Understanding the Science of Real-World Automotive Paint
The sleek lines, the aggressive stance, the promise of speed – few subjects capture the imagination quite like the automobile. In the realm of 3D rendering, bringing these magnificent machines to life with true photorealism is a pinnacle of artistic and technical skill. Yet, for many artists, the most elusive element isn’t the modeling or the lighting; it’s the car paint. That dazzling, multi-faceted surface can make or break a render, often leaving artists frustrated with plastic-like results instead of the deep, reflective luster seen in reality.
Achieving a truly convincing car paint shader is an intricate dance between art and science. It requires a deep understanding of how light interacts with complex, layered materials, and how to translate those physical properties into the digital domain using 88cars3d.com‘s high-quality models. This definitive guide will demystify the process, taking you from the optical science of real-world automotive finishes to the advanced techniques for crafting a stunning, photorealistic car paint shader for high-end 3D renders and real-time game engines alike.
Understanding the Science of Real-World Automotive Paint
Before we can digitally recreate car paint, we must first understand its real-world composition. Automotive paint isn’t a single monolithic layer; it’s a sophisticated stack of distinct coatings, each serving a specific purpose and interacting with light in unique ways. This multi-layered structure is fundamental to its characteristic depth, reflection, and color shift.
At its base, directly on the primed metal, lies the primer coat, ensuring adhesion and corrosion protection. Above this, the **Base Coat** provides the primary color and aesthetic. This layer can be solid, metallic, or pearlescent, each exhibiting different light scattering properties. Overlapping everything is the crucial **Clear Coat Layer**, a transparent, durable finish responsible for the paint’s gloss, protection, and much of its reflective quality. This intricate layering is precisely why a simple diffuse-and-specular approach falls short in 3D. True realism demands embracing **Material Layering**, mirroring the physical world as closely as possible within your 3D software.
This understanding naturally leads us to **Physically Based Rendering (PBR)**. PBR is a methodology that aims to render graphics in a way that accurately models how light behaves in the real world. For an **automotive shader**, PBR is not just an option; it’s a necessity. It provides a consistent and predictable framework for defining material properties such as albedo (base color), roughness, metallicness, and index of refraction (IOR). By adhering to PBR principles, we ensure that our digital car paint reacts correctly to various lighting conditions, resulting in a much more believable and photorealistic outcome, whether for a static render or a dynamic game environment.
The Core Components of a PBR Car Paint Shader
Building a robust PBR car paint shader involves constructing several distinct material layers, each contributing to the final appearance. These layers correspond directly to the physical structure of automotive paint and allow for precise control over light interaction. This approach of **Material Layering** is key to capturing the complexity and nuances of real car finishes.
The Base Coat: Foundation of Color and Depth
The **Base Coat** is the innermost colored layer of your car paint. Its primary role is to define the vehicle’s underlying color. In a PBR workflow, this is typically set using an Albedo or Base Color map, which should contain the pure color without any lighting information. The base coat often has a relatively low roughness, but for realism, it’s rarely perfectly smooth. A subtle roughness map here can introduce minor diffuse variations. If your paint is a solid color (non-metallic), the metallic parameter should be set to 0. For metallic or pearlescent paints, the base coat will influence the color and reflectivity of the **Metallic Flakes** embedded within it.
The Metallic Flakes Layer: Sparkle and Depth
For metallic paints, the **Metallic Flakes** layer is where the magic truly happens. These tiny, reflective particles, suspended within the base coat, catch and scatter light, creating the characteristic sparkle and depth. In 3D, this is usually achieved by applying a noise pattern or a dedicated flake texture. Each flake acts as a tiny mirror, reflecting light back at the viewer. Crucially, these flakes often exhibit **Anisotropic Reflection**, meaning their reflections vary with the angle of view relative to the flake’s orientation. Controlling their density, size, color, and luminosity is vital for an authentic look. Too few, and the paint looks dull; too many, and it becomes overly glittery. A subtle normal map generated from a flake pattern can further enhance their individual bumpiness and light interaction.
