Unreal Performance, Real Detail: Optimizing High-Poly 3D Car Assets for Next-Gen Games
Unreal Performance, Real Detail: Optimizing High-Poly 3D Car Assets for Next-Gen Games
In the exhilarating world of next-generation gaming, visual fidelity reigns supreme. Players demand hyper-realistic environments and incredibly detailed assets, especially when it comes to something as iconic as a car. Automotive enthusiasts and everyday gamers alike expect to see every curve, every reflection, and every meticulously crafted detail of their favorite vehicles brought to life. However, translating the often millions of polygons from a high-resolution CAD model or a master sculpt into a real-time, playable game asset presents a monumental technical challenge.
The core dilemma lies in balancing breathtaking visual realism with the demanding performance requirements of a game engine. A raw, unoptimized high-poly model, while stunning in a static render, would bring even the most powerful gaming rig to its knees. This isn’t just about reducing polygons; it’s about smart, intelligent optimization that retains the artistic vision without sacrificing frame rate. This post will dive deep into the strategies and techniques essential for transforming lavish high-poly 3D car models into truly game-ready assets, ensuring both unreal performance and incredible detail.
The “High-Poly to Game-Ready” Challenge: Bridging the Fidelity Gap
High-fidelity 3D car models often begin their lives in CAD software or specialized sculpting applications, where the focus is on engineering precision or artistic freedom, not real-time rendering constraints. These models can feature an astronomical number of polygons, intricate internal components, and non-manifold geometry that would be disastrous for a game engine. When directly imported, such assets lead to severe performance bottlenecks, sluggish frame rates, and an unplayable user experience.
The necessity of optimization stems from the fundamental difference in how offline renderers and real-time game engines process geometry and lighting. Offline renderers can take minutes or hours to calculate a single frame, leveraging brute-force processing for complex geometry and global illumination. Game engines, conversely, must render 60 or more frames per second, making every polygon, every draw call, and every texture lookup a critical performance factor. This is why developing game-ready 3D car models requires a specialized approach.
The challenge isn’t merely about numerical reduction but about an intelligent workflow that strategically prunes unnecessary detail while visually preserving the essence of the high-poly source. It’s a delicate balancing act, ensuring that the car still looks stunning up close without crushing performance when seen from a distance or alongside dozens of other complex assets. The goal is to achieve an optimal blend of visual fidelity and efficient rendering, making the vehicle fit seamlessly into the dynamic, interactive world of a next-gen game.
Mastering Geometry Optimization: The Art of Polycount Reduction and LODs
The first and most critical step in creating game-ready 3D car models is geometry optimization, primarily focusing on polycount optimization. This process aims to drastically reduce the number of polygons without visibly compromising the silhouette or major details of the vehicle. There are several powerful strategies to achieve this, ranging from meticulous manual retopology to automated decimation techniques, all while maintaining clean, efficient topology.
Retopology Techniques: Crafting Clean and Efficient Meshes
Manual retopology is often the gold standard for creating production-ready game assets, especially for hero cars. This involves tracing over the high-poly model to create a new, low-poly mesh with an optimized edge flow. The goal is to produce an all-quad topology that flows logically with the contours of the vehicle, ensuring smooth deformations and clean shading. This labor-intensive process offers unparalleled control over polygon distribution, placing detail where it’s needed most (e.g., around wheel wells, headlights, and body lines) and simplifying flat surfaces.
Dedicated retopology tools in software like Blender, Maya, or ZBrush allow artists to snap new geometry to the high-poly surface, creating an entirely new mesh from scratch. While time-consuming, the result is a lean, performant mesh that is perfect for animation, rigging, and baking detail from the high-poly source. This method is particularly effective for unique, prominent elements of a car that will be viewed up close.
