High-Detail, High-Performance: Optimizing 3D Automotive Models for Next-Gen Games (Unreal Engine & Unity)
High-Detail, High-Performance: Optimizing 3D Automotive Models for Next-Gen Games (Unreal Engine & Unity)
In the exhilarating world of modern game development, few assets captivate players quite like a meticulously crafted automotive model. From the gleaming paintwork of a supercar in a racing simulator to the rugged utility vehicle traversing an open-world environment, vehicles demand an unparalleled level of visual fidelity. However, this pursuit of hyper-realism often collides head-on with the stringent performance demands of real-time rendering in game engines like Unreal Engine and Unity.
The challenge is clear: how do we deliver stunning, high-detail automotive models that not only look fantastic up close but also maintain fluid frame rates across diverse hardware? The answer lies in a combination of intelligent asset creation and strategic optimization techniques. This comprehensive guide will delve deep into the methods and workflows necessary to transform your beautiful automotive models into high-performance game assets, ensuring they shine without bogging down your next-gen game project.
The Balancing Act: Visual Fidelity vs. Real-Time Performance
Automotive models inherently possess a complex geometry. Real-world vehicles are masterpieces of engineering and design, often featuring intricate curves, sharp panel gaps, detailed interiors, and numerous small components. Translating this complexity directly into a game engine without modification can lead to severe performance bottlenecks. A typical CAD model of a car, for instance, might easily exceed several million polygons – a poly count far too high for efficient real-time rendering.
The core conflict arises because rendering a large number of polygons and processing numerous materials significantly increases the computational load on the CPU and GPU. This can manifest as low frame rates, stuttering, and an overall poor player experience. Therefore, effective game asset optimization is not just a recommendation; it’s a critical requirement for any successful game project, especially when dealing with such demanding assets. Even when starting with high-quality base models, like those available on 88cars3d.com, a systematic approach to optimization is essential to prepare them for the rigors of game engine performance.
The goal is to strike a delicate balance: retain as much of the visual fidelity as possible, particularly the identifiable silhouette and key details, while drastically reducing the computational cost. This involves a multi-faceted approach, touching upon geometry, texturing, materials, and engine-specific configurations.
Mastering Geometry Optimization: Poly Count Reduction and LODs
Geometry is often the first and most significant hurdle for performance. A high poly count reduction strategy is paramount. However, simply reducing polygons isn’t enough; the reduction must be intelligent and strategic, especially for complex automotive forms.
Strategic Poly Count Reduction
The initial step in optimizing your automotive model’s geometry involves surgically reducing its polygon count without compromising its visual integrity. This process often begins with retopology.
- Manual Retopology: For hero assets like player-controlled vehicles, manual retopology offers the greatest control. Artists meticulously rebuild the mesh with a clean, animation-friendly topology, focusing on quad-based geometry and preserving crucial silhouette lines. This is a time-consuming but highly rewarding process for achieving optimal performance and deformation.
- Automatic Decimation: For background vehicles, distant objects, or as a starting point for manual retopology, automatic decimation tools (found in software like Blender, Maya, or ZBrush) can quickly reduce polygon counts. However, these tools often produce triangulated, irregular meshes that may require cleanup and can sometimes destroy crucial edge flow. They are best used with caution and careful oversight.
- Eliminate Hidden Geometry: Often, high-detail models include parts that will never be seen by the player, such as detailed engine bays, chassis components, or intricate wiring within the car’s body that remains permanently covered. Remove these elements entirely or simplify them drastically if there’s any chance they might be exposed.
- Focus on Silhouette: Prioritize maintaining the distinct silhouette of the vehicle. Polygons that contribute significantly to the car’s outline should be preserved, while those on flat surfaces or areas with subtle curvature can be reduced more aggressively.
Implementing Level of Detail (LOD) Systems
Even with significant poly count reduction, a single high-detail mesh for a vehicle is inefficient. This is where Level of Detail (LOD) systems become indispensable. LODs are simplified versions of your 3D model that are automatically swapped in by the game engine as the player camera moves further away from the asset. This dramatically reduces the number of polygons being rendered at any given time, leading to significant performance gains in real-time rendering.
