The Fundamental Challenge: Bridging CAD and Real-Time Graphics
The sleek, aerodynamic lines of a modern car are a testament to engineering and design prowess. When these intricate designs originate as high-fidelity CAD models, they represent an unparalleled level of detail and precision. However, translating this engineering marvel into a performance-optimized asset for real-time game engines or interactive experiences presents a unique set of challenges. Simply dropping a multi-million polygon CAD model into Unreal Engine or Unity is a recipe for disaster, leading to crippling frame rates and inefficient rendering.
This guide goes beyond rudimentary polycount reduction, offering a professional pipeline to transform complex automotive CAD data into stunning, game-ready assets. We’ll explore the critical steps, from initial CAD data preparation to advanced PBR material setup, ensuring visual fidelity without compromising real-time performance. For those seeking a head start, resources like 88cars3d.com offer a wide array of meticulously optimized automotive models, perfect for jumping straight into development or learning from best practices.
The Fundamental Challenge: Bridging CAD and Real-Time Graphics
At its core, the disparity between CAD and real-time graphics lies in their purpose. CAD (Computer-Aided Design) software, like CATIA, SolidWorks, or Fusion 360, is engineered for precise manufacturing and engineering accuracy. It often employs NURBS (Non-Uniform Rational B-Splines) or dense polygonal meshes to define surfaces with exacting detail, prioritizing dimensional integrity over polygon efficiency.
The CAD Data Dilemma: Precision vs. Performance
CAD models are often volumetric, consisting of solid bodies that, when tessellated, can generate millions of polygons. These meshes frequently feature incredibly tight tolerances, minute fillets, and often non-manifold geometry, all of which are detrimental to real-time automotive rendering. Such extreme detail, while crucial for physical production, is largely invisible or computationally expensive in a game engine at typical viewing distances.
Furthermore, CAD tessellation often results in triangulation patterns that are suboptimal for rendering, leading to visual artifacts like shading errors or “pinching.” The sheer volume of data makes scene loading slow, memory usage excessive, and draw calls astronomical, grinding any real-time application to a halt.
Understanding Mesh Topology for Game Engines
Game engines thrive on clean, quad-dominant mesh topology with predictable edge flow. This allows for smooth deformation, efficient UV mapping, and consistent shading. CAD models, on the other hand, frequently produce meshes with excessively high triangle counts, long thin triangles, T-junctions, and sometimes even overlapping or self-intersecting geometry when converted to polygons. This kind of topology can cause issues with lighting, shadows, normal map baking, and even physics simulations within a game engine.
The goal isn’t just to reduce polygons but to create a new mesh that is functionally superior for real-time rendering while preserving the original design intent and visual integrity. This often means rebuilding rather than just simplifying.
Phase 1: Robust CAD Data Preparation and Mesh Cleanup
The journey from high-fidelity CAD to a game-ready asset begins with thorough CAD data preparation. This initial phase is critical for establishing a clean foundation, addressing inherent CAD complexities, and performing the first pass of polycount reduction techniques.
Importing and Initial Assessment
Most CAD software offers various export options, with STEP, IGES, or direct polygonal formats like OBJ or FBX being common. When exporting from CAD, try to tessellate at a quality that retains major curves but isn’t excessively dense. Once imported into your 3D modeling software (e.g., Maya, Blender, 3ds Max), the first step is a comprehensive assessment.
Examine the imported model for:
- Overall Polycount: Note the starting triangle count. It will likely be in the millions.
- Non-Manifold Geometry: Edges connected to more than two faces, faces with zero area, or self-intersecting geometry. These are common in CAD conversions and must be addressed.
- Open Edges and Gaps: Ensure the mesh is watertight where it should be.
- Material IDs: CAD models often come with many material IDs, sometimes one per surface patch. Consolidate these where possible to streamline the later PBR material setup.
