High-Detail, High-Performance: Optimizing Automotive 3D Models for Real-Time Game Engines
High-Detail, High-Performance: Optimizing Automotive 3D Models for Real-Time Game Engines
In the exhilarating world of interactive entertainment, the quest for photorealism is relentless. Nowhere is this pursuit more evident than in the rendering of automotive models. Modern game engines push the boundaries, enabling stunning visuals that blur the line between virtual and reality. However, recreating the sleek curves, intricate details, and reflective surfaces of a car at a high visual fidelity presents a unique challenge: how do you achieve breathtaking realism without crippling real-time rendering performance?
This is the perpetual tightrope walk for 3D artists and game developers. High-end automotive models, with their complex geometry and sophisticated materials, demand careful optimization to run smoothly in interactive environments. A single unoptimized car model can drastically impact frame rates, ruining the immersive experience.
This comprehensive guide dives deep into the essential techniques and best practices for transforming your detailed automotive 3D models into game-ready assets. We’ll explore strategies for mesh optimization, leveraging baked textures, and mastering PBR materials to deliver both visual excellence and optimal performance. Whether you’re an artist aiming for perfection or a developer striving for buttery-smooth gameplay, understanding this balance is crucial. For those looking for a head start with meticulously crafted, game-ready automotive models, 88cars3d.com offers an extensive collection designed with performance and fidelity in mind.
The Core Challenge: Balancing Fidelity and Real-Time Performance
Automotive 3D models are arguably among the most challenging assets to optimize for games. Their distinctive features—smooth, often reflective surfaces, intricate headlights and grilles, detailed interiors, and complex chassis—all contribute to a very high default polygon count. Every curve and sharp edge in a high-detail concept model typically translates to a significant number of polygons. While this is acceptable for offline renders, it becomes a severe bottleneck in a game engine, where hundreds or thousands of these models might need to be rendered every frame, often with dynamic lighting and effects.
The primary concern is real-time rendering performance. A high polygon count directly correlates to increased GPU processing time. Each vertex and triangle must be transformed, lit, and shaded, consuming valuable milliseconds. When multiple vehicles, pedestrians, and environmental assets are present, the cumulative computational load can quickly drop frame rates below acceptable levels, leading to a choppy, unenjoyable experience.
The solution isn’t simply to decimate geometry indiscriminately. The car’s silhouette and key details must be preserved to maintain visual integrity. This is where a smart, strategic approach to optimization within the game asset pipeline becomes indispensable. It’s about being clever with how and where detail is represented, ensuring that the player perceives a high level of fidelity even when the underlying geometry is significantly reduced. This often begins with fundamental mesh optimization techniques, paving the way for more advanced texturing and material setups.
Mastering Mesh Optimization: The Foundation of Performance
The journey to a high-performance automotive model begins with its fundamental structure: the mesh. Effective mesh optimization is about reducing unnecessary geometry while preserving the visual integrity that makes a car recognizable and appealing. This involves careful polygon count optimization and intelligent management of detail based on viewing distance.
Strategic Polygon Reduction
Reducing the polygon count is not a one-size-fits-all process. It requires a thoughtful approach, understanding where detail is essential and where it can be sacrificed or faked. For automotive models, maintaining smooth curves and sharp edges is paramount, as these define the vehicle’s unique aesthetic.
- Focus on Silhouette: The most critical aspect of any 3D model, especially a car, is its silhouette. Ensure that the outer contours remain smooth and accurate after reduction. Vertices along sharp edges and curves are often more critical than those on flat surfaces.
- Manual vs. Automated Tools: While automated decimation tools (like those found in Blender, Maya, or ZBrush) can quickly reduce polygons, they often require manual cleanup to fix topology and prevent unwanted visual artifacts. For hero assets, a more controlled, manual retopology approach yields superior results.
- Triangulation for Games: Game engines primarily render in triangles. While modeling in quads is standard practice for clean topology, the model will be triangulated upon export. It’s often beneficial to manually triangulate complex areas to control the flow of triangles, especially before normal map baking.
- Interior and Underside Optimization: Details that are rarely seen, such as complex engine components (unless it’s a dedicated feature), the underside of the chassis, or intricate interior parts that are not the focus, can be heavily optimized or even simplified with alpha-masked textures.
Implementing LODs (Level of Detail)
One of the most powerful optimization techniques for real-time rendering performance is the implementation of LODs (Level of Detail). This system replaces high-detail meshes with progressively simpler versions as the object moves further from the camera, significantly reducing the computational load without a noticeable drop in visual quality to the player.
