The Unyielding Quest for Realism: Why Car Paint is Different
The gleam of a perfectly rendered car in a game or cinematic often dictates the perceived quality of the entire project. But for many 3D artists and game developers, achieving truly photorealistic car paint in real-time engines remains an elusive holy grail. Standard PBR workflows, while robust for many materials, frequently fall short when confronted with the intricate, multi-layered complexity of an automotive finish. It’s not just about a reflective surface; it’s about depth, subtle color shifts, microscopic flakes, and the distinct interplay of light.
This challenge is particularly acute in automotive visualization, where every detail matters. We’re not just aiming for “good enough,” but for a level of realism that blurs the line between digital and physical. This deep dive will unravel the secrets behind mastering advanced PBR shading for car paint. We’ll explore the essential components, delve into practical implementation using popular game engines like Unreal Engine, and discuss critical material optimization techniques to ensure your stunning vehicles run smoothly. Get ready to transform your understanding of car paint and elevate your real-time renders.
The Unyielding Quest for Realism: Why Car Paint is Different
At first glance, car paint might seem like a simple shiny surface. However, its true nature is far more complex than a typical metallic or dielectric material. Unlike a plastic toy or a brushed metal panel, automotive paint is a sophisticated multi-layered system designed for both aesthetics and protection. This inherent complexity is precisely what makes replicating it accurately in a real-time environment such a demanding task.
Standard PBR models often assume a single surface interaction for light. Car paint, however, features a transparent clear coat material sitting atop a pigmented base. This clear coat acts as a distinct layer, refracting and reflecting light independently before it even reaches the base. Beneath that, the base coat itself can contain microscopic metallic or pearlescent flakes, each contributing its own unique specular highlights and color shifts. Understanding these layers is the first step toward achieving truly physically accurate rendering.
The quest for realism demands that we go beyond basic metallic-roughness or specular-glossiness maps. We need to account for phenomena like double specular lobes, subtle anistropy, and the way light interacts with sub-surface particles. It’s a journey into the nuances of light transport that will fundamentally change how you approach material creation.
PBR Fundamentals Revisited: The Core of Our Canvas
Before we deconstruct the intricacies of car paint, it’s crucial to have a solid grasp of core PBR principles. Physically Based Rendering operates on the fundamental idea of energy conservation: light energy reflected off a surface cannot exceed the energy that hit it. This principle, combined with models for diffuse and specular reflection, forms the backbone of all realistic materials.
In a typical PBR workflow, we define materials using parameters like Base Color (or Albedo), Metallic, Roughness (or Glossiness), and Normal maps. Base Color defines the surface’s inherent color. Metallic dictates whether a material behaves like a metal (reflecting all light speculary, no diffuse component) or a dielectric (reflecting some speculary, scattering some diffusely). Roughness controls the sharpness of reflections, ranging from perfectly smooth (mirror-like) to highly diffuse (matte). Normal maps provide high-frequency surface detail without requiring additional geometry.
While these parameters are sufficient for a vast array of materials, car paint introduces additional challenges. Its layered structure and the presence of embedded particulates require an extension of these fundamental concepts. We’ll leverage these core principles as our starting point, then build advanced logic on top to capture the unique optical properties of a car’s finish. Mastering this foundation is key to unlocking the power of advanced PBR shading techniques for specialized surfaces like car paint.
Deconstructing the Car Paint Shader: Layers of Authenticity
To truly master photorealistic car paint, we must understand its anatomy. It’s not a monolithic surface but a carefully engineered stack of layers, each contributing to the final visual outcome. Our advanced shader will mimic this real-world construction, allowing for granular control over every aspect of its appearance.
The Base Coat: Color, Metallic Flakes, and Pigmentation
The base coat is where the primary color of the vehicle resides. This layer is typically pigmented and can either be a solid color or infused with microscopic particles. For metallic paints, this layer is crucial. The metallic particles within the paint scatter and reflect light, creating a distinct sparkly effect that changes with the viewing angle. Simulating these metallic flakes is vital for realism.
To represent metallic flakes in real-time, artists often employ a few techniques:
- Custom Normal Maps: A highly detailed normal map can simulate the subtle bumps and glints of individual flakes. These maps can be procedurally generated or sculpted.
- Procedural Noise: Using noise functions in the shader itself, modulated by roughness or a custom mask, can generate dynamic flake effects without relying heavily on texture memory.
- Masks and Tinting: Separate masks can control the density and intensity of flakes, allowing for variations across the surface.
