The High-Fidelity Challenge: Bridging the Gap Between Design and Real-Time
Creating breathtakingly realistic vehicles for modern video games is an art form. From the gleaming chrome to the subtle curves of the bodywork, players expect nothing less than photorealism. However, the exquisite high-fidelity 3D car models often used in design studios or cinematic renders are simply too demanding for real-time game engines. They boast millions of polygons, intricate details, and complex material setups that can cripple even the most powerful gaming hardware.
The challenge, then, lies in a delicate balancing act: how do we transition these visually stunning, studio-quality automotive assets into a game engine without sacrificing their intrinsic beauty? This isn’t just about making them “low-poly”; it’s about the sophisticated process of `detail retention` through intelligent optimization. It requires a deep understanding of `polygon count reduction`, smart texturing, and an efficient `automotive pipeline`.
In this comprehensive guide, we’ll dive into the technical intricacies of optimizing high-fidelity 3D car models for games. We’ll explore core techniques that ensure superior `game engine performance` while maintaining the visual integrity that sets truly immersive titles apart. By mastering these strategies, you’ll learn to deliver vehicles that look incredible and run flawlessly.
The High-Fidelity Challenge: Bridging the Gap Between Design and Real-Time
Automotive design models, often originating from CAD software or meticulously crafted subdivision surfaces, are built for precision and visual perfection in static renders. These models prioritize geometric accuracy above all else, frequently featuring extremely dense meshes to capture every curve, panel gap, and ventilation detail. While superb for presentations and marketing materials, this level of detail translates directly into an astronomical `polygon count`.
When dropped directly into a game engine, such models become immediate performance bottlenecks. A single car with millions of polygons can result in excessive draw calls, overwhelming GPU memory, and drastically reducing the frame rate, especially in environments with multiple vehicles or complex scenes. Modern game engines strive for 60 frames per second or higher, and unoptimized assets directly undermine this goal.
Therefore, the primary objective is substantial `polygon count reduction`. This isn’t a brute-force approach; it’s a strategic effort to remove redundant geometry without compromising the car’s distinctive silhouette and key visual features. Every vertex and edge needs to earn its place on the mesh. Achieving this balance is crucial for maintaining both visual appeal and robust `game engine performance` within the constraints of real-time rendering.
The `automotive pipeline` for games demands a transformation from an “as-is” CAD model to a lean, game-ready asset. This transition involves a series of specialized steps designed to optimize geometry, texture information, and material properties, ensuring the vehicle looks fantastic while consuming minimal resources. Neglecting this crucial optimization phase can lead to frustrating performance issues and a diminished player experience, regardless of how good the original model looked.
Core Optimization Techniques: Sculpting Performance and Efficiency
The journey from a high-fidelity design model to a game-ready asset hinges on several fundamental optimization techniques. These methods work in concert to dramatically reduce the geometric complexity while creatively preserving the visual richness. Mastering these techniques is paramount for any 3D artist aiming to contribute to a professional `automotive pipeline`.
Intelligent Retopology: Crafting Clean Meshes for Game Engines
`Retopology workflow` is the cornerstone of optimizing high-poly models for games. It involves creating a brand new, low-polygon mesh that sits precisely over the surface of the original high-detail model. This new mesh is purpose-built for real-time rendering, featuring clean, quad-dominant topology that deforms well, is easy to UV unwrap, and facilitates efficient `polygon count reduction`.
- Why Retopology is Essential: High-poly models often have triangulated or non-uniform geometry from sculpting or CAD conversion. Retopology provides a clean, artist-controlled mesh that is ideal for animation, rigging, and seamless `normal map baking`.
- Key Principles: Focus on maintaining critical silhouette edges, ensuring good edge flow around areas of curvature and deformation (like wheels, doors, and fenders), and simplifying large flat surfaces. Aim for consistent quad distribution across the mesh, avoiding triangles where possible, as they can cause rendering artifacts and poor deformation.
- Tools and Techniques: Software like Maya, Blender, 3ds Max, ZBrush (with ZRemesher), and specialized tools like TopoGun are invaluable. Manual retopology, though time-consuming, offers the most precise control over the final mesh. Automated tools can provide a good starting point but often require manual refinement.
- Optimizing Complexity: For areas like grilles, vents, and intricate logos, artists must decide what can be represented with geometry and what can be baked into textures. Often, small details that don’t significantly impact the silhouette can be flattened or simplified in the low-poly mesh, relying on `normal map baking` to restore their visual fidelity.
Level of Detail (LODs): Dynamic Performance Scaling
`Level of Detail (LODs)` is a critical technique for managing `game engine performance` by dynamically swapping out different versions of a model based on its distance from the camera. When a car is close, a high-detail (LOD0) version is rendered; as it moves further away, progressively lower-polygon versions (LOD1, LOD2, etc.) are used. This drastically reduces the computational load on distant objects that don’t require high geometric fidelity.
