Deconstructing Photorealistic Automotive Paint: Beyond the Surface
The pursuit of ultimate visual fidelity in automotive rendering has always been a thrilling challenge. From high-end VFX studios to cutting-edge game development, capturing the nuanced beauty of a car’s paint finish in real-time is a hallmark of truly next-gen visuals. Traditional shader setups often fall short, struggling to replicate the intricate interplay of light, color, and subsurface scattering that defines a physically accurate car paint. But with Unreal Engine 5’s powerful rendering architecture and advanced material capabilities, achieving breathtaking real-time photorealism is no longer a distant dream.
This comprehensive guide will deconstruct the complexities of automotive paint, diving deep into the Unreal Engine material graph to build a sophisticated, customizable shader. We’ll explore core PBR materials principles, demonstrate how to implement a realistic clear coat shader, add an intricate metallic flake effect, and integrate seamlessly with UE5’s advanced features like Lumen reflections. Prepare to unlock a new level of realism for your automotive projects.
Deconstructing Photorealistic Automotive Paint: Beyond the Surface
Before we build our digital masterpiece, it’s crucial to understand the anatomy of real-world automotive paint. It’s not just a single layer of color; it’s a complex stack of materials, each contributing uniquely to the final aesthetic. Grasping these physical properties is the first step toward achieving truly convincing PBR materials.
The Real-World Layered Structure
- Primer Coat: Applied to the bare metal or composite, providing corrosion protection and a uniform surface for subsequent layers. While not always explicitly modeled in shaders, its underlying roughness can influence the final look.
- Base Coat: This is where the primary color of the car resides. It can be solid, metallic, or pearlescent. The metallic and pearlescent variations contain tiny flakes or pigments that reflect and refract light, creating depth and a shimmering effect.
- Clear Coat: A transparent, glossy layer applied over the base coat. This is the protective layer that gives car paint its signature deep, wet look. It’s responsible for the sharp reflections and the perception of depth. This layer is paramount for any advanced automotive rendering workflow.
- Subtle Imperfections: No real-world surface is perfectly pristine. Micro-scratches, dust, water spots, and orange peel texture (a slight waviness in the clear coat) all contribute to authenticity.
Our goal in Unreal Engine 5 is to simulate these distinct layers and their interactions as accurately as possible. The concept of layered car paint is central to this approach, allowing us to build up complexity piece by piece.
Core PBR Principles for Automotive Shaders
Physically Based Rendering (PBR) is the cornerstone of modern graphics, and understanding its principles is vital for creating realistic materials. PBR materials aim to simulate how light interacts with surfaces in the real world, resulting in more consistent and believable rendering under various lighting conditions.
Albedo (Base Color)
The Albedo map defines the color of the material, but importantly, it represents the color of diffuse reflection without any lighting information. For metallic surfaces, the Albedo can be very dark or even black, as the color information is primarily carried in the specular reflection. For our car paint’s base coat, this will be the primary color input. Ensuring a perceptually linear color space is crucial for accurate real-time photorealism.
Metallic Input
The Metallic input in PBR dictates whether a surface is a dielectric (non-metal) or a conductor (metal). It’s typically a binary value (0 for non-metal, 1 for metal) or a blend in between for materials that exhibit both properties. For standard car paint, the base coat itself is generally dielectric, but the metallic flake effect within it will be treated as metallic, requiring careful blending. The clear coat will always be non-metallic.
Roughness
Roughness is arguably the most critical PBR parameter for achieving distinct material looks. It determines how scattered or focused reflections appear. A low roughness value results in sharp, mirror-like reflections (like a polished clear coat), while a high roughness value creates diffuse, blurry reflections (like a matte finish or dusty surface). The micro-facet theory underpinning PBR dictates that surfaces are composed of microscopic facets, each reflecting light perfectly. Roughness controls the distribution of these facets, impacting the overall reflectivity.
Normal Maps
Normal maps allow us to add intricate surface detail without increasing polygon count. By encoding surface orientation, they trick the renderer into thinking a flat surface has bumps and grooves. For car paint, normal maps are essential for subtle texture variations, the aforementioned orange peel, and especially for adding detail to the metallic flake effect or micro-scratches on the clear coat.
Ambient Occlusion (AO)
Ambient Occlusion simulates soft global shadowing where surfaces are close together, adding a sense of depth and contact. While less prominent on a perfectly smooth car body, AO can enhance the realism around panel gaps, door handles, and other recessed areas, grounding the vehicle in its environment.
Building the Foundation: A Layered Car Paint Shader in Unreal Engine 5
Now, let’s translate these principles into a working material in Unreal Engine 5. Our goal is to create a robust, customizable layered car paint material using the Unreal Engine material graph. This structured approach ensures flexibility and scalability.
