Deconstructing Automotive Paint: Core PBR Principles & Layered Materials for Realism
The pursuit of photorealism in 3D automotive rendering is an endless journey, pushing the boundaries of technology and artistry. While intricate models and stunning environments are crucial, one element often serves as the ultimate litmus test for visual fidelity: the automotive paint shader. It’s a complex beast, reflecting light with nuanced sophistication, from the subtle gleam of a perfectly polished surface to the iridescent sparkle of metallic flakes. Achieving truly cinematic realism, especially within the demanding real-time environment of Unreal Engine 5, requires a deep dive into advanced material creation.
For artists, game developers, and automotive designers, mastering these advanced paint shaders is not just about making a car look good; it’s about making it look believable, interactive, and truly alive under any lighting condition. Without a compelling paint finish, even the most detailed high-fidelity car models can fall flat. This guide will take you through the intricacies of building advanced automotive paint shaders in Unreal Engine 5, from deconstructing the physical properties of real-world paint to optimizing your creations for peak performance. Prepare to unlock a new level of visual fidelity for your automotive projects.
Deconstructing Automotive Paint: Core PBR Principles & Layered Materials for Realism
Understanding real-world automotive paint is the first step toward replicating it digitally. It’s not a single, monolithic surface but a carefully engineered stack of layers, each contributing to its unique visual properties. When we talk about PBR materials, we’re aiming to accurately simulate how these layers interact with light.
The Science of Automotive Paint: Physical Layers and Their Digital Equivalents
Automotive paint typically consists of several distinct layers, each serving a specific purpose:
- Primer: Applied directly to the bare metal, it provides corrosion resistance and a smooth base for subsequent layers. In PBR, this is rarely seen but influences the overall smoothness.
- Base Coat (Color Coat): This layer provides the primary color and can contain special effect pigments like metallics or pearls. Digitally, this translates to our Base Color and potentially the Metallic input, especially for metallic paints.
- Clear Coat: A transparent, durable layer applied over the base coat. It provides gloss, protection, and depth. This is arguably the most critical layer for realism in 3D and directly corresponds to Unreal Engine 5’s dedicated clear coat layer.
Each of these layers reflects and refracts light differently, making the overall appearance incredibly complex. Our goal with Unreal Engine 5 material graph is to break down this complexity into manageable, physically accurate parameters.
Translating to PBR Materials: Key Properties
PBR (Physically Based Rendering) principles are foundational for achieving realistic results. For automotive paint, we focus on:
- Base Color: The inherent color of the diffuse layer, determined by the base coat pigments.
- Metallic: A value from 0 (dielectric/non-metal) to 1 (metal). For base coats containing metallic flakes, this value will be closer to 1 or controlled by a mask.
- Roughness: Controls the microscopic surface irregularities. A low roughness value indicates a smooth, shiny surface (like a clear coat), while higher values create a duller, more diffuse reflection.
- Specular: While most modern PBR workflows derive specular from metallic/roughness, understanding that all materials have some specular reflection is key. The clear coat, being a dielectric, will have a distinct specular response.
- Normal Map: Defines surface details at a micro-level, crucial for simulating imperfections, orange peel texture, or even the orientation of metallic flakes.
The interplay of these parameters, especially roughness, dictates how light scatters and reflects off the surface, creating either sharp, mirror-like reflections or soft, broad highlights.
The Indispensable Clear Coat Shader: Depth and Protection
The clear coat shader is the cornerstone of realistic automotive paint in Unreal Engine 5. It’s not just a gloss layer; it’s a physically distinct dielectric layer that sits atop the base coat. Unreal Engine 5 provides a dedicated clear coat input within its shading model, which significantly simplifies its implementation.
Key properties of a clear coat include:
- Fresnel Reflections: The clear coat exhibits strong Fresnel reflections, meaning its reflectivity increases significantly at glancing angles. This is automatically handled by UE5’s clear coat implementation.
