High-Poly to Game-Ready: Mastering 3D Automotive Model Optimization for Unreal Engine & Real-Time Viz
High-Poly to Game-Ready: Mastering 3D Automotive Model Optimization for Unreal Engine & Real-Time Viz
The sleek lines, intricate details, and flawless finishes of a high-fidelity 3D automotive model are truly captivating. Whether destined for a cinematic animation, a high-end marketing render, or a virtual showroom, these models represent countless hours of meticulous craftsmanship. However, the path from these often CAD-derived or VFX-grade assets to truly immersive, interactive experiences in environments like Unreal Engine is paved with significant technical challenges.
The core problem lies in balancing breathtaking visual fidelity with the stringent demands of real-time rendering performance. A model with millions of polygons and dozens of separate objects, while stunning in an offline renderer, will cripple a game engine, leading to abysmal frame rates and a frustrating user experience. Our goal is to transform these detailed behemoths into lean, efficient game-ready assets without sacrificing their visual integrity.
This comprehensive guide will delve into the essential strategies and techniques for optimizing high-poly automotive models, making them perfectly suited for Unreal Engine optimization and other real-time visualization platforms. We’ll explore everything from smart polygon reduction techniques and robust retopology workflows to dynamic Levels of Detail (LODs) and the magic of PBR texture baking, all culminating in an efficient automotive visualization pipeline.
The Core Challenge: Bridging the Fidelity-Performance Gap
High-polygon models, often originating from CAD software used in industrial design or meticulously sculpted for VFX productions, are engineered for accuracy and maximum detail. These models typically feature an extremely dense mesh, with complex geometries, tiny fillets, and an abundance of individual components. While perfect for close-up renders where every detail matters, this level of complexity is a significant bottleneck for real-time applications.
Every polygon, every vertex, and every material requires processing power. A scene filled with unoptimized automotive models can quickly exceed the capabilities of even high-end graphics cards, leading to low frame rates, stuttering, and an overall poor interactive experience. This is where the art and science of optimization come into play. The objective is to intelligently reduce this computational burden while preserving the visual essence that makes an automotive model so appealing. An effective automotive visualization pipeline must account for this from the outset.
Achieving optimal real-time rendering performance requires a multi-faceted approach, tackling mesh density, material complexity, and rendering efficiency. This means not just cutting polygons, but doing so strategically, ensuring that the model remains visually compelling and responds well within the constraints of a game engine like Unreal. This balance is critical for creating compelling virtual experiences.
Mastering Polygon Reduction Techniques for Automotive Models
The first and most direct step in optimizing a high-poly automotive model is reducing its polygon count. This isn’t just about making the mesh smaller; it’s about making it more efficient. Several polygon reduction techniques are available, each with its own advantages and best use cases.
Decimation vs. Manual Optimization
- Automated Decimation Tools: Software like Autodesk Maya’s Reduce tool, Blender’s Decimate modifier, or 3ds Max’s ProOptimizer can quickly reduce polygon counts. These tools work by intelligently merging vertices and collapsing edges, aiming to maintain overall shape. They are excellent for initial passes, especially on complex, organic shapes or when a quick reduction is needed. However, they can sometimes create messy, triangulated topology, making subsequent UV mapping and texture baking more challenging. They are often best for areas less visible or less critical to the model’s silhouette.
- Manual Optimization: This involves a more hands-on approach where artists selectively remove unnecessary edge loops, merge collinear vertices, and simplify geometry without compromising critical detail. For instance, flat surfaces rarely need dense topology, and interior components that are never seen can be heavily simplified or removed entirely. Manual optimization leads to much cleaner topology, which is invaluable for later stages, but it’s significantly more time-consuming. It’s often combined with automated methods, using decimation for an initial pass and then refining manually.
Strategic Reduction Areas
When applying polygon reduction techniques, it’s crucial to be strategic about where you cut. Not all parts of a car model require the same level of detail.
- Exterior Body Panels: These are the most visible parts and require a higher level of detail to maintain smooth curves and reflections. Focus on retaining the primary contours while simplifying areas that are perfectly flat or have minimal curvature.
- Interior Details: Depending on whether the interior will be viewable, these can be heavily optimized. If the player won’t enter the car, simply reducing detail or even removing components hidden from view can save significant polygons. For drivable interiors, focus detail on the dashboard, steering wheel, and seats, while simplifying door panels and floorboards.
- Underbody and Engine Bay: Unless specifically for a technical demo or a game where the hood opens, these areas can be drastically simplified or even replaced with simpler geometry, as they are rarely seen.
- Wheels and Tires: These are often visible and rotating, so a good balance is needed. The tire tread can be approximated with normal maps rather than dense geometry.
Effective polygon reduction is about understanding visual hierarchy and making intelligent compromises to achieve optimal game-ready assets for Unreal Engine optimization.