Setting Up the Base Material
- Create a New Material: Right-click in your Content Browser and select Material. Name it appropriately (e.g., M_AdvancedCarPaint).
- Set Shading Model: Open the material. In the Details panel, under Material > Shading Model, choose Clear Coat. This is crucial as it provides a dedicated clear coat layer on top of a standard PBR base, specifically designed for materials like car paint and glass.
- Set Blend Mode: For most car paints, the default Opaque blend mode is suitable.
The Clear Coat shading model gives us additional input pins for ClearCoat, ClearCoatRoughness, and ClearCoatNormal, enabling us to build our layered structure efficiently.
The Base Coat Layer
This is the foundation of our paint, providing the primary color and initial metallic properties. We’ll start with basic inputs and then enhance them.
- Base Color: Create a VectorParameter node (e.g., “BaseColor”) and connect it to the Base Color input. This will allow artists to easily change the car’s primary color.
- Metallic: Create a ScalarParameter node (e.g., “BaseMetallic”) and connect it to the Metallic input. For non-metallic paints, this would be 0. For metallic base coats (before adding distinct flakes), a subtle value like 0.1-0.3 can already hint at reflectivity.
- Roughness: Create a ScalarParameter node (e.g., “BaseRoughness”) and connect it to the Roughness input. This controls the underlying sheen of the base coat before the clear coat is applied. A value around 0.3-0.5 is common for a base coat.
- Normal: Create a TextureSampleParameter2D node (e.g., “BaseNormal”) and connect it to the Normal input. While often a flat normal for a perfect base, this slot can be used for subtle underlying imperfections.
Remember, the PBR materials principle means these inputs directly influence how light interacts with this underlying layer.
Implementing the Clear Coat Shader
The clear coat shader is what truly sells the automotive paint look. It adds the glossy, reflective top layer that we see and interact with. UE5’s dedicated Clear Coat shading model simplifies this process significantly.
- ClearCoat Strength: Create a ScalarParameter node (e.g., “ClearCoatStrength”). Connect this to the ClearCoat input. A value of 1.0 indicates a full, opaque clear coat. You can reduce this for a more worn or less pronounced finish.
- ClearCoatRoughness: This is a critical parameter. Create a ScalarParameter node (e.g., “ClearCoatRoughness”) and connect it to the ClearCoatRoughness input. For a pristine, highly polished finish, values between 0.01 and 0.05 are common. Slightly higher values (0.05-0.15) can simulate a subtle orange peel or light wear.
- ClearCoatNormal: Create a TextureSampleParameter2D node (e.g., “ClearCoatNormal”). Connect this to the ClearCoatNormal input. This is where you’d plug in a normal map for fine details like micro-scratches, dust, or an orange peel texture, significantly enhancing the real-time photorealism.
The Clear Coat shading model automatically handles the Fresnel effect and the appropriate Index of Refraction (IOR) for the clear coat layer, making it physically accurate without manual calculations. This greatly streamlines the automotive rendering workflow.
Elevating Realism: Advanced Flakes and Imperfections
A truly convincing car paint goes beyond mere color and gloss. It needs the sparkling depth of metallic flakes and the subtle signs of a real-world existence. These details are what bridge the gap to real-time photorealism.
Crafting the Metallic Flake Effect
The metallic flake effect is often the most challenging aspect of car paint, yet it’s essential for replicating popular finishes. These tiny metallic particles catch and reflect light from various angles, creating a characteristic shimmer.
- Generating Flake Normals:
- Use a Noise node (e.g., ‘Perlin Noise’ or ‘Voronoi’) to generate a procedural texture. This will serve as the base for our flake distribution.
- Convert this noise into a normal map. A common technique is to use a NormalFromHeightmap material function, or to manually derive normals using gradient calculations.
- Alternatively, you can use pre-made flake normal textures. For truly advanced flakes, combining multiple noise patterns or custom flake textures can yield superior results.
- Masking and Blending Flakes:
- We need to selectively apply the flake effect to the metallic component of our base coat.
- Use a Lerp (Linear Interpolate) node. The flake normal map should drive the A input, and the base coat normal map (or a flat normal) should drive the B input.
- The Alpha input of the Lerp should be a mask that determines where flakes appear. This could be another noise texture, multiplied by a parameter for density control.
- For the metallic input, you’ll also want to blend the flake metallic value (e.g., 1.0) with the base coat metallic value, using a similar mask. This means flakes are metallic, while the underlying base color is not.
- Controlling Flake Appearance:
- Flake Size: Adjust the tiling/scale of your noise textures or flake maps.
- Flake Density: Control this by adjusting the contrast or threshold of your flake mask.
