Beyond Basic Shaders: Crafting Hyper-Realistic Car Paint in Unreal Engine 5
Beyond Basic Shaders: Crafting Hyper-Realistic Car Paint in Unreal Engine 5
In the world of 3D visualization, few materials present as significant a challenge as car paint. Its multi-faceted nature—a dance of reflections, refractions, and microscopic details—can make or break the realism of an automotive scene. While Unreal Engine 5 provides robust PBR tools, achieving truly hyper-realistic car paint requires moving beyond default settings and delving into advanced shader techniques. This deep dive will equip you with the knowledge to create stunning Unreal Engine 5 car paint that captivates and convinces, elevating your projects to a new level of photorealistic rendering.
Whether you’re an automotive designer showcasing a new concept, a game developer pushing visual boundaries, or an artist aiming for perfection, understanding the intricacies of automotive materials UE5 is paramount. We’ll explore the science behind real-world car paint and translate that into a powerful, optimized PBR shader, ensuring your vehicles look as good as those found on 88cars3d.com, a leading resource for high-quality automotive models.
The Quest for Realism: Why Default UE5 Materials Fall Short
At first glance, Unreal Engine 5’s default PBR shaders might seem sufficient. You can assign a color, tweak metallic and roughness values, and get a decent-looking surface. However, real-world car paint is far more complex than a simple metallic-roughness setup. It’s not a single monolithic layer but a sophisticated sandwich of different materials, each contributing to its unique visual properties.
A car’s finish isn’t just about color; it’s about the depth, the way light interacts with tiny metallic flakes suspended beneath a glossy clear coat, and the subtle imperfections that add character. Standard PBR shaders often lack the specific inputs and layered structure required to accurately simulate these effects. This limitation means that relying solely on basic PBR shaders will result in a flat, artificial appearance, falling short of true photorealistic rendering expectations for automotive visualization.
Achieving a convincing clear coat effect, for instance, requires a dedicated approach that goes beyond the standard material inputs. Without this, your car paint will lack the characteristic mirror-like reflections and subtle refractions that define a high-end automotive finish. This is where advanced Unreal Engine 5 car paint techniques become indispensable.
Deconstructing Car Paint: A Deep Dive into PBR Principles
To recreate car paint realistically, we must first understand its physical composition. Automotive paint typically consists of several distinct layers, each with its own PBR characteristics. By breaking it down, we can build a modular shader that accurately represents these components, leading to superior automotive materials UE5.
The Foundation: Base Coat (Diffuse & Roughness)
The base coat is the primary color layer, providing the car’s hue. This layer is usually quite diffuse, meaning it scatters light rather than reflecting it directly. Its PBR properties are generally non-metallic (or very slightly metallic, depending on the paint type) with a certain level of roughness. The roughness here determines how much light is diffused versus reflected. For solid, non-metallic paints, this layer is straightforward. For metallic paints, however, this is where the metallic flakes come into play.
Even for the base coat, slight variations in roughness can add subtle depth. Consider using a very subtle grunge or noise texture to break up perfectly uniform roughness, mimicking microscopic variations in the paint’s surface before the clear coat is applied. This attention to detail is a hallmark of photorealistic rendering.
The Sparkle: Metallic Flakes Layer
This is arguably the most challenging and visually striking component of metallic car paint. Metallic flakes are microscopic particles suspended within the base coat. They are highly reflective and catch light at specific angles, creating the characteristic sparkle and “flip-flop” effect as the viewing angle changes. Simulating these metallic flakes requires careful manipulation of normals and reflectivity within the shader.
Instead of relying on a single metallic value for the entire material, we need to introduce a system that allows these flakes to behave distinctly. This often involves using a specialized normal map or a procedural approach within the material graph to simulate thousands of tiny reflective surfaces. The density and size of these flakes are crucial parameters for fine-tuning the look of your Unreal Engine 5 car paint.
The flakes themselves contribute significantly to the metallic property, causing the surface to reflect rather than diffuse light. Their orientation and distribution beneath the clear coat are key to achieving a convincing effect, distinguishing high-quality automotive materials UE5 from simpler PBR shaders.
The Shine: Clear Coat Effect
The clear coat is a transparent, highly reflective layer applied over the base coat and metallic flakes. It’s what gives car paint its deep, glossy appearance and protects the underlying layers. The clear coat has its own set of PBR properties: it’s dielectric (non-metallic), has a specific Index of Refraction (IOR), and a roughness value that determines its glossiness. A perfectly smooth clear coat will have very low roughness, resulting in sharp, mirror-like reflections, crucial for photorealistic rendering.
