Unlocking Performance: Optimizing High-Fidelity Automotive CAD for Real-Time Game Engines
Unlocking Performance: Optimizing High-Fidelity Automotive CAD for Real-Time Game Engines
The allure of a gleaming, high-fidelity sports car, meticulously detailed down to every rivet and panel gap, is undeniable. In the world of automotive design and visualization, Computer-Aided Design (CAD) models represent the pinnacle of accuracy. However, translating these engineering masterpieces into a fluid, performant experience within a real-time game engine presents a significant challenge. Raw CAD data, designed for precision manufacturing and static renders, is fundamentally incompatible with the demands of interactive environments.
Game engines prioritize speed and efficiency, rendering millions of polygons per second across vast scenes. Unoptimized CAD models, with their astronomical polygon counts and complex surface definitions, can cripple performance, leading to stuttering frame rates and unplayable experiences. The key lies in a meticulous transformation process—a sophisticated CAD to game asset pipeline that re-engineers these detailed models for the rigors of real-time rendering. This guide will walk you through the essential steps to achieve stunning visual fidelity without sacrificing performance, ensuring your automotive assets shine in any interactive application. At 88cars3d.com, we understand the critical balance between detail and efficiency, and we’re here to share the expertise required to bridge this gap.
The Inherent Challenges of Raw Automotive CAD Data
Automotive CAD models are engineered for precision. They are built using mathematical curves and surfaces (NURBS, Bezier curves) to define perfectly smooth, continuous geometry. This approach is ideal for manufacturing, where sub-millimeter accuracy is paramount. However, when these models are exported for polygonal rendering, their underlying structure creates numerous hurdles for real-time applications.
Exorbitant Polygon Counts
The most immediate and obvious problem is the sheer number of polygons. To accurately represent the smooth curves and complex forms of a vehicle, CAD conversion software often tessellates the NURBS surfaces into an extremely dense mesh. A single door panel, for instance, might consist of hundreds of thousands of triangles, leading to models that easily exceed tens of millions of polygons for a complete vehicle. This density is simply unsustainable for a game engine, which needs to render multiple objects and environments simultaneously at 60 frames per second or higher.
Non-Manifold Geometry and Overlapping Meshes
CAD software doesn’t adhere to the “watertight” mesh principles crucial for game engines. Engineers often create separate panels and components that merely touch or even slightly overlap, rather than being seamlessly merged. This results in non-manifold geometry, where edges might be connected to more than two faces, or faces might occupy the exact same space. Such issues confuse game engines and rendering pipelines, leading to visual glitches, incorrect lighting, and rendering artifacts. Improperly generated data triangulation CAD can exacerbate these problems, creating tiny, stretched triangles that are inefficient to render and difficult to optimize.
Inefficient Data Structures and Hidden Geometry
CAD files often contain a wealth of hidden data—construction curves, internal components, small fasteners, or historical revisions that are not intended for final visualization. These elements, if not meticulously cleaned out, can add significant overhead to the model without contributing to the visual fidelity of the final game asset. Furthermore, the way CAD data is structured is not optimized for polygonal rendering, making it difficult for game engines to process efficiently.
Establishing Your CAD to Game Asset Pipeline: Initial Cleanup and Preparation
The journey from a high-precision CAD model to a game-ready asset begins with careful preparation. This stage is crucial for laying a solid foundation for all subsequent optimizations. Establishing a robust CAD to game asset pipeline ensures consistency and efficiency throughout the project.
CAD Export and Initial Mesh Conversion
The first step involves exporting the CAD model from its native software (e.g., SolidWorks, CATIA, Rhino) into a polygonal format. Common export formats include STEP, IGES, or directly to OBJ or FBX if the CAD software supports it. During this conversion, you’ll often have options to control the tessellation density. While you can reduce the initial poly count here, it’s generally better to export with a reasonably high level of detail to preserve curvatures, as aggressive reduction at this stage can lead to faceted surfaces that are difficult to smooth later. Aim for a balance that captures the model’s form without being excessively dense.