The Clear Coat Layer: Gloss, Protection, and Reflection
The **Clear Coat Layer** is arguably the most critical component for achieving photorealistic car paint. This transparent, highly reflective layer sits on top of all other paint layers. It’s what gives the car its signature gloss and protects the underlying paint. In PBR, the clear coat is characterized by very low roughness values, often close to 0, to achieve that mirror-like reflection. Its metallic value should be 0, as it is a dielectric material. The **Fresnel Effect** plays a paramount role here: reflections on the clear coat will be stronger at glancing angles and weaker when viewed head-on. The Index of Refraction (IOR) for car clear coats typically falls between 1.45 and 1.6, with 1.5 being a common starting point. An accurate IOR, combined with proper roughness and Fresnel, will yield deep, realistic reflections that define the car’s contours and integrate it convincingly into its environment. Imperfections, even subtle ones like dust or micro-scratches, can be introduced with a very subtle normal or roughness map on this layer to break up perfect reflections and add realism.
Advanced Techniques for Unrivaled Realism
While the core layers lay a solid foundation, truly elevating an **automotive shader** to a photorealistic standard requires delving into advanced techniques. These methods allow for an unprecedented level of control and detail, mimicking the subtle nuances of real-world car finishes.
Mastering Anisotropic Reflection for Flakes and Finish
**Anisotropic Reflection** is a phenomenon where the shape and intensity of reflections change depending on the direction of light and the orientation of the surface microstructure. For car paint, this is particularly important for two reasons: the microscopic brush strokes or polishing marks on the clear coat, and more prominently, the embedded **Metallic Flakes**. When flakes are oriented in a particular direction (e.g., due to paint application), they can create elongated, streaky highlights that contribute significantly to the perceived depth and quality of the paint. Implementing anisotropy usually involves providing a tangent map to your shader, which dictates the direction of the “stretch.” For metallic flakes, this often means creating a noise-based tangent map that varies the anisotropy direction randomly, simulating how flakes settle. This complex interaction adds incredible visual richness that isotropic reflections simply cannot replicate.
The Fresnel Effect in Detail: Guiding Light’s Path
The **Fresnel Effect** describes how the reflectivity of a surface changes with the angle at which it is viewed. You’ve seen it every day: a window appears transparent when looking straight through it, but becomes highly reflective when viewed from an extreme angle. For the **Clear Coat Layer** of a car paint shader, a precise Fresnel curve is non-negotiable. It ensures that reflections are strongest at glancing angles (like along the car’s body lines or edges) and gradually become less intense as the surface faces the camera directly. The primary parameter controlling Fresnel is the Index of Refraction (IOR). A typical IOR for car clear coats is around 1.5 to 1.6. Accurately setting this value and understanding its interaction with roughness will dramatically enhance the sense of depth and realism, making your vehicle feel solid and grounded in its environment, rather than looking like a flat image. Modern PBR shaders often handle Fresnel automatically based on IOR, but understanding its principles empowers you to troubleshoot and fine-tune for optimal results.
Crafting Convincing Metallic Flake Maps
The realism of your **Metallic Flakes** hinges on the quality of their texture maps. Simply using a uniform noise pattern often results in an unnatural, repeating look. To create truly convincing flake maps, consider these techniques:
- Procedural Noise & Layering: Combine multiple layers of noise (e.g., Voronoi, Perlin) at different scales. This creates a more organic, non-uniform distribution of flakes. You can use these as masks to control flake intensity, size, and even color variation.
- Directional Flakes: For even greater realism, especially in certain types of paint, introduce subtle directional noise to imply brush strokes or flow patterns in the clear coat, influencing how the flakes are revealed.
- Masking & Control: Create separate maps for flake density, size, and brightness. This allows you to fine-tune the sparkle. For instance, a denser concentration of smaller, brighter flakes can simulate specific paint types.
- Normal Maps from Flakes: Generate a normal map from your flake pattern. This slight bumpiness at the flake level helps them catch light more realistically, adding another dimension of detail beyond just their reflectivity.
Experimentation with these maps is key. The goal is to achieve a subtle, varied sparkle that reacts dynamically to light, without appearing overly artificial or distracting.
Implementing Car Paint Shaders in Different Environments
The techniques for crafting a photorealistic car paint shader are universal, but their implementation can vary significantly between offline renderers and real-time game engines. Each environment presents its own set of tools, optimizations, and challenges.
Offline Renderers: Uncompromising Fidelity (V-Ray, Corona, Redshift, Octane)
Offline renderers like V-Ray, Corona, Redshift, and Octane are designed for maximum fidelity and typically have fewer performance constraints than real-time engines. This allows for complex **Material Layering** and computationally intensive effects to be rendered with precision. In these environments, you’ll often construct your car paint using a stack of layered materials or dedicated car paint presets, leveraging the render engine’s advanced capabilities:
- Dedicated Car Paint Materials: Many modern renderers offer specialized car paint materials that simplify the setup, providing parameters for base color, flake properties, and clear coat directly.