A typical LOD setup might look like this:
- LOD0 (Hero Asset): This is the highest detail model, visible when the vehicle is very close to the camera. It has the most polygons and full texture resolution. This should still be a game-ready optimized mesh, not the original CAD data.
- LOD1 (Medium Detail): Visible at medium distances, this version has a significantly reduced poly count (e.g., 50-75% reduction from LOD0) and potentially lower texture resolution. Key details are maintained, but less important features are simplified or removed.
- LOD2 (Low Detail): For vehicles at further distances, this LOD features a much lower poly count (e.g., 75-90% reduction from LOD0). Only the most prominent features and overall silhouette are preserved.
- LOD3+ (Impostors/Billboards): For extremely distant objects, a simple billboard (a 2D image) or an impostor (a few-polygon proxy mesh) can represent the vehicle, offering massive performance savings.
Generating effective LODs requires careful balancing. Most 3D software and game engines (Unreal Engine and Unity) offer tools for automatic LOD generation, but manual cleanup and tweaking are often necessary to prevent noticeable popping or visual glitches during LOD transitions. Properly implemented LODs also directly contribute to minimizing draw calls, as fewer unique meshes and materials need to be processed by the GPU.
Enhancing Detail Without Performance Hits: Baked Normal Maps & UV Unwrapping
Once your geometry is optimized with a reduced poly count and robust Level of Detail (LOD) system, the next challenge is to restore the lost high-frequency detail. This is where the magic of baked normal maps comes into play, working hand-in-hand with efficient UV unwrapping to achieve stunning visual fidelity without adding costly geometry.
The Power of Baked Normal Maps
Normal mapping is a technique that uses a texture map to store surface normal information, effectively faking high-resolution detail on a low-polygon mesh. Instead of adding millions of polygons to represent tiny scratches, rivets, or intricate panel lines, these details are “baked” from a high-polygon model onto a texture that is then applied to a low-polygon model. The lighting engine then uses this normal map to calculate how light interacts with the surface, making the low-poly model appear as detailed as its high-poly counterpart.
The process generally involves:
- Creating or acquiring a high-polygon source model (this could be your original CAD data or a high-sculpted version).
- Creating a low-polygon target model (your optimized game mesh with reduced poly count).
- Using baking software (like Substance Painter, Marmoset Toolbag, xNormal, or even Blender/Maya’s internal bakers) to project the surface detail from the high-poly onto the UVs of the low-poly mesh, generating a normal map.
This technique is indispensable for automotive models, allowing you to capture everything from intricate headlight designs to subtle bodywork contours and even interior stitching detail on a much simpler mesh. Beyond normal maps, you can also bake other essential texture maps like ambient occlusion (AO), curvature, and thickness maps to further enhance the realism of your materials.
Efficient UV Unwrapping for Automotive Models
For baked normal maps (and indeed all textures) to work correctly and efficiently, your low-polygon model must have clean, well-organized UV coordinates. UV unwrapping is the process of flattening the 3D surface of your model into a 2D space, creating a map that tells the game engine how to apply textures.
Key considerations for automotive UVs:
- No Overlapping UVs: Unless you are deliberately reusing texture space for mirrored or identical parts (which requires careful planning), ensure no UV islands overlap. Overlapping UVs will cause baking artifacts and incorrect texture application.
- Maximize UV Space: Utilize the 0-1 UV space as much as possible. Larger UV islands allow for greater texture resolution, meaning more detail can be captured. Efficient packing tools in 3D software can help with this.
- Consistent Texel Density: Aim for a relatively consistent texel density across your model. This means that areas of similar importance or visibility should have roughly the same amount of texture resolution per unit of surface area. Inconsistent texel density can lead to blurry areas next to sharp ones.
- Seam Placement: Strategically place UV seams in less visible areas, such as along natural panel lines, under the chassis, or in corners. Minimize visible seams on prominent, smooth surfaces like the hood or roof.