The base coat’s roughness will also play a subtle role, contributing to the overall diffused appearance before the clear coat is applied. This layer is the foundation, giving the car its characteristic hue and initial metallic sheen.
The Clear Coat Material: Gloss, Protection, and Anisotropy
The clear coat is arguably the most defining characteristic of modern car paint. It’s a transparent, highly reflective layer applied over the base coat, serving both protective and aesthetic purposes. This layer is typically very smooth, resulting in sharp, mirror-like reflections that contrast with the potentially rougher, flake-filled base. The clear coat introduces what’s known as a “double specular lobe” effect – one set of reflections from the clear coat surface, and another from the underlying base coat.
Key properties of the clear coat material include:
- High Specularity: The clear coat is often treated as a dielectric material with a very low roughness value, producing crisp reflections.
- Index of Refraction (IOR) and Fresnel: Light hitting the clear coat will be reflected or refracted based on its angle (Fresnel effect) and the material’s IOR. A common IOR for clear coats is around 1.5.
- Transparency/Absorption: While a true transparent layer is expensive for real-time, its effect is often simulated. Light passes through, interacts with the base, and then passes back out.
A crucial aspect of high-quality clear coats, especially on curved automotive surfaces, is anisotropic reflection. Anisotropy occurs when a surface’s microscopic grooves or irregularities cause reflections to stretch in a particular direction, rather than appearing as perfect circles. This is common on brushed metals or highly polished surfaces that have been buffed in a specific direction. For car paint, this effect is often subtle but contributes significantly to the feeling of a professionally finished surface, particularly along body lines and edges. Implementing this correctly provides a major visual fidelity boost to your automotive visualization.
The Subtleties: Pearlescent, Iridescent, and Matte Finishes
Beyond standard metallics, car manufacturers offer a dazzling array of finishes. Our advanced shader needs the flexibility to achieve these variations:
- Pearlescent Paints: These paints contain mica particles that create a subtle, shifting color effect depending on the viewing angle. This can be simulated by adding a slight color tint to the clear coat or by modulating the base color with a Fresnel effect.
- Iridescent Paints: Similar to pearlescent but with more pronounced color shifts, often exhibiting a rainbow-like effect. This requires more complex light interaction and can involve wavelength-dependent reflection/refraction or multi-layered interference effects.
- Matte and Satin Finishes: These are achieved by significantly increasing the roughness of the clear coat layer, or even eliminating it entirely and applying a high roughness directly to the base. The challenge here is ensuring reflections remain consistent and believable without looking like dull plastic.
By understanding and manipulating the parameters of each layer, we gain precise control over these nuanced appearances, making our material truly versatile.
Crafting Advanced Automotive Materials in Game Engines
Theory is one thing; practical application is another. Let’s explore how to build these complex materials within the confines of real-time game engines, focusing on the powerful capabilities of Unreal Engine.
Unreal Engine Materials: Building the Car Paint Master
Unreal Engine provides a robust material editor that, while not having a dedicated “car paint” node, allows us to construct highly sophisticated shaders. We’ll leverage its flexible node-based system and specific clear coat features to achieve our desired realism. At 88cars3d.com, we understand the importance of efficient and high-quality models; combining those with a master material is crucial.
Here’s a breakdown of the key steps for creating advanced Unreal Engine materials for car paint:
- Base Material Setup: Start with a basic PBR setup. Connect your Base Color texture (or a solid color parameter), Metallic map (often 0 for non-metal, but 1 for flakes if you treat them as micro-metals), and Roughness map to their respective inputs.
- Implementing the Clear Coat: Unreal Engine has dedicated inputs for Clear Coat, making this process relatively straightforward.
- Clear Coat: Connect a value of 1 (or a mask if only parts have clear coat).
- Clear Coat Roughness: This is critical. Connect a very low value (e.g., 0.01-0.05) or a texture if you want subtle variations like dirt or scratches on the clear coat.
- Clear Coat Normal: If your clear coat has its own micro-surface details (like tiny scratches), you can apply a separate normal map here. Otherwise, leave it disconnected to use the base normal.
This effectively creates the double specular lobe we discussed.
- Simulating Metallic Flakes: This often requires a more custom approach:
- Flake Normal Map: Generate or use a tiled normal map specifically for flakes. You can add this to your base normal map using a ‘BlendAngleCorrectedNormals’ node, weighted by a parameter.