Unreal Engine 5 provides a dedicated ‘Clear Coat’ input on its material nodes, which simplifies this process considerably. However, simply plugging in values isn’t enough. Understanding how IOR influences reflection strength and how roughness controls the sharpness of reflections is key. The clear coat also adds a second layer of specular reflection, making the surface much more dynamic and complex than a single-layer material.
This clear coat effect is paramount for automotive materials UE5, adding depth and a protective sheen that is instantly recognizable. Without a properly implemented clear coat, even the best base coat will appear flat and unconvincing.
Nuances: Orange Peel, Dirt, and Scratches
Beyond the primary layers, real-world car paint often exhibits subtle imperfections. “Orange peel” is a common texture, a slight wavy unevenness on the clear coat surface, visible in reflections. Dirt, dust, and microscopic scratches also accumulate over time, breaking up perfect reflections and adding to the realism. These details, while subtle, can significantly enhance photorealistic rendering.
These elements are typically added as additional layers or masks that modify the roughness, normal, or even color inputs of the main material. A slight normal map for orange peel, coupled with roughness variations, can create a remarkably convincing effect. Dirt and dust can be blended in using texture masks and lerp nodes, adding a sense of age and environmental interaction to your Unreal Engine 5 car paint.
Building the Master Material: A Step-by-Step Guide in Unreal Engine 5
Now that we understand the theory, let’s translate it into a practical master material in Unreal Engine 5. This approach will allow us to create highly versatile PBR shaders capable of producing a wide range of car paint finishes.
Setting Up the Base PBR Layer
- Create a New Material: Start by creating a new material in the Content Browser. Name it something descriptive like `M_CarPaint_Master`.
- Base Color: Add a `VectorParameter` node for `BaseColor`. This will be the primary hue of your paint.
- Metallic & Roughness: Introduce `ScalarParameter` nodes for `BaseMetallic` and `BaseRoughness`. For the underlying base coat, `BaseMetallic` will usually be 0 or slightly above, while `BaseRoughness` will determine the initial diffusion of light before the clear coat is applied.
- Connect to Material Attributes: Connect these parameters to the respective inputs of your main material node. For the base coat, often the ‘Metallic’ input on the main material is driven by the metallic flake logic, so keep this in mind as we build.
Integrating the Metallic Flakes
This is where the magic happens for metallic Unreal Engine 5 car paint. We’ll use a procedural noise or a dedicated flake normal map to simulate the reflectivity of tiny metallic particles.
- Flake Normal Map: Create or import a high-frequency noise texture that looks like tiny dots or scratches. Use this as a normal map. A `Noise` node with fine scale can also work procedurally.
- Flake Intensity & Color: Add a `ScalarParameter` for `FlakeIntensity` and a `VectorParameter` for `FlakeColor` (usually white or slightly tinted).
- Blending Normals: Use a `BlendAngleCorrectedNormals` node to combine your base normal (if any, like for orange peel) with the flake normal map. This ensures the flakes accurately influence the surface’s perceived orientation.
- Driving Metallic/Specular: The flakes should drive the ‘Metallic’ or ‘Specular’ input of your material in a nuanced way. Often, the flake normal map’s strength, modulated by `FlakeIntensity`, can directly influence a secondary specular lobe or be blended into the main metallic input, appearing metallic only where the flakes are catching light. For a truly advanced setup, one might use a custom lighting model or combine this with a `ClearCoat` input’s metallic setting. For simpler PBR shaders, you might multiply `FlakeIntensity` by a constant and add it to a base metallic value, clamping the result.
- Flake Roughness: The flakes themselves can have their own roughness. Add a `ScalarParameter` for `FlakeRoughness`, typically very low to indicate their metallic, mirror-like quality.
Implementing the Clear Coat Effect
The clear coat is a distinct, transparent layer that adds significant depth and reflectivity. This is crucial for achieving high-quality automotive materials UE5.
- Clear Coat Input: Unreal Engine 5’s default material node includes a dedicated `ClearCoat` input. Enable it in the material details panel if it’s not visible.
- Clear Coat Roughness: Add a `ScalarParameter` called `ClearCoatRoughness`. This controls the sharpness of the reflections on the top layer. Low values for glossy finishes, higher for satin or matte.
- Clear Coat Normal: You can optionally add a `ClearCoatNormal` input for subtle surface imperfections like orange peel, which will only affect the clear coat reflections.
- Connecting: Connect `ClearCoatRoughness` to the `ClearCoatRoughness` input. The `ClearCoat` value itself is typically 1 for a fully present clear coat.
- IOR Consideration: The `ClearCoatRoughness` input implicitly handles the IOR for the clear coat based on physically accurate principles. However, for advanced control, you can sometimes influence the F0 (base reflectivity) via the `Specular` input if not using a dedicated Clear Coat system, but UE5’s clear coat input is generally robust enough.
Adding Advanced Details: Orange Peel, Wear, and Dirt
These details make your photorealistic rendering truly convincing.