Decimation and Retopology Strategies
Initial polycount reduction techniques involve decimation. Tools like ZBrush’s ZRemesher, Blender’s Decimate modifier, or integrated retopology tools in your DCC software can drastically reduce polygon count while attempting to preserve shape. However, automatic decimation often sacrifices good edge flow, making it a good first pass but rarely a final solution.
For complex automotive surfaces, consider breaking the model down into manageable parts. For instance, the main body shell, doors, hood, and bumpers can be processed individually. This modular approach not only simplifies the optimization task but also aids in UV mapping and potential LOD management later on. When decimating, prioritize retaining the silhouette and major curvature.
Addressing Non-Manifold Geometry and T-junctions
Non-manifold geometry can cause unpredictable shading, lighting, and even physics issues in game engines. Tools like Maya’s Mesh Cleanup or Blender’s 3D Print Toolbox can identify and often fix these issues automatically. Manual intervention is often required for persistent problems.
T-junctions, where an edge terminates along another edge without splitting it, are also common in CAD conversions and can lead to shading artifacts. While less critical than non-manifold geometry, addressing them through careful retopology helps create a cleaner, more predictable mesh for lighting and normal map baking. This initial cleanup phase lays the groundwork for creating truly game-ready assets.
Phase 2: Mastering Mesh Topology and UV Unwrapping for Game-Ready Assets
With the initial rough edges smoothed, the focus shifts to creating optimal mesh topology for real-time performance and efficient UV unwrapping. This phase is about reconstructing the mesh to be functionally superior for games.
Manual Retopology vs. Automated Solutions
While automated retopology tools have vastly improved, manual retopology often remains the gold standard for critical automotive components where precise control over edge flow and polygon distribution is paramount. Manual retopology involves tracing over the high-polygon source mesh to create a new, low-polygon mesh, often using tools like Quad Draw in Maya, RetopoFlow in Blender, or similar features in other software.
Automated solutions can serve as a strong starting point, especially for less prominent parts. However, they may require significant manual cleanup to optimize specific areas like fender flares, door seams, or window frames for proper deformation and shading. The key is to find a balance, leveraging automation for speed and manual intervention for quality.
Principles of Clean Edge Flow
Clean mesh topology for automotive assets adheres to several principles:
- Quad Dominance: Primarily use quads (four-sided polygons). Triangles are acceptable in flat, non-deforming areas but should be minimized on curved surfaces.
- Even Distribution: Distribute polygons evenly across surfaces to avoid areas of high density next to areas of low density, which can cause shading issues.
- Edge Loops for Detail: Create edge loops around areas of detail or where sharp creases are needed (e.g., body lines, wheel arches, panel gaps). These loops facilitate easy selection and allow for controlled support edges to hold shape during subdivision or baking.
- Poles: Minimize poles (vertices with 3 or 5+ edges) and place them in areas of minimal visual impact, away from critical curvature.
- Avoiding Long, Thin Triangles: These can cause shading issues and are inefficient for GPU processing.
Adhering to these principles ensures that your model will not only perform well but also look visually appealing with consistent shading and lighting.
Efficient UV Layouts for Texture Resolution
UV unwrapping is where you flatten your 3D mesh into a 2D space to apply textures. For automotive models, efficient UV layouts are crucial for maximizing texture resolution and minimizing texture memory. Strategies include:
- Breaking into Logical Shells: Separate major components like body panels, wheels, interior elements, and glass into distinct UV shells.
- Minimizing Seams: Place UV seams in less visible areas or along existing panel gaps to hide them.
- Consistent Texel Density: Ensure that all parts of the model that require similar levels of detail have a consistent texel density (pixels per unit area). This prevents blurry textures on large surfaces or overly sharp textures on small ones.
- Utilizing UV Space: Maximize the use of the 0-1 UV space without significant overlaps (unless using overlapping UVs for tiling textures or mirrored geometry).
- Multiple UV Sets: Consider using multiple UV sets for different purposes, e.g., one for unique detail maps, another for tiling materials or ambient occlusion.
A well-planned UV layout is fundamental for the successful application of PBR material setup and normal map baking.
