Beyond Poly-Count: Optimizing High-Fidelity Automotive Assets for Real-Time Game Engines
Beyond Poly-Count: Optimizing High-Fidelity Automotive Assets for Real-Time Game Engines
The sleek lines, intricate details, and flawless finishes of modern automotive design are a feast for the eyes. In the world of 3D, capturing this level of visual fidelity for cinematic renders is one challenge; bringing it into real-time game engines while maintaining smooth performance is an entirely different beast. Raw CAD data or immensely detailed sculpting often results in models with millions of polygons, complex material assignments, and inefficient geometry – a sure way to cripple any game engine.
The modern game development landscape demands hyper-realistic vehicles that look incredible up close and perform flawlessly in expansive open worlds. This isn’t just about reducing a model’s polygon count; it’s about a sophisticated, multi-faceted approach to the entire asset pipeline. This guide will take you deep into the techniques and philosophies required to transform breathtaking high-fidelity automotive assets into optimized, game-ready masterpieces, ensuring stunning automotive rendering without compromising game engine performance.
The Core Challenge: Bridging the Gap Between Cinematic Detail and Real-Time Performance
At the heart of optimizing automotive assets lies a fundamental conflict: the desire for absolute realism versus the constraints of real-time rendering. Cinematic renders can afford to use models with tens of millions of polygons, highly intricate procedural materials, and extensive global illumination calculations, as each frame is rendered offline over minutes or even hours. Game engines, however, must produce 60 or even 120 frames per second.
The sheer geometric complexity of an unoptimized vehicle model can quickly exhaust a game engine’s resources. Every vertex and polygon contributes to the draw call budget, while unoptimized materials can lead to excessive shader complexity. This is why a direct import of a high-resolution CAD model, while visually appealing in a static render, would bring a real-time application to its knees. The solution is a meticulously planned high-poly to low-poly workflow, where visual fidelity is maintained through clever techniques rather than brute-force geometry.
Beyond raw polygon numbers, other factors like UV layout, material assignments, and the number of individual mesh components all contribute to the overall rendering cost. A holistic approach is crucial, touching every aspect of the asset’s creation and integration.
Mastering Mesh Retopology: Crafting Performance-Ready Geometry
Mesh retopology is perhaps the most critical foundational step in creating game-ready automotive assets. It involves rebuilding a clean, efficient mesh from a dense, often triangulated or overly complex source model. While automatic decimation tools can reduce poly-count, they often produce messy topology, poor UV seams, and artifacts that are unacceptable for high-quality assets.
For vehicles, which are predominantly hard-surface models, proper retopology ensures that curves remain smooth, panel gaps are crisp, and the mesh is ready for clean UV mapping and efficient deformation, even if deformation is minimal for static car bodies. It’s about intelligent simplification that preserves the original silhouette and crucial details.
Key Retopology Principles for Automotive Models
- Maintain Critical Silhouettes: The outline of the car against the horizon or background is paramount. Ensure that the low-poly mesh accurately captures the distinct curves and forms of the vehicle, particularly around the fenders, roofline, and front/rear profiles.
- Clean Edge Flow for Hard Surfaces: While organic models prioritize deformation, hard-surface models benefit from edge loops that define sharp corners and intricate details like grilles, vents, and lights. These loops help the mesh to hold its shape when normal maps are applied.
- Optimal Density Distribution: Focus polygon density on areas with high curvature or critical details that need to be explicitly modeled (e.g., sharp creases, recessed areas for headlights). Flatter surfaces can have significantly lower polygon counts.
- Panel Gaps and Cutlines: These are defining features of any vehicle. Retopologize around these areas to create distinct edges that will accurately catch light and shadows, enhancing realism. It’s often better to model these as geometry rather than relying solely on normal maps for a truly sharp look.
- Separate Components for Modularity: Consider separating parts like wheels, brake calipers, interior components, and mirrors into distinct meshes. This allows for better LOD optimization, material assignments, and potential future customization or animation.
Retopology Tools and Techniques
Most 3D software packages offer robust tools for manual retopology:
- Blender: Features like the Shrinkwrap modifier, Knife tool, and various snapping options make manual retopology efficient. Community add-ons further enhance this workflow.
- Maya: The Quad Draw tool is a powerful and intuitive solution for building new topology directly on top of a high-poly mesh.
- 3ds Max: Retopology tools combined with Graphite Modeling Tools provide comprehensive options for rebuilding meshes.
- Dedicated Retopology Software: Applications like TopoGun or ZBrush’s ZRemesher can be invaluable, though ZRemesher might require post-processing for hard-surface models to correct edge flow.
The goal is always to create a clean, all-quad mesh that minimizes polygon count while preserving the visual integrity of the original high-poly model, setting the stage for subsequent optimization steps.