- Material IDs: Often, automotive models are split into multiple material IDs (e.g., body, glass, tires, interior). Each material ID will typically have its own UV space or a dedicated section within a larger atlas, allowing for tailored texture sets.
Proper UV layout is crucial not only for texture quality but also for efficient batching by the game engine, contributing to fewer draw calls.
Streamlining Materials and Textures: The PBR Workflow
Beyond geometry, materials and textures play an enormous role in both visual appeal and performance. Adopting a consistent PBR workflow (Physically Based Rendering) is essential for achieving photorealistic results, while efficient texture management minimizes resource usage and optimizes real-time rendering.
Embracing the PBR Workflow
PBR is an approach to rendering that aims to simulate the real-world behavior of light and materials, providing artists with a more intuitive way to create photorealistic surfaces. Instead of “faking” lighting, PBR materials react realistically to various lighting conditions, making assets look consistent and convincing across different scenes and engines.
The core of a PBR workflow involves a set of specific texture maps:
- Albedo/Base Color: Defines the base color of the surface without any lighting information.
- Metallic: Determines whether a surface is a metal or a dielectric (non-metal).
- Roughness: Controls the microscopic surface irregularities, influencing how blurry or sharp reflections appear. (Sometimes called Glossiness, which is the inverse).
- Normal Map: As discussed, fakes high-frequency detail.
- Ambient Occlusion (AO): Simulates soft global illumination and self-shadowing in crevices and corners.
By using these maps consistently, automotive models gain depth, realism, and respond accurately to varying lighting, crucial for immersing players in their virtual worlds. Using a reliable source for your base materials, such as those that complement the detailed models from 88cars3d.com, ensures a strong foundation for your PBR texturing.
Texture Resolution and Atlasing
While high-resolution textures deliver impressive detail, they consume significant video memory (VRAM) and can increase load times. Balancing resolution with performance is key:
- Appropriate Resolutions: Use textures with resolutions appropriate for their visibility and importance. A car body might require 4K or 2K textures, while less prominent interior elements could use 1K or 512px.
- Texture Atlasing: Combine multiple smaller textures for different parts of the vehicle (e.g., various interior buttons, emblems, small trim pieces) into a single, larger texture atlas. This is a highly effective technique for reducing draw calls, as the engine can render multiple surfaces with a single material/texture fetch.
- Efficient Formats: Use compressed texture formats specific to your target engine and platform (e.g., BC7 for high-quality compression on PC, ASTC for mobile, ETC2 for Android). These formats reduce VRAM footprint with minimal visual degradation.
Material Instancing and Optimization
Modern game engines like Unreal Engine and Unity offer powerful material systems. Leveraging material instancing is crucial for reducing performance overhead.
- Parent Materials: Create a robust “master” or parent material that defines common properties and shader logic for all your vehicle materials.
- Material Instances: For each unique variation (e.g., different paint colors, interior trims), create a material instance based on the parent material. These instances allow you to adjust parameters (like color, roughness values, texture inputs) without recompiling the shader, leading to faster iteration and significantly fewer draw calls at runtime.
- Shader Complexity: Keep your shader graphs as simple as possible. Complex shaders with many instructions increase render time. Use conditional nodes and static switches to optimize shader compilation for different features.
Integrating for Performance: Unreal Engine & Unity Specifics
Once your automotive models are optimized in your 3D software, the final hurdle is to correctly import and configure them within Unreal Engine or Unity to maximize their performance in real-time rendering environments.
Asset Import and Configuration
The import process often sets the stage for performance. Proper export from your 3D software (typically FBX) and correct import settings in the engine are crucial.
- FBX Export Settings:
- Units: Ensure consistent unit scales between your 3D software and the game engine (e.g., meters in both).
- Pivot Points: Set the pivot point of your vehicle model logically (e.g., at the center of the base) for easier manipulation and rigging.
- Hierarchy: Organize your vehicle into a clean hierarchy in your 3D software (e.g., root bone > chassis > wheels > doors) before export for easier rigging and animation within the engine.
- Triangulation: Exporting as triangles can sometimes prevent unexpected triangulation issues on import, though engines often handle quad conversion well.