Phase 3: Elevating Visuals with Normal Map Baking and PBR Material Setup
This phase is where your low-poly asset gains the high-fidelity detail of the original CAD model without the performance cost. Normal map baking and a robust PBR material setup are key to achieving stunning real-time automotive rendering.
The Art and Science of Normal Map Baking
Normal maps allow a low-polygon model to display surface detail extracted from a high-polygon model. They essentially “fake” the detail by altering how light interacts with the surface. The process involves:
- High-Poly Source: The original, highly detailed CAD mesh or a refined high-poly version derived from it.
- Low-Poly Target: Your newly retopologized, clean mesh with optimized UVs.
- Baking Process: Using software like Substance Painter, Marmoset Toolbag, XNormal, or your DCC tool’s built-in bakers, the high-poly mesh’s surface normal information is projected onto the low-poly mesh’s UV space, generating a normal map texture.
Critical considerations for baking:
- Cage/Ray Distance: Properly adjust the projection cage or ray distance to encompass all high-poly detail without capturing self-intersections or adjacent geometry.
- Matching Normals: Ensure your low-poly mesh has consistent smoothing groups or “hard” edges where appropriate to match the baked normal map.
- Skewing: Minimize UV stretching to prevent distorted normal map information.
- Exploding Mesh: For complex, intersecting parts, temporarily “explode” the high and low poly meshes during baking to prevent projection errors.
Successful normal map baking is a cornerstone of creating realistic game-ready assets.
Crafting Physically Based Rendering (PBR) Materials
PBR materials are designed to simulate how light behaves in the real world, providing consistent and realistic results across various lighting conditions. They rely on a set of texture maps that define surface properties rather than just color. For automotive assets, PBR is crucial for capturing the nuances of car paint, metal, glass, and plastic.
Utilize tools like Substance Painter, Quixel Mixer, or similar texturing software to create PBR textures. These tools allow for iterative design and realistic material previewing. Understanding the core PBR workflows (Metallic/Roughness or Specular/Glossiness) is essential, with Metallic/Roughness being the most common in modern game engines like Unreal Engine and Unity.
Essential PBR Maps: Albedo, Roughness, Metallic, AO
While PBR can involve many maps, these are the fundamental ones for automotive materials:
- Albedo (Base Color): This map defines the diffuse color of the surface, with no lighting information. For vehicle paint, this would be the base color before clear coat effects.
- Roughness: Controls how rough or smooth a surface is, influencing the spread and sharpness of reflections. High roughness scatters light, creating diffuse reflections; low roughness concentrates light, creating sharp, mirror-like reflections (e.g., polished chrome vs. matte plastic).
- Metallic: A grayscale map defining which parts of the surface are metallic (white) and which are dielectric/non-metallic (black). Metallic surfaces derive their base color from the Albedo map and reflect light based on their roughness; dielectrics use Albedo for diffuse color and have separate specular properties.
- Normal Map: The baked map discussed above, providing high-frequency surface detail.
- Ambient Occlusion (AO): A grayscale map that simulates soft shadows in crevices and corners where light struggles to reach. It adds depth and realism to the model. While often baked, real-time AO is also commonly used in engines.
Additional maps might include Height/Displacement, Emission (for lights), Opacity (for glass), and various detail maps. Properly implemented, these maps ensure your vehicle looks stunning under any lighting in a game engine. To get you started, 88cars3d.com offers a vast collection of automotive models that come with pre-configured PBR materials, ready for integration.
Phase 4: Optimizing Performance with Level of Detail (LOD) and Collision Meshes
Even with excellent polycount reduction techniques and optimized mesh topology, a single, high-detail model is rarely sufficient for efficient real-time automotive rendering across varying distances. This is where Level of Detail (LOD) optimization and custom collision meshes become indispensable.
Implementing a Multi-Tiered LOD Strategy
LODs are simplified versions of your main model that swap in as the camera moves further away from the asset. This dramatically reduces the polycount being rendered when the fine details wouldn’t be visible anyway. A typical strategy involves:
- LOD0 (Hero Mesh): Your fully optimized, high-detail asset, used when the vehicle is close to the camera. This is the model you’ve spent the most time on with normal maps and full PBR.
