Beyond Offline: Achieving Game-Ready Photorealism for Automotive Models in Unreal Engine 5
Beyond Offline: Achieving Game-Ready Photorealism for Automotive Models in Unreal Engine 5
The automotive industry has long relied on breathtakingly photorealistic renders to showcase its designs, pushing the boundaries of what static images can achieve. However, in today’s interactive world, the demand has shifted. Artists, designers, and game developers now crave the same level of visual fidelity, but in a real-time, interactive environment. This is where Unreal Engine 5 steps in, offering an unparalleled toolkit to bridge the gap between offline rendering glory and optimized, game-ready photorealism for automotive models.
The challenge is significant: high-fidelity CAD data, designed for infinite detail, must be transformed into performant assets suitable for interactive experiences without sacrificing visual quality. This journey involves mastering advanced techniques and leveraging UE5’s groundbreaking features. Whether you’re creating an interactive car configurator, a cutting-edge racing game, or a virtual production scene, unlocking the full potential of your automotive assets in a real-time engine is paramount. For those looking to jumpstart their projects with top-tier assets, 88cars3d.com offers a vast library of high-quality, pre-optimized automotive models ready for integration.
The Challenge of Transition: From Offline Glory to Real-time Reality
For decades, automotive designers and marketers have meticulously crafted stunning visuals using traditional offline renderers like V-Ray, Corona, and Arnold. These tools excel at ray-traced precision, allowing for incredibly complex materials, infinite bounces of light, and brute-force calculations to achieve visual perfection. The workflow typically involves high-polygon models, often converted directly from NURBS CAD data, with intricate details meant for close-up examination.
However, this offline paradigm presents significant hurdles when transitioning to real-time engines. The sheer polygon count of production-ready CAD models can easily run into hundreds of millions, a magnitude that would cripple even the most powerful real-time systems. Baked lighting, while efficient, sacrifices the dynamic flexibility crucial for interactive experiences. Materials, often custom-built shader networks, need translation into a physically-based rendering (PBR) pipeline that responds correctly to real-time lighting.
The goal of Automotive Visualization in a real-time context is not just to display a vehicle, but to allow users to interact with it, customize it, and explore it in a dynamic, performant environment. This demands a strategic approach to asset preparation and a deep understanding of how Unreal Engine 5 manages geometry, lighting, and materials to deliver a truly immersive experience without compromising frame rates.
Leveraging UE5’s Powerhouses: Nanite and Lumen for Unrivaled Automotive Realism
Unreal Engine 5 introduces two revolutionary technologies that fundamentally change the approach to high-fidelity real-time content: Nanite and Lumen. These systems are game-changers for automotive visualization, allowing artists to achieve unprecedented detail and lighting accuracy.
Nanite: The Geometry Revolution for Automotive Models
Nanite is Unreal Engine 5’s virtualized geometry system, designed to import and render cinematic-quality assets with incredibly high polygon counts directly into the engine. For automotive models, this is nothing short of a revolution. Traditionally, high-fidelity car models would require extensive manual optimization, including aggressive poly reduction and the creation of multiple Level of Detail (LODs) meshes to manage performance.
- Unconstrained Detail: With Nanite, artists can import models with millions or even billions of polygons, retaining every subtle curve, sharp crease, and intricate detail found in CAD data or high-resolution sculpts. This means panel gaps, door seams, headlight lenses, and even interior stitching can be rendered with pixel-perfect accuracy without manual simplification.
- Automated Optimization: Nanite intelligently streams and processes only the geometry that is visible to the camera, at an appropriate level of detail. This eliminates the need for artists to manually create multiple LODs for Nanite-enabled meshes, significantly streamlining the asset pipeline and allowing focus to remain on visual quality.
- Performance Benefits: By only rendering what’s necessary, Nanite dramatically reduces draw calls and GPU workload, making it possible to have multiple highly detailed vehicles in a scene while maintaining smooth real-time rendering performance.