Advanced LOD Strategies: Dynamic Detail for Optimal Performance
Even with excellent mesh retopology, a single, highly detailed low-poly model might still be too expensive if dozens of them appear on screen simultaneously or if they are viewed from a distance. This is where LOD optimization (Level of Detail) becomes indispensable. LODs allow a game engine to dynamically swap between different versions of an asset, each with varying levels of geometric complexity, based on its distance from the camera or its screen size.
For a game with numerous vehicles, such as a racing simulator or an open-world driving game, intelligent LOD implementation can dramatically improve game engine performance without a noticeable drop in visual quality for the player.
Designing Effective LODs for Automotive Assets
Creating effective LODs is not merely about decimating meshes; it’s about carefully managing visual fidelity across distances.
- LOD0 (Hero Asset): This is your most detailed game-ready mesh, the result of your meticulous retopology and normal map baking. It should be seen when the car is very close to the camera, showcasing all the subtle details.
- LOD1: Typically 50-70% fewer polygons than LOD0. Details like intricate grilles, fine panel gaps, or subtle interior components might be simplified or removed. This LOD is used at medium distances.
- LOD2: A further reduction, perhaps 70-85% fewer polygons than LOD0. At this stage, major features like wipers might become blockier, and even some smaller accessories might be culled. This LOD is for longer distances.
- LOD3 (and beyond): For very distant objects, the mesh can be extremely simple, sometimes even just a silhouette or a simple bounding box with a texture. Interior details would be entirely removed, and wheels might be merged with the body or simplified into discs.
Consider the unique aspects of automotive assets. Wheels and tires often require their own set of LODs, as they are distinct spinning components. The interior can be heavily optimized for higher LODs, becoming a simple dark box, as it’s rarely visible from afar. Similarly, the undercarriage can be dramatically simplified once the vehicle is no longer seen from beneath.
Smart LOD Transitions and Culling
Seamless transitions between LODs are crucial to avoid jarring “popping” effects. Game engines handle this by setting distance thresholds or screen-size percentages for when each LOD should activate. Cross-fading or dithered transitions can help smooth the visual switch.
Beyond traditional LODs, engines employ other culling techniques:
- Frustum Culling: Automatically hides objects that are outside the camera’s view frustum.
- Occlusion Culling: Hides objects that are completely obscured by other objects (e.g., a car behind a building). This is particularly effective for multiple vehicles in complex environments.
For high-quality models that demand intricate details and optimal performance, resources like 88cars3d.com often provide models that are already structured with professional LODs, significantly streamlining your asset pipeline.
Normal Map Baking: Capturing High-Poly Detail on Low-Poly Meshes
Even after meticulous mesh retopology and aggressive LOD optimization, the low-poly mesh alone cannot fully capture the nuanced surface detail of a high-fidelity automotive model. This is where normal map baking becomes an indispensable technique. Normal maps allow a low-polygon mesh to appear as if it has all the intricate surface variations and fine details of its high-polygon counterpart, without the associated performance cost.
A normal map is a special texture that stores directional information (normals) for each pixel. When applied to a low-poly mesh, this information tells the game engine how light should react to the surface, faking the presence of high-resolution geometry. This technique is central to the high-poly to low-poly workflow for almost any modern game asset, especially for vehicle surfaces where subtle dents, scratches, or manufacturing imperfections add significant realism.
The Normal Map Baking Workflow
The process of baking normal maps typically involves these steps:
- Prepare High-Poly and Low-Poly Meshes: Ensure your high-poly model has all the desired details (sculpted panel lines, bolts, subtle surface variations) and that your low-poly retopologized mesh is clean and UV-unwrapped. The low-poly mesh should generally encapsulate the high-poly mesh.
- UV Unwrapping: The low-poly mesh must have a clean, non-overlapping UV layout. This is where the baked normal map texture will be stored. Aim for minimal seams and efficient use of UV space.
- Baking Process: Using software like Substance Painter, Marmoset Toolbag, Blender, or Maya, you project the surface detail from the high-poly mesh onto the UV space of the low-poly mesh. The software calculates the normal differences between the two meshes and stores them as color information in the normal map texture.
- Cage Adjustment: A critical step to prevent baking artifacts. A “cage” is a slightly expanded version of your low-poly mesh. It dictates the projection distance during baking. Adjusting the cage ensures that all details from the high-poly mesh are captured without self-intersections or missing geometry.
- Targeting Specific Details: Utilize normal maps for fine details like small vents, subtle panel line variations, logos, bolt heads, and surface imperfections that would be too costly to model geometrically. For hard edges, baking helps maintain their crispness when combined with proper support loops in your low-poly mesh.