- LOD0 (Hero Mesh): This is your highest detail model, used when the car is very close to the camera. It should capture all essential details and shapes.
- LOD1, LOD2, LOD3…: Each subsequent LOD reduces the polygon count by a predetermined percentage (e.g., 50% for LOD1, 75% for LOD2, etc.), simplifying geometry, merging components, and removing smaller, unnoticeable details. Textures can also be progressively simplified or use lower resolutions for distant LODs.
- Transition Distances: Carefully define the distances at which each LOD switches. These transitions should be smooth and imperceptible to the player. Modern game engines offer tools for automatic LOD generation, but manual refinement is almost always necessary for automotive assets to ensure key features aren’t abruptly lost.
- Draw Calls and Performance: LODs not only reduce vertex and triangle count but can also help manage draw calls by simplifying material IDs or merging meshes for distant objects, further boosting real-time rendering performance.
Efficient UV Unwrapping for Games
Even the most perfectly optimized mesh will look poor without proper texturing, and that starts with clean UV unwrapping for games. UVs dictate how a 2D texture is mapped onto a 3D surface. For game assets, efficiency and organization are key.
- Maximized UV Space: Utilize as much of the 0-1 UV space as possible without overlapping (unless for specific tiling textures or mirrored geometry). This ensures maximum texture density and prevents pixelation.
- Minimal Seams: While seams are inevitable, place them in less visible areas (e.g., under the chassis, along natural panel lines). Strategic seam placement is crucial for seamless normal map baking and texture painting.
- Consistent Texel Density: Maintain a relatively consistent texel density across the entire model. This ensures that no part of the car appears blurry or overly pixelated compared to others. Tools exist to visualize and balance texel density.
- Texture Atlases: For multiple small components (e.g., bolts, emblems, interior buttons), consolidating their UVs onto a single texture atlas can significantly reduce draw calls and improve real-time rendering performance.
The Power of Baked Textures: Detail Without Geometry
Once you’ve achieved a game-ready polygon count for your automotive model, the next crucial step is to reintroduce the fine details that were removed during optimization. This is where texture baking, particularly normal map baking, becomes invaluable. It allows you to project the intricate surface details of a high-poly sculpt onto a low-poly mesh, creating the illusion of complex geometry without the performance cost.
Normal Maps: The Illusion of Depth
Normal maps are arguably the most important baked texture for modern game assets. They store directional lighting information, essentially telling the engine how light should reflect off the surface as if it had the high-poly details. This makes flat surfaces appear to have bumps, grooves, and intricate indentations.
- Baking Process: The general process involves having a high-polygon model (source) and a low-polygon model (target). Specialized baking software (like Substance Painter, Marmoset Toolbag, or even directly in Blender/Maya) projects the normal information from the high-poly onto the UV-mapped low-poly.
- Cage Setup: A critical part of normal map baking is defining a “cage” or “ray distance.” This slightly expanded version of your low-poly mesh dictates how far the rays search for high-poly detail. A properly set up cage prevents baking errors like “exploded normals” or missing details.
- Handling Hard Edges: For sharp edges (like car body panels), it’s essential to properly define smoothing groups or hard edge breaks on your low-poly model before baking. This ensures the normal map correctly captures the crispness of these edges without smoothing them out.
- Troubleshooting: Common issues include flipped normals (easily fixed by reversing green channel), jagged artifacts (often due to incorrect cage or UV seams), and skewed details (ensure tangent space consistency).
Ambient Occlusion and Curvature Maps
Beyond normal maps, other baked textures significantly enhance the realism of PBR materials by providing contextual shading and surface information.
- Ambient Occlusion (AO) Maps: These maps simulate soft, diffuse shadows where surfaces are close together, adding depth and contact shadows. Baking an AO map from your high-poly model captures these subtle details, making the car feel more grounded and less floaty. It’s an essential component for convincing PBR materials.
- Curvature Maps: Curvature maps highlight convex (outward-curving) and concave (inward-curving) areas of your mesh. These are incredibly useful for adding procedural wear, grime, dust, or edge highlights in your texturing software, mimicking real-world weathering effects.
Other Useful Baked Maps
Depending on the complexity and specific needs of your automotive model, other maps can be baked to streamline the texturing process and enhance realism:
- ID Maps: Used to create masks for different material zones or parts, simplifying the process of texturing multiple components within a single texture set.