- Thickness and Absorption: While often subtle, a very thick clear coat can have a slight tint or absorb some light, though this is usually ignored for most car paints in real-time.
- Roughness: The clear coat has its own roughness value, separate from the base coat. A perfectly polished car will have extremely low clear coat roughness, while a dusty or scratched car will have higher values.
By leveraging Unreal Engine 5’s built-in clear coat functionality, we can achieve an impressive level of visual depth and accuracy without resorting to complex, custom layered materials that might impact performance.
Mastering the Unreal Engine 5 Material Editor: Building Custom Shaders for Flakes, Anisotropy, and Depth
The Unreal Engine 5 material graph is a powerful node-based editor that allows for incredible flexibility in shader creation. To achieve cinematic automotive paint, we’ll dive deep into custom solutions for key effects like metallic flakes and anisotropic reflections.
Setting Up Your Base Automotive Paint Material
Before adding advanced effects, let’s establish a solid base material:
- Create a New Material: Right-click in the Content Browser and select Material.
- Set Shading Model: In the Material Details panel, change the Shading Model to ‘Default Lit’ or ‘Clear Coat’. ‘Clear Coat’ is preferred as it exposes the dedicated Clear Coat inputs.
- Base Color: Connect a ‘Vector Parameter’ (for easy color adjustment via instances) or a ‘Texture Sample’ for a texture map.
- Metallic: For most automotive paints, this will be 0. We will introduce metallic properties specifically for flakes.
- Roughness: Use a ‘Scalar Parameter’ for the base roughness. This typically defines the roughness of the actual paint pigments underneath the clear coat.
- Normal: Connect a ‘Texture Sample’ with a Normal map for subtle surface imperfections (e.g., orange peel). Ensure the texture is set to ‘Normalmap’ in its properties.
This provides a clean foundation. Now, let’s add the magic.
Crafting the Metallic Flake Effect
The metallic flake effect is crucial for many car paints, giving them that characteristic sparkle and depth. We can achieve this procedurally or with texture maps.
Procedural Flakes in the Material Graph
Procedural methods offer excellent control and reduce texture memory. Here’s a common approach:
- Noise Node: Use a ‘TextureCoordinate’ node, scale it down significantly (e.g., 500-1000), and feed it into a ‘Noise’ node (Perlin Noise is a good start). This creates the random distribution of flakes.
- Thresholding: Apply a ‘Power’ or ‘SmoothStep’ node to this noise to create distinct, high-contrast flakes. A ‘Ceil’ or ‘Floor’ node can also be used for sharp edges.
- Flake Normal: Multiply the noise output by a ‘Vector Parameter’ (e.g., a small normal vector like (0.1, 0.1, 1)) and add it to the existing Normal map. This gives each flake a slightly different orientation, crucial for reflecting light individually.
- Flake Metallic/Roughness: Use the thresholded noise as a mask to control the Metallic and Roughness values. Where the noise is high (a flake), set Metallic closer to 1 and Roughness to a very low value (e.g., 0.1) for sharp reflections. Where there are no flakes, use the base paint’s Metallic (0) and Roughness.
- Color Tinting: Optionally, use the flake mask to slightly tint the base color of the flakes for an iridescent effect.
Remember that the scale of the ‘TextureCoordinate’ determines flake size, and the power/threshold values control their density and sharpness. Experimentation is key to achieving a convincing metallic flake effect.
Achieving Anisotropic Reflections
Anisotropic reflections are critical for materials with directional microscopic grooves, like brushed metal or certain types of metallic paint. Instead of circular highlights, anisotropic reflections appear as stretched or elliptical streaks, oriented along the surface’s tangent direction.
Unreal Engine 5’s ‘Clear Coat’ shading model includes an ‘Anisotropy’ input. This is typically a scalar value controlling the strength of the anisotropy, and more importantly, it uses the ‘Tangent’ input to determine the direction of the streaking.
- Anisotropy Input: Connect a ‘Scalar Parameter’ to the ‘Anisotropy’ input of your material. A value of 0 means no anisotropy, 1 means maximum.