- Orange Peel Normal: Create a subtle noise-based normal map or import a seamless texture. Add a `ScalarParameter` for `OrangePeelIntensity`. Blend this normal map using `BlendAngleCorrectedNormals` with your overall normal (or specifically with the `ClearCoatNormal` input for the clear coat only).
- Wear and Dirt Masks: Import grayscale textures or generate procedural masks for scratches, dust, or dirt.
- Blending with Lerp: Use `Lerp` nodes (Linear Interpolate) to blend different material properties based on these masks. For example:
- Dirt: Lerp between your clean `BaseColor` and a slightly darker, rougher dirt color using a dirt mask.
- Scratches: Use a scratch mask to locally increase roughness or even slightly darken the `BaseColor` where scratches occur.
- Roughness Variation: These masks are excellent for creating subtle roughness variations, adding realism to the clear coat and base paint. Use them to modulate `ClearCoatRoughness` or `BaseRoughness` parameters.
Once your master material graph is built, compile it. This master material now serves as the blueprint for all your variations of Unreal Engine 5 car paint.
Leveraging Material Instances for Rapid Iteration and Versatility
Building a complex master material is only half the battle. The true power for creating diverse automotive materials UE5 comes from using material instances. Material instances allow you to create numerous variations of your master material without recompiling the shader, leading to incredibly fast iteration times and optimized performance, essential for real-time automotive visualization.
What are Material Instances?
A material instance is a child material that inherits all the logic from its parent (the master material). Instead of recompiling the shader code, it simply overrides the exposed parameters. This means you can change the color, metallic flake density, clear coat roughness, and other properties of your car paint without incurring a significant performance hit or waiting for lengthy shader compilations.
This workflow is indispensable for artists and designers. Imagine needing to present a car in twenty different colors with varying levels of metallic flake and clear coat gloss. Without material instances, you’d be creating twenty separate, heavy materials. With them, you simply create twenty lightweight instances of your single master material, each with unique parameter values.
How to Create Material Instances
- Right-Click Master Material: In the Content Browser, right-click on your `M_CarPaint_Master` material.
- Create Material Instance: Select “Create Material Instance.”
- Rename: Give it a descriptive name, like `MI_CarPaint_RedMetallic`.
- Adjust Parameters: Double-click the new material instance to open it. You’ll see a list of all the `ScalarParameter` and `VectorParameter` nodes you exposed in your master material. Simply check the boxes next to the parameters you want to override and adjust their values.
Examples of Parameters to Expose
Exposing the right parameters is key to the versatility of your automotive materials UE5. Here’s a list of essential parameters to expose for your Unreal Engine 5 car paint master material:
- Base Color: `VectorParameter` for the primary paint hue.
- Base Roughness: `ScalarParameter` for the underlying base coat roughness.
- Metallic Flake Color: `VectorParameter` for the tint of the metallic flakes.
- Metallic Flake Intensity: `ScalarParameter` to control the visibility/brightness of flakes.
- Metallic Flake Size/Scale: `ScalarParameter` to control the visual scale of the flake normal map (if using a tiled texture).
- Clear Coat Roughness: `ScalarParameter` for the glossiness of the top coat.
- Clear Coat Normal Strength: `ScalarParameter` for the intensity of orange peel or other clear coat surface imperfections.
- Dirt/Wear Mask Strength: `ScalarParameter` to control the influence of any dirt or wear layers.
- Dirt Color/Roughness: `VectorParameter` and `ScalarParameter` for customizable dirt properties.
By judiciously exposing parameters, you can create an endless array of photorealistic rendering variations from a single, optimized PBR shader, making it incredibly powerful for any real-time automotive visualization project. This modularity is a core principle in efficient Unreal Engine 5 development.
Optimizing for Performance and Integrating with UE5’s Advanced Lighting
Crafting beautiful Unreal Engine 5 car paint isn’t just about visual fidelity; it’s also about performance. Especially in real-time automotive visualization, where high frame rates are crucial, an optimized shader is essential. Furthermore, leveraging UE5’s advanced lighting solutions like Lumen and Ray Tracing will bring out the best in your sophisticated automotive materials UE5.
Shader Complexity and Draw Calls
Complex PBR shaders, while visually stunning, can be heavy on performance. Every instruction in your material graph contributes to shader complexity. While UE5’s Clear Coat system is optimized, adding numerous custom layers for flakes, dirt, and orange peel can increase instruction count. Always monitor shader complexity using the “Shader Complexity” view mode in Unreal Engine.
- Consolidate Textures: Pack related grayscale masks (e.g., roughness, metallic, ambient occlusion for base layers) into different channels of a single texture. This reduces texture lookups and memory usage.