While Nanite is incredibly powerful, it’s important to understand its current considerations. Meshes that require complex deformations (like tire flex or suspension movement), translucent materials, or specific custom vertex shaders might still benefit from traditional optimization techniques or be used as non-Nanite meshes alongside Nanite assets. However, for the static body panels and intricate components of an automotive model, Nanite is a paradigm shift.
Lumen: Dynamic Global Illumination for Immersive Automotive Scenes
Lumen is Unreal Engine 5’s fully dynamic global illumination and reflection system. It replaces the cumbersome process of baking static lightmaps, which was traditionally a time-consuming and inflexible part of real-time lighting. For automotive scenarios, Lumen transforms how vehicles are lit and perceived.
- Real-Time Dynamic Lighting: Lumen calculates diffuse inter-reflection and specular reflections in real-time, allowing light to bounce naturally around your scene. This means sunlight realistically fills an interior when a door is opened, or the color of the ground plane subtly influences the reflections on the car body.
- Photorealistic Reflections: Car paint is all about reflections, and Lumen delivers exceptionally accurate global illumination reflections. This ensures that the environment is realistically reflected on the vehicle’s glossy surfaces, enhancing the sense of realism and immersion.
- Instant Iteration: Because Lumen is dynamic, artists can adjust lights, move objects, or change materials, and the lighting updates instantly. This vastly speeds up the iteration process for lighting artists and automotive designers working on virtual sets or interactive experiences for virtual production.
- Enhanced Realism for Car Paint: The interaction of light with metallic flakes, clear coats, and various finishes is crucial for realistic car paint. Lumen’s advanced global illumination ensures these complex material properties are accurately represented, making your vehicles truly shine.
The combination of Nanite handling the geometric complexity and Lumen providing physically accurate, dynamic lighting allows artists to achieve a level of photorealism previously thought impossible in a real-time engine. This synergy is fundamental to creating truly immersive and believable automotive experiences.
Practical Optimization Strategies: Preparing Your Automotive Assets for UE5
While Nanite reduces the need for aggressive poly-reduction on many parts, a robust approach to asset preparation is still critical for a smooth UE5 workflow, especially for interactive elements and certain material types. This involves careful retopology, strategic Level of Detail (LODs) generation, and meticulous PBR materials setup.
Efficient Retopology for Performance and Deformation
Even with Nanite, thoughtful retopology remains a vital skill. Not every mesh is suitable for Nanite (e.g., meshes with complex deformation, translucency, or needing custom shaders). Furthermore, cleaner topology is always beneficial for UV mapping, baking textures, and animating components like doors, wheels, or suspension systems. For character-driven virtual production scenes, ensuring clean topology for any animatable parts of the car is key.
- Targeted Retopology: Focus retopology efforts on parts that will animate, deform, or require specific texture baking. Components like tires (for tread deformation), steering wheels, and suspension arms benefit greatly from clean, quad-based topology.
- Automated Tools with Manual Refinement: Tools like ZRemesher or Quad Remesher can provide a good starting point, but manual cleanup and optimization are often necessary to ensure optimal edge flow and polygon distribution.
- Strategic Poly Count: For non-Nanite meshes, aim for a balanced poly count. A wheel, for example, might need more polygons than a simple dashboard component, but significantly fewer than its high-res source.
Smart Level of Detail (LODs) Generation
While Nanite handles LODs for itself, traditional Level of Detail (LODs) are still essential for non-Nanite meshes. This includes interior components, certain translucent parts, or any mesh that, for workflow reasons, is better managed without Nanite. LODs ensure that objects render with appropriate complexity based on their distance from the camera, optimizing performance for real-time rendering.
- UE5’s Auto-LODs: Unreal Engine 5 provides robust automatic LOD generation tools. These can quickly create simplified versions of your mesh, saving significant time.
- Manual LOD Creation: For critical components or instances where more control is needed, manually creating LODs in your 3D modeling software offers precision. This is particularly useful for ensuring specific details remain visible at certain distances or for optimizing UV layouts across LODs.
- Optimizing Draw Calls: Correctly implemented LODs reduce the number of polygons and vertices that need to be processed, directly impacting draw calls and boosting overall scene performance.