- How LODs Work: The game engine typically has a set of distance thresholds. When an object crosses a threshold, the engine automatically switches to the appropriate LOD model. This happens seamlessly to the player.
- Creating LODs: LODs can be generated manually by progressively simplifying the base mesh (LOD0) or semi-automatically using tools built into 3D software or game engines. Manual creation offers greater control, ensuring critical features remain visible even at lower polygon counts.
- Target Polygon Counts: While specific counts vary by game and platform, a common strategy might involve LOD0 being the full game-res model, LOD1 at 50% of LOD0’s poly count, LOD2 at 25%, and so on. The lowest LODs might even be simple proxy meshes or billboards for extreme distances.
- Maintaining Visual Integrity: The key is to ensure that the silhouette and major forms of the car remain recognizable across all LODs. Minor details can be removed or simplified, as they won’t be visible from a distance anyway. `Normal map baking` plays a crucial role here, as the same baked normal maps can often be applied to multiple LODs to retain surface detail.
UV Mapping Optimization: Maximizing Texture Efficiency
`UV mapping optimization` is the process of unwrapping the 3D surface of your car model into a 2D space, allowing textures to be applied accurately. Efficient UVs are not just about making textures look good; they are fundamental for `game engine performance`, texturing workflows (especially `PBR textures`), and `normal map baking`.
- Goals of Optimized UVs:
- Minimal Distortion: Ensure the 2D representation accurately reflects the 3D surface, avoiding stretched or compressed textures.
- Efficient Space Utilization: Pack UV islands tightly into the 0-1 UV space, maximizing texel density (pixels per unit of surface area) and minimizing wasted space.
- Consistent Texel Density: Maintain a uniform texture resolution across important parts of the model to avoid areas looking blurry or overly pixelated.
- Strategic Seam Placement: Place seams in less visible areas, such as along sharp edges, under trim, or hidden faces, to minimize their visual impact.
- Overlapping UVs for Symmetry: For symmetrical parts of the car (e.g., left and right sides of the chassis), overlapping UVs can save significant texture space, allowing the same texture area to cover both sides.
- Impact on Performance: Well-optimized UVs lead to smaller texture atlases or fewer individual textures, reducing memory footprint and improving texture streaming performance. This directly contributes to better `game engine performance`.
- Importance for PBR: High-quality `PBR textures` rely heavily on clean, undistorted UVs to accurately represent material properties like metallicness, roughness, and color.
Detail Retention Through Texturing: Bringing Realism to Optimized Meshes
Once your car model has undergone a rigorous `polygon count reduction` and received a clean `retopology workflow`, the next challenge is to restore the intricate details lost during the geometric simplification. This is where advanced texturing techniques, particularly `normal map baking` and `PBR textures`, become indispensable. They allow a low-polygon mesh to appear just as detailed as its high-polygon counterpart, ensuring excellent visual fidelity with minimal `game engine performance` overhead.
Normal Map Baking: Projecting Surface Detail Without Geometry
`Normal map baking` is perhaps the most crucial technique for `detail retention`. It involves transferring the fine surface details (like subtle panel lines, bolts, grilles, or intricate cutouts) from the high-polygon source model onto a special texture map, called a normal map. This map is then applied to the low-polygon game mesh, tricking the rendering engine into shading the surface as if those details were actually present geometrically.
- The Baking Process: Typically, a “cage” is created around the low-poly mesh to enclose both it and the high-poly mesh. This cage defines the projection distance for the baked information. The high-poly mesh’s surface normals are then projected onto the low-poly’s texture space, capturing the small variations in surface angle.
- Key Considerations:
- Tangent Space: Ensure consistent tangent space settings between your baking software and game engine to avoid shading errors.
- Anti-aliasing: Use sufficient anti-aliasing during baking to produce smooth, clean normal maps.
- Troubleshooting: Common issues include warped normals, flipped greens (a common color channel issue), and explosion artifacts, which usually indicate cage problems or overlapping geometry.
- Impact on Visuals: Normal maps are incredibly powerful. They can simulate details that would require hundreds of thousands of polygons with just a few texture pixels, making them essential for high-quality `automotive pipeline` assets.
Ambient Occlusion and Other Utility Maps for Enhanced Texturing
Beyond normal maps, several other utility maps are baked from the high-poly model to assist in creating realistic `PBR textures` and enhancing the overall look. These maps provide crucial context for texture artists and contribute significantly to visual depth and realism.
- Ambient Occlusion (AO): An AO map simulates soft shadows that occur when light is blocked by nearby geometry. Baking an AO map from the high-poly model captures these subtle self-shadowing effects in crevices and corners, adding depth and realism to the low-poly model.
- Curvature Maps: These maps indicate convex and concave areas of the mesh, useful for procedurally adding wear, dirt, or edge highlights to `PBR textures`.