The Art of Retopology Workflow for Clean, Game-Ready Meshes
While polygon reduction can simplify a mesh, it doesn’t always result in clean, quad-based topology suitable for real-time rendering, animation, or efficient UV mapping. This is where a dedicated retopology workflow becomes indispensable. Retopology involves rebuilding the mesh with a clean, optimized polygon structure, typically focusing on quads, which are ideal for deformation and subdivision.
Retopology is a fundamental step in creating robust game-ready assets, particularly for objects as complex as automotive models. It ensures predictable surface behavior, simplifies UV layout, and sets the stage for efficient texture baking.
Key Principles of Automotive Retopology
- Clean Edge Flow: The new topology should follow the natural contours and hard edges of the automotive model. Good edge flow is critical for maintaining sharp features like door seams, hood lines, and fender flares without needing an excessive polygon count.
- Quad-Dominant Topology: While triangles are acceptable in game engines (as they are ultimately converted to triangles by the GPU), a quad-based mesh is much easier to work with during the modeling, unwrapping, and animation stages. It also tends to deform more predictably.
- Maintaining Sharp Details with Minimal Polygons: The goal is to represent the high-poly details using as few polygons as possible. This often means placing edge loops strategically around areas where the surface curvature changes dramatically, or where panels meet. Flat surfaces, conversely, can use very sparse polygon distribution.
- Optimized for UV Mapping: A clean, well-retopologized mesh is a joy to UV unwrap. The edge flow should ideally facilitate logical UV seams, minimizing distortion and making the most of texture space.
Tools and Techniques
Many 3D applications offer powerful tools to aid in the retopology workflow:
- Maya Quad Draw: A highly intuitive tool that allows artists to draw new topology directly onto a high-poly mesh. It automatically snaps new quads to the surface and offers excellent control over edge flow.
- Blender Retopoflow (Add-on): A popular commercial add-on for Blender that provides similar powerful tools for snapping, extruding, and drawing new polygons onto a reference mesh.
- ZBrush ZRemesher: While primarily an automatic tool, ZRemesher can be invaluable for organic or extremely complex hard-surface shapes, offering various control options to guide the retopology process. It often requires manual cleanup afterward, but can provide a solid base.
- Manual Patch Modeling: For highly precise control, some artists prefer to build the low-poly mesh patch by patch, using traditional modeling tools and snapping them to the high-poly reference.
A well-executed retopology workflow is a cornerstone for creating high-performance, visually accurate game-ready assets, especially for detailed subjects like those found on 88cars3d.com.
Implementing Dynamic Levels of Detail (LODs) for Scalable Performance
Even with a perfectly optimized base mesh, rendering a highly detailed automotive model up close and far away with the same polygon count is inefficient. This is where Levels of Detail (LODs) come into play. LODs are different versions of a mesh, each with a progressively lower polygon count. The game engine dynamically switches between these versions based on the camera’s distance from the object, ensuring optimal real-time rendering performance without noticeable visual degradation.
LODs are absolutely critical for Unreal Engine optimization, especially in large open-world environments or scenes with many vehicles. They allow you to maintain high fidelity where it matters (when the car is close) and aggressively reduce detail where it won’t be perceived (when the car is far away).
Generating LODs
- Automatic LOD Generation: Most modern 3D software and game engines (including Unreal Engine) offer built-in tools for automatic LOD generation. These tools take your base mesh and generate progressively simpler versions using decimation algorithms. While convenient, automatic LODs can sometimes produce less-than-ideal results, especially on complex mechanical parts, requiring manual tweaks.
- Manual LOD Creation: For critical assets or when precise control is needed, manually creating LODs is the superior approach. This involves duplicating your optimized base mesh and then applying further, targeted polygon reduction techniques to create LOD1, LOD2, LOD3, and so on. This allows artists to ensure that important silhouette details are preserved even at lower poly counts, and that UVs remain consistent across LODs.
LOD Groups and Culling
Once you have your LOD meshes, they need to be properly set up in the game engine. In Unreal Engine, this is typically done through Static Mesh Editor settings:
- LOD Group Assignment: Assign your different LOD meshes to the appropriate slots within the static mesh asset. You can specify the screen size (percentage of screen space the mesh occupies) at which each LOD level will be used.
- Draw Calls and Culling: Lower LODs reduce the number of vertices and triangles the GPU has to process, directly impacting performance. Additionally, LODs can be configured to completely cull (stop rendering) an object once it falls below a certain screen size, saving even more processing power.
- Smooth Transitions: Unreal Engine provides options for smooth LOD transitions, subtly fading between different LOD levels to prevent jarring pop-ins as the camera moves.
Implementing a robust LOD strategy is a game-changer for real-time rendering performance and a hallmark of truly professional game-ready assets. Many of the premium models available at 88cars3d.com are designed with LOD strategies in mind, facilitating easier integration into performance-sensitive projects.