- Position Maps: Store the world position of each vertex, useful for creating gradients or effects based on the object’s position in space.
- Thickness Maps: Indicate areas of varying thickness, which can be useful for subsurface scattering effects or specific material properties.
Photorealistic Materials: PBR and Shader Optimization
After optimizing the mesh and baking textures, the next critical phase in the game asset pipeline is setting up photorealistic materials using Physically Based Rendering (PBR). PBR materials are designed to react to light in a physically accurate manner, resulting in highly realistic and consistent visuals across various lighting conditions.
Understanding PBR Workflows
PBR is not a single technique but a set of principles and guidelines for creating materials that accurately simulate how light interacts with surfaces. The two most common workflows are Metallic/Roughness and Specular/Glossiness.
- Metallic/Roughness Workflow:
- Base Color Map (Albedo): Defines the diffuse color for non-metals and the reflective color for metals.
- Metallic Map: A grayscale map where white (1) indicates a metallic surface and black (0) indicates a non-metallic (dielectric) surface.
- Roughness Map: A grayscale map where white (1) indicates a very rough, diffuse surface (like matte plastic) and black (0) indicates a very smooth, reflective surface (like polished chrome). This map is crucial for defining the ‘shininess’ of car paint, glass, and metals.
- Normal Map: Provides the fine surface detail as discussed.
- Ambient Occlusion Map: Adds subtle self-shadowing.
- Specular/Glossiness Workflow: While still PBR, it’s less common in modern game engines like Unreal Engine 5 and Unity HDRP, which largely favor Metallic/Roughness. It defines reflectivity through a Specular map and smoothness through a Glossiness map (inverse of Roughness).
For automotive models, special attention is paid to car paint. This often involves complex shader setups that simulate clear coat layers, metallic flakes, and accurate Fresnel reflections, all contributing to the distinctive sheen of a vehicle.
Advanced Shader Techniques for Automotive
To truly bring automotive models to life, especially in high-fidelity environments, advanced shader techniques are often employed. These techniques allow for nuanced visual effects that mimic real-world materials more closely.
- Clear Coat Layers: Car paint typically has a clear protective layer on top of the colored base. This clear coat behaves differently, with its own reflections and Fresnel effect. Modern game engines (e.g., Unreal Engine’s Clear Coat material layer) allow for physically accurate dual-layer reflections, significantly enhancing realism.
- Anisotropy: Many metallic paints and brushed metal surfaces exhibit anisotropy, where reflections stretch in a particular direction. Implementing anisotropic shaders can dramatically improve the realism of these materials on components like wheels or specialized paint finishes.
- Detail Maps and Masks: Using smaller, tiling detail normal maps or roughness maps can add fine surface imperfections (like micro-scratches or dust) that would be too costly to bake into the main textures. Masks (e.g., from baked ID maps or procedural generation) are invaluable for layering different materials, wear, and grime.
- Shader Complexity vs. Performance: While advanced shaders enhance visual quality, they also increase real-time rendering performance cost. Striking a balance is key. Profile your materials in-engine to identify bottlenecks and simplify where possible, especially for less prominent parts of the vehicle.
Optimizing PBR for Game Engines
The final step in material setup involves optimizing the PBR materials for efficient rendering within your chosen game engine (e.g., Unreal Engine 5, Unity HDRP).
- Texture Resolution and Compression: Use appropriate texture resolutions (e.g., 2048×2048 for main body, 1024×1024 for wheels, 512×512 for minor details). Employ texture compression (e.g., BC7, DXT) to minimize VRAM usage without significant quality loss.
- Material Instances: For variations of the same car (different colors, interior trims), utilize material instances. This allows you to change parameters like base color or roughness without creating entirely new materials, reducing draw calls and memory overhead.
- Shader Complexity: Keep your shader graphs as lean as possible. Avoid unnecessary mathematical operations or texture lookups. Group common calculations into functions. Modern engines provide tools to visualize shader complexity, helping you identify and optimize expensive areas.
- Draw Calls: Minimize the number of materials used on a single vehicle by consolidating texture sets where logical. Fewer materials generally lead to fewer draw calls, which significantly benefits real-time rendering performance.
The Integrated Game Asset Pipeline for Automotive Models
Bringing a high-detail automotive model into a real-time game engine is a multi-stage process that requires careful planning and execution. It’s a journey through a specialized game asset pipeline, where each step builds upon the last, culminating in a visually stunning and performant interactive asset.