- Engine Import Settings:
- LOD Groups: Both Unreal and Unity have dedicated LOD systems. Ensure your imported meshes are assigned to appropriate LOD groups and that the transition distances are tuned for optimal visual quality and performance.
- Material Slots: Verify that your material slots are correctly assigned and match your intended PBR setup.
- Collision Generation: Disable automatic complex collision generation for render meshes, as this can be extremely performance-heavy.
- Generate Lightmap UVs: If you plan to use baked lighting (especially for static scene elements around the car), ensure this option is enabled during import, or generate them manually.
Collision Meshes and Physics
A common performance trap for vehicles is overly complex collision geometry. The mesh used for visual rendering should almost never be used for physics collisions.
- Simplified Collision Meshes: Create separate, highly simplified collision meshes for your vehicle. These should use basic primitives (boxes, spheres, capsules) or convex hulls to approximate the vehicle’s shape.
- Multiple Collision Primitives: For a car, you might have one main convex hull for the body and separate spheres or capsules for the wheels. This allows for accurate physics simulation (e.g., wheels reacting to terrain) without the computational overhead of high-poly mesh collision.
- Engine-Specific Tools: Unreal Engine allows you to create simplified collision directly from your mesh (e.g., “Add Box Simplified Collision,” “Auto Convex Collision”). Unity uses mesh colliders or primitive colliders. Learn and utilize these tools effectively.
Lighting and Reflection Optimization
Realistic lighting and reflections are crucial for automotive aesthetics, but they can be very costly. Optimize these aspects to maintain high frame rates.
- Reflection Probes: Use reflection probes (cubemaps) in both Unreal and Unity to capture static reflections of the environment. Strategically place them to cover important areas, especially around reflective surfaces like the car body. Avoid excessive numbers or very high resolutions for probes.
- Screen Space Reflections (SSR): SSR can provide beautiful dynamic reflections but are computationally expensive. Use them judiciously and with optimized settings, or complement them with planar reflections for specific surfaces (like wet ground) if performance allows.
- Planar Reflections: In Unreal, planar reflections offer highly accurate reflections for flat surfaces, often used for water or shiny floors. They render the scene again from a different camera, which is very costly. Use sparingly.
- Baked Lighting: For static elements surrounding the car, use baked global illumination (lightmaps). This pre-calculates complex lighting interactions, drastically reducing runtime cost compared to real-time GI. Ensure your vehicle has correct lightmap UVs if it’s meant to receive baked shadows or contribute to baked lighting.
Beyond the Basics: Advanced Optimization Strategies
For truly cutting-edge game development and highly optimized experiences, especially in open-world games with many vehicles, several advanced strategies can further enhance performance.
- Occlusion Culling: Implement occlusion culling systems (e.g., Unity’s Occlusion Culling, Unreal’s software occlusion culling). This technique prevents objects from being rendered if they are completely hidden behind other objects, significantly reducing draw calls and polygon count for unseen parts of the scene.
- Frustum Culling: This is a fundamental optimization where objects entirely outside the camera’s view frustum are not rendered. Most engines handle this automatically, but understanding its principles helps optimize scene layout.
- Shader Complexity and Overdraw Visualization: Both Unreal and Unity offer visualization tools to identify areas of high shader complexity and overdraw (pixels being rendered multiple times). Use these tools to pinpoint problem areas in your materials and scene, optimizing complex shaders or simplifying geometry where overdraw is excessive.
- Runtime Instancing for Repeating Elements: For static elements that appear many times (e.g., identical streetlights or repeated road barriers), use GPU instancing. This allows the GPU to render multiple copies of the same mesh with a single draw call, with variations controlled by instance-specific data.
- Data-Oriented Design (DOD): For highly performant vehicle systems (e.g., simulating hundreds of cars), consider a data-oriented approach where vehicle data is laid out in memory optimally for cache efficiency and parallel processing. This is more of an architectural consideration for programmers but directly impacts how many vehicles can be rendered and simulated.