Elevating Visuals with PBR Texture Baking and Material Setup
After optimizing the mesh, the next crucial step in transforming a high-poly automotive model into a game-ready asset is creating its textures. This is where PBR texture baking becomes invaluable, allowing us to transfer the rich detail of the high-poly model onto the optimized low-poly mesh without increasing its polygon count.
Physically Based Rendering (PBR) materials are the standard for modern real-time rendering, providing incredibly realistic surface properties based on how light interacts with materials in the real world. Setting these up correctly is vital for achieving high-quality automotive visualization pipeline results.
Baking Process Overview
Baking involves projecting details from a high-polygon source mesh onto the UV-unwrapped surface of a low-polygon target mesh. Key maps to bake include:
- Normal Map: This is arguably the most important baked map. It simulates high-detail surface curvature and dents using pixel-level normal information, making a low-poly mesh *appear* to have the intricate details of the high-poly version.
- Ambient Occlusion (AO) Map: Calculates how much light is blocked by nearby geometry, creating soft shadows in crevices and corners, enhancing depth and realism.
- Curvature Map: Identifies concave and convex areas, useful for adding edge wear or dirt accumulation automatically in PBR texturing tools.
- ID Map (Color ID): Assigns unique colors to different material zones on the high-poly model, allowing for quick material isolation and texturing in Substance Painter or similar tools.
- Height/Displacement Map: While less common for simple real-time assets due to performance cost, these can provide actual geometric displacement for extreme close-ups, though normal maps are usually preferred for cars.
Popular baking tools include Substance Painter, Marmoset Toolbag, and XNormal. The quality of your UV unwrapping directly impacts the quality of your baked textures, so ensure your low-poly model has clean, non-overlapping UVs.
PBR Material Principles in Unreal Engine
Once textures are baked, they need to be set up correctly as PBR materials in Unreal Engine. A standard PBR metallic-roughness workflow typically uses:
- Base Color Map (Albedo): Defines the diffuse color of the surface, stripped of any lighting information.
- Metallic Map: A grayscale map indicating which parts of the surface are metallic (white) and which are dielectric (black).
- Roughness Map: A grayscale map controlling the micro-surface detail, determining how blurry or sharp reflections are. Black is perfectly smooth/reflective, white is completely rough/diffuse.
- Normal Map: Connects to the Normal input of the material, providing the illusion of detailed geometry.
- Ambient Occlusion Map: Connects to the Ambient Occlusion input, enhancing localized shadows.
For automotive materials, pay special attention to:
- Car Paint: Often requires complex PBR setups with multiple layers (base coat, clear coat) to simulate metallic flakes, clear coat reflections, and fresnel effects. Unreal Engine’s advanced material system allows for highly customized and realistic car paint shaders.
- Glass: Needs accurate transparency, refraction, and reflection properties. Using custom shaders for advanced glass effects (e.g., dirt, rain) can further enhance realism.
- Rubber and Plastic: Typically dielectric materials with varying levels of roughness.
Proper PBR texture baking and material setup are what allow optimized game-ready assets to look virtually indistinguishable from their high-poly counterparts, driving excellent real-time rendering performance. Many of the expertly crafted models found at 88cars3d.com come with production-ready PBR textures, streamlining your development process.
Assembling the Automotive Visualization Pipeline: From CAD to Real-Time
Bringing all these techniques together forms a robust automotive visualization pipeline. This integrated workflow ensures that high-fidelity CAD or VFX models are systematically transformed into efficient, high-performance assets ready for deployment in Unreal Engine or any other real-time visualization platform.
Ingestion and Initial Clean-up
The journey often begins with importing raw CAD data (e.g., STEP, IGES, SolidWorks files) or highly detailed VFX models (e.g., FBX, OBJ). These files typically come with inherent challenges:
- CAD Data Conversion: CAD data is often NURBS-based and must be tessellated into polygons. This conversion needs careful management to avoid excessively dense meshes while preserving critical surfaces.
- Scale and Orientation: Ensuring consistent scale and correct orientation (e.g., Z-up vs. Y-up) from the start prevents headaches later.
- Manifold Issues & Overlapping Geometry: CAD exports can contain non-manifold geometry, duplicate faces, or intersecting meshes, which must be cleaned up before optimization begins. Tools like Maya’s Cleanup or Blender’s 3D Print Toolbox can help identify and fix these issues.
The Optimization Loop
After initial clean-up, the model enters the core optimization loop:
- Initial Polygon Reduction: Apply an automated decimation pass to significantly reduce the overall poly count as a starting point.
- Retopology: Manually or semi-automatically retopologize the critical components of the vehicle, focusing on clean edge flow and quad topology.
- UV Unwrapping: Create clean, non-overlapping UV maps for the low-poly mesh, maximizing texture space utilization.