- Tangent Input: This is where the magic happens. You need to provide a tangent vector (a 3-component vector) that defines the direction of the “grooves” on the surface.
- UV-Based Anisotropy: A common method is to use the UVs of your mesh. You can extract the U or V tangent from the ‘TextureCoordinate’ node using ‘CustomRotator’ or by constructing a vector manually. For example, feeding
(1,0,0)into the tangent input effectively aligns anisotropy with the U-axis of the UV map. - World-Space or Local-Space Direction: For effects like brushed metal on specific panels, you might need to transform a local tangent vector into world space using ‘Transform (Vector)’ nodes.
- Procedural Tangents: You can even generate procedural tangent directions using noise or mathematical functions, although this is more advanced.
- UV-Based Anisotropy: A common method is to use the UVs of your mesh. You can extract the U or V tangent from the ‘TextureCoordinate’ node using ‘CustomRotator’ or by constructing a vector manually. For example, feeding
The ‘Anisotropy’ input interacts with the ‘Roughness’ and ‘ClearCoatRoughness’ inputs. For noticeable anisotropic reflections, your roughness values should be relatively low, allowing for sharp reflections to be stretched. This technique is often combined with clear coat for maximum visual impact on vehicle renders.
Layering for Depth: The Clear Coat’s Role
Once you have your base paint with potential metallic flakes and an underlying roughness, the clear coat shader brings it all together. The ‘Clear Coat’ shading model in Unreal Engine 5 is designed precisely for this:
- Clear Coat Input: A scalar value (0 to 1) controlling the presence of the clear coat. For automotive paint, this is usually 1.
- Clear Coat Roughness: This is crucial. Connect a ‘Scalar Parameter’ here. Extremely low values (e.g., 0.05-0.15) simulate a highly polished, new clear coat, giving those sharp, mirror-like reflections. Higher values will simulate dust, micro-scratches, or a less polished finish.
- Clear Coat Normal: You can apply an additional normal map here for micro-scratches or an ‘orange peel’ effect that is specific to the clear coat layer, separate from the base paint’s normal map.
The clear coat automatically handles Fresnel and adds depth by reflecting the environment on top of the base paint’s color and reflections. The interaction between the base roughness, clear coat roughness, and anisotropic inputs allows for incredibly sophisticated and realistic automotive paint materials in the Unreal Engine 5 material graph.
Advanced Shader Techniques and Visual Nuances
Beyond the core components, sophisticated shaders often incorporate additional layers of realism. These advanced techniques further elevate the authenticity of high-fidelity car models.
Dynamic Wear and Dirt Effects
A car that’s too perfect can sometimes look unnatural. Adding dynamic wear, dirt, or dust significantly enhances realism. This is achieved through material blending:
- Mask-Based Blending: Create separate materials for clean paint and dirt/wear. Use a ‘Lerp’ (Linear Interpolate) node to blend between them, controlled by a mask texture. This mask can be hand-painted, procedurally generated based on curvature (using ‘World Aligned Blend’ or ‘Ambient Occlusion’ maps), or driven by physics simulations in a game context.
- Layered Material Setup: For more complex scenarios, Unreal Engine 5 supports ‘Material Layers’ (experimental feature in some versions, or can be custom-built). This allows you to stack different material functions (e.g., ‘Paint_Clean’, ‘Dirt_Layer’, ‘Scratch_Layer’) and blend them using masks, offering a highly modular approach.
- Parameter Control: Expose parameters for dirt color, roughness, and intensity so artists can easily adjust the level of grime without diving deep into the material graph.
Implementing dynamic wear can communicate a vehicle’s history and environment, making it more grounded in the scene.
Simulating Environmental Interactions
Realistic paint doesn’t exist in a vacuum; it interacts with its environment in subtle ways, from catching raindrops to reflecting the sun’s glare differently at various angles.
- Rain Effects:
- Wetness: Blend to a material with lower roughness values and potentially a darker base color.