Pre-Optimization in 3D Modeling Software
Once imported into a dedicated 3D modeling package (such as Blender, Maya, 3ds Max, or Modo), the real cleanup begins. This is where you address the inherent issues of CAD data.
- Removing Hidden and Unnecessary Geometry: Scrutinize the model for any internal components, tiny bolts, or construction elements that won’t be visible in the game. Delete these to immediately reduce poly count.
- Merging Overlapping Meshes: Identify and merge components that are meant to be a single continuous surface. Tools like “Merge Vertices” or “Boolean operations” can help, but proceed with caution as Booleans can sometimes create more topological issues.
- Fixing Non-Manifold Geometry: Use mesh analysis tools to detect and repair non-manifold edges or vertices. This is crucial for a clean, game-engine-friendly mesh.
- Ensuring Manifold Surfaces: All meshes intended for baking and real-time rendering must be watertight. Close any open edges or holes where surfaces should connect.
- Correcting Normals: Ensure all face normals are pointing outwards consistently. Flipped normals cause rendering artifacts and incorrect lighting in game engines.
- Consistent Scaling: Verify the model’s scale is correct and consistent with your game engine’s units. Scaling issues can lead to problems with physics, collision, and material rendering. This meticulous attention to detail is a cornerstone of effective automotive asset optimization.
Strategic Poly Reduction Techniques for Game Engines
With a clean, manifold mesh, the next critical phase is drastically reducing the polygon count without sacrificing visual quality. This is where various poly reduction techniques come into play, each with its strengths and ideal use cases. The goal is to create a “low-poly” or “game-res” mesh that can effectively represent the high-fidelity details of the original CAD model.
Decimation: Automated Poly Reduction
Decimation algorithms (e.g., in ZBrush, Maya, or standalone tools like InstaLOD) automatically reduce the polygon count by dissolving edges and collapsing vertices based on defined criteria (e.g., percentage reduction, target poly count). This method is fast and effective for uniform reduction, but it can sometimes degrade sharp edges, create undesirable triangulation, or destroy UVs. It’s best used after initial cleanup and for models where precise topology isn’t the primary concern, or as a first pass before manual refinement.
Retopology: Manual and Semi-Automated Mesh Creation
Retopology involves creating a brand-new, clean, and optimized mesh that sits on top of your high-poly CAD model. This technique offers the highest control over topology, allowing artists to create efficient quad-based meshes that are ideal for deformation, UV unwrapping, and animation.
- Manual Retopology: This involves painstakingly drawing new polygons directly onto the surface of the high-poly model. While time-consuming, it yields the best results, allowing for clean edge loops around critical features (wheel wells, door seams) and uniform polygon distribution. Tools like TopoGun, Blender’s Retopoflow, or Maya’s Quad Draw are invaluable here.
- Semi-Automated Retopology: Some tools offer guided retopology, where you draw key guide lines, and the software generates the mesh between them. This can speed up the process while still offering a good degree of control.
Retopology is often the preferred method for hero assets like player vehicles or detailed environmental props, as it guarantees a clean and performant mesh ready for the next stages of the UV mapping workflow.
Balancing Detail and Performance
When performing poly reduction, consider what details are truly essential. Thin trim, badges, or small vents might be better represented with normal maps than actual geometry. Focus on preserving the silhouette and major forms of the vehicle. For intricate models, selective reduction is key: more polygons where curves are tight or details are critical, fewer in flat areas.
Mastering UV Mapping for Optimal Real-Time Performance
Once your low-poly game mesh is ready, the next crucial step is creating an efficient and clean UV layout. UV mapping is the process of flattening your 3D model’s surfaces into a 2D space, allowing you to apply textures. A good UV mapping workflow is vital for high-quality texture baking and efficient rendering within a game engine.
Principles of Effective UV Layouts
- No Overlapping UVs: Unless you specifically intend to mirror textures (e.g., for symmetrical elements), ensure no UV islands overlap. Overlapping UVs cause artifacts during texture baking and can lead to incorrect lighting.