- Flake Intensity/Color: Use a procedural noise texture (like a ‘Noise’ node) or a custom mask to drive the visibility or intensity of flakes. You can also modulate the base color or add a subtle emissive component to simulate the glint of individual flakes.
- Flake Size/Density: Expose parameters to control the tiling of your flake normal map and the threshold of your noise mask, allowing artists to easily adjust the appearance.
For optimal control, these flake properties can be wrapped in a Material Function and then added to your master car paint material.
- Achieving Anisotropic Reflection: This is more advanced in Unreal Engine. While the default PBR model doesn’t have a direct “Anisotropy” input, it can be simulated:
- Custom Normal Maps: Carefully authored normal maps can contain information that hints at anisotropic stretching.
- Tangent Space Manipulation: For truly accurate anisotropy, you might need to modify the tangent space used for reflection calculations. This often involves writing custom HLSL code within a ‘Custom’ node in the material editor, or developing a custom shading model. It’s a performance-intensive feature, so use it judiciously.
- Masked Directional Roughness: A simpler, though less physically accurate, approach involves using specific textures that modify roughness differently across channels (e.g., storing X and Y roughness).
This feature truly elevates automotive visualization.
- Parameterization and Instancing: Crucially, expose parameters for all adjustable aspects (base color, roughness, flake intensity, clear coat roughness, etc.). This allows you to create Material Instances, giving artists the power to create countless paint variations from a single master material without recompiling shaders.
Unity’s Approach to Photorealistic Paint
Unity, with its flexible Shader Graph and custom shader capabilities, also allows for the creation of advanced car paint materials. While the built-in Standard Shader offers some PBR features, achieving multi-layered clear coat and complex flake effects typically requires a custom Shader Graph setup or a hand-written shader.
- Shader Graph: Unity’s visual node editor allows you to construct complex shaders similar to Unreal’s material editor. You would blend multiple PBR master nodes or use custom lighting calculations to achieve the layered effect.
- Custom Shaders (HLSL/GLSL): For the highest level of control and performance, writing a custom surface shader or a full PBR shader in HLSL (for URP/HDRP) is the way to go. This allows direct implementation of clear coat models, microfacet distribution functions, and custom flake algorithms.
Regardless of the engine, the underlying principles of layering, flake simulation, and anisotropic reflection remain consistent, enabling you to build truly captivating physically accurate rendering.
Optimizing for Performance: The Art of Efficiency
Achieving photorealistic car paint often comes at a performance cost, especially in real-time game engines. While visual fidelity is paramount for automotive visualization, efficiency is equally important for maintaining playable frame rates. Effective material optimization is crucial for balancing these demands.
Material Instancing and Parameterization
One of the most powerful optimization techniques is the intelligent use of material instances. Instead of creating a new, unique material for every single car paint variation (e.g., red metallic, blue matte, green pearlescent), create a single, robust Master Material. This Master Material should expose parameters for every adjustable property:
- Base color tints
- Roughness values for base and clear coat
- Flake density, size, and intensity
- Anisotropy strength and direction
From this Master Material, artists can then create numerous Material Instances. Each instance references the same underlying shader code but uses different parameter values. This significantly reduces shader compilation times, memory footprint, and draw calls, making it incredibly efficient for managing a fleet of unique cars in your project. This is a best practice often employed by top studios and is vital for managing complex Unreal Engine materials.
Texture Resolution and Packing
Textures are often the heaviest contributors to memory usage and performance. Smart texture management is key:
- Appropriate Resolution: Don’t use 4K textures where 1K or 2K will suffice. The resolution should be appropriate for how close the camera will get to the object.
- Channel Packing: Combine multiple grayscale texture maps (like roughness, metallic, ambient occlusion, masks) into the Red, Green, Blue, and Alpha channels of a single texture. For example, you could pack Roughness into Red, Metallic into Green, and a Flake Mask into Blue. This saves a significant amount of texture memory and reduces texture fetches in the shader.
- Texture Streaming: Utilize engine features like texture streaming to load higher-resolution textures only when they are needed (e.g., when the camera is close to the vehicle).
- Shared Textures: Where possible, reuse tiling textures (like a generic clear coat scratch map) across multiple materials.
Shader Complexity and Instruction Count
The more complex your shader graph or HLSL code, the more instructions the GPU has to execute per pixel. High instruction counts can quickly lead to performance bottlenecks. Here’s how to manage it:
- Profile Your Shaders: Use engine tools (e.g., Unreal Engine’s Shader Complexity Viewmode) to visualize the instruction count per pixel. Identify and optimize hot spots.