- LOD Generation: Create multiple Levels of Detail (LODs) from the optimized mesh, ensuring smooth transitions and performance scaling.
- PBR Texture Baking: Bake normal maps, AO, curvature, and other essential PBR textures from the high-poly detail onto the low-poly, UV-mapped mesh.
- Material Setup: Create and assign PBR materials in Unreal Engine, connecting all the baked texture maps and configuring advanced shaders for realistic effects (e.g., car paint, glass).
Integration into Unreal Engine
The final stage is bringing the fully optimized and textured model into Unreal Engine:
- Import Settings: Use appropriate import settings for FBX files, ensuring correct scale, normal import methods, and material creation.
- Collision Meshes: Generate or create custom collision meshes for interactive elements. Simpler collision models are crucial for real-time rendering performance.
- Lightmap UVs: Generate a second set of UVs (UV Channel 1) for static lighting (lightmaps). These must be unique and non-overlapping across the entire model for proper light baking.
- Unreal Engine Optimization: Leverage Unreal’s native tools such as instancing for duplicate parts (e.g., wheels), HLODs (Hierarchical LODs) for large scenes, and efficient material instances to further enhance real-time rendering performance. Use the Static Mesh Editor to configure LODs, collision, and build settings.
- Real-time Features: Take advantage of Unreal’s powerful rendering features like Ray Tracing, Lumen (global illumination), and Nanite (for extremely high-poly assets where appropriate), always keeping the balance with performance in mind to create truly stunning automotive visualization pipeline results.
By meticulously following this pipeline, developers and artists can confidently transform complex automotive designs into beautiful, performant, and truly interactive game-ready assets.
Conclusion: Drive Performance, Elevate Fidelity
Mastering the transition from high-poly automotive models to optimized, game-ready assets for real-time engines like Unreal is a critical skill in today’s demanding visualization landscape. It’s a delicate balance between preserving the intricate details that make these vehicles so appealing and achieving the fluid real-time rendering performance necessary for immersive experiences. By diligently applying expert polygon reduction techniques, executing a clean retopology workflow, strategically implementing Levels of Detail (LODs), and leveraging the power of PBR texture baking, you can unlock the full potential of your automotive designs.
The automotive visualization pipeline outlined here provides a robust framework for tackling these challenges, ensuring that your projects not only look incredible but also run smoothly across various platforms. The ability to transform complex CAD data into lean, efficient assets is a cornerstone of modern game development, virtual production, and interactive automotive configurators.
Ready to jumpstart your next project with high-quality, pre-optimized automotive models? Explore the extensive library of meticulously crafted and performance-ready 3D cars at 88cars3d.com. Our models are built to integrate seamlessly into your Unreal Engine optimization workflow, allowing you to focus on creativity rather than wrestling with complex data. Discover the perfect foundation for your interactive automotive experiences today!
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Suzuki Liana Sedan 2004 3D Model
Texture: Yes
Material: Yes
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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
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Material: Yes
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Toyota Mark II X81 1990 3D Model
Texture: Yes
Material: Yes
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Toyota iQ EV 2012 3D Model
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Material: Yes
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Toyota Aygo 2013 3D Model
Texture: Yes
Material: Yes
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Toyota Crown S180 2005 3D Model
Texture: Yes
Material: Yes
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Toyota Celica 2004 3D Model
Texture: Yes
Material: Yes
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Toyota Corolla AE100 1992 3D Model
Texture: Yes
Material: Yes
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Toyota Mark II X110 2000 3D Model
Texture: Yes
Material: Yes
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Toyota Corolla 2020 3D Model
Texture: Yes
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Toyota Yaris 2020 3D Model
Texture: Yes
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Volkswagen Beetle 2012 3D Model
Texture: Yes
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Toyota Matrix 2005 3D Model
Texture: Yes
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Toyota Yaris Sedan 3D Model
Texture: Yes
Material: Yes
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Volkswagen Golf R-004 2024 3D Model
Texture: Yes
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Volkswagen Golf 5 Door 2010 3D Model
Texture: Yes
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Toyota Premio 2010 3D Model
Texture: Yes
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Toyota Opa 2000 3D Model
Texture: Yes
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Volkswagen Polo 5 Door 2010 3D Model
Texture: Yes
Material: Yes
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Toyota Prius 2024 3D Model
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Toyota Yaris 1999 3D Model
Texture: Yes
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Toyota Supra 2020 3D Model
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Volkswagen New Beetle 2000 3D Model
Texture: Yes
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Volkswagen Jetta 2005 3D Model
Texture: Yes
Material: Yes
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Volkswagen Golf 3-Door 3D Model
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Volvo V70 2005 3D Model
Texture: Yes
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Volkswagen Bora 2004 3D Model
Texture: Yes
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Volkswagen Lupo 3D Model
Texture: Yes
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
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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
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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