Beyond Ray Tracing: Unlocking Hyper-Realistic Automotive Paint in Unreal Engine 5
Beyond Ray Tracing: Unlocking Hyper-Realistic Automotive Paint in Unreal Engine 5
The pursuit of photorealism in 3D rendering has always been a challenging endeavor, particularly when it comes to capturing the intricate beauty of automotive paint. While ray tracing has brought unprecedented fidelity to reflections and global illumination, simply enabling it isn’t a magic bullet for achieving truly believable car finishes. Real-world automotive paint is a complex concoction of layers, pigments, metallic flakes, and clear coats, each interacting with light in unique ways. Recreating this delicate dance in a real-time engine like Unreal Engine 5 requires more than just raw rendering power; it demands a deep understanding of materials, lighting, and advanced rendering techniques.
This comprehensive guide delves into the specifics of engineering a hyper-realistic automotive paint shader within the powerful Unreal Engine 5 material editor. We’ll go beyond basic PBR setups, exploring layered materials, the subtle nuances of clear coats, and how to harness Unreal Engine 5’s advanced lighting systems to bring your automotive models to life. Whether you’re a 3D artist aiming for cinematic quality, a game developer pushing visual boundaries, or an automotive designer visualizing future concepts, mastering these techniques will elevate your renders to an unparalleled level of authenticity. For artists looking to start with exceptional quality, resources like 88cars3d.com offer a wide array of meticulously crafted automotive models, providing the perfect foundation for these advanced material applications.
The Anatomy of Automotive Paint: Deconstructing Realism
Before we can replicate automotive paint in a digital environment, we must first understand its physical composition and how light interacts with each layer. A typical automotive finish isn’t a single coat; it’s a carefully engineered stack of materials, each contributing to the final look.
- Primer Coat: Applied directly to the metal or composite body, the primer provides a smooth, uniform surface for subsequent layers and protects against corrosion. While not always directly visible, its underlying smoothness is critical.
- Base Coat (Color Layer): This is the primary color layer. It can be a solid color, metallic, or pearlescent. Metallic paints contain tiny aluminum or mica flakes that reflect light, creating a sparkling effect and depth. Pearlescent paints use mica flakes coated with titanium dioxide or iron oxide to produce a shifting, iridescent color depending on the viewing angle. Understanding the properties of these flakes is crucial for an accurate metallic flake maps implementation.
- Clear Coat: This is the outermost, transparent layer. It provides gloss, depth, UV protection, and abrasion resistance. The clear coat effect is arguably the most challenging aspect to simulate accurately, as it involves a secondary specular reflection, light refraction, and subtle absorption. This layer gives automotive paint its characteristic wet, deep look.
When light hits automotive paint, a complex series of interactions occur:
- Primary Reflection: Light reflects off the top surface of the clear coat (specular reflection). This is the sharp, mirror-like reflection.
- Refraction and Absorption: Some light penetrates the clear coat, refracts, and then hits the base coat. Depending on the color, certain wavelengths are absorbed, while others are reflected.
- Secondary Reflection: The light reflected from the base coat then travels back up through the clear coat, undergoing further refraction and absorption before exiting. This interaction gives paint its depth and contributes to the perceived color.
- Metallic Flake Interaction: Within the base coat, metallic flakes scatter and reflect light in various directions, creating tiny glints and altering the perceived color and brightness based on the viewing angle. This anisotropic behavior is what makes metallic paint so dynamic.
An effective automotive PBR shader must account for these layered interactions, particularly the distinct specular reflections from both the clear coat and the base coat, and the unique contribution of metallic flakes. Without this foundational understanding, even the most powerful rendering engine will struggle to replicate true automotive realism.
Crafting the Master Automotive Paint Material in Unreal Engine 5
The core of our hyper-realistic paint will be a sophisticated master material built within the Unreal Engine 5 material editor. We’ll utilize a layered approach, mirroring the physical composition of real-world paint.
Base Coat Fundamentals
Our base coat will form the underlying color and metallic properties. This section lays the groundwork for the color and initial reflectivity.
- Base Color: Start with a `Vector3` parameter for a solid color, or a `TextureSample` for more complex patterns. This will be the primary color input for your base layer.
- Metallic: For metallic paints, this value should typically be set to 1.0. This tells the PBR shader that the material behaves like a metal, having no diffuse component and its color being defined by its specular reflection. However, since the base coat is often viewed through a clear coat, its metallic contribution might be slightly attenuated.