From CAD/High-Poly to Game-Ready
The typical workflow for automotive models starts with highly detailed CAD data or a high-polygon sculpt, often containing millions of polygons. The pipeline then focuses on progressively optimizing and enriching this data:
- Data Import and Cleanup: Importing raw CAD data or sculpted meshes into a 3D application (Maya, Blender, 3ds Max). Cleaning up geometry, removing internal faces, and separating components.
- Retopology: Creating a new, game-ready low-polygon mesh over the high-polygon source. This is a critical step for polygon count optimization and ensuring clean, animation-friendly topology.
- UV Unwrapping: Meticulously unwrapping the low-poly mesh to create efficient and distortion-free UV maps, essential for high-quality texture baking and application (UV unwrapping for games).
- Texture Baking: Projecting high-detail information (normals, AO, curvature) from the high-poly model onto the low-poly mesh (normal map baking).
- Texturing: Applying PBR materials using base color, metallic, roughness, and other maps to define the car’s appearance. Tools like Substance Painter or Quixel Mixer are commonly used here.
- LOD Generation: Creating multiple LODs (Level of Detail) for optimal real-time rendering performance at varying distances.
- Rigging and Animation (Optional but Recommended): Setting up skeletons for wheels, doors, steering, and suspension if the car needs interactive movement or damage states.
- Export and Engine Integration: Exporting the optimized model (often as FBX or glTF) and importing it into the target game engine (Unreal Engine 5, Unity HDRP). Configuring materials, collisions, and any dynamic elements.
- Performance Profiling: Rigorously testing the asset in-engine to identify and resolve any performance bottlenecks.
Engine-Specific Considerations
Each game engine has its nuances and best practices for asset integration:
- Import Settings: Pay close attention to FBX or glTF import settings. Ensure correct scale, coordinate systems, and material assignment.
- Collision Meshes: Create simplified collision meshes (often convex hulls or simplified geometry) separate from the render mesh. Complex per-polygon collision is usually too expensive.
- Physics Assets: For drivable vehicles, robust physics assets are crucial. Many engines offer specialized vehicle physics frameworks that require specific rigging and component setup.
- Performance Profiling Tools: Utilize engine-specific profiling tools (e.g., Unreal Insights, Unity Profiler) to pinpoint performance bottlenecks related to draw calls, shader complexity, and polygon count.
Starting your game asset pipeline with a high-quality, well-structured base model can save countless hours of work. Resources like 88cars3d.com provide professionally optimized automotive models, often already prepared with clean topology, UVs, and PBR texture sets, allowing artists and developers to jump straight into engine integration and creative iteration.
Conclusion
Optimizing high-detail automotive 3D models for real-time game engines is a meticulous art form, requiring a deep understanding of both visual aesthetics and technical performance. The journey from a high-polygon concept to a game-ready asset involves a strategic combination of techniques: carefully managing the polygon count optimization, implementing intelligent LODs (Level of Detail), meticulously crafting UV unwrapping for games, and leveraging the power of normal map baking to retain detail without geometry.
Crucially, mastering PBR materials and shader optimization is key to achieving that coveted photorealistic look that today’s gamers expect, all while maintaining smooth real-time rendering performance. Every decision, from the placement of a UV seam to the complexity of a clear coat shader, impacts the final experience.
By following these best practices throughout your game asset pipeline, you can create automotive models that not only look incredible but also perform flawlessly in the most demanding interactive environments. The balance between high fidelity and high performance is achievable with the right knowledge and tools. Elevate your projects with stunning, optimized assets. Explore the curated selection of high-quality, game-ready automotive models available at 88cars3d.com, designed to jumpstart your next project with performance and detail in mind.
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Toyota Corona 1985 3D Model
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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
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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
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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
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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
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Volkswagen Jetta 2005 3D Model
Texture: Yes
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Volkswagen Golf 3-Door 3D Model
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Volvo V70 2005 3D Model
Texture: Yes
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Volkswagen Bora 2004 3D Model
Texture: Yes
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Volkswagen Lupo 3D Model
Texture: 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
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Volvo S60 R-Design 2024 3D Model
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Volkswagen Passat 2025 3D Model
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Volkswagen Passat Variant B6 2005 3D Model
Texture: Yes
Material: Yes
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Volkswagen Phaeton W12 2004 3D Model
Texture: Yes
Material: Yes
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Volkswagen Scirocco 2015 3D Model
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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Mazda Familia 3D Model
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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
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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
Material: Yes
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