The Foundation: Advanced Retopology for Vehicle Models
The pursuit of photorealism in real-time environments has never been more intense, especially within the automotive industry. Modern game engines are capable of breathtaking visuals, but translating intricate, high-polygon CAD models of vehicles into a performant, interactive experience presents a significant technical hurdle. Striking the delicate balance between high-fidelity aesthetics and smooth, responsive performance is the holy grail for any developer creating automotive content, from racing simulations to architectural visualizations.
Developers and 3D artists constantly face the challenge of optimizing complex automotive models. High-resolution source data, often from CAD or detailed sculpting, can have millions of polygons, rendering them unusable in real-time applications without extensive optimization. This article delves into the essential strategies and workflows required to transform these behemoth models into truly game-ready automotive assets, ensuring they look stunning while maintaining optimal frame rates. We’ll explore core optimization techniques, from intelligent mesh reconstruction to engine-specific performance enhancements, enabling you to build a robust pipeline for next-gen automotive experiences.
The Foundation: Advanced Retopology for Vehicle Models
At the heart of optimizing any complex 3D model for real-time rendering lies retopology. High-resolution automotive models, whether sourced from CAD software or sculpted, often possess highly dense, triangulated meshes or N-gons that are inefficient for game engines. Retopology is the process of creating a new, optimized mesh that accurately represents the original model’s shape and detail but with a significantly lower and more organized polygon count. This is crucial for creating efficient UV maps, proper deformation, and overall better performance.
Manual Retopology Best Practices
While time-consuming, manual retopology offers the most control and often yields the best results for intricate automotive shapes. The goal is to create a clean, quad-based mesh with excellent edge flow that follows the contours and creases of the vehicle. This structured topology is vital for smooth subdivisions, clean normal map baking, and efficient deformation during animations.
- Prioritize Key Features: Focus on maintaining the fidelity of crucial design lines, panel gaps, and sharp edges. These areas dictate the car’s overall silhouette and character.
- Consistent Polygon Density: Aim for an even distribution of polygons across surfaces, avoiding overly stretched or squashed faces. More detail is needed in areas of high curvature or complex intersections.
- Strategize Edge Loops: Create edge loops around areas that require deformation (e.g., doors, hood, trunk) and along hard edges to preserve sharpness. These loops facilitate both modeling and animation.
- Minimize Triangles and N-gons: While game engines primarily render triangles, starting with a quad-based mesh simplifies UV mapping, texture baking, and further optimization. Convert to triangles only as a final step if necessary.
Automated Retopology Tools and Their Role
For models with less critical deformation or simpler surfaces, automated retopology tools can be a lifesaver. Software like ZBrush’s ZRemesher, TopoGun, or Blender’s QuadRemesher can quickly generate a new mesh with a user-defined polygon count. However, their results often require manual cleanup and refinement, especially around complex areas like headlights, grilles, or intricate vents.
These tools are excellent for generating a strong base mesh quickly. Artists can then take this foundation and manually refine the topology in critical areas, blending the speed of automation with the precision of manual work. This hybrid approach is often the most efficient for creating high-quality retopology for vehicle models.
Mastering Polygon Reduction Techniques
Even after effective retopology, further polygon reduction is often necessary to achieve optimal performance across various platforms and LODs. The goal isn’t just to lower the polygon count, but to do so intelligently, preserving visual fidelity where it matters most while aggressively reducing complexity elsewhere. This is where strategic polygon reduction techniques come into play, forming a critical part of the optimization pipeline.
Decimation vs. Manual Optimization
Decimation is an automated process that reduces the number of polygons in a mesh by merging vertices and collapsing edges. Tools like Blender’s Decimate modifier or similar functions in 3ds Max and Maya can quickly bring down polygon counts by a significant margin. While fast, decimation can sometimes lead to undesirable triangulation, loss of sharp edges, and messy topology, especially when applied too aggressively to primary LODs.
Manual optimization, on the other hand, involves an artist directly removing unnecessary edge loops, vertices, or faces. This method allows for precise control over where detail is preserved and where it’s sacrificed. For example, flat surfaces can often have their polygon count drastically reduced without a noticeable visual impact, while crucial design lines must remain crisp. Combining these approaches—using decimation for background elements or lower LODs and manual cleanup for hero assets—offers a balanced strategy for effective polygon reduction.