- Manual Layering with Mix Materials: For ultimate control, you can manually build your shader using layered materials (e.g., a diffuse material for the **Base Coat**, a metallic shader with flake textures, and a clear coat material with accurate IOR and roughness, all blended with specific masks).
- Advanced Shading Nodes: Utilize nodes for complex procedural textures for **Metallic Flakes**, precise **Anisotropic Reflection** controls with tangent inputs, and finely tuned **Fresnel Effect** curves.
- High-Quality Textures: Employ high-resolution texture maps for flakes, subtle imperfections, and normal maps to capture every nuance.
The focus here is on achieving the most accurate representation possible, often utilizing extensive ray tracing to capture subtle light interactions, caustics, and global illumination. Remember, for the best foundation, start with high-quality 3D car models, such as those available on 88cars3d.com, which are optimized for these high-fidelity renderers.
Real-Time Game Engines: Balancing Realism and Performance (Unreal Engine, Unity)
Real-time game engines like Unreal Engine and Unity demand a careful balance between visual quality and performance. While the core PBR principles remain, the implementation often involves clever optimizations and approximations to maintain high frame rates.
- Shader Complexity & Optimization: Keep the shader graph as efficient as possible. Avoid unnecessary texture lookups or overly complex mathematical operations. Material functions can encapsulate complex parts of the shader for reuse and organization.
- Approximating Metallic Flakes: Real-time flake shaders often use screen-space techniques or less computationally intensive noise functions to simulate **Metallic Flakes**. Instead of true anisotropic reflection for every flake, you might use a blurred anisotropic highlight for the overall clear coat, with flakes adding a subtle sparkle via an additive blend or dedicated flake mask.
- Simplified Anisotropy: While full per-flake anisotropy is expensive, many game engines offer simplified anisotropic material models that can be controlled with a single tangent vector and strength parameter. This can be effectively used on the **Clear Coat Layer** to simulate polishing streaks.
- Vertex Colors & Masks: Utilize vertex colors or additional texture masks to control properties like dirt, wear, or even to blend between different paint types on a single model, further optimizing draw calls.
- Material Instances: Leverage material instances to quickly create variations of your base car paint shader (e.g., different colors, roughness levels) without compiling new shaders for each one.
The goal is to provide a believable and attractive **automotive shader** that performs smoothly, even if it means making slight compromises compared to an offline render. The visual impact in a dynamic, interactive environment often outweighs absolute, pixel-perfect accuracy.
Common Challenges and Troubleshooting Tips
Crafting a complex car paint shader is rarely a straightforward process. Artists frequently encounter common pitfalls that can undermine realism. Knowing how to identify and address these issues is crucial for success.
“Plastic-y” or Unrealistic Look
One of the most common complaints is that the car paint looks like plastic rather than genuine automotive finish. This often stems from:
- Incorrect Roughness Values: The clear coat might be too rough, or not rough enough in specific areas. A perfectly smooth clear coat (roughness 0) is rare; subtle variations from 0.01 to 0.05 can add realism.
- Missing or Incorrect Fresnel Effect: If reflections don’t change appropriately with viewing angle, the material will look flat. Ensure your IOR is accurate (1.45-1.6 for clear coat) and that the Fresnel calculation is active and correct.
- Lack of Layering: Trying to achieve complex car paint with a single PBR layer will almost always result in a flat, unrealistic appearance. Embrace **Material Layering** to separate the base color, metallic flakes, and clear coat.
- Lighting: Poor lighting can make even the best shader look bad. See the dedicated section on lighting below.
Metallic Flakes Not Appearing Correctly
Problems with **Metallic Flakes** can range from being invisible to overly uniform or garish:
- Incorrect Scale or Density: The flakes might be too small to be visible, or too large and sparse, leading to an unnatural look. Adjust the texture scale or procedural noise parameters.
- Insufficient Reflectivity: Ensure the flakes themselves are treated as metallic (if embedded in a metallic base coat) and have adequate reflectivity.
- Lack of Anisotropy: Without proper **Anisotropic Reflection**, flakes often appear as flat dots rather than shimmering particles. Ensure your shader supports and utilizes anisotropy for the flake layer.
- Uniformity: If flakes look like a repeating pattern, your flake texture is too tileable. Introduce more randomness through procedural noise or blend multiple textures.
- Lighting: Flakes reveal themselves under direct, directional light sources. Ambient lighting alone won’t make them sparkle effectively.
