The Challenge: Bridging the Gap from Engineering CAD to Real-Time
The allure of hyper-realistic automotive visuals in video games and real-time simulations has never been stronger. From the gleam of perfectly rendered paintwork to the intricate details of a meticulously crafted interior, modern game engines are pushing the boundaries of what’s possible. However, bridging the gap between engineering-grade CAD data and a fully optimized, game-ready asset is a complex journey fraught with technical challenges. This guide offers a definitive roadmap for 3D artists, game developers, and automotive designers looking to master the CAD to game asset workflow, transforming highly detailed CAD models into stunning, performant real-time assets.
Engineering CAD models, designed for precision manufacturing and analysis, are inherently different from the polygonal meshes required for efficient real-time automotive rendering. They often feature NURBS surfaces, an astronomical polygon count, and intricate geometric details that, while crucial for engineering, are detrimental to game engine performance. The goal is to distill this rich data into a lean, optimized mesh that retains visual fidelity without crippling frame rates. For those seeking a head start, resources like 88cars3d.com offer an extensive library of high-quality, pre-optimized vehicle models, ready for integration into your projects.
The Challenge: Bridging the Gap from Engineering CAD to Real-Time
At the heart of the problem lies the fundamental difference between CAD and game engine geometry. CAD software typically employs NURBS (Non-Uniform Rational B-Splines) surfaces, which are mathematically precise representations of curves and surfaces. This accuracy is paramount for design and manufacturing, but game engines primarily operate on polygonal meshes (triangles and quads).
Understanding CAD Data Characteristics
- NURBS vs. Polygons: NURBS are resolution-independent, meaning they can be rendered at any detail level without aliasing. When converted to polygons, they often generate an excessive number of triangles, leading to incredibly dense meshes.
- Geometric Complexity: CAD models are built for mechanical accuracy, including tiny fillets, intricate panel gaps, and internal components that are often invisible in a game but contribute significantly to polygon count.
- Non-Manifold Geometry: CAD systems can handle overlapping or intersecting surfaces, which are problematic for game engines that require clean, watertight meshes for proper lighting and physics.
- Scale and Units: CAD models frequently come in different unit systems or at scales that need adjustment for game engine compatibility.
The direct import of a raw CAD model into a game engine is almost always catastrophic for performance. Imagine a single car body panel with millions of polygons. Multiplying this across an entire vehicle would result in billions of polygons, rendering the scene unplayable. This is why a meticulous data preparation 3D automotive process is not merely recommended, but absolutely essential.
The Foundational Step: Data Preparation and Mesh Retopology
The journey to a game-ready asset begins with careful preparation and the art of retopology. This phase is about translating the high-fidelity CAD data into a clean, efficient polygonal mesh suitable for real-time rendering. It’s an intensive but rewarding process that defines the asset’s visual quality and performance baseline.
1. CAD Export and Initial Conversion
The first step involves exporting the CAD model into a format compatible with 3D modeling software, such as STEP, IGES, or SolidWorks files. Most 3D packages (Maya, 3ds Max, Blender, Modo) have tools to import and convert these NURBS surfaces into polygonal meshes. During this initial conversion, you’ll need to make critical decisions regarding tessellation settings. A higher tessellation will result in more polygons and better curve fidelity, while a lower setting will reduce polygons but might introduce faceting. It’s often best to aim for a relatively high tessellation at this stage to preserve detail, as we will optimize it later.
2. Mesh Cleanup and Simplification
Once converted to polygons, the mesh will likely be messy. Expect issues like:
- Excessive Density: Millions of polygons in areas that don’t need it.
- Non-Manifold Edges/Vertices: Geometry that isn’t cleanly connected.
- Tiny, Redundant Faces: Often found in fillets or small details.
- Overlapping Geometry: Interior components that won’t be seen.