- LOD1: A version with roughly 50-70% fewer polygons than LOD0. Details that rely purely on normal maps might be removed from the mesh, and tighter curves might be slightly simplified.
- LOD2: A further simplified version, often 30-50% fewer polygons than LOD1. More geometric detail is removed, and perhaps smaller sub-meshes like emblems or intricate grille details are completely culled.
- LOD3 (Shadow/Collision Mesh Candidate): A very low-poly representation, possibly just the basic silhouette of the car, used at extreme distances or for shadow casting.
Many DCC tools and game engines have built-in LOD generation tools, but manual tweaking is often required to ensure smooth transitions and maintain visual integrity. The key is to find the sweet spot where the LOD swap is imperceptible to the player.
Creating Efficient Collision Meshes
Collision meshes are separate, highly simplified meshes used by the game engine’s physics system to detect collisions, rather than using the render mesh. Using the high-poly render mesh for collision is extremely inefficient and can cause performance bottlenecks and physics instability.
- Simplified Geometry: Create a collision mesh (often called UCX_ prefix in Unreal Engine or similar conventions) that tightly encapsulates the vehicle’s form using convex hulls or simple primitive shapes.
- Convex Hulls: For complex shapes, a series of simple convex hulls (e.g., box, sphere, capsule colliders) can be combined to approximate the car’s shape without excessive complexity.
- Accuracy vs. Performance: Ensure the collision mesh is accurate enough for gameplay (e.g., preventing wheels from clipping into the ground) but simplified enough to be performant. Often, a single, low-poly mesh that outlines the car’s overall shape is sufficient for basic ground collision, with more detailed meshes for parts like wheels.
Streamlining for Real-Time Automotive Rendering
Beyond LODs and collision, further streamlining for real-time automotive rendering involves:
- Instancing: For multiple identical vehicles, ensure they are instanced to reduce draw calls.
- Occlusion Culling: Design environments and assets to work well with occlusion culling, where objects hidden behind others are not rendered.
- Static vs. Dynamic: Determine which parts of the vehicle can be static (e.g., main body) and which need to be dynamic (e.g., wheels, suspension components) for engine-level optimization.
These strategies combined significantly enhance the performance of your game-ready assets in any real-time environment.
Phase 5: Integration and Final Polish for Game Engines
The final stage involves exporting your carefully crafted game-ready assets and integrating them into your chosen game engine, followed by engine-specific optimization and debugging. This is where all your hard work comes to fruition in a dynamic, interactive environment.
Exporting and Engine-Specific Considerations
Proper export from your 3D software is crucial. FBX is the industry standard for game asset export, supporting meshes, materials, UVs, and sometimes animations. When exporting:
- Units: Ensure your scene units match your game engine’s units (e.g., centimeters in Maya to Unreal Engine). Inconsistent units can lead to scale issues upon import.
- Pivot Points: Verify that the pivot point for each asset is correctly placed, typically at the object’s center or the world origin for convenience.
- Axis Orientation: Be mindful of axis differences between software (e.g., Z-up vs. Y-up). Most FBX exporters have options to correct this.
- Material Assignments: Confirm that material slots are correctly assigned to your mesh before export.
- Naming Conventions: Adhere to clear, consistent naming conventions for meshes, materials, and textures for easier management in the engine.
For Unreal Engine, models are imported via the Content Browser. For Unity, you simply drag and drop FBX files into the Assets folder. Both engines will import the mesh and prompt you to create or assign materials. Ensure your textures are imported at the correct resolution and texture type (e.g., sRGB for Albedo, Linear for Normal, Roughness, Metallic).
Post-Import Optimization and Debugging
Once your vehicle is in the engine, perform a series of checks and optimizations:
- Scale and Orientation: Confirm the vehicle’s scale and orientation are correct.