- Thickness Maps: Also known as a “cavity” or “bent normal” map, this can be used for subsurface scattering effects or to guide procedural material applications in areas where light might penetrate or be absorbed more.
- ID Maps: These assign different colors to distinct material zones on the high-poly model, streamlining the texturing process by allowing artists to quickly mask and apply materials to specific parts (e.g., paint, chrome, rubber).
Mastering PBR Textures: Photorealism in Real-Time
`PBR textures` (Physically Based Rendering) are the standard for achieving photorealistic materials in modern game engines. Instead of simply creating a diffuse color, PBR systems simulate how light interacts with surfaces based on real-world physics. This ensures consistent and believable lighting across all assets in a scene, regardless of the lighting conditions. The high-quality models available at 88cars3d.com are designed with PBR workflows in mind, making them ideal starting points.
- Core PBR Maps:
- Albedo/Base Color: Represents the raw color of the surface without any lighting information.
- Metallic: Defines whether a surface is a metal or a dielectric (non-metal).
- Roughness: Controls how spread out or sharp reflections are (a rougher surface scatters light more broadly).
- Normal: (As discussed) Adds fine surface detail.
- Ambient Occlusion: Adds subtle contact shadows.
- Material Specifics for Cars:
- Car Paint: Often involves complex shader setups to simulate the clear coat, metallic flakes, and subsurface layers. PBR maps will define the base color, metallic sheen, and roughness of the underlying paint.
- Chrome and Metals: High metallic values with very low roughness.
- Glass: Requires specific transparency, refraction, and reflection properties, often with dedicated normal maps for subtle imperfections.
- Rubber and Plastics: Varying degrees of roughness and subtle normal map details to replicate texture.
- Workflow Integration: Tools like Substance Painter and Substance Designer are purpose-built for creating `PBR textures`. They allow artists to layer materials, generate procedural effects, and bake all necessary maps in an efficient, non-destructive workflow. Consistent `UV mapping optimization` is critical here, ensuring textures align perfectly and minimize seams.
Integrated Workflow & Best Practices: A Seamless Automotive Pipeline
Optimizing high-fidelity 3D car models for games isn’t a collection of isolated steps; it’s a tightly integrated process within a professional `automotive pipeline`. Each stage builds upon the last, demanding careful planning, appropriate tool selection, and an awareness of common pitfalls to achieve the ultimate goal: visually stunning vehicles that perform exceptionally well within the game engine.
Establishing an Efficient Automotive Game Asset Pipeline
A well-defined `automotive pipeline` ensures consistency, efficiency, and quality throughout the asset creation process. It typically follows these stages:
- High-Poly Source: Start with the original high-fidelity CAD or sculpted model. This is the “source of truth” for all visual details.
- Low-Poly Retopology: Create the game-ready, low-polygon mesh using an intelligent `retopology workflow`. This is where significant `polygon count reduction` occurs.
- UV Mapping: Develop clean and efficient UVs, focusing on `UV mapping optimization` for texture efficiency and minimal distortion.
- Baking: Project details from the high-poly onto the low-poly using `normal map baking`, ambient occlusion baking, and other utility maps.
- Texturing: Create `PBR textures` (Albedo, Metallic, Roughness, etc.) using the baked maps as a foundation, ensuring photorealistic materials.
- LOD Generation: Create progressively lower-polygon `Level of Detail (LODs)` based on the LOD0 mesh to optimize `game engine performance` at various distances.
- Rigging & Animation (if applicable): Prepare the model for any in-game animations or physics.
- Engine Integration & Optimization: Import the model, textures, and LODs into the game engine. Apply materials, set up collision meshes, and perform thorough performance testing.
Throughout this pipeline, iterative testing in the game engine is crucial. What looks good in a 3D package might reveal issues in the real-time environment.
Essential Tools and Software Considerations
A professional `automotive pipeline` relies on a robust set of software:
- 3D Modeling & Retopology:
- Autodesk Maya, 3ds Max: Industry standards for modeling, animation, and UV mapping.
- Blender: A powerful open-source alternative with excellent modeling and sculpting capabilities.
- ZBrush, Substance Modeler: Essential for sculpting fine details and often used for semi-automatic retopology.
- TopoGun: A dedicated retopology tool known for its efficiency.
- Baking & Texturing:
- Substance Painter: An industry-leading tool for `PBR textures` creation, baking, and material authoring.
- Substance Designer: For creating complex procedural materials and custom baking graphs.
- Marmoset Toolbag: Excellent for baking maps, real-time rendering, and material preview.
- XNormal: A free, powerful baker for various map types.
- Game Engines:
- Unreal Engine, Unity: The dominant platforms for game development, offering powerful rendering capabilities and extensive optimization features.