- Simplify Logic: Can any calculations be pre-computed in a texture? Are there redundant nodes or branches in your shader graph? Eliminate unnecessary operations.
- Conditional Logic (Static Switches): For features that might be enabled/disabled (e.g., advanced anisotropy vs. simple clear coat), use static switches in your master material. This allows the engine to compile a leaner shader variant for each instance, only including the necessary code.
- Material Functions: While useful for organization, be mindful of overusing complex material functions that get duplicated everywhere. Ensure they are efficient.
By meticulously optimizing these aspects, you can create breathtaking car paint that not only looks stunning but also runs smoothly, a true testament to mastering PBR shading in real-time environments.
Beyond the Basics: Advanced Techniques and Troubleshooting
Once you have a solid foundation, you can push the boundaries further and tackle common issues that arise when pursuing ultra-realism in automotive visualization.
Debugging Visual Artifacts
Even with a perfectly constructed shader, visual artifacts can creep in. Knowing how to identify and fix them is crucial:
- Aliasing on Reflections: Jagged or pixelated reflections, especially on highly polished surfaces. This is often due to insufficient anti-aliasing (MSAA, TAA, DLSS, FSR) or overly sharp normal maps. Ensure your engine’s anti-aliasing settings are appropriate, and consider blurring reflection cubemaps slightly.
- Roughness Mismatch: When the roughness of the clear coat doesn’t quite blend with the base, or if a base coat with metallic flakes looks too rough through the clear coat. Tweak your roughness values carefully and ensure your clear coat normal isn’t introducing unwanted detail that conflicts with the base.
- Incorrect Fresnel Effect: If reflections appear too strong or too weak at grazing angles. Double-check your IOR value and ensure your shader’s Fresnel implementation is physically accurate.
- Texture Seams: Visible lines where textures tile or meet, especially on normal maps or flake textures. Ensure seamless textures and proper UV mapping.
- “Plastic” Look: If your car paint lacks depth and looks like cheap plastic. This usually indicates insufficient clear coat setup, missing metallic flakes, or incorrect roughness values. Ensure your clear coat is transparent and distinct from the base, and that you have proper anisotropic reflection where appropriate.
Using engine debug viewmodes (like Buffer Visualizers, Specular, Roughness, Normal) can help you isolate the problematic map or calculation.
Achieving Diverse Automotive Visualization Finishes
With our advanced master material, we’re not limited to a single metallic finish. By simply adjusting exposed parameters, we can achieve a vast spectrum of car paint types:
- Matte Finish: Increase the clear coat material roughness significantly, or disable the clear coat entirely and apply high roughness directly to the base. Ensure the metallic flakes are still subtly visible beneath the dull surface if desired.
- Satin Finish: A mid-range roughness for the clear coat, offering a softer, less reflective look than high gloss, but not as dull as matte.
- Pearlescent/Chromaflair: Introduce a slight color shift to the clear coat reflections, perhaps using a Fresnel power to drive a subtle hue change based on viewing angle. Or, add a subtle emissive component that shifts color with a dot product between camera vector and normal.
- Solid (Non-Metallic): Simply set the metallic flake parameters to zero and focus on a clean base color with a high-gloss clear coat.
- Custom Worn/Damaged Paint: Use blend masks to introduce areas of higher roughness, scratches (via normal maps and roughness maps), or even expose the base primer/metal underneath a chipped clear coat.
The power of a well-structured master material is its versatility. By providing artists with intuitive controls, you empower them to create an endless array of stunning and physically accurate rendering car paints with efficiency.
Conclusion: The Art and Science of Photorealistic Car Paint
Mastering photorealistic car paint in real-time game engines is undeniably one of the most challenging yet rewarding aspects of 3D artistry. It’s a journey that demands a deep understanding of light physics, the intricacies of materials, and the technical capabilities of modern rendering pipelines. We’ve demystified the multi-layered nature of car paint, exploring the crucial roles of the base coat, metallic flakes, the distinct clear coat material, and the subtle yet impactful effect of anisotropic reflection.
By leveraging advanced PBR shading techniques and building robust Unreal Engine materials (or similar systems in other engines), you can go beyond basic reflectivity to create surfaces that truly sing with life and authenticity. Remember, material optimization is not an afterthought but an integral part of the development process, ensuring your visually stunning creations perform flawlessly. The pursuit of physically accurate rendering is a continuous learning process, but with the insights gained here, you’re well-equipped to tackle even the most demanding automotive visualization projects.