- Flake Intensity/Color: You can multiply the flake normal’s strength or even tint the flake reflections for pearlescent effects. For more control, try combining the flake normal with a custom rotation, often using RotateVector based on the camera view.
- Connecting to the Material Graph: The blended normal map (base + flakes) should feed into the material’s Normal input (affecting the base coat). The blended metallic value should go into the Metallic input. This simulates the flakes existing within the base layer, beneath the clear coat.
The interaction of these tiny, metallic surfaces with light, especially under dynamic lighting conditions, makes the layered car paint look incredibly dynamic.
Subtle Imperfections – The Key to Authenticity
The human eye is remarkably good at detecting patterns and repetitions. Perfectly clean, unblemished surfaces often look sterile and artificial. Introducing subtle imperfections is crucial for achieving truly believable real-time photorealism.
- Micro-Scratches and Swirl Marks:
- Use a normal map that contains fine, anisotropic scratches.
- Blend this normal map with your existing Clear Coat Normal map using a BlendAngleCorrectedNormals node. Use a ScalarParameter to control the intensity of the scratches.
- For added realism, these scratches should also affect the ClearCoatRoughness. Where scratches are, the roughness should be slightly higher. Use a mask to add a small roughness value to those areas.
- Dust and Dirt:
- Create a grayscale texture representing dust or dirt patterns.
- Use this texture to drive a Lerp node for both Base Color (making it slightly desaturated or darker) and ClearCoatRoughness (making dusty areas rougher).
- You can also apply a subtle normal map for dust clumping.
- Parameterize the intensity and coverage of dust for easy adjustments.
- Water Spots or Rain:
- Similar to dust, use a masked texture for water droplet patterns.
- Apply a slight increase in ClearCoatRoughness within the droplet areas and perhaps a subtle normal map to give them volume.
- For wet surfaces, the entire clear coat roughness would decrease, and the reflections would become sharper. You can use a master parameter to globally control the “wetness” of the car paint.
These layers of imperfection, even if barely perceptible, add immense depth and believability to your automotive rendering workflow.
Real-time Performance and UE5 Integration
Creating beautiful shaders is one thing; ensuring they run efficiently in real-time is another. Unreal Engine 5 provides a powerful ecosystem that, when leveraged correctly, allows for stunning visuals without sacrificing performance. Utilizing high-quality car models from resources like 88cars3d.com, you can apply these advanced shaders directly and see immediate, performant results.
Optimization for Automotive Rendering Workflow
An advanced car paint shader can become computationally expensive very quickly if not managed carefully. Here are key strategies:
- Material Complexity: Use the Shader Complexity viewmode (Alt+8) in Unreal Engine to identify expensive parts of your material. Aim for green or light blue. Red indicates a performance bottleneck.
- Material Functions: Encapsulate common parts of your shader (e.g., flake generation, imperfection blending) into Material Functions. This promotes reusability, reduces graph clutter, and allows for easier optimization as changes only need to be made in one place.
- Parameter Collections: For global controls that affect multiple materials (e.g., overall paint grunge, or rain intensity across different cars), use Material Parameter Collections. This is more efficient than updating individual material instances.
- Texture Resolution & Compression: Use appropriate texture resolutions. Normal maps for tiny scratches don’t need to be 4K, but a base color texture for a high-detail model from 88cars3d.com might. Ensure textures are compressed correctly (e.g., BC5 for normal maps, BC1/BC7 for color).
- Static Switches: Use Static Switch Parameter nodes to compile out unused shader branches. For example, if you have a toggle for “Dust,” when disabled, the dust logic will not be compiled into the shader, saving performance.
Leveraging Lumen Reflections and Global Illumination
Lumen reflections are a game-changer for real-time photorealism in Unreal Engine 5. Lumen provides high-quality, real-time global illumination and reflections, making surfaces like car paint incredibly dynamic and responsive to environmental changes.
- Setup Lumen: Ensure Lumen GI and Reflections are enabled in your Project Settings (Engine > Rendering). Set the quality to High or Epic for best results.
- Clear Coat and Lumen: The high reflectivity of the clear coat benefits immensely from Lumen. It will accurately reflect dynamic objects, sky, and indirect lighting from the environment, producing incredibly convincing results.
- Metallic Flakes and Lumen: The individual metallic flake effect will also interact with Lumen, appearing to catch and scatter light from the environment, further enhancing their depth and realism. This is where the physically accurate properties of our PBR setup truly shine.
- Performance Considerations: While Lumen is optimized, it still has a performance cost. Balance your scene complexity, Lumen settings, and material optimization to maintain desired frame rates.
Nanite and Virtual Textures for Automotive Models
For incredibly detailed meshes, such as the high-quality car models available on 88cars3d.com, Nanite is a revolutionary technology.