Strategic Edge Flow and Detail Preservation
Effective polygon reduction requires a keen eye for visual importance. Focus your efforts on areas that are less visible or less critical to the car’s silhouette. For instance, the underside of the car, internal components, or areas that will always be occluded can often tolerate a more aggressive reduction. Conversely, the exterior body panels, wheel arches, and distinctive features like a spoiler or unique lighting elements need to retain sufficient detail.
It’s also essential to consider the final rendering context. If a car will mostly be seen from a distance, or if motion blur will heavily obscure fine details, more aggressive reduction is permissible. However, for close-up shots or highly interactive experiences, a higher polygon budget for critical areas is justified. High-quality game-ready automotive assets often have their polygon count strategically distributed, not just uniformly reduced.
Dynamic Performance Scaling with Level of Detail (LOD) Implementation
Even with careful retopology and polygon reduction, a single high-fidelity mesh is rarely efficient enough for an entire scene, especially when many vehicles are present. This is where Level of Detail (LOD) implementation becomes indispensable. LODs are simplified versions of a model that are swapped in based on the camera’s distance, ensuring that only necessary detail is rendered, significantly boosting real-time rendering optimization.
LOD Grouping and Thresholds
A well-structured LOD system involves creating several versions of your model, each with progressively lower polygon counts and simpler materials. These are grouped together, and the game engine automatically switches between them based on predefined distance thresholds. A typical setup might include:
- LOD0 (Hero Mesh): Full detail, high polygon count, used for close-ups.
- LOD1 (Medium Detail): ~50% polygon reduction from LOD0, slightly simpler materials, used for mid-range views.
- LOD2 (Low Detail): ~75% polygon reduction, often with baked normal maps providing detail, used for distant views.
- LOD3 (Very Low Detail/Imposter): Drastic reduction, possibly a simplified silhouette or a billboard/imposter texture, used for very far distances or crowds.
Setting appropriate distance thresholds is crucial. Too close, and players might notice the pop-in; too far, and you’re rendering unnecessary detail. Extensive testing within the target game environment is necessary to fine-tune these settings for optimal visual quality and performance.
Generating Effective LODs (Mesh vs. Imposter)
Generating LODs can be done through various methods. Automated decimation tools are excellent for quickly creating lower LODs from the primary mesh. However, it’s often beneficial to manually clean up and simplify these auto-generated meshes to ensure critical silhouette details remain intact, especially for LOD1 and LOD2. For 88cars3d.com, you can find models that are already optimized with multiple LODs, streamlining this process for your projects.
For the lowest LODs, especially for cars very far in the distance or for background crowds, imposters or billboard textures can be incredibly efficient. An imposter is a 2D image (or a series of images) of the 3D model rendered from various angles, which is then projected onto a simple plane. This reduces draw calls and polygon count to an absolute minimum, making it an extremely powerful technique for rendering large numbers of vehicles without performance degradation. Modern game engines even offer tools to automate imposter generation for static objects.
The Art of PBR Texture Baking Workflows
While mesh optimization reduces geometric complexity, textures play an equally vital role in visual fidelity and performance. Physically Based Rendering (PBR) has become the standard for achieving realistic materials, but applying PBR principles efficiently to game-ready automotive assets requires a robust texture baking workflow. This process transfers the fine details from a high-polygon source onto the optimized low-polygon mesh using a set of PBR textures.
Baking High-Poly Detail to Low-Poly Meshes
Texture baking is the process of projecting surface details (like normals, ambient occlusion, curvature, etc.) from a highly detailed source mesh onto a lower-poly target mesh. This allows the low-poly mesh to visually “look” as detailed as the high-poly version without the geometric cost. For automotive models, this is critical for capturing subtle panel lines, intricate grilles, brake caliper details, and even microscopic surface imperfections like scratches or dirt. Tools like Substance Painter, Marmoset Toolbag, or Blender’s internal baking tools are commonly used for this.
A successful bake requires:
- Clean Low-Poly Mesh: The target mesh must have clean UVs and good topology to avoid baking artifacts.
- Matching High-Poly Mesh: The high-poly model should align perfectly with the low-poly, ensuring accurate projection.