Optimizing Baked Maps and Addressing Artifacts
Just baking isn’t enough; optimization and quality control are essential:
- Texture Resolution: Choose appropriate resolutions (e.g., 4K for the main body, 2K for wheels, 1K for small components). Overly high resolutions waste memory, while too low resolutions will look blurry.
- Anti-Aliasing: Enable anti-aliasing during baking to reduce jagged edges and pixelation in the normal map.
- Fixing Artifacts: Common issues include “skewing” (projection errors due to poor cage setup), “explosion” (high-poly details projecting onto unrelated parts of the low-poly mesh), or subtle shading errors. These often require careful cage adjustments or manual touch-ups in an image editor.
- Tangent vs. Object Space Normals: Most modern game engines use tangent space normal maps, which allow the normal map to correctly deform with the mesh. Ensure your baking software and game engine settings are consistent.
Successfully baked normal maps are a cornerstone of modern game art, allowing you to achieve visually stunning automotive rendering with highly efficient geometry.
PBR Textures and Material Optimization: Visual Fidelity Without Compromise
Beyond geometric optimization, the visual quality of an automotive asset heavily relies on its materials and textures. PBR textures (Physically Based Rendering) have become the industry standard for achieving realistic lighting and material responses in real-time environments. PBR pipelines simulate how light interacts with surfaces in a physically plausible way, leading to incredibly convincing metals, paints, glass, and rubber.
For automotive rendering, PBR is non-negotiable. The way light reflects off metallic flakes in car paint, the subtle roughness of rubber tires, or the clear reflectivity of glass requires accurate material properties to look convincing in diverse lighting conditions found within a game engine.
Essential PBR Maps for Automotive Assets
A typical PBR workflow for an automotive asset will involve several texture maps:
- Albedo (Base Color): Defines the diffuse color of the surface without any lighting information. For cars, this includes the primary paint color, interior fabric colors, and tire rubber.
- Metallic: A grayscale map indicating which parts of the surface are metallic (white) and which are dielectric (black). Crucial for distinguishing between the car body’s paint (dielectric with a clear coat) and metallic trim or chrome accents.
- Roughness (or Smoothness): A grayscale map determining how rough or smooth a surface is. Rough surfaces scatter light widely, appearing duller, while smooth surfaces reflect light sharply, appearing shiny. This is vital for varying levels of paint polish, tire texture, or worn interior surfaces.
- Normal Map: As discussed, this map provides fake geometric detail, essential for panel lines, subtle dents, and surface imperfections.
- Ambient Occlusion (AO): Typically baked directly onto the low-poly mesh. An AO map darkens crevices and areas where light struggles to reach, adding depth and realism to joints and recessed areas.
- Emissive: For parts that emit light, such as headlights, tail lights, and dashboard indicators.
- Opacity: Used for transparent or semi-transparent materials like glass, grilles with holes, or mesh elements.
Texture Atlasing and Resolution Management
While PBR textures are vital, they can also be a significant drain on game engine performance if not managed carefully. Large numbers of individual textures increase draw calls and memory usage.
- Texture Atlasing: Combine multiple smaller textures (e.g., for badges, small trim pieces, interior buttons) into one larger texture sheet. This drastically reduces draw calls, as the engine only needs to load one texture to render many different parts.
- Resolution Optimization: Assign appropriate resolutions based on visibility. The main car body might warrant 4K or 8K textures (depending on the target platform and fidelity), while interior components could be 2K, and smaller, less visible parts 1K or 512px. Using mipmaps is crucial for automatically scaling down texture quality at a distance.
- Efficient UV Layout: Maximize UV space usage to avoid wasted pixels. Pack UV islands tightly but ensure sufficient padding to prevent texture bleeding between islands.
Shader Optimization and Instance Materials
The materials themselves also contribute to performance. Complex shaders with many instructions can be costly.
- Simplify Shaders: Remove any unused shader features or redundant calculations. Use optimized shaders provided by the game engine.
- Material Instances: For variations of the same material (e.g., different car paint colors, varying levels of wear), use material instances. This allows you to change parameters (like color or roughness) without duplicating the entire shader code, saving memory and processing power.
- Decal Systems: Instead of baking every scratch, dirt splatter, or logo directly into the main textures, utilize decal systems within the game engine. This offers flexibility for customization, dynamic effects, and allows for cleaner base textures.
For those looking to jumpstart their projects with high-quality, pre-optimized PBR textures and materials, 88cars3d.com offers a vast collection of automotive models ready for immediate integration into your game engine.
Integrating and Validating Optimized Automotive Assets in Game Engines
The final stage of the asset pipeline involves bringing all your meticulously optimized components into the game engine and ensuring they perform as expected. This integration phase is where theory meets practice, and performance bottlenecks are identified and addressed through rigorous testing and iteration.