- Rain Droplets: Use a ‘Normal map’ with droplet details. Combine this with a ‘Panner’ node to simulate moving raindrops or use a ‘World Aligned Texture’ for static droplets. The clear coat roughness can be modulated to create the illusion of water sheeting.
- Dust/Pollen Accumulation: Similar to dirt, but often driven by world-space Z-axis masks or vertex colors to simulate dust settling on upward-facing surfaces. The dust layer would typically have higher roughness and a desaturated color.
- Heat Distortion/Vapor: While not directly paint-related, for exhaust pipes or hot engine parts visible through a grille, a separate translucent material using ‘SceneTexture’ and ‘ScreenPosition’ with noise can simulate heat haze.
These subtle interactions significantly contribute to the overall realism and immersion, making the automotive paint feel responsive to its environment. All these effects are built and refined within the flexible Unreal Engine 5 material graph.
Leveraging Material Functions for Modularity and Reusability
As your shaders become more complex, maintaining them can become a challenge. Material Functions are invaluable for keeping your Unreal Engine 5 material graph clean, organized, and reusable.
- Encapsulate Complex Logic: Any self-contained piece of logic, like your metallic flake generator or anisotropic normal calculation, can be placed into a Material Function. This reduces clutter in your main material.
- Reusability: Create a library of functions (e.g., ‘MF_MetallicFlakes’, ‘MF_AnisotropicTangentGen’, ‘MF_ClearCoatBlend’). You can then drag and drop these functions into any material.
- Easier Updates: If you need to refine your metallic flake effect, you only change it in one Material Function, and all materials using it will automatically update.
- Input/Output Parameters: Define inputs and outputs for your Material Functions, allowing them to receive values and return results, just like nodes.
A well-structured project will heavily rely on Material Functions, especially for creating a consistent look across multiple high-fidelity car models without redundant work.
Optimizing for Real-time Performance: Techniques for High-Fidelity Automotive Paint Without Sacrificing Frame Rate
Creating beautiful shaders is one thing; ensuring they run efficiently in real-time is another. Shader optimization is paramount, especially for games or interactive experiences where frame rate is critical. Complex automotive paint shaders, with multiple layers, noise functions, and detailed calculations, can quickly become performance bottlenecks.
Understanding Shader Complexity: Profiling Tools in UE5
Unreal Engine 5 provides powerful tools to analyze and identify performance issues within your materials:
- Shader Complexity Viewmode: In the viewport, under ‘View Modes’ > ‘Shader Complexity’, you can visualize the cost of rendering each pixel. Areas rendered in green are cheap, while red and white indicate expensive shaders. Aim to keep your car paint in the green or light yellow range.
- Material Stats: Within the Material Editor, click ‘Stats’ to see a breakdown of instructions, texture lookups, and sampler usage for different shader types (vertex, pixel). This gives a detailed view of the computational cost.
- ProfileGPU: Use the `ProfileGPU` command in the console during runtime to get a hierarchical view of rendering costs, including material evaluation. This helps identify if your materials are a significant contributor to frame drops.
Regularly checking these tools throughout your automotive rendering workflow is crucial for maintaining performance.
Material Instancing and Parameterization: Reducing Draw Calls
This is one of the most fundamental shader optimization techniques:
- Parent Material: Build your main, complex automotive paint material as a ‘Parent Material’. Expose all adjustable properties (colors, roughness, flake intensity, anisotropy strength) as ‘Parameters’ (Vector Parameter, Scalar Parameter, Static Bool Parameter).
- Material Instances: For each different car paint variation (e.g., Red Metallic, Blue Matte, Black Anisotropic), create a ‘Material Instance’ from the Parent Material.
- Runtime Adjustments: Material instances allow artists to tweak parameters without recompiling the shader or creating new, identical shaders. This significantly reduces draw calls and load times, as only one parent shader needs to be compiled.
This approach is essential for any project featuring multiple cars or multiple paint options on a single car.