Tools for mesh reduction and cleanup are crucial here. Decimation tools can reduce poly count, but often at the expense of topology quality. It’s important to selectively simplify, focusing on large, flat surfaces and removing hidden geometry.
3. Mastering Mesh Retopology Cars
This is arguably the most critical stage. Mesh retopology cars involves creating a new, clean, low-polygon mesh that sits on top of the high-poly source. The goal is a mesh composed primarily of quads (four-sided polygons) with optimal edge flow that supports deformation, animation, and UV mapping efficiently. Key principles include:
- Target Polygon Count: Define a realistic poly budget based on the asset’s importance and LOD requirements.
- Clean Edge Flow: Edges should follow the natural contours of the vehicle, defining key silhouette lines and areas of curvature. This is vital for proper shading and deformation.
- Quads for Subdivision: While the final game mesh might be triangulated, starting with quads allows for easier editing and potential subdivision if needed.
- Maintaining Silhouettes: Ensure the retopologized mesh accurately captures the car’s distinctive silhouette from all angles.
- Detail Preservation: Use the low-poly mesh to capture the main forms, relying on normal maps (baked from the high-poly) to convey fine details.
Manual retopology using tools like Maya’s Quad Draw, Blender’s Retopoflow, or ZBrush’s ZRemesher (with manual cleanup) offers the most control and produces the best results. While automated retopology tools can provide a starting point, they rarely deliver the optimal, game-ready topology required for complex automotive surfaces.
Mastering UV Mapping and Texture Baking for Automotive Assets
Once you have a clean, retopologized low-polygon mesh, the next crucial steps are UV mapping and texture baking. These processes are fundamental for applying photorealistic materials and details to your game asset, ensuring the CAD to game asset workflow maintains visual fidelity.
1. UV Mapping for Automotive Surfaces
UV mapping is the process of flattening out the 3D surface of your model into a 2D space, creating a texture coordinate system that tells your game engine how to project textures onto the mesh. For automotive assets, clean, non-overlapping UVs are paramount for several reasons:
- Texture Resolution: Maximize texel density (pixels per unit of surface area) for critical areas like car body panels, headlights, and badges. Less important areas (like undercarriage) can have lower density.
- PBR Material Accuracy: PBR textures rely on precise UVs to project their information correctly, including color (albedo), roughness, metallic, and normal details.
- Minimizing Seams: Strategically place UV seams in less visible areas or along natural panel lines to prevent texture stretching or visible discontinuities.
- UDIM Workflow: For high-resolution automotive models, especially those intended for close-up shots or cinematics, a UDIM workflow is often employed. UDIMs allow you to spread UVs across multiple 2D texture tiles, effectively bypassing the resolution limits of a single texture map. This is particularly useful for large surfaces like car bodies, enabling incredibly detailed paint finishes.
Effective UV unwrapping requires careful planning, often involving separating the car into logical components (body, wheels, interior, glass) and unwrapping them individually, ensuring efficient use of UV space.
2. The Art of Texture Baking
Texture baking is the process of transferring surface details and lighting information from the high-polygon CAD model (or the initially tessellated mesh) to the low-polygon game-ready mesh. This technique allows you to achieve stunning visual detail without the computational cost of millions of polygons. Key maps typically baked include:
- Normal Maps: These are the most critical. Normal maps store surface normal direction, faking fine geometric detail (like panel lines, vents, small bevels) on a low-poly surface. When lit, the normal map interacts with the light, giving the illusion of depth.
- Ambient Occlusion (AO) Maps: AO maps simulate soft shadows where surfaces are close together, adding depth and realism. They can be baked once and used as a base for materials.
- Curvature Maps: These maps identify concave and convex areas of the mesh, useful for procedural texturing, edge wear, or dirt accumulation.
- Position Maps: Store vertex world positions, useful for advanced shader effects or blending.
- ID Maps: Used to define different material zones on the model, simplifying texture creation and material assignment.