Whether you’re working with Unreal Engine, Unity, or a custom engine, best practices during import and setup are crucial for maximizing your carefully crafted assets.
Importing and Setting Up in Game Engines (Unreal Engine / Unity)
- FBX Export Settings: When exporting your model from your 3D software, use the FBX format. Ensure correct settings:
- Units: Match your game engine’s unit system (e.g., centimeters in Unreal, meters in Unity).
- Tangents and Binormals: Crucial for correct normal map display. Exporting these or letting the engine generate them consistently is important.
- Smoothing Groups/Hard Edges: Properly defined hard edges will ensure smooth shading and correct normal map application.
- Scene Up Axis: Ensure your model’s up axis (Y or Z) matches the engine’s.
- LOD Setup: Import all your generated LOD meshes (LOD0, LOD1, etc.) into the engine. Both Unreal and Unity have robust systems for managing LODs, allowing you to specify distance thresholds or screen size percentages for when each LOD should activate. Ensure smooth transitions are enabled if desired.
- Material Assignment and PBR Setup: Assign your PBR textures (Albedo, Metallic, Roughness, Normal, AO, etc.) to the appropriate material slots in the engine’s shader graphs. Configure the material properties to correctly interpret the PBR maps, paying special attention to how roughness/smoothness and metallic values interact with lighting.
- Collision Meshes: For realistic physics and player interaction, create simplified collision meshes. These are invisible, low-polygon representations of your car used solely for physics calculations. They should be distinct from your visual mesh to save performance. Use convex hull decomposition or simple primitive shapes for efficiency.
- Pivot Points and Hierarchies: Ensure correct pivot points for rotating components (e.g., wheels) and a logical hierarchy for animated parts or vehicle systems.
Performance Profiling and Iteration
Optimizing assets isn’t a one-time process; it’s iterative. Once integrated, rigorous testing is essential to validate performance.
- Engine Profilers: Utilize the built-in profiling tools of your game engine.
- Unreal Engine: Unreal Insights and the in-editor stat commands (e.g.,
stat rhi,stat unit,stat gpu) provide detailed metrics on draw calls, triangle counts, texture memory usage, and shader complexity. - Unity: The Unity Profiler offers similar in-depth analysis of CPU, GPU, memory, and rendering performance.
- Unreal Engine: Unreal Insights and the in-editor stat commands (e.g.,
- Key Metrics to Monitor: Pay attention to:
- Draw Calls: A high number of draw calls can be a major bottleneck. Texture atlasing and combining meshes can help reduce this.
- Triangle Count: While LOD optimization helps, monitor the aggregate triangle count of all visible cars.
- Texture Memory: Ensure texture resolutions are justified and mipmaps are functioning correctly.
- Shader Complexity: Overly complex shaders can hit GPU performance hard. Simplify where possible.
- Iterative Optimization: Based on profiling results, identify bottlenecks and re-evaluate your assets. This might involve:
- Further simplifying higher LODs.
- Adjusting texture resolutions for less critical parts.
- Streamlining materials or combining meshes for fewer draw calls.
- Testing on target hardware (PC, console, mobile) to ensure performance goals are met across all platforms.
Conclusion
Transforming a visually stunning, high-fidelity automotive concept into a performant, game-ready asset is a sophisticated journey. It extends far beyond poly-count, encompassing a disciplined approach to every stage of the asset pipeline. By meticulously applying techniques such as intelligent mesh retopology, strategic LOD optimization, precise normal map baking, and the careful implementation of PBR textures, you can achieve breathtaking automotive rendering that shines in real-time without compromising crucial game engine performance.
This holistic methodology ensures that players experience the visual grandeur of beautifully designed vehicles, whether they’re speeding past at 200 MPH or admiring every detail in a garage scene. It’s the fusion of artistic vision and technical prowess that defines excellence in modern game asset creation.
Ready to accelerate your projects with top-tier automotive models? Don’t start from scratch. Explore the extensive collection of professionally optimized 3D car models at 88cars3d.com. Our assets are designed with these exact principles in mind, offering high-quality geometry, PBR materials, and efficient LODs to help you jumpstart your next game, simulation, or visualization project with a reliable high-poly to low-poly workflow already done for you.
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Subaru Impreza WRX STi-002 3D Model
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Material: Yes
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Subaru Impreza WRX STi Sedan 3D Model
Texture: Yes
Material: Yes
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Subaru Legacy 2009 3D Model
Texture: Yes
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
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
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
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
Material: Yes
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Toyota Supra 2020 3D Model
Texture: Yes
Material: Yes
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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
Material: Yes
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Mazda CX-7 3D Model
Texture: Yes
Material: Yes
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Mazda Familia 3D Model
Texture: Yes
Material: Yes
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