UV Mapping and Texturing for PBR Materials
The visual fidelity of your automotive models hinges on well-crafted PBR materials. This requires meticulous UV mapping and the creation of appropriate texture maps.
- Clean UV Layouts: Ensure clean, non-overlapping UVs for all meshes. This is critical for accurate texture baking and preventing visual artifacts. Consider multiple UV channels: one for diffuse/normal maps and another for lightmaps (if using baked lighting for specific parts or effects).
- PBR Workflow: Embrace the PBR metal/roughness workflow. This involves creating the following texture maps for each material:
- Albedo/Base Color: The base color of the surface, stripped of any lighting information.
- Normal Map: Adds high-frequency surface detail (scratches, panel lines, bumps) without increasing polygon count.
- Roughness Map: Controls how rough or smooth a surface is, dictating specular reflection spread. Crucial for car paint, glass, and metals.
- Metallic Map: Defines which parts of the surface are metallic (1) and which are dielectric (0).
- Ambient Occlusion (AO) Map: Simulates subtle self-shadowing in crevices and corners, adding depth.
- Height/Displacement Map (optional): For fine-tuned surface relief on specific parts, though often handled by normal maps for performance.
- Material Instancing: Create master materials for common surfaces (car paint, glass, rubber, chrome) and then generate material instances for variations. This allows for quick adjustments to colors, roughness, and other parameters without recompiling shaders, boosting efficiency.
Asset Organization and Naming Conventions
A well-organized project is a happy project. Establish clear naming conventions for meshes, materials, and textures from the outset. This is crucial for managing large numbers of assets, especially when working in teams or importing models from resources like 88cars3d.com, which come with logical structures already in place.
A Holistic Workflow for Success: Bringing Automotive Models to Life in UE5
Once your automotive models are optimized and textured, the real magic happens within Unreal Engine 5. A well-defined workflow ensures a smooth transition and enables you to fully leverage UE5’s rendering capabilities for unparalleled photorealism.
Importing and Initial Setup
- FBX Export Settings: From your 3D modeling software, export your optimized model as an FBX file. Ensure correct scale (usually meters), embedded media (textures), and smooth groups are preserved.
- UE5 Import Options: Upon import into Unreal Engine 5, you’ll have several critical choices. Enable Nanite for high-poly body panels and static detailed components. Ensure you import materials and textures, and consider combining meshes by material if your source model has many small parts that share materials.
- Initial Material Assignment: Assign your placeholder or initial PBR materials to the imported meshes. This provides a base to begin refining your look.
Crafting Realistic Automotive Materials
Achieving truly convincing automotive surfaces is an art form, especially for materials like car paint and glass.
- Master Materials for Efficiency: Develop robust master materials for car paint (metallic flake, clear coat), glass (tint, reflections), tire rubber, chrome, and interior fabrics. These should expose parameters that can be easily adjusted via material instances.
- Car Paint Shader: This is arguably the most complex and important material. A good car paint shader in UE5 will involve layers: a base color, metallic flakes (often via a noise texture or procedural approach), and a clear coat layer with its own roughness and normal map. Utilize the “Clear Coat” and “Clear Coat Roughness” inputs in the UE5 material editor for realistic layered reflections.
- Glass and Translucency: Craft realistic glass using translucency, refraction, and specular highlights. Experiment with different roughness values for dirty vs. clean glass. Nanite doesn’t support translucent meshes, so these parts must be non-Nanite.
- Tire Rubber and Interior Fabrics: Focus on realistic roughness, normal map detail, and subtle color variations to bring these materials to life.
Lighting Your Automotive Scene
Lumen fundamentally changes the lighting workflow, enabling dynamic, realistic illumination.
- HDRI Backdrops: Start with a high-dynamic-range image (HDRI) in a Sky Light to provide realistic ambient lighting and reflections from a real-world environment. This is a cornerstone for believable Automotive Visualization.
- Directional Light and Sky Light: Use a Directional Light to simulate the sun and a Sky Light to capture the overall environmental light from your HDRI. Adjust their intensity and color temperature for mood.