Software like Substance Painter, Marmoset Toolbag, or even dedicated baking tools within Maya or 3ds Max are used for this process. Proper cage settings and handling of exploding meshes (separating overlapping parts during baking) are essential to prevent artifacts and ensure accurate transfers of detail, effectively completing the high-poly optimization for visual fidelity.
Achieving Photorealism: PBR Automotive Materials and Shader Excellence
With an optimized mesh and baked textures, the next frontier is creating stunning PBR automotive materials. Physically Based Rendering (PBR) is the industry standard for achieving photorealistic results in real-time. It’s based on real-world physics, ensuring that materials react to light in a consistent and believable way, regardless of lighting conditions.
1. Understanding PBR Principles
PBR workflows typically use a metallic-roughness or specular-glossiness paradigm. Most modern game engines, including Unreal Engine and Unity HDRP, favor metallic-roughness. The core PBR maps are:
- Albedo (Base Color): This map defines the diffuse color of a surface without any lighting information. For metals, it represents the color of the reflected light.
- Metallic: A grayscale map (0 to 1) indicating whether a surface is metallic (1) or dielectric (0).
- Roughness: A grayscale map (0 to 1) defining the microscopic surface irregularities. Lower roughness means a smoother, shinier surface (like polished chrome); higher roughness means a rougher, duller surface (like matte plastic).
- Normal Map: As discussed, fakes surface detail.
- Ambient Occlusion: Adds depth by simulating soft shadows.
2. Crafting Realistic Automotive Materials
Each material on a car requires careful PBR setup:
- Car Paint: This is often the most complex. A convincing car paint shader typically involves multiple layers:
- Base Coat: Albedo, metallic (often zero, as paint is dielectric), and roughness.
- Clear Coat: A secondary reflective layer on top, with its own roughness and fresnel values, simulating the protective clear coat that gives modern car paint its depth and shine.
- Flakes: For metallic or pearlescent paints, a flake normal map and a separate metallic/roughness layer can simulate tiny reflective particles embedded in the paint.
Advanced shaders in engines like Unreal Engine allow for complex layered materials, making it possible to recreate these nuanced paint properties.
- Chrome & Polished Metals: High metallic value (close to 1), very low roughness (close to 0). Anisotropy can be added for brushed metals to simulate directional reflectivity.
- Glass: Requires transparency, refraction (bending of light), and reflection. Clear coats can be applied to simulate dirt or smudges.
- Rubber: Low metallic (0), medium to high roughness, and a dark albedo. Normal maps can add tire tread detail.
- Plastics: Low metallic (0), varying roughness based on the type of plastic (matte dash vs. glossy trim), and appropriate albedo colors.
- Leather/Fabric: Require distinct normal maps, roughness variations, and potentially subsurface scattering for soft materials.
Utilizing Substance Painter or similar tools is invaluable for generating these maps, often procedurally, and for iterating on material looks quickly. The aim is always to achieve believable responses to light, which is the hallmark of excellent real-time automotive rendering.
Performance Engineering: High-Poly Optimization and LOD Generation
Even with clean retopology, a high-fidelity car model can still be very polygon-heavy, especially if it includes a detailed interior or engine bay. To ensure optimal performance across different viewing distances and hardware capabilities, robust high-poly optimization techniques and effective LOD (Level of Detail) generation are indispensable.
1. Strategic Polygon Reduction
Beyond the initial retopology, further optimization might be necessary. This involves:
- Removing Backface Culling: Identify and delete polygons that are never seen (e.g., inside closed-off compartments, under bolted-on components).
- Merging Vertices: Ensure there are no redundant vertices.
- Triangulation: Game engines primarily render triangles. While working in quads is good for modeling, a final triangulation (often done automatically on export or import) ensures consistent rendering.
- Non-Essential Geometry Removal: Unless specified, complex engine internals or intricate suspension components might be overkill if the player never sees them up close. Create simplified versions or remove them entirely for distant LODs.