Decimation Strategies: Leveraging Automated Reduction
While manual retopology is ideal, it’s not always feasible for every component, particularly for smaller, less prominent parts or when facing tight deadlines. Automated decimation tools (e.g., ZBrush’s ZRemesher, Blender’s Decimate Modifier, or tools in Substance Painter) can rapidly reduce polygon count. These algorithms intelligently remove polygons while attempting to preserve critical features and overall shape. However, automatic decimation often results in triangulated, uneven topology that can be challenging for UV unwrapping and less ideal for smooth deformations. It’s best used strategically, perhaps for internal components, engine parts that are rarely seen, or as a starting point for further manual cleanup.
Implementing Effective Level of Detail (LOD) Systems
No single polygon count is ideal for all viewing distances. This is where Level of Detail (LOD) comes into play. LODs are simplified versions of an asset that are swapped in by the game engine as the player moves further away from the object. This technique is absolutely crucial for optimizing complex assets like cars, allowing them to maintain visual quality up close while drastically reducing rendering overhead at a distance.
A typical LOD setup for a car might include:
- LOD0 (Hero Mesh): The full-detail, optimized low-poly mesh, visible when the car is very close to the camera. This is the mesh created through retopology and baking.
- LOD1: A moderately reduced version, shedding non-essential polygons, used at medium distances.
- LOD2: A significantly reduced version, often a simplified silhouette, for longer distances.
- LOD3 (and beyond): Potentially a billboard or a vastly simplified proxy mesh for extreme distances, or when the car is barely visible.
Creating effective LODs involves careful consideration of polygon budgets for each level and ensuring smooth visual transitions between them. This approach allows game engines to render scenes with many vehicles efficiently, only displaying the necessary detail for each one based on its proximity to the camera.
Detail Preservation Through Texture Baking: The Illusion of High-Poly
Once you’ve achieved an optimal low-poly mesh through meticulous polycount optimization, the next challenge is how to retain the rich, intricate details of the original high-poly model. This is where texture baking becomes indispensable. Texture baking is the process of transferring surface information, such as normals, ambient occlusion, and curvature, from a high-resolution mesh onto a low-resolution mesh, storing this information in image textures.
This technique creates the illusion of complexity without the actual geometric burden, making it a cornerstone of creating performant game-ready 3D car models. By utilizing baked textures, a relatively simple low-poly mesh can appear incredibly detailed, mimicking the nuances of its high-poly counterpart.
Normal Maps: The Illusion of Geometric Detail
The most critical baked texture for detail preservation is the normal map. A normal map stores directional information (normals) from the high-poly surface, which tells the game engine how light should react across the low-poly surface. Instead of adding actual geometry for bumps, grooves, and intricate panel lines, the normal map fakes these details by manipulating how light is shaded across the low-poly mesh. This technique can convincingly represent small scratches, bolts, grilles, and intricate surface variations on a car, all without increasing the polygon count.
Baking a normal map involves projecting the surface normals of the high-poly model onto the UVs of the low-poly model. The result is an RGB image where each color channel corresponds to an axis (Red for X, Green for Y, Blue for Z), defining the surface normal’s direction. When applied in a game engine, this map makes flat surfaces appear bumpy or recessed, bringing incredible depth to the car’s exterior and interior.
Ambient Occlusion and Other Utility Maps
Beyond normal maps, several other baked textures contribute significantly to the realism of game-ready 3D car models:
- Ambient Occlusion (AO) Maps: These maps simulate soft shadows caused by ambient light being blocked by nearby geometry. They add depth and realism by darkening creases, crevices, and areas where surfaces are close together, such as panel gaps, around headlights, or under spoilers. Baking AO from the high-poly gives a much more accurate and detailed result than real-time AO calculations.
- Curvature Maps: These maps identify convex and concave areas of a mesh. They are incredibly useful for procedural texturing, allowing artists to apply wear and tear (e.g., edge scratches, dirt in crevices) based on the car’s geometry.
- Thickness/Cavity Maps: Similar to AO, but can be used for more specific effects like subsurface scattering or further enhancing grime accumulation in recessed areas.