- Fill Lights and Spot Lights: Add smaller fill lights or spot lights to highlight specific features of the car, reveal details in shadowed areas, or add specular kickers for visual flair.
- Post-Processing Volume: This is crucial for the final look. Adjust exposure, color grading, bloom (for headlights/tail lights), ambient occlusion (screen space), and reflections (screen space and Lumen reflections) to achieve cinematic quality.
Animation and Interactivity
Beyond static renders, UE5 empowers dynamic experiences.
- Basic Animations: Animate simple actions like opening doors, rotating wheels, or adjusting steering. Use control rigs for more complex character-driven animations in virtual production scenarios.
- Blueprint Scripting for Interactivity: Create interactive configurators using UE5’s Blueprint visual scripting system. Allow users to change paint colors, wheel types, interior trims, or even open doors with a click.
- Cinematic Cameras: Set up cinematic camera sequences using the Sequencer tool to showcase your vehicle in dynamic ways. Experiment with different focal lengths and camera movements.
Deploying for Virtual Production and Beyond
The ultimate goal for many is to deploy these assets into compelling experiences.
- Real-time Cinematics: Use Sequencer to create stunning, pre-rendered or real-time cinematic sequences for marketing, film, or TV. The quality achieved with Nanite and Lumen is indistinguishable from offline renders.
- Interactive Product Experiences: Deploy standalone applications for interactive product tours, allowing customers to explore vehicles in a highly realistic virtual showroom.
- LED Wall Integration for Virtual Production: For film and TV, integrate your automotive models into LED volume stages, allowing actors to interact with vehicles in dynamic, photorealistic virtual environments in real-time. This reduces the need for expensive physical sets and enhances creative flexibility.
Leveraging high-quality base models can significantly accelerate this entire workflow. Resources like 88cars3d.com provide meticulously crafted 3D models that serve as excellent starting points, often already optimized for game engines, allowing artists to focus immediately on material refinement, lighting, and interactivity.
Conclusion
Achieving game-ready photorealism for automotive models in Unreal Engine 5 is no longer a distant dream, but an accessible reality. By embracing the power of Nanite for geometric detail, Lumen for dynamic global illumination, and a robust workflow incorporating smart retopology, strategic Level of Detail (LODs), and masterfully crafted PBR materials, artists can create interactive experiences that rival traditional offline renders.
The journey from high-fidelity CAD to a performant, stunningly realistic interactive asset is challenging but incredibly rewarding. Whether your aim is cutting-edge Automotive Visualization, immersive game development, or revolutionary Virtual Production, Unreal Engine 5 provides the tools to push creative boundaries. Start building your next interactive masterpiece today and explore the vast potential of real-time rendering. For industry-leading automotive 3D models, begin your project with confidence by visiting 88cars3d.com and unlock new levels of visual fidelity.
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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
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Material: Yes
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Volvo C70 1998 3D Model
Texture: Yes
Material: Yes
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Mazda B-Series 3D Model
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Material: Yes
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Mercsedes Benz Z3-006 3D Model
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Material: Yes
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Mazda RX-7 3D Model
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Material: Yes
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Volvo VCC-003 3D Model
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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
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Material: Yes
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Volkswagen Touran restyle-006 3D Model
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Material: Yes
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Skoda Octavia Scout 3D Model
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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
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Mazda Familia 3D Model
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Material: Yes
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GAS 21 3D Model
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Material: Yes
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Mercedes-Benz SL500 AMG (R129) 3D Model
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Material: Yes
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Mercedes-Benz S-Class W221 2005 3D Model
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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
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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
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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
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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
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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
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Material: Yes
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Mercedes-Benz B-Klasse 2023 3D Model
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Material: Yes
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Mercedes-Benz A-Klasse W168 3D Model
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Material: Yes
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Mercedes-Benz 500SL 2000 3D Model
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Material: Yes
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Mercedes-Benz 500SEC 3D Model
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Material: Yes
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Mercedes-Benz Citan 2025 3D Model
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Material: Yes
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Mercedes-Benz C63 AMG 2012 3D Model
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Material: Yes
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Mercedes-Benz E-Class S211 3D Model
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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
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Material: Yes
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