2. The Power of LOD Generation Vehicles
Levels of Detail (LODs) are different versions of the same asset, each with a progressively lower polygon count and simpler materials/textures. The game engine dynamically switches between these LODs based on the asset’s distance from the camera. This is crucial for managing performance, especially in scenes with many vehicles or large open worlds.
- LOD0 (High Detail): The full, game-ready mesh, visible when the camera is very close. This is the mesh you’ve painstakingly retopologized and textured.
- LOD1 (Medium Detail): A simplified version, typically 50-70% fewer polygons than LOD0. Details like small emblems or intricate vents might be removed or baked into normal maps.
- LOD2 (Low Detail): A significantly reduced mesh, perhaps 20-30% of LOD0’s poly count. Many small components might be merged or represented by simple shapes. Interior details are usually removed or heavily simplified.
- LOD3+ (Very Low/Imposter): For extremely distant vehicles, the mesh can be drastically simplified, even down to a simple box or an impostor sprite (a 2D image generated from the 3D model).
3. LOD Generation Techniques
There are several approaches to generating LODs:
- Manual Reduction: The most labor-intensive but offers the highest quality control. Artists manually simplify the mesh, ensuring critical silhouette integrity is maintained.
- Automated Decimation: Most 3D software and game engines have built-in decimation tools (e.g., Unreal Engine’s Static Mesh Editor, Blender’s Decimate modifier). These can quickly reduce poly count but might require manual cleanup to fix unwanted distortions.
- Dedicated LOD Tools: Tools like Simplygon offer advanced, intelligent polygon reduction and LOD generation, often respecting material boundaries and visual priorities.
When generating LODs, remember to bake new normal maps for each LOD if the silhouette changes significantly, or to ensure that details removed from the mesh are still represented by textures. This comprehensive approach to LOD generation vehicles is a cornerstone of an efficient CAD to game asset workflow.
Integrating into Game Engines: Unreal Engine Car Models and Beyond
With a fully optimized, UV-mapped, and textured model, the final stage is to bring your automotive asset into a real-time engine. We’ll focus on Unreal Engine car models, given its widespread use for high-fidelity rendering, but the principles apply broadly to other engines like Unity HDRP.
1. Importing Your Asset
Export your low-poly mesh and PBR texture maps (Albedo, Metallic, Roughness, Normal, AO) from your 3D software in a suitable format (FBX is standard). In Unreal Engine:
- Import Settings: During import, ensure correct settings for scale, normal map handling (tangent space), and material creation.
- Skeletal Mesh vs. Static Mesh: For vehicles with moving parts (wheels, suspension, steering), import as a Skeletal Mesh with a proper skeletal hierarchy. This allows for animation and complex physics interactions. For static vehicles or props, a Static Mesh is sufficient.
- Collision Meshes: Generate or create custom collision meshes (often simplified versions of the main mesh) for accurate physics interaction without the performance cost of per-polygon collision.
2. Material Setup in Unreal Engine
Recreate your PBR materials using Unreal Engine’s powerful Material Editor:
- Base Material: Create a master material that can be instanced for various parts. Connect your Albedo, Metallic, Roughness, Normal, and AO maps to their respective input pins.
- Car Paint Shader: Leverage Unreal Engine’s clear coat shading model for realistic automotive paint. You’ll typically have your base paint material and then overlay a clear coat layer, controlling its roughness, reflections, and even adding detail via clear coat normal maps.
- Glass: Use a translucent material with appropriate roughness and refraction settings. Ray tracing features (if enabled) can greatly enhance glass realism.
- Instance Materials: Create material instances from your master material. This allows you to easily adjust parameters (color, roughness, metallic values) for different parts or variations without recompiling the shader, saving iteration time.
3. Lighting, Reflections, and Advanced Features
Achieving true real-time automotive rendering quality in Unreal Engine relies heavily on lighting and reflection setup:
- Light Sources: Use directional lights for sun, sky lights for ambient illumination, and point/spot lights for specific accents (headlights, brake lights).