Conclusion
Achieving high-detail, high-performance automotive models for next-gen games in Unreal Engine and Unity is an intricate but incredibly rewarding endeavor. It requires a deep understanding of geometry, texturing, materials, and engine-specific optimizations. By diligently applying techniques such as strategic poly count reduction, intelligent Level of Detail (LOD) implementation, leveraging the power of baked normal maps, ensuring efficient UV unwrapping, embracing the PBR workflow, and minimizing draw calls, you can transform your visually stunning automotive creations into seamlessly performing game assets.
Remember that optimization is an iterative process. Start with a solid foundation, continuously profile your game, and make informed decisions based on performance metrics. The effort invested in a robust game asset optimization pipeline will undoubtedly pay dividends in the form of a smoother, more immersive, and visually spectacular player experience.
Ready to jumpstart your next automotive project with stunning, high-quality models? Visit 88cars3d.com to explore our extensive collection of meticulously crafted 3D automotive models, perfect for bringing your next-gen game visions to life with a solid foundation for optimization.
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Volvo S60 R-Design 2024 3D Model
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Volkswagen Passat 2025 3D Model
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Volkswagen Passat Variant B6 2005 3D Model
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Volkswagen Phaeton W12 2004 3D Model
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Volkswagen Scirocco 2015 3D Model
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Volvo S60 2024 3D Model
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Volkswagen Polo 3D Model
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Volkswagen Golf 5-Doors 2018 3D Model
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Volvo C70 T5 2000 3D Model
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Volvo S40 Sedan 2004 3D Model
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Volvo C30 BEV 2012 3D Model
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Volvo C70 1998 3D Model
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Mazda B-Series 3D Model
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Mercsedes Benz Z3-006 3D Model
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Mazda RX-7 3D Model
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Volvo VCC-003 3D Model
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Mercedes-Benz SLR McLaren 2005 3D Model
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GAZ 3110 Pickup 2000 3D Model
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Mazda 626 GF 1997 3D Model
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Volvo S80 2011 3D Model
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Volkswagen Touran restyle-006 3D Model
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Skoda Octavia Scout 3D Model
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Volkswagen Golf V 2006 3D Model
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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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Mercedes-Benz SL500 AMG (R129) 3D Model
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Mercedes-Benz S-Class W221 2005 3D Model
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Mercedes-Benz E-Class W212 2009 3D Model
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Mercedes-Benz E-class Estate S212 2009 3D Model
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Mercedes-Benz 190 W201 3D Model
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Mercedes-Benz C230 SportCoupé 2005 3D Model
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Mercedes-Benz SLK 3D Model
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Mercedes 600 SEC W140 1992 3D Model
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Mercedes S-Class 2010 3D Model
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McLaren MP4-12C-001 3D Model
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Mercedes-Benz SLK 350 2005 3D Model
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Mercedes-Benz SL 65 AMG 3D Model
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Mercedes-Benz S500 3D Model
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Mercedes-Benz S55 W220 AMG 1999 3D Model
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Material: Yes
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Mercedes-Benz CLA45 AMG 2017 3D Model
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Material: Yes
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Mercedes-Benz CL65 C215 AMG 3D Model
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Mercedes-Benz A45 2021 3D Model
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Mercedes-Benz 300SL 1955 3D Model
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Material: Yes
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Mercedes-Benz 190SL 1955 3D Model
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Mercedes-Benz W124 Brabus V12 3D Model
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Mercedes-Benz SLS AMG GT3-002 3D Model
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Mercedes-Benz C-Class-001 3D Model
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Mercedes-Benz B-Klasse 2023 3D Model
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Mercedes-Benz A-Klasse W168 3D Model
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Mercedes-Benz 500SL 2000 3D Model
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Mercedes-Benz 500SEC 3D Model
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Mercedes-Benz Citan 2025 3D Model
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Mercedes-Benz C63 AMG 2012 3D Model
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Mercedes-Benz E-Class S211 3D Model
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Mercedes-Benz CLS63 AMG (C218) 2014 3D Model
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Mercedes-Benz CLS-Klasse 3D Model
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Mercedes-Benz CLS 500 3D Model
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Mercedes-Benz CL-Klasse 2001 3D Model
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