- Nanite-Ready Meshes: Convert your high-polygon car models to Nanite meshes. This allows Unreal Engine to render millions of polygons in real-time without significant performance drops, providing unparalleled geometric detail. Our advanced paint shader will benefit from this by having a super-detailed surface to reflect.
- Virtual Textures (VT): For extremely large texture maps (e.g., detailed dirt masks over an entire car body), Virtual Textures allow you to stream only the visible parts of the texture, saving memory and improving performance. While not strictly part of the shader graph, VT complements a detailed automotive rendering workflow by enabling massive texture detail.
Post-Processing for Cinematic Automotive Rendering
Once your advanced car paint shader is complete and integrated, the final touch for achieving cinematic real-time photorealism comes through strategic post-processing. This is where you refine the overall look, mood, and camera characteristics of your scene.
Color Grading and Look-Up Tables (LUTs)
Color grading is essential for setting the visual tone of your scene. It allows you to adjust colors, contrast, and saturation globally, transforming a raw render into a polished, artistic vision.
- Color Grading Panel: In your Post Process Volume, explore the “Color Grading” section. Adjust Global, Shadows, Midtones, and Highlights to fine-tune the color balance.
- Look-Up Tables (LUTs): For a more specific or stylized look, you can generate a LUT in image editing software (like Photoshop) and apply it in Unreal. This allows for complex color transformations and helps achieve a consistent aesthetic across your projects.
Bloom and Lens Flares
Bloom adds a soft glow to bright areas, simulating the scattering of light within a camera lens. Lens flares are direct artifacts from bright light sources hitting the lens. Both contribute significantly to photographic realism.
- Bloom Intensity & Threshold: In the Post Process Volume, adjust “Bloom” properties. A subtle bloom can enhance the glint of the clear coat shader and the metallic flake effect, making the car paint appear to emit light.
- Lens Flares: While less common for general car renders, subtle lens flares from direct light sources (like headlights or a strong sun) can add a cinematic feel.
Depth of Field (DoF)
Depth of Field simulates the way real camera lenses focus, blurring elements outside of a specific focal plane. This effect helps direct the viewer’s attention to the car and adds a professional photographic quality.
- Focal Distance & Aperture: In the Post Process Volume, under “Depth of Field,” adjust the “Focal Distance” to precisely control what is in focus. Experiment with “Focal Region” and “Blade Count” to refine the bokeh effect. A shallow depth of field is excellent for close-up automotive shots, making the vehicle pop against a blurred background.
Vignette and Chromatic Aberration
These subtle effects can add a touch of artistic flair and realism, mimicking optical imperfections of real camera lenses.
- Vignette: A slight darkening around the edges of the frame, drawing attention to the center. Use sparingly to avoid an overly stylized look.
- Chromatic Aberration: A subtle color fringing effect, typically seen at high contrast edges. When used very subtly, it can enhance the sense of photographic realism without being distracting.
By carefully balancing these post-processing effects, you can elevate your automotive rendering workflow to truly cinematic levels, ensuring your advanced car paint shader gets the presentation it deserves.
Conclusion
Creating next-generation automotive paint shaders in Unreal Engine 5 is a deeply rewarding process that bridges the gap between technical artistry and physical accuracy. We’ve journeyed from understanding the multi-layered nature of real-world car paint to constructing a sophisticated, performant shader within the Unreal Engine material graph. By mastering PBR materials, implementing a robust clear coat shader, incorporating a captivating metallic flake effect, and adding the nuanced realism of imperfections, you’re now equipped to achieve unparalleled real-time photorealism.
Furthermore, by integrating these techniques with UE5’s powerful features like Lumen reflections, Nanite, and a thoughtful automotive rendering workflow that includes post-processing, your vehicle renders will not just look good; they’ll feel authentic. The possibilities for customization are immense, allowing you to craft everything from showroom-perfect finishes to weathered, battle-hardened exteriors.
Now it’s your turn to experiment. Take these principles, build upon them, and unleash your creativity. For those looking to apply these advanced shaders to truly exceptional models, remember that 88cars3d.com offers a vast library of high-quality, production-ready car models, perfect for showcasing your newfound skills in Unreal Engine 5. Dive in, push the boundaries, and bring your automotive visions to life with stunning realism!
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Volvo V70 2005 3D Model
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Volkswagen Bora 2004 3D Model
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Volkswagen Lupo 3D Model
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Volkswagen Passat B5 2000 3D Model
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Volkswagen Passat CC 3D Model
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Volkswagen Golf V 2006 3D Model
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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
Texture: Yes
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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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Mercedes-Benz CLA45 AMG 2017 3D Model
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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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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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