Baking Workflow and Tools
The baking process typically involves loading both the high-poly and low-poly models into a specialized baking tool. Popular choices include Substance Painter, Marmoset Toolbag, or even integrated baking tools within 3D modeling software like Blender or Maya. Key steps include:
- Preparing Meshes: Ensure the low-poly mesh completely encompasses the high-poly mesh within its “cage” or projection range.
- Matching Materials/IDs: Use material IDs or color IDs on the high-poly to define different sections for separate texture sets.
- Setting Up Cages: A cage mesh helps define the projection boundaries more accurately, preventing baking errors.
- Baking Maps: Generate normal, AO, curvature, and other desired utility maps.
- Checking for Errors: Inspect the baked maps for artifacts, skewed normals, or missing details, and adjust the cage or UVs if necessary.
This comprehensive baking process allows artists to achieve astounding visual fidelity on significantly reduced geometry, making high-quality models suitable for real-time rendering.
PBR Materials & UV Mapping for Automotive Photorealism
Achieving true automotive photorealism in games goes beyond geometry and baked detail; it hinges on meticulously crafted textures and material definitions. PBR materials (Physically Based Rendering) are the industry standard for this, simulating how light interacts with surfaces in a physically accurate way. Coupled with efficient UV mapping automotive assets, PBR ensures that your car models look consistent and believable under any lighting condition within the game engine.
Principles of Physically Based Rendering (PBR)
PBR material workflows categorize surface properties into a set of maps that define how light reflects and absorbs. The two most common PBR workflows are Metallic-Roughness and Specular-Glossiness. For modern game development, Metallic-Roughness is widely adopted:
- Albedo/Base Color: Defines the base color of the surface when lit directly. For non-metallic surfaces, this is their inherent color. For metallic surfaces, it represents the color of the metal’s reflection.
- Metallic: A grayscale map indicating whether a surface is metallic (white) or non-metallic (black), influencing how light reflects.
- Roughness: A grayscale map defining the microscopic surface irregularities. A rough surface (white) scatters light, appearing duller, while a smooth surface (black) reflects light sharply, appearing shiny. This is crucial for distinguishing between matte paint, glossy clear coat, polished chrome, and rubber.
- Normal Map: (As discussed) Adds the illusion of geometric detail.
- Ambient Occlusion (AO): (As discussed) Enhances depth.
Accurately creating these PBR maps is vital for making car paint, glass, rubber tires, chrome accents, and interior materials react realistically to light. Using tools like Substance Painter or Quixel Mixer allows artists to paint these maps directly onto the 3D model, ensuring precise material definition for every part of the car.
Efficient UV Layout for Automotive Assets
UV mapping is the process of unfolding the 3D mesh into a 2D space, allowing textures to be painted or applied. For complex objects like cars, efficient UV mapping is critical for several reasons:
- Texel Density: Maintaining a consistent texel density (pixels per unit of surface area) across the entire model ensures uniform texture resolution. Different parts of a car, such as the body, interior, and wheels, often require different levels of detail, necessitating careful UV distribution.
- Minimizing Seams: While seams are inevitable, placing them strategically in less visible areas (e.g., under the car, along sharp edges, or in panel gaps) helps prevent visual artifacts and simplifies texture painting.
- Non-Overlapping UVs: Essential for baking unique details and for many game engine rendering techniques. Each polygon must have its own unique space on the UV map.
- UV Islands and Padding: Grouping related parts into UV islands and ensuring sufficient padding (empty space) between them prevents texture bleeding, especially important for mipmaps and compression.
Automotive assets often benefit from multiple UV sets or texture atlases. For instance, the main body might have one high-resolution UV set, while the interior and chassis components are grouped into separate, smaller atlases. This modular approach helps manage texture memory and optimize draw calls. For example, if you’re looking for incredibly detailed, pre-optimized vehicles, 88cars3d.com offers an extensive library of models with excellent UV layouts ready for PBR texturing.