Now, it’s your turn to experiment. Take these principles, dive into your engine of choice, and begin crafting your own breathtaking car paints. If you’re looking for high-quality, game-ready car models to start applying these advanced techniques, remember to explore the extensive collection at 88cars3d.com. Our models provide the perfect canvas for your newfound expertise in advanced PBR. Happy rendering!
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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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GAS 21 3D Model
Texture: Yes
Material: Yes
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Mercedes-Benz SL500 AMG (R129) 3D Model
Texture: Yes
Material: Yes
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Mercedes-Benz S-Class W221 2005 3D Model
Texture: Yes
Material: Yes
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Mercedes-Benz E-Class W212 2009 3D Model
Texture: Yes
Material: Yes
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Mercedes-Benz E-class Estate S212 2009 3D Model
Texture: Yes
Material: Yes
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Mercedes-Benz 190 W201 3D Model
Texture: Yes
Material: Yes
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Mercedes-Benz C230 SportCoupé 2005 3D Model
Texture: Yes
Material: Yes
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Mercedes-Benz SLK 3D Model
Texture: Yes
Material: Yes
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Mercedes 600 SEC W140 1992 3D Model
Texture: Yes
Material: Yes
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Mercedes S-Class 2010 3D Model
Texture: Yes
Material: Yes
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McLaren MP4-12C-001 3D Model
Texture: Yes
Material: Yes
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Mercedes-Benz SLK 350 2005 3D Model
Texture: Yes
Material: Yes
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Mercedes-Benz SL 65 AMG 3D Model
Texture: Yes
Material: Yes
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Mercedes-Benz S500 3D Model
Texture: Yes
Material: Yes
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Mercedes-Benz S55 W220 AMG 1999 3D Model
Texture: Yes
Material: Yes
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Mercedes-Benz CLA45 AMG 2017 3D Model
Texture: Yes
Material: Yes
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Mercedes-Benz CL65 C215 AMG 3D Model
Texture: Yes
Material: Yes
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Mercedes-Benz A45 2021 3D Model
Texture: Yes
Material: Yes
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Mercedes-Benz 300SL 1955 3D Model
Texture: Yes
Material: Yes
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Mercedes-Benz 190SL 1955 3D Model
Texture: Yes
Material: Yes
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Mercedes-Benz W124 Brabus V12 3D Model
Texture: Yes
Material: Yes
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Mercedes-Benz SLS AMG GT3-002 3D Model
Texture: Yes
Material: Yes
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Mercedes-Benz C-Class-001 3D Model
Texture: Yes
Material: Yes
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Mercedes-Benz B-Klasse 2023 3D Model
Texture: Yes
Material: Yes
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Mercedes-Benz A-Klasse W168 3D Model
Texture: Yes
Material: Yes
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Mercedes-Benz 500SL 2000 3D Model
Texture: Yes
Material: Yes
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Mercedes-Benz 500SEC 3D Model
Texture: Yes
Material: Yes
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Mercedes-Benz Citan 2025 3D Model
Texture: Yes
Material: Yes
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Mercedes-Benz C63 AMG 2012 3D Model
Texture: Yes
Material: Yes
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Mercedes-Benz E-Class S211 3D Model
Texture: Yes
Material: Yes
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Mercedes-Benz CLS63 AMG (C218) 2014 3D Model
Texture: Yes
Material: Yes
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Mercedes-Benz CLS-Klasse 3D Model
Texture: Yes
Material: Yes
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Mercedes-Benz CLS 500 3D Model
Texture: Yes
Material: Yes
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Mercedes-Benz CL-Klasse 2001 3D Model
Texture: Yes
Material: Yes
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Mercedes-Benz C-Klasse Sportcoupe 2000 3D Model
Texture: Yes
Material: Yes
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Mercedes-Benz C-Klasse 204 2011 3D Model
Texture: Yes
Material: Yes
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Mercedes-Benz C-Class Sedan 2000 3D Model
Texture: Yes
Material: Yes
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Mercedes E-Class w124 Kombi 3D Model
Texture: Yes
Material: Yes
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Mercedes-Benz CL6540-005 3D Model
Texture: Yes
Material: Yes
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Mercedes E-Class w124 Coupe 3D Model
Texture: Yes
Material: Yes
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Mercedes-Benz E-Klasse 63 AMG 3D Model
Texture: Yes
Material: Yes
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