- Roughness: The roughness of the base coat determines how diffused or sharp the reflections are *before* the clear coat. For a smooth base coat under a clear coat, this can be a low value (e.g., 0.1-0.3). You can use a `TextureSample` here to introduce subtle variations or imperfections if desired.
Implementing Advanced Clear Coat Layers
The clear coat is where much of the magic happens, giving the paint its characteristic depth and sheen. Unreal Engine 5’s material system allows for advanced layering that mimics this effect.
Historically, clear coats were faked with a high IOR (Index of Refraction) and specific roughness values. However, for true fidelity, we need a dedicated clear coat layer. Unreal Engine 5’s new `Clear Coat` and `Clear Coat Roughness` inputs on the main material node are a game-changer for this.
- Enabling Clear Coat: In your material’s details panel, under the “Material” section, ensure “Enable Clear Coat” is checked. This exposes the Clear Coat and Clear Coat Roughness inputs on the main material node.
- Clear Coat Value: Connect a `ScalarParameter` or a constant value (typically 1.0 for a full clear coat) to the `Clear Coat` input. This essentially blends in the clear coat layer.
- Clear Coat Roughness: This controls the micro-surface detail of the clear coat. For a highly polished finish, use a very low value (e.g., 0.02 – 0.05). Introduce a `TextureSample` with a subtle noise or scratch map multiplied by a small scalar to simulate micro-scratches and orange peel effect. This significantly enhances realism by breaking up perfect reflections.
- IOR (Index of Refraction): While not a direct input on the clear coat layer, the clear coat implicitly uses a physically plausible IOR. For more advanced control or custom setups, consider using a custom output node to manipulate reflection properties more directly if the built-in option isn’t sufficient for specific experimental looks.
Integrating Metallic Flakes for Depth and Sparkle
The metallic flake effect is vital for realistic metallic paints. This requires a procedural or texture-based approach to simulate the thousands of tiny reflective particles within the paint.
- Metallic Flake Maps: Create or acquire high-resolution metallic flake maps. These are often normal maps combined with a grayscale texture that defines flake density and size. These textures should be tileable and ideally procedural to avoid repetition.
- Applying Flakes to Normal: Use a `BlendAngleCorrectedNormals` node to layer your flake normal map over the base normal of the car body. This makes the flakes appear to affect the surface’s micro-geometry.
- Controlling Flake Visibility/Shininess: Multiply the flake normal map with a small scalar and use it to slightly perturb the roughness or metallic values of the base coat. You can also create a custom function that uses the camera vector and flake normal to calculate a custom specular highlight, which can then be added to the material’s emissive output for a more pronounced “sparkle.”
- Anisotropic Effect: True metallic flakes often exhibit an anisotropic quality, where highlights stretch in a particular direction. While Unreal Engine’s standard PBR clear coat doesn’t have a direct anisotropic input, you can simulate this somewhat by using complex normal maps for your flakes that have directional characteristics, or by introducing a custom sheen layer.
Adding Subtle Imperfections
Perfection is the enemy of realism. Real-world car paint, even brand new, has subtle imperfections.
- Orange Peel: A very subtle bump map or normal map applied to the clear coat roughness and normal inputs can simulate the slight rippling effect of sprayed paint.
- Dust and Grime: Create subtle dust masks and blend them in with dirt textures that affect roughness, base color (slight darkening), and even normal.
- Micro-Scratches and Swirl Marks: Use a very fine noise texture or scratch map to perturb the clear coat roughness, especially visible in direct light. This is crucial for breaking up perfectly sharp reflections.
Mastering UV Mapping and Texture Preparation for Flawless Finishes
Even the most sophisticated material shader will fall flat if the underlying model’s UVs are not meticulously prepared. For automotive models, pristine UV mapping automotive is paramount.
- Seamless UVs for Paint: The primary UV channel (UV0) used for the paint texture should be as seamless as possible. Avoid hard cuts through prominent surfaces, especially the large, flowing panels of a car. If seams are unavoidable, ensure they are placed in discreet locations (e.g., along panel gaps, under trim).
- Uniform Texel Density: Maintain a consistent texel density across the entire car body. This ensures that details like metallic flakes, clear coat imperfections, and dust appear uniform in scale, regardless of the panel size. Tools within your 3D modeling software can help you check and adjust texel density.
- Dedicated UV Channels: It’s good practice to use multiple UV channels:
- UV0: For the main paint material, optimized for seamlessness.
- UV1: For baked ambient occlusion, lightmaps, or grime/dirt masks, which might require different unwrapping logic.