Texture Set Creation and Atlasing
To further optimize textures, especially for assets with many small components, texture atlasing is a powerful technique. This involves combining multiple smaller textures into a single, larger texture sheet. For a car, this could mean placing all interior button textures, dashboard elements, and smaller decals onto one atlas. This reduces the number of texture lookups and draw calls, significantly improving real-time rendering performance.
Another common practice is to utilize separate texture sets for different material types or areas of the car. For instance, one set for the exterior paint and chrome, another for the glass, and a third for the interior. This allows for tailored texture resolutions and material properties for each part, ensuring optimal visual quality without wasting texture memory on less important elements.
Bringing It All Together: Game Engine Integration and Real-Time Performance
The final stage in the pipeline is to integrate your meticulously optimized and textured game-ready 3D car models into the game engine. This involves not only importing the assets but also setting up materials, ensuring correct lighting interaction, and conducting thorough performance profiling. Seamless game engine integration is what truly unlocks the potential of your optimized assets.
Exporting and Importing Best Practices
When exporting your low-poly mesh and baked textures from your 3D software (e.g., Blender, Maya) or texturing application (e.g., Substance Painter), adhere to these best practices:
- File Formats: Use industry-standard formats like FBX for meshes, which supports embedded animations, skinning, and multiple UV sets. For textures, PNG or TGA are excellent choices for lossless quality, while JPEG is suitable for less critical maps where file size is paramount.
- Units and Scale: Ensure consistency in units between your 3D software and the game engine (e.g., meters in both). Inconsistent scaling can lead to lighting issues and collision detection problems.
- Pivot Points and Orientation: Set the pivot point of the car to a logical location (e.g., center of mass, bottom center) and ensure it’s oriented correctly (e.g., Z-up or Y-up depending on the engine) to facilitate easier placement and animation within the engine.
- LOD Setup: Export each LOD mesh separately or use FBX’s built-in LOD support if the engine supports it.
Material Setup in Engine
Once imported, you’ll need to recreate your PBR materials within the game engine’s material editor (e.g., Unreal Engine’s Material Editor, Unity’s Shader Graph). This involves:
- Assigning Textures: Connect your baked Albedo, Normal, Metallic, Roughness, and AO maps to the appropriate inputs in the PBR shader.
- Adjusting Parameters: Fine-tune material parameters like metallicness, roughness, clear coat, and subsurface scattering for specific parts like paint, glass, tires, and interior fabrics.
- Shader Complexity: Utilize engine-specific features like clear coat shaders for car paint, or custom shaders for unique effects like dynamic dirt or damage. Be mindful of shader complexity, as overly complex materials can negatively impact GPU performance.
Performance Profiling and Debugging
After integration, thorough profiling is essential to ensure your car models are performing optimally for real-time rendering. Game engines provide powerful profiling tools (e.g., Unreal Engine’s Stat commands, Unity’s Profiler) that can identify bottlenecks related to:
- Draw Calls: High draw calls can indicate too many separate meshes or materials. Texture atlasing and combining meshes can help.
- Polygon Count: Even with LODs, if the highest LOD is still too dense for the target platform, further polycount optimization may be needed.
- Texture Memory: Overly large texture maps or too many unique texture sets can consume excessive VRAM. Consider reducing resolutions for less critical textures or further atlasing.
- Shader Complexity: Complex materials with many instructions can be taxing on the GPU. Simplify where possible.
Iterative testing and debugging are key. Drive around the cars in various environments, observe their performance from different distances, and make adjustments to LODs, materials, and even mesh topology based on the profiling results. This rigorous approach guarantees that the detailed car models not only look stunning but also contribute positively to the overall game experience.