- Proper Cage/Ray Distance: Adjusting the projection cage or ray distance is crucial to capture all details without intersections or missed areas.
- Anti-Aliasing: Use sufficient anti-aliasing during baking to create smooth transitions and prevent jagged edges on texture maps.
Essential PBR Maps and Their Purpose
A typical PBR material setup for a vehicle will involve several key texture maps:
- Albedo/Base Color: Defines the base color of the surface without any lighting information. For cars, this often includes the primary paint color, tire rubber, glass tints, etc.
- Normal Map: Stores surface normal information, allowing the low-poly mesh to simulate fine surface details and bumps from the high-poly model without adding actual geometry. This is the cornerstone of detailed PBR texture baking workflows.
- Metallic Map: Indicates which parts of the surface are metallic (e.g., chrome accents, painted metal body) and which are dielectric (e.g., rubber, plastic, glass).
- Roughness Map: Controls the microscopic surface imperfections that scatter light, determining how glossy or matte a surface appears. A high roughness value means a duller, more diffuse reflection.
- Ambient Occlusion (AO) Map: Simulates soft shadows where objects are close together, enhancing depth and realism. This is often baked once and then blended into the material.
- Emissive Map: Defines areas that glow, such as headlights, taillights, or interior dashboard lights.
Efficient management of these textures, including resolution optimization and careful packing into channels (e.g., using an RMA packed texture for Roughness, Metallic, and AO), further contributes to performance.
Engine-Specific Optimizations: Unreal Engine & Unity 3D
The choice of game engine heavily influences the optimization strategies. While core principles remain the same, each engine has its nuances, tools, and best practices for maximizing performance. Understanding these specifics is vital for creating high-performing game-ready automotive assets.
Navigating the Unreal Engine Automotive Pipeline
Unreal Engine is a powerhouse for photorealistic rendering, widely adopted in automotive visualization and gaming. The Unreal Engine automotive pipeline benefits from several key features:
- Datasmith for CAD Import: Unreal Engine’s Datasmith plugin is invaluable for importing complex CAD data. It handles tessellation, instancing, and material conversion, providing a strong starting point for optimization. Datasmith can import entire scene hierarchies, preserving metadata and simplifying the initial setup.
- Nanite Virtualized Geometry: For static meshes, Nanite in UE5 revolutionizes polygon management. It allows artists to import extremely high-poly models (even millions of triangles) without explicit LODs or manual decimation, as Nanite automatically streams and processes geometry at pixel-scale detail. While incredibly powerful, it’s essential to understand its limitations for deformable meshes or highly dynamic objects.
- Material Instancing: Create master materials and then derive instances for different car paints, interior trims, or tire types. This dramatically reduces draw calls and allows for quick color changes and material variations without recompiling shaders.
- Culling and LODs: Leverage Unreal Engine’s robust LOD system for meshes and particle effects. Ensure proper occlusion culling is enabled to prevent rendering objects that are not visible to the camera.
- Reflection Captures and SSR: Use Reflection Captures for static reflections and Screen Space Reflections (SSR) for dynamic, real-time reflections on glossy car surfaces. Balance quality with performance for SSR settings. For cutting-edge reflections, consider Lumen’s software ray tracing or hardware ray tracing if targeting high-end platforms.
Enhancing Unity 3D Car Asset Performance
Unity 3D, known for its flexibility and broad platform support, also offers powerful tools for optimizing automotive assets. Achieving excellent Unity 3D car asset performance requires a focused approach:
- SRPs (URP/HDRP): Utilizing Unity’s Scriptable Render Pipelines, particularly the High Definition Render Pipeline (HDRP) for high-fidelity visuals or Universal Render Pipeline (URP) for broader platform reach, is crucial. Each SRP offers specific optimization techniques and rendering features tailored to different performance targets.
- GPU Instancing: For scenes with multiple instances of the same car model (e.g., a car dealership or a race grid), enable GPU instancing on materials to significantly reduce draw calls. This renders multiple copies of the same mesh in a single draw call.
- Static Batching / Dynamic Batching: Mark static objects as ‘Static’ to enable static batching, which combines meshes into larger batches to reduce draw calls. Dynamic batching also helps for small, moving meshes, though it has more limitations.