- Maximized UV Space: Utilize the 0-1 UV space as much as possible. Larger UV islands get more texel density, resulting in higher texture resolution on your model.
- Consistent Texel Density: Strive for uniform texel density across the entire model. This means that a texture pixel covers roughly the same real-world area on the mesh, preventing areas from looking blurry or overly pixelated compared to others.
- Minimal Seams: While seams are necessary, try to place them in less visible areas or along natural breaks in the geometry (e.g., panel lines, hidden edges).
- Straightening UV Islands: Straighten UV shells where possible (e.g., flat panels like car doors or hood) to reduce texture stretching and make texturing easier.
Strategies for Automotive UV Unwrapping
Automotive models are complex, requiring a strategic approach to UVs.
- Modular Unwrapping: Break down the vehicle into logical components (body panels, wheels, interior, chassis, glass). Each component or group of components can have its own UV atlas or share one efficiently.
- Body Panels: For large, relatively flat body panels, unwrap them as cleanly as possible. Use projection unwraps (planar, cylindrical) and then relax the UVs to minimize distortion. Seams can be placed along existing panel gaps.
- Wheels and Tires: Wheels often benefit from dedicated UV space. Tires typically use a cylindrical unwrap, with the tread and sidewall separated. Rims can be unwrapped modularly, potentially sharing UVs for repeated elements like spokes.
- Interior: The interior can be a complex beast. Unwrap components based on their visibility and material type. Fabric seats, dashboard elements, and trim pieces will all need careful UV layouts.
Using multiple UV sets can also be beneficial, for instance, one for diffuse/normal maps and another for lightmaps, crucial for realistic lighting in a game engine.
Elevating Detail with Normal Maps and LODs
Once your low-poly mesh has a pristine UV layout, it’s time to reintroduce the incredible detail from the original CAD model without adding any geometry. This is achieved through texture baking, primarily normal maps, and ensuring performance through Level of Detail (LOD) generation.
Normal Map Baking: Capturing High-Poly Detail
Normal map baking vehicle models is an indispensable process for modern game development. A normal map is a special texture that stores surface orientation information, making a low-polygon model appear to have far more geometric detail than it actually possesses.
- High-Poly and Low-Poly Alignment: Ensure your high-poly (original CAD data or a slightly reduced version) and low-poly meshes are perfectly aligned in space.
- Cage Setup: Most baking software uses a “cage” or “projection envelope” to define the area where the high-poly detail is projected onto the low-poly. This cage must encompass both meshes without intersecting itself.
- Baking Process: Use baking tools (e.g., Marmoset Toolbag, Substance Painter, XNormal, or your 3D software’s built-in bakers) to project the normal information from the high-poly onto the UVs of the low-poly.
- Other Maps: Beyond normal maps, you can bake other useful textures from your high-poly:
- Ambient Occlusion (AO) Maps: These simulate soft shadows where surfaces are close together, adding depth and realism.
- Curvature Maps: Useful for edge wear and procedural texturing.
- Thickness/Cavity Maps: Can be used for dirt accumulation or masking.
- Troubleshooting: Common baking issues include skewed normals, exploded parts, or artifacts. These usually stem from cage issues, flipped normals on the high-poly, or overlapping UVs on the low-poly.
LOD Generation: Optimizing for Distance
LOD generation automotive assets is critical for maintaining performance in larger game environments. Level of Detail (LOD) systems swap out higher-detail meshes for lower-detail versions as an object moves further from the camera. This drastically reduces the polygon count of distant objects that don’t require high fidelity.
- LOD0 (Hero Mesh): This is your primary, fully optimized, low-poly game mesh, complete with normal maps and other textures.
- LOD1, LOD2, LOD3…: These are progressively lower-poly versions of your model. Automated decimation tools are excellent for generating these subsequent LODs. The trick is to find the right balance—each LOD should be visually indistinguishable from the previous one at its intended viewing distance.