Avoiding Common Pitfalls and Ensuring Quality
Even experienced artists can fall into traps when optimizing car models:
- Over-Optimization: Reducing the `polygon count` too aggressively can lead to a blocky appearance and loss of crucial silhouette detail. Balance is key.
- Poor UV Seam Placement: Visible seams can break immersion. Strategically hide them.
- Inconsistent Texel Density: Large variations in texel density across different parts of the car can make some areas look blurry and others overly sharp, creating an unpolished look.
- Baking Errors: Incorrect tangent space settings, cage issues, or projection errors during `normal map baking` can result in ugly shading artifacts. Always check baked maps meticulously.
- Neglecting LODs: Failing to implement `Level of Detail (LODs)` or creating poorly transitioned LODs will severely impact `game engine performance` and visual consistency.
- Ignoring Game Engine Limitations: Always test your assets early and often within the target game engine to catch performance issues or rendering discrepancies before they become major problems.
For artists looking to kickstart their projects, sourcing high-quality, pre-optimized or production-ready models from platforms like 88cars3d.com can significantly mitigate these initial risks and provide a solid foundation for your `automotive pipeline`.
Conclusion: The Art of Seamless Integration
Optimizing high-fidelity 3D car models for games is a sophisticated discipline that marries artistic vision with technical precision. It’s about more than just reducing polygons; it’s about mastering `detail retention` through intelligent `retopology workflow`, dynamic `Level of Detail (LODs)`, meticulous `UV mapping optimization`, and the magic of `normal map baking` and `PBR textures`.
By carefully navigating the complexities of `polygon count reduction` and harnessing the power of modern texturing techniques, artists can create vehicles that not only look indistinguishable from their real-world counterparts but also run smoothly within the demanding constraints of real-time `game engine performance`. This intricate `automotive pipeline` ensures that every curve, reflection, and material property contributes to a truly immersive gaming experience.
Embrace these techniques, and you’ll transform complex design assets into lean, high-performing game-ready models that set new standards for visual quality in interactive entertainment. If you’re ready to accelerate your projects with premium, production-ready 3D car models, explore the extensive collection at 88cars3d.com – your ultimate resource for high-quality automotive assets.
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Texture: Yes
Material: Yes
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Toyota iQ EV 2012 3D Model
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Toyota Aygo 2013 3D Model
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Material: Yes
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Toyota Crown S180 2005 3D Model
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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
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Material: Yes
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Toyota Mark II X110 2000 3D Model
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Material: Yes
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Toyota Corolla 2020 3D Model
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Toyota Yaris 2020 3D Model
Texture: Yes
Material: Yes
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Volkswagen Beetle 2012 3D Model
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Material: Yes
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Toyota Matrix 2005 3D Model
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Toyota Yaris Sedan 3D Model
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Volkswagen Golf R-004 2024 3D Model
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Volkswagen Golf 5 Door 2010 3D Model
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Toyota Premio 2010 3D Model
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Toyota Opa 2000 3D Model
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Volkswagen Polo 5 Door 2010 3D Model
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Toyota Prius 2024 3D Model
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Toyota Yaris 1999 3D Model
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Toyota Supra 2020 3D Model
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Volkswagen New Beetle 2000 3D Model
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Volkswagen Jetta 2005 3D Model
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Volkswagen Golf 3-Door 3D Model
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Volvo V70 2005 3D Model
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Volkswagen Bora 2004 3D Model
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Volkswagen Lupo 3D Model
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Volkswagen Passat B5 2000 3D Model
Texture: Yes
Material: Yes
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Volkswagen Passat CC 3D Model
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Material: Yes
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Volkswagen Golf V 2006 3D Model
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Volvo S60 R-Design 2024 3D Model
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Volkswagen Passat 2025 3D Model
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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
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Volvo S60 2024 3D Model
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Volkswagen Polo 3D Model
Texture: Yes
Material: Yes
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Volkswagen Golf 5-Doors 2018 3D Model
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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
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Material: Yes
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Volvo C70 1998 3D Model
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Material: Yes
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Mazda B-Series 3D Model
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Material: Yes
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Mercsedes Benz Z3-006 3D Model
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Material: Yes
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Mazda RX-7 3D Model
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Material: Yes
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Volvo VCC-003 3D Model
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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
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Material: Yes
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Volvo S80 2011 3D Model
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Volkswagen Touran restyle-006 3D Model
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Material: Yes
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Skoda Octavia Scout 3D Model
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Volkswagen Golf V 2006 3D Model
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Mazda CX-7 3D Model
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Mazda Familia 3D Model
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GAS 21 3D Model
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Mercedes-Benz SL500 AMG (R129) 3D Model
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Mercedes-Benz S-Class W221 2005 3D Model
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Mercedes-Benz E-Class W212 2009 3D Model
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Mercedes-Benz E-class Estate S212 2009 3D Model
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