- UV2+: Potentially for unique decals or additional texture blending layers that require non-overlapping UVs.
- Generating High-Quality Metallic Flake Maps:
- Procedural Generation: Tools like Substance Designer are excellent for creating tileable metallic flake maps that offer a high degree of control over flake size, density, and orientation. This avoids visible tiling artifacts.
- Scale Awareness: Ensure the scale of your flakes in the texture corresponds realistically to the size of flakes in real paint. Too large, and they look cartoonish; too small, and they disappear.
- Normal Map Detail: For flakes, you’ll primarily be using a normal map to simulate their effect. The normal map should contain variations that simulate how individual flakes would reflect light at different angles.
- Imperfection Textures: For orange peel, dust, and micro-scratches, use grayscale noise textures. These should be very subtle and tileable. Ensure their resolution is high enough to avoid blurriness but not excessively high to bloat memory. Blend them in using low opacity or small multiplication factors.
A well-UV-mapped model provides a clean canvas, allowing your intricate material work to shine without distortion or visible seams, which is crucial for high-quality renders from 88cars3d.com models or your own creations.
Illuminating Realism: Lighting and Reflections for Automotive Scenes
No matter how perfect your automotive paint material, it will look flat and lifeless without proper lighting. Automotive paint realism relies heavily on accurate reflections and subtle light interactions. Unreal Engine 5 offers a suite of powerful tools to achieve this.
Leveraging Lumen Global Illumination
Lumen global illumination is Unreal Engine 5’s default global illumination and reflection system, offering dynamic and real-time indirect lighting. It is absolutely essential for automotive renders.
- Dynamic Indirect Lighting: Lumen accurately calculates how light bounces off surfaces, creating soft fill light and subtle color bleeding. This is critical for showing the true color of the car paint and how it interacts with its environment.
- Accurate Soft Shadows: Lumen contributes to more natural-looking soft shadows, particularly in enclosed environments or under complex geometry.
- Setup: Ensure Lumen is enabled in your Project Settings under “Rendering.” Experiment with Lumen’s quality settings (e.g., Final Gather Quality, Samples) to balance performance and visual fidelity. Higher settings will yield smoother, more accurate indirect lighting.
Strategic Use of Reflection Probes
While Lumen handles general reflections and global illumination, reflection probes are still invaluable for capturing specific, high-quality reflections, especially for highly reflective surfaces like car paint.
- Localized Reflections: Place Box Reflection Captures and Sphere Reflection Captures strategically around your vehicle. They capture the environment from their location and apply it to surrounding objects.
- Clarity and Detail: Reflection probes often provide sharper, more detailed reflections than Lumen’s software ray-traced reflections alone, particularly for distant objects or specific features.
- Placement Best Practices:
- Place a large Box Reflection Capture encompassing the entire scene for general reflections.
- Use smaller Sphere Reflection Captures around the car’s most reflective areas (hood, roof, sides) to capture immediate surroundings with higher fidelity.
- Ensure probes are updated after significant lighting or environment changes. You can set them to update once or continuously.
The Power of HDRI Environments
High Dynamic Range Image (HDRI) environments are perhaps the quickest and most effective way to achieve realistic automotive lighting and reflections.
- Environmental Lighting: An HDRI provides physically accurate environmental lighting, casting soft, natural shadows and contributing realistic bounced light.
- Rich Reflections: The high dynamic range of the HDRI translates into incredibly detailed and nuanced reflections on the car’s surface, showing off the clear coat effect beautifully.
- Implementation: Use a `Sky Light` actor in your scene and set its source type to `Specified Cubemap`. Import your HDRI as a Cubemap texture and assign it. Adjust the `Intensity Scale` to control the overall brightness.
- Static vs. Dynamic: For static cinematic shots, a well-chosen static HDRI is sufficient. For dynamic scenes or game environments, consider using a combination of a static HDRI for distant lighting and localized reflection probes or even real-time captured HDRIs (if performance allows) for closer, dynamic reflections.
Complementary Lighting: Directional, Spot, and Rect Lights
While Lumen and HDRIs provide ambient and indirect lighting, direct light sources are crucial for defining shape, highlights, and hard shadows.
- Directional Light: Simulates the sun or moon. Crucial for strong highlights and the primary direction of shadows. Adjust its angle to bring out reflections and contours.
- Spot Lights/Rect Lights: Use these for specific accent lighting, rim lighting to separate the car from the background, or to create studio-like softboxes. Rect lights are particularly effective for simulating studio softboxes, producing beautiful, elongated reflections on the car’s surface.
