A fully modeled Volvo S90 executive sedan, built inside and out with a complete physically-based (PBR) material workflow.
Every exterior panel, light, wheel, and interior component uses realBase Color,
Metallic,
Roughness,
and Normal maps — nothing is flat-shaded or placeholder.
The rear tail lamps use a true emissive shader for a genuine glowing-LED look, and every glass surface (windshield, side windows, headlight and taillight lenses) carries correct alpha transparency, so the car reads correctly the moment it's imported — no relinking textures or rebuilding materials required.
*Exterior*
Full body shell with a glossy automotive paint finish
Complete glazing: windshield, rear window, side windows, headlight lenses, taillight lenses, and running-light covers, all with real transparencyDetailed front and rear light clusters, including glowing red LED tail-lamp strips
Chrome trim, window surrounds, and badge details (Volvo emblem, S90 script)
Full wheel assemblies — rims, tires, brake discs, and calipers
Exhaust tailpipes and underbody bumper/diffuser detail
Rear diffuser/trim accent piece at the bumper (separate object)
Door shut-lines, panel gaps, and body creases modeled for close-up realism
*Interior*
Dashboard with instrument cluster, center infotainment screen, and a wood-tone trim insert across the dash and door caps
Front seats and rear bench, styled with a stitched, woven cloth-look upholstery pattern in a light cream/gray tone that contrasts with the black exteriorCenter console, steering wheel, and front/rear door trim panels
Speedometer/gauge cluster geometry
Cabin holds up under close interior camera angles — visible stitching, seat panel seams, and door-pillar trim
**Technical Specifications
**Objects 2 — main car body + rear bumper trim accent
Polygon count 1,820,956 tris total (1,805,389 body + 15,567 trim)
Vertex count 1,670,643
Materials 46 total (44 on the car body, 1 on the trim piece, 1 unused slot)
Texture maps
Base Color
Metallic
Roughness,
Normal — 2048 × 2048 per material
Real-world scale ~5.0 m (L) × 2.0 m (W) × 1.4 m (H) equivalent
Texture count 166 image files
UV layout Single UV channel per object, clean unwrap
Transparency Real alpha-based glass on all glazing and light lenses
Emission Dedicated emissive shader on tail-lamp LED elements
What's Included
.blend — native Blender file
Fbx
Obj
Dae
Texture files
All files are constantly updated, so once you have purchased them you have access to all improvements and updates that appear.