- Collision Meshes: In addition to visual LODs, you’ll need a simplified collision mesh. This is an even lower-poly, often convex, representation of the vehicle’s shape used for physics calculations and collision detection. It should be as simple as possible while accurately representing the physical bounds of the object to avoid performance bottlenecks.
Integrating and Optimizing in Real-Time Game Engines
With your highly optimized, textured automotive asset ready, the final stage is integration into your chosen real-time game engine. This involves careful export, material setup, and final performance checks to ensure seamless operation.
Exporting for Game Engines
The most common and robust export format for game assets is FBX (Filmbox). It supports meshes, materials, UVs, and sometimes even animations and LOD groups. Ensure your export settings are configured correctly for your target engine. For web-based or more open formats, glTF is becoming increasingly popular due to its efficiency and PBR material support.
Material Setup with PBR Workflow
Modern game engines heavily rely on Physically Based Rendering (PBR) for realistic material representation. PBR materials use a set of textures (Albedo/Base Color, Normal, Metallic, Roughness, Ambient Occlusion) to accurately simulate how light interacts with different surfaces.
- Albedo (Base Color): The pure color of the surface, without any lighting information.
- Normal Map: Provides fine surface detail.
- Metallic Map: Defines which parts of the surface are metallic (white) and non-metallic (black).
- Roughness Map: Controls how rough or smooth a surface is, affecting reflections. A rough surface scatters light, appearing dull; a smooth surface reflects light cleanly, appearing shiny.
- Ambient Occlusion Map: Baked in the previous step, this adds subtle shadowing.
Assign these textures to the appropriate slots in your engine’s material editor. Proper PBR setup is crucial for achieving the stunning visual quality your optimized model deserves.
Engine-Specific Optimizations and Quality Assurance
Once imported, conduct thorough testing within your game engine (e.g., Unreal Engine, Unity).
- Draw Calls: Minimize draw calls by combining meshes where appropriate or using texture atlases. Each unique material or mesh component generally incurs a draw call, so fewer draw calls mean better performance.
- Shader Complexity: Complex shaders can be performance heavy. Optimize your material graphs, using simpler shaders for less critical elements or distant LODs.
- Collision Accuracy: Test your collision meshes to ensure they behave as expected without being overly complex.
- LOD Transitions: Verify that LODs transition smoothly at appropriate distances without noticeable popping or visual glitches. Most engines offer tools to visualize LOD boundaries.
- Profiling: Use your game engine’s profiler (e.g., Unreal Insights, Unity Profiler) to identify any performance bottlenecks related to your automotive asset. This is vital for overall real-time rendering optimization.
Conclusion: Driving Visual Excellence with Performance
Transforming high-fidelity automotive CAD data into game-ready assets is a demanding but incredibly rewarding process. It requires a deep understanding of both CAD precision and real-time rendering constraints. By meticulously following a well-defined CAD to game asset pipeline, from initial cleanup and intelligent poly reduction techniques to precise UV mapping workflow and detailed normal map baking vehicle, you can unlock stunning visual quality without compromising performance.
The strategic implementation of LOD generation automotive assets and careful material setup ensures that your vehicles look fantastic up close and perform flawlessly from afar. This dedication to automotive asset optimization is what separates a beautiful but unplayable model from a truly immersive interactive experience.
If you’re seeking to streamline this complex process or require top-tier, game-ready automotive models that are already optimized for performance and visual fidelity, look no further. Visit 88cars3d.com today to explore our extensive library of meticulously crafted 3D car models, designed to drop straight into your projects and elevate your real-time experiences.
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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
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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Material: 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
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Material: Yes
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Toyota Premio 2010 3D Model
Texture: Yes
Material: 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
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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
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Volkswagen Bora 2004 3D Model
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Volkswagen Lupo 3D Model
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Volkswagen Passat B5 2000 3D Model
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
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Material: Yes
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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
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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
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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
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Material: Yes
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Volkswagen Touran restyle-006 3D Model
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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
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