- Light Functions and IES Profiles: For advanced users, applying `Light Functions` to spotlights or using `IES Profiles` can simulate complex light patterns from real-world light fixtures, adding another layer of realism to your real-time rendering techniques.
Optimizing Your Hyper-Realistic Paint for Real-Time Performance
Achieving stunning visual fidelity in Unreal Engine 5 doesn’t have to come at the expense of performance, especially when targeting real-time rendering techniques for games or interactive configurators. Optimization is key.
Material Complexity Management
The advanced layered material we’ve built can be quite heavy. Smart management is crucial.
- Material Instances: Always use `Material Instances` for variations of your master paint material. This allows you to change parameters (color, flake density, roughness) without recompiling the shader, saving significant performance and iteration time.
- Breaking Down Expensive Calculations: If certain calculations in your master material are very complex (e.g., custom flake sparkling functions), consider baking parts of them into textures where appropriate, especially for static effects.
- Shader Complexity Viewmode: Use Unreal Engine’s “Shader Complexity” viewmode (found under Viewport Options > Show > Visualize > Shader Complexity) to identify areas where your material is too expensive. Aim for green or light blue areas; red indicates very high complexity.
LODs for Automotive Paint Materials
Level of Detail (LODs) aren’t just for geometry; they can also be applied to materials.
- Simplifying Materials at Distance: For LODs further away from the camera, consider using simpler versions of your automotive paint material. This might mean reducing the complexity of the metallic flake calculations, using lower resolution textures for imperfections, or even disabling the clear coat for very distant LODs.
- Automated LOD Generation: Unreal Engine’s Mesh Editor can help automate the creation of LODs for your meshes. You can then assign different materials or material instances to each LOD.
Texture Resolution and Streaming
High-resolution textures, especially for metallic flake maps and imperfection details, can quickly consume memory.
- Sensible Resolutions: Use textures at resolutions that provide sufficient detail without being overkill. For example, a 4K texture for a subtle scratch map might be excessive if the scratches are only visible up close and a 2K map would suffice.
- Texture Streaming: Ensure texture streaming is enabled and configured correctly in your project and for individual textures. This ensures that only textures visible to the camera at an appropriate resolution are loaded into memory, reducing GPU burden.
- Shared Textures: If multiple materials use similar imperfection maps (e.g., generic dust or orange peel), share the same texture asset to save memory.
GPU Performance Considerations
Keep an eye on your GPU budget, especially for mobile or lower-spec hardware targets.
- Number of Layers: While a layered material is key to realism, each layer adds to shader complexity. Optimize by ensuring each component is truly necessary.
- Post-Processing: Effects like Screen Space Reflections (SSR), Ambient Occlusion, and Bloom add to the render cost. While essential for realism, use them judiciously and with optimized settings.
- Profiling Tools: Utilize Unreal Engine’s built-in profilers (e.g., GPU Visualizer, Stat GPU) to pinpoint performance bottlenecks related to your materials and rendering setup.
By carefully balancing visual fidelity with performance, you can create breathtaking automotive renders that run smoothly in real-time. This ensures that your stunning material work, whether applied to models from 88cars3d.com or your own creations, is experienced without compromise.
Conclusion
Achieving hyper-realistic automotive paint in Unreal Engine 5 is a journey that extends far beyond simply flipping a ray tracing switch. It’s a meticulous craft, combining a deep understanding of real-world physics with the advanced capabilities of the Unreal Engine 5 material editor. We’ve delved into deconstructing the layered complexity of automotive finishes, from the fundamental base coat to the nuanced clear coat effect and the intricate sparkle of metallic flake maps.
Mastering these elements, alongside precise UV mapping automotive models, forms the bedrock of visual authenticity. Furthermore, harnessing Unreal Engine 5’s powerful lighting systems—including Lumen global illumination, strategically placed reflection probes, and immersive HDRI environments—is crucial for illuminating your vehicles with breathtaking realism. Finally, understanding and implementing smart optimization strategies ensures that these stunning visuals are achievable within the constraints of real-time rendering techniques.
The journey to photorealism is ongoing, but with the techniques outlined here, you are well-equipped to push the boundaries of automotive visualization. Experiment, iterate, and refine your materials and lighting. For those seeking a head start with meticulously modeled vehicles, remember that high-quality base models can be found at 88cars3d.com, providing the perfect canvas for your advanced material explorations. Unleash the full potential of Unreal Engine 5 and transform your automotive renders into captivating works of art.
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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
Texture: Yes
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
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
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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