LODs for Materials: Simplifying Shaders at Distance
Just as meshes have Levels of Detail (LODs), materials can also be simplified based on distance to the camera. While UE5 doesn’t have a direct ‘Material LOD’ system like mesh LODs, you can achieve a similar effect:
- ‘DistanceCull’ or ‘CameraDepthFade’ Nodes: Use these nodes in your Unreal Engine 5 material graph to blend between a complex shader (e.g., with metallic flakes and anisotropy) and a simpler shader (e.g., a basic clear coat material) as the camera moves further away.
- Static Switch Parameters: For more drastic changes, use a ‘Static Switch Parameter’ driven by an ‘Object World Position’ or ‘Camera Position’ calculation. This can completely disable expensive parts of the shader graph when the object is far away, leading to significant savings.
This is a powerful technique for games where cars might be seen from varying distances, ensuring performance is maintained without sacrificing detail up close.
Texture Compression and Streaming: Efficient Asset Management
While often overlooked in shader discussions, efficient texture management is critical for overall performance:
- Appropriate Compression Settings: Ensure your normal maps are set to ‘Normalmap’ compression, and other textures use appropriate settings (e.g., ‘BC1’ for diffuse, ‘BC5’ for packed roughness/metallic/AO maps).
- Power-of-Two Resolutions: Keep texture resolutions to powers of two (e.g., 2048×2048, 4096×4096).
- Texture Streaming: Leverage UE5’s texture streaming system. Only load textures into memory at the resolution needed for the current viewport distance, saving VRAM. Configure ‘Max Texture Size’ and ‘Mip Gen Settings’ as needed.
Even the most optimized shader will struggle if it’s feeding massive, uncompressed textures into the pipeline. A well-rounded automotive rendering workflow considers textures just as carefully as shader logic.
Cinematic Lighting & Post-Processing: Elevating Your Automotive Renders with Professional Setup
Even the most meticulously crafted high-fidelity car models with advanced paint shaders won’t look cinematic without professional lighting and post-processing. These elements are the final polish, enhancing reflections, depth, and mood.
Studio Lighting Setups: HDRIs, Area Lights, Fill Lights
Lighting is the key to showcasing your automotive paint. It reveals the curves, reflections, and nuances of your clear coat shader and metallic flake effect. For an automotive render, consider:
- HDRI (High Dynamic Range Image): The foundation of realistic environment lighting. An HDRI provides rich, natural reflections and global illumination. Use a high-quality studio HDRI for controlled environments or a dynamic outdoor HDRI for environmental shots.
- Key Light: The primary light source, typically a ‘Rect Light’ or ‘Spot Light’ in Unreal Engine, positioned to highlight the main forms and reflections. It defines the car’s shape and material properties.
- Fill Lights: Softer lights (often larger ‘Rect Lights’ with lower intensity) used to reduce harsh shadows and bring out details in darker areas.
- Rim Lights: Positioned behind and slightly to the side of the car, these ‘Spot Lights’ or ‘Rect Lights’ create a bright outline, separating the car from the background and enhancing its silhouette.
- Softboxes/Light Cards: In a studio setup, flat, emissive planes can serve as softboxes, creating beautiful, elongated reflections on the car’s surface, particularly effective on the clear coat shader.
The placement and intensity of these lights will dramatically alter how your paint shader appears, revealing its depth and complexity.
Enhancing Reflections with SSR, Lumen, and Ray Tracing
Reflections are paramount for automotive paint. Unreal Engine 5 offers several powerful reflection solutions:
- Screen Space Reflections (SSR): A cost-effective solution, but limited to what’s visible on screen. It enhances local reflections but can break when objects move off-screen.
- Lumen Global Illumination and Reflections: UE5’s default dynamic GI and reflection system. Lumen provides dynamic and high-quality reflections on materials, including clear coats. It’s excellent for showcasing how the environment reflects on the car, making surfaces like the clear coat shader shine.