Performance Issues in Game Engines
Complex shaders, especially those with multiple layers and advanced effects, can quickly bog down real-time performance:
- Too Many Texture Samples: Each texture lookup costs performance. Combine maps (e.g., roughness, metallic, AO into a single packed texture) where possible.
- Overly Complex Math: Simplify shader calculations. For example, use approximations for complex functions if the visual difference is negligible.
- Unnecessary Layers: Evaluate if every layer is truly necessary for the desired visual quality. Can any layers be baked down or combined?
- Shader Complexity Visualization: Utilize your game engine’s built-in shader complexity view to identify expensive areas of your material.
Correct Lighting Setup for Automotive Renders
Even the most meticulously crafted **automotive shader** will fall flat under poor lighting. Proper lighting is essential to reveal the depth, reflections, and contours of the car:
- HDRI Environments: High Dynamic Range Image (HDRI) maps are indispensable. They provide realistic ambient illumination, reflections, and accurate lighting contributions from real-world environments. Use studio HDRIs for clean, controlled reflections or outdoor HDRIs for environmental integration.
- Area Lights & Softboxes: Supplement HDRIs with strategically placed area lights or softboxes. These are crucial for creating strong, defined reflections that highlight the car’s body lines and sculptural forms.
- Edge & Rim Lights: Use rim lights to separate the car from the background and accentuate its silhouette, adding depth.
- Contrast and Variation: Avoid flat, uniform lighting. Introduce contrast and variation to reveal the subtle interplay of light and shadow on the paint surface, making your render pop.
Always evaluate your shader under various lighting conditions to ensure its robustness and realism.
The Future of Automotive Shaders
The quest for photorealism in 3D car renders is an ongoing journey, constantly pushed forward by advancements in hardware and rendering techniques. The future of the **automotive shader** is bright, with several exciting developments on the horizon.
One area of rapid advancement is **spectral rendering**, which models light not just as RGB values but across its full electromagnetic spectrum. This allows for incredibly accurate color reproduction and physically correct interactions like dispersion (the separation of light into its constituent colors, like in a prism), which could bring new levels of realism to the **Clear Coat Layer** and specialized paints. Machine learning and AI are also beginning to play a role, potentially enabling more efficient and intelligent shader creation, optimization, and even the procedural generation of highly realistic paint imperfections.
Furthermore, advancements in real-time ray tracing in game engines are rapidly blurring the lines between offline and real-time rendering. This technology allows for truly accurate reflections and global illumination, fundamentally transforming how car paint is rendered in interactive experiences. As computational power continues to grow, expect to see even more sophisticated **Material Layering**, dynamic **Metallic Flakes** simulation that reacts to micro-surface details, and even the integration of subtle volumetric scattering within paint layers to simulate true depth, leading to an unprecedented level of realism in our digital automobiles.
Conclusion
Crafting a photorealistic car paint shader is undoubtedly one of the most challenging yet rewarding aspects of 3D rendering. It’s a testament to patience, technical understanding, and a keen eye for detail. By deconstructing real-world automotive finishes, embracing **Physically Based Rendering (PBR)** principles, and meticulously building up your material with distinct layers – the **Base Coat**, the **Metallic Flakes**, and the crucial **Clear Coat Layer** – you lay a solid foundation for realism.
Remember that mastering advanced techniques like precise **Anisotropic Reflection**, accurate **Fresnel Effect** curves, and convincing flake maps is what truly elevates a good shader to a stunning one. Whether you’re working in an offline renderer or optimizing for a real-time game engine, the core principles of **Material Layering** and PBR remain your guide.
The journey to photorealistic car paint is an iterative one. Experiment, observe, and refine. Don’t be afraid to analyze real-world examples and break down their properties. With the knowledge gained from this guide, you now possess the tools to transform your 3D vehicles from digital models into captivating, lifelike machines that gleam and reflect with breathtaking authenticity. For a perfect starting point, explore the vast collection of high-quality, production-ready 3D car models available at 88cars3d.com, and apply these advanced shading techniques to bring them to unparalleled life.
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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
Texture: Yes
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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Material: Yes
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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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Mercedes-Benz C-Klasse Sportcoupe 2000 3D Model
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Mercedes-Benz C-Klasse 204 2011 3D Model
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Mercedes-Benz C-Class Sedan 2000 3D Model
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Mercedes E-Class w124 Kombi 3D Model
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Mercedes-Benz CL6540-005 3D Model
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