- Material Setup: Re-assign PBR textures to your materials and adjust parameters (roughness, metallic, specular, normal map intensity) to achieve the desired look. Many engines offer specialized car paint shaders to achieve a realistic clear-coat effect.
- LOD Validation: Test your LODs by moving the camera away from the vehicle. Ensure the transitions are smooth and visual fidelity is maintained. Use engine profilers to confirm LODs are effectively reducing polycount and draw calls.
- Collision Test: Drive or interact with the vehicle to test collision accuracy and performance. Adjust collision meshes as needed.
- Lightmap UVs: Generate a second UV channel specifically for static lighting (lightmaps) if your asset will be part of a baked lighting scenario. Ensure this UV channel has no overlaps and sufficient padding.
- Performance Profiling: Use the engine’s built-in profilers (e.g., Unreal Engine’s Stat GPU/RHI, Unity’s Profiler) to identify any bottlenecks related to your vehicle asset. Look for high draw calls, excessive texture memory usage, or GPU frametime spikes.
The Iterative Workflow for Game-Ready Assets
Optimizing automotive CAD for real-time is rarely a one-shot process. It’s an iterative workflow where you constantly refine the model based on performance metrics and visual feedback within the game engine. Be prepared to revisit earlier steps, make adjustments, and re-export. This meticulous approach ensures that your assets are not only visually stunning but also performant and stable across various target platforms. With a robust pipeline and attention to detail, transforming intricate CAD models into high-quality game-ready assets becomes a manageable, rewarding endeavor. If you need a starting point for highly optimized models, check out the curated selection at 88cars3d.com.
Conclusion
Transforming complex automotive CAD data into efficient, visually stunning game-ready assets is an intricate dance between precision and performance. It demands a deep understanding of CAD data preparation, meticulous polycount reduction techniques, careful mesh topology, expert normal map baking, and a robust PBR material setup. Implementing effective Level of Detail (LOD) optimization and custom collision meshes ensures that your vehicles not only look incredible but also perform flawlessly in a real-time automotive rendering environment.
This comprehensive guide has armed you with a professional pipeline, from the initial cleanup to final engine integration. By embracing these techniques, you can overcome the inherent challenges and unlock the full potential of high-fidelity automotive designs in interactive experiences. The journey from engineering precision to real-time immersion is challenging but incredibly rewarding, yielding assets that truly captivate. Take the first step towards building your ultimate virtual garage or creating the next generation of realistic vehicle simulations.
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Subaru Legacy 2003 3D Model
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Subaru Legacy Touring Wagon 3D Model
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Material: Yes
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Toyota Mark II (X100) 1998 3D Model
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Toyota Corona 1985 3D Model
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Toyota Mark II X81 1990 3D Model
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Toyota iQ EV 2012 3D Model
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Toyota Aygo 2013 3D Model
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Toyota Crown S180 2005 3D Model
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Toyota Celica 2004 3D Model
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Toyota Corolla AE100 1992 3D Model
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Toyota Mark II X110 2000 3D Model
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Toyota Corolla 2020 3D Model
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Toyota Yaris 2020 3D Model
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Volkswagen Beetle 2012 3D Model
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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
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Volkswagen Passat CC 3D Model
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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
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Volkswagen Phaeton W12 2004 3D Model
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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
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Volkswagen Golf 5-Doors 2018 3D Model
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Volvo C70 T5 2000 3D Model
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Material: Yes
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Volvo S40 Sedan 2004 3D Model
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Material: Yes
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Volvo C30 BEV 2012 3D Model
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Volvo C70 1998 3D Model
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Mazda B-Series 3D Model
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Mercsedes Benz Z3-006 3D Model
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Mazda RX-7 3D Model
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Volvo VCC-003 3D Model
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Mercedes-Benz SLR McLaren 2005 3D Model
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Material: Yes
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GAZ 3110 Pickup 2000 3D Model
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Material: Yes
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Mazda 626 GF 1997 3D Model
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Volvo S80 2011 3D Model
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Volkswagen Touran restyle-006 3D Model
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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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