- Reflection Captures: Place Sphere or Box Reflection Captures around your vehicle to provide accurate reflections from the environment.
- Screen Space Reflections (SSR): Enable SSR for dynamic, local reflections on surfaces like paint and glass.
- Ray Tracing / Lumen (UE5): For ultimate photorealism, utilize hardware-accelerated Ray Tracing for reflections, shadows, and ambient occlusion, or Unreal Engine 5’s Lumen for global illumination and reflections. These features dramatically elevate the visual quality of Unreal Engine car models.
- Blueprints: For interactive vehicles, use Unreal Engine’s Blueprint visual scripting system to set up physics, controls, and animations for wheels, steering, and suspension.
Advanced Real-Time Rendering Techniques
To truly push the boundaries of photorealism, especially for high-end cinematic sequences or virtual showcases, several advanced rendering techniques can be employed.
1. Dynamic Global Illumination and Reflections
Modern game engines offer sophisticated solutions for global illumination (GI) and reflections:
- Lumen (Unreal Engine 5): A fully dynamic GI and reflection system that produces incredibly realistic lighting bounces and reflections in real-time. It’s a game-changer for environments and vehicles, reacting instantly to changes in light or geometry.
- Ray Tracing: When supported by hardware, ray tracing can deliver pixel-perfect reflections, soft shadows, and ambient occlusion that are computationally intensive but visually unparalleled. Integrating ray-traced reflections on car paint and glass significantly enhances realism.
2. Post-Processing Effects
Post-processing is the final polish applied to the rendered image. For automotive assets, crucial effects include:
- Color Grading: Adjusting overall color, contrast, and saturation to achieve a specific mood or photographic look.
- Vignette: Subtly darkening the edges of the screen to draw focus to the center.
- Bloom: Simulating light scattering from bright areas, making lights and reflections appear more intense.
- Lens Flares: Adding realistic lens artifacts when looking directly at bright light sources.
- Depth of Field: Blurring elements outside the focal plane, mimicking a camera lens and directing the viewer’s eye.
These effects, when used subtly and artistically, can dramatically enhance the perceived realism of your real-time automotive rendering, making your car models truly pop.
Conclusion: Driving Towards Unmatched Realism
The journey from a complex CAD model to a fully optimized, photorealistic game-ready automotive asset is a testament to the blend of technical skill, artistic vision, and meticulous attention to detail. It involves navigating intricate steps from data preparation 3D automotive and intricate mesh retopology cars to crafting exquisite PBR automotive materials and mastering LOD generation vehicles.
By understanding and implementing a robust CAD to game asset workflow, you can transform high-precision engineering data into stunning visuals that not only perform flawlessly in Unreal Engine car models and other real-time environments but also captivate audiences with their unparalleled realism. The commitment to high-poly optimization and advanced rendering techniques ensures that your creations stand at the forefront of visual fidelity.
For artists and developers seeking to accelerate their projects with professionally prepared assets, remember that ready-to-use, high-quality models are available. Consider visiting 88cars3d.com for a curated selection of optimized automotive models, giving you a head start in creating your next masterpiece. Embrace these techniques, and unlock the full potential of real-time automotive rendering in your projects.
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Subaru Impreza WRX STi Sedan 3D Model
Texture: Yes
Material: Yes
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Subaru Legacy 2009 3D Model
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Material: Yes
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Suzuki Swift 2024 3D Model
Texture: Yes
Material: Yes
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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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Material: Yes
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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
Texture: Yes
Material: Yes
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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
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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
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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
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Toyota Yaris 2020 3D Model
Texture: Yes
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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
Texture: Yes
Material: Yes
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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
Texture: Yes
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Toyota Opa 2000 3D Model
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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
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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
Material: Yes
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Volkswagen Golf 3-Door 3D Model
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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
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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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