_Body`, `SM_Car_Wheel_FL`). This is vital for managing complex automotive assets.
- UVs and Materials: Ensure all meshes have proper UVs. Assign materials logically. Consider combining small meshes that share a material into a single object to reduce draw calls, or using texture atlases as discussed previously.
- Collision Meshes: For complex or non-convex shapes, prepare simple collision meshes (e.g., `UCX_YourMeshName`) that will be automatically recognized by Unreal Engine. This is far more efficient than using complex mesh collision.
Exporting from Your DCC Tool
FBX is the preferred format for static and skeletal meshes in Unreal Engine. Crucial export settings include:
- Geometry: Export smoothing groups, tangents, and binormals (if not using Unreal’s calculation).
- Animations: If your model has animated parts (e.g., doors opening, suspension), ensure ‘Bake Animations’ is enabled.
- Embed Media: Generally, untick this unless you have a specific reason to embed textures within the FBX, as Unreal will manage textures separately.
- Units: Double-check that your export units match Unreal’s (usually centimeters).
Importing and Configuring in Unreal Engine 5
Once your FBX is ready:
- Import Options: When importing into UE5, the options dialog is critical.
- Skeletal Mesh / Static Mesh: Choose correctly based on your asset type.
- Nanite: Enable Nanite support here for static meshes where applicable, to kickstart the Nanite workflow.
- LODs: If you’ve prepared manual LODs, ensure ‘Import LODs’ is checked. If not, consider ‘Generate Missing LODs’ and configure the settings.
- Materials: ‘Create New Materials’ will generate basic materials. You’ll likely want to replace these with your optimized master materials and instances later.
- Textures: ‘Import Textures’ will bring in any embedded textures or textures found alongside the FBX.
- Material Setup: Immediately replace placeholder materials with your optimized Material Instances. Assign correct textures.
- Collision: Verify that collision meshes are correctly imported and applied. Use the ‘Show > Collision’ viewport option to visualize.
- Blueprint Assembly: For modular cars, use Blueprints to assemble the various components (body, doors, wheels, interior). This allows for easy variant creation, adding interactivity, and managing the entire vehicle as a single asset.
Testing and Profiling for Peak Real-Time Performance
The game asset pipeline isn’t complete without thorough testing.
- Stat Commands: Use `stat fps`, `stat unit`, `stat rhi`, `stat gpu`, and `stat scenerendering` in the console to monitor performance.
- Profiling Tools: Unreal Engine’s built-in profiler (Ctrl+Shift+Comma) provides detailed insights into CPU and GPU bottlenecks.
- Shader Complexity: As mentioned, use the viewport mode to identify expensive materials.
- Nanite Visualization: Use the Nanite visualization modes to inspect cluster density and overdraw.
By following this rigorous pipeline, you can confidently integrate photorealistic 3D models of cars into Unreal Engine 5, knowing they are optimized for exceptional real-time rendering. If you’re looking to jumpstart your projects with production-ready, highly optimized models, consider exploring the extensive library at 88cars3d.com.
Conclusion
Mastering high-poly optimization in Unreal Engine automotive projects is a blend of art and science. It demands a deep understanding of UE5’s powerful features and a disciplined approach to asset creation. By effectively leveraging the groundbreaking Nanite workflow, complementing it with strategic LOD strategies and smart mesh reduction, and meticulously optimizing materials and textures, you can achieve truly stunning photorealistic 3D models that perform flawlessly in real-time rendering environments.
The game asset pipeline from DCC to UE5 needs to be robust and efficient, ensuring every asset is configured for peak performance. This dedication to optimization not only delivers a superior visual and interactive experience but also empowers creators to explore new frontiers in automotive design, simulation, and entertainment.
Ready to accelerate your Unreal Engine automotive projects? Don’t start from scratch. Explore the vast collection of high-quality, pre-optimized 3D car models available at 88cars3d.com. Our models are crafted with performance and visual fidelity in mind, providing a solid foundation for your next masterpiece.
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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
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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
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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
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Mercedes-Benz E-class Estate S212 2009 3D Model
Texture: Yes
Material: Yes
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