- Asset Bundles and Addressables: Efficiently manage and load large automotive assets using Asset Bundles or the Addressables system. This allows for modular loading of car models, textures, and variations, reducing initial load times and memory footprint.
- Profiler Analysis: Regularly use Unity’s Profiler to identify performance bottlenecks. Monitor CPU usage (scripts, physics, rendering), GPU usage (shaders, fill rate), and memory allocation.
Material Instancing and Draw Call Reduction
Across both engines, minimizing draw calls is paramount for performance. Each unique material, mesh, and texture applied to an object generates a draw call, and a high number can quickly bottleneck the CPU. Material instancing is a powerful technique where a base material is created, and then instances of that material are generated, allowing for parameter variations (like color or texture tiling) without creating entirely new materials. This dramatically reduces the number of unique shaders the GPU needs to process, boosting real-time rendering optimization.
Consolidating textures into atlases (a single large texture containing multiple smaller textures) also helps reduce draw calls and improve texture cache efficiency. For instance, all dashboard buttons or small interior decals could be placed on one texture atlas.
Building a Comprehensive Optimization Pipeline
Developing a repeatable, efficient pipeline is key to consistently producing high-fidelity, high-performance automotive assets. This involves a structured approach from initial data acquisition to final quality assurance.
From CAD to Game-Ready: Data Preparation
The process often begins with CAD data, which, while precise, is geometrically complex. The first step is to import and prepare this data in a modeling package. This usually involves:
- Data Cleanup: Remove unnecessary internal components, fix inverted normals, and close gaps.
- Tessellation/Decimation: Reduce the initial polygon count from millions to a more manageable high-poly count suitable for baking.
- Hard Surface Modeling (Optional): If starting from scratch or needing specific modifications, traditional hard surface modeling techniques are employed to create the high-poly base.
- UV Mapping: Create clean, non-overlapping UV maps for the low-poly mesh, maximizing texture space utilization. This is crucial for successful PBR texture baking workflows.
- Material ID Assignment: Assign different material IDs to distinct parts of the car (e.g., paint, glass, rubber) to facilitate material creation in the game engine.
This organized preparation is the bedrock upon which all subsequent optimization steps are built, ensuring a smooth transition towards game-ready automotive assets.
Quality Assurance and Profiling
Optimization is an iterative process, not a one-time task. Throughout the pipeline, continuous quality assurance and profiling are essential:
- Visual Inspection: Regularly check the model in the target engine. Look for baking artifacts, texture seams, visible LOD pop-in, and ensure materials respond correctly to lighting.
- Performance Profiling: Use the engine’s built-in profilers (Unreal Insight, Unity Profiler) to monitor frame rates, CPU/GPU usage, draw calls, and memory. Identify bottlenecks and iterate on optimizations.
- Platform Testing: Test assets on target hardware (PC, console, mobile) to ensure consistent performance and visual quality across the intended range of devices.
- Team Collaboration: Maintain clear communication between 3D artists, technical artists, and engine programmers to ensure optimization goals are met and best practices are followed.
A well-defined pipeline allows for efficient iteration and ensures that the final product meets both visual and performance targets. For artists and developers seeking high-quality, pre-optimized automotive assets to kickstart their projects, 88cars3d.com offers a curated selection designed to meet the demands of next-gen game engines.
Conclusion
The journey from a high-fidelity automotive concept to a high-performance, interactive asset in a next-gen game engine is complex, demanding a blend of artistic skill and technical prowess. By strategically applying advanced retopology, intelligent polygon reduction techniques, dynamic Level of Detail (LOD) implementation, and robust PBR texture baking workflows, artists can achieve stunning visuals without compromising real-time performance. Furthermore, understanding the specific optimization features of engines like the Unreal Engine automotive pipeline and ensuring peak Unity 3D car asset performance are critical for success.
The future of interactive automotive experiences lies in our ability to master this delicate balance. Embracing these optimization strategies will not only elevate the visual quality of your projects but also ensure they run smoothly across diverse hardware, delivering truly immersive experiences. For those looking to accelerate their development with expertly crafted, optimized models, explore the extensive collection of game-ready automotive assets available at 88cars3d.com – your premier resource for premium 3D vehicle models engineered for performance and realism.
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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
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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
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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
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GAS 21 3D Model
Texture: 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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