Conclusion: The Fusion of Art and Engineering for Next-Gen Cars
Bringing high-poly 3D car assets into next-generation games is a sophisticated dance between artistic vision and technical prowess. It requires a deep understanding of geometry optimization, detail transfer through texture baking, and the intricacies of PBR material workflows and efficient UV layouts. The journey from a raw, high-detail model to a fully optimized, game-ready 3D car model is one of intelligent compromise and strategic workflow.
By mastering techniques like meticulous polycount optimization, implementing robust Level of Detail (LOD) systems, harnessing the power of texture baking for normal and utility maps, and crafting realistic PBR materials with optimized UV mapping automotive assets, artists and developers can achieve truly photorealistic results without sacrificing performance. This synergy ensures that every curve, every reflection, and every subtle detail of your car models shines brightly during real-time rendering, delivering an immersive and performant experience through seamless game engine integration.
If you’re seeking to elevate your game with unparalleled automotive assets, consider the expertly crafted and optimized models available at 88cars3d.com. We provide high-quality, game-ready 3D car models that perfectly balance visual fidelity with the demanding performance needs of modern game development, allowing you to focus on creating truly captivating experiences.
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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
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
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
Material: 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
Texture: Yes
Material: Yes
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Toyota Yaris 1999 3D Model
Texture: Yes
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Toyota Supra 2020 3D Model
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Volkswagen New Beetle 2000 3D Model
Texture: Yes
Material: Yes
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Volkswagen Jetta 2005 3D Model
Texture: Yes
Material: Yes
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Volkswagen Golf 3-Door 3D Model
Texture: Yes
Material: Yes
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Volvo V70 2005 3D Model
Texture: Yes
Material: Yes
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Volkswagen Bora 2004 3D Model
Texture: Yes
Material: Yes
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Volkswagen Lupo 3D Model
Texture: Yes
Material: Yes
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Volkswagen Passat B5 2000 3D Model
Texture: Yes
Material: Yes
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Volkswagen Passat CC 3D Model
Texture: Yes
Material: Yes
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Volkswagen Golf V 2006 3D Model
Texture: Yes
Material: Yes
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Volvo S60 R-Design 2024 3D Model
Texture: Yes
Material: Yes
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Volkswagen Passat 2025 3D Model
Texture: Yes
Material: Yes
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Volkswagen Passat Variant B6 2005 3D Model
Texture: Yes
Material: Yes
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Volkswagen Phaeton W12 2004 3D Model
Texture: Yes
Material: Yes
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Volkswagen Scirocco 2015 3D Model
Texture: Yes
Material: Yes
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Volvo S60 2024 3D Model
Texture: Yes
Material: Yes
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Volkswagen Polo 3D Model
Texture: Yes
Material: Yes
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Volkswagen Golf 5-Doors 2018 3D Model
Texture: Yes
Material: Yes
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Volvo C70 T5 2000 3D Model
Texture: Yes
Material: Yes
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Volvo S40 Sedan 2004 3D Model
Texture: Yes
Material: Yes
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Volvo C30 BEV 2012 3D Model
Texture: Yes
Material: Yes
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Volvo C70 1998 3D Model
Texture: Yes
Material: Yes
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Mazda B-Series 3D Model
Texture: Yes
Material: Yes
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Mercsedes Benz Z3-006 3D Model
Texture: Yes
Material: Yes
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Mazda RX-7 3D Model
Texture: Yes
Material: Yes
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Volvo VCC-003 3D Model
Texture: Yes
Material: Yes
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Mercedes-Benz SLR McLaren 2005 3D Model
Texture: Yes
Material: Yes
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GAZ 3110 Pickup 2000 3D Model
Texture: Yes
Material: Yes
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Mazda 626 GF 1997 3D Model
Texture: Yes
Material: Yes
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Volvo S80 2011 3D Model
Texture: Yes
Material: Yes
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Volkswagen Touran restyle-006 3D Model
Texture: Yes
Material: Yes
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Skoda Octavia Scout 3D Model
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
Texture: Yes
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