- Parameter Usage: While material instances are excellent, avoid unnecessary calculations in the master material for parameters that will always be overridden or remain constant.
- Conditional Logic: For very advanced shaders, consider using Static Switches to compile different shader branches based on whether certain features (e.g., dirt, heavy wear) are enabled. This allows you to create lighter versions of the shader for simpler use cases.
- LODs: For complex automotive assets like those found on 88cars3d.com, implement Level of Detail (LOD) meshes. At further distances, you can even switch to simpler car paint materials that lack the most expensive flake or detail layers, saving significant performance.
Efficient PBR shaders are those that deliver maximum visual impact with minimal computational overhead. Balancing visual fidelity with performance is a constant challenge in real-time rendering.
Ray Tracing and Lumen: Bringing Your Car Paint to Life
Unreal Engine 5’s Lumen global illumination and Ray Tracing features are game-changers for photorealistic rendering, especially for reflective surfaces like car paint. These technologies accurately simulate how light bounces and interacts with your automotive materials UE5, producing stunningly realistic results.
- Ray Tracing Reflections: Ensure your project settings have Ray Tracing enabled, particularly for reflections. Your clear coat effect will truly shine with accurate ray-traced reflections, showing off the environment in exquisite detail.
- Lumen Global Illumination: Lumen provides dynamic global illumination, meaning light bounces realistically around your scene. This makes your Unreal Engine 5 car paint look integrated into the environment, picking up subtle color shifts from surrounding objects and lighting, enhancing depth and realism.
- Exposure and Post-Processing: Fine-tune your scene’s exposure and apply subtle post-processing effects like bloom, color grading, and lens flares to further enhance the visual impact of your car paint. A well-calibrated exposure is critical for preventing blown-out reflections and maintaining dynamic range.
When combined with a meticulously crafted car paint shader, UE5’s lighting solutions allow for unparalleled photorealistic rendering, making your vehicles look indistinguishable from reality.
LODs for Automotive Assets
While not strictly a material optimization, using proper LODs for your 3D car models is crucial for performance, particularly when dealing with high-fidelity assets from resources like 88cars3d.com. A highly detailed mesh with an advanced car paint material can quickly bring down frame rates if not managed properly.
Ensure your vehicle models have multiple LODs (Level of Detail) that progressively simplify the mesh geometry and potentially even texture resolutions as the camera moves further away. This allows the engine to render less complex versions of the car, reducing the load on both the GPU (for vertex processing) and potentially the material (if you set up LOD-specific material overrides). This holistic approach to optimization ensures smooth real-time automotive visualization.
Conclusion
Crafting hyper-realistic Unreal Engine 5 car paint is a journey that goes far beyond basic PBR shaders. By understanding the layered nature of real-world automotive finishes—from the base coat and sparkling metallic flakes to the crucial clear coat effect—you can build robust and versatile master materials. Leveraging material instances then unlocks unparalleled creative freedom and rapid iteration, making complex photorealistic rendering workflows manageable and efficient for real-time automotive visualization.
Remember that the pursuit of realism is an ongoing process. Experiment with different parameters, observe real-world cars, and continuously refine your PBR shaders. The techniques discussed here provide a solid foundation for creating stunning automotive materials UE5 that truly stand out.
Ready to bring your hyper-realistic car paint to life on incredible models? Explore the extensive collection of high-quality automotive 3D models available at 88cars3d.com and apply your newfound shader expertise to create breathtaking visuals. Start experimenting today!
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Subaru Outback 2024 3D Model
Texture: Yes
Material: Yes
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Subaru Legacy 2003 3D Model
Texture: Yes
Material: Yes
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Subaru Legacy Touring Wagon 3D Model
Texture: Yes
Material: Yes
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Toyota Mark II (X100) 1998 3D Model
Texture: Yes
Material: Yes
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Toyota Corona 1985 3D Model
Texture: Yes
Material: Yes
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Toyota Mark II X81 1990 3D Model
Texture: Yes
Material: Yes
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Toyota iQ EV 2012 3D Model
Texture: Yes
Material: Yes
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Toyota Aygo 2013 3D Model
Texture: Yes
Material: Yes
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Toyota Crown S180 2005 3D Model
Texture: Yes
Material: Yes
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Toyota Celica 2004 3D Model
Texture: Yes
Material: Yes
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Toyota Corolla AE100 1992 3D Model
Texture: Yes
Material: Yes
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Toyota Mark II X110 2000 3D Model
Texture: Yes
Material: Yes
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Toyota Corolla 2020 3D Model
Texture: Yes
Material: Yes
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Toyota Yaris 2020 3D Model
Texture: Yes
Material: Yes
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Volkswagen Beetle 2012 3D Model
Texture: Yes
Material: Yes
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Toyota Matrix 2005 3D Model
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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
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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
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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
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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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