- Hardware Ray Tracing: For ultimate fidelity, enable hardware ray tracing. Ray-traced reflections offer pixel-perfect, physically accurate reflections of off-screen objects, eliminating many of the artifacts associated with SSR. This is where your anisotropic reflections and metallic flake effect will truly pop with unmatched realism. Be aware of the performance cost, however.
A combination of Lumen and ray tracing, carefully balanced, forms the backbone of a high-end automotive rendering workflow.
Post-Processing Volume Mastery: The Final Polish
Post-processing adds the final layer of realism and artistic intent, transforming raw renders into cinematic masterpieces. All adjustments are made within a ‘Post Process Volume’ in Unreal Engine 5.
- Color Grading: Adjust exposure, contrast, saturation, and white balance to achieve the desired mood and look. Use LUTs (Look Up Tables) for consistent color palettes.
- Bloom: Adds a glow to bright areas, enhancing the intensity of reflections and light sources, especially effective around highlights on the clear coat.
- Depth of Field (DOF): Mimics camera lenses, blurring the foreground and background to draw attention to the car. Crucial for cinematic shots.
- Vignette: Subtly darkens the edges of the screen, focusing the viewer’s eye on the center of the frame.
- Film Grain & Chromatic Aberration: Adds subtle imperfections that simulate real-world camera effects, enhancing a “filmic” look.
- Ambient Occlusion (AO): While a rendering feature, its intensity and radius can be fine-tuned in post-processing to add subtle contact shadows and improve perceived depth.
Mastering these post-processing effects allows you to fine-tune the visual narrative, ensuring your high-fidelity car models with their advanced paint shaders achieve their full cinematic potential within your automotive rendering workflow.
Conclusion
Achieving cinematic realism for automotive paint in Unreal Engine 5 is a multifaceted challenge, demanding a blend of technical understanding and artistic finesse. We’ve journeyed through the intricate layers of real-world paint, translated those properties into the powerful Unreal Engine 5 material graph, and explored how to craft bespoke effects like the metallic flake effect and anisotropic reflections. We’ve also delved into crucial shader optimization techniques to ensure your stunning visuals run smoothly in real-time, and finally, highlighted the indispensable role of expert lighting and post-processing in delivering that final, polished, cinematic look.
Remember, the goal is not just to replicate reality but to enhance it, to tell a story through every curve and reflection. By mastering the clear coat shader, understanding PBR materials, and integrating advanced techniques, you can transform your automotive renders from good to truly breathtaking. The tools are at your fingertips; the limit is your creativity.
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Subaru Impreza Sport Wagon 3D Model
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Material: Yes
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Skoda Octavia A7 2017 3D Model
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Material: Yes
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Suzuki SX4-002 3D Model
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Material: Yes
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Tesla Model S 2024 3D Model
Texture: Yes
Material: Yes
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Subaru Impreza WRX STi-002 3D Model
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Subaru Impreza WRX STi Sedan 3D Model
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Subaru Legacy 2009 3D Model
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Suzuki Swift 2024 3D Model
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Suzuki Liana Sedan 2004 3D Model
Texture: Yes
Material: Yes
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Subaru Outback 2024 3D Model
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Subaru Legacy 2003 3D Model
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Subaru Legacy Touring Wagon 3D Model
Texture: Yes
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Toyota Mark II (X100) 1998 3D Model
Texture: Yes
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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
Texture: Yes
Material: Yes
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Toyota Celica 2004 3D Model
Texture: 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
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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
Texture: Yes
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Volkswagen Golf 5 Door 2010 3D Model
Texture: Yes
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Toyota Premio 2010 3D Model
Texture: Yes
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Toyota Opa 2000 3D Model
Texture: 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
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Toyota Yaris 1999 3D Model
Texture: Yes
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Toyota Supra 2020 3D Model
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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
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Volkswagen Golf V 2006 3D Model
Texture: Yes
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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
Texture: Yes
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Mercedes-Benz S-Class W221 2005 3D Model
Texture: Yes
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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
Texture: Yes
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