Deconstructing Real-World Car Paint: The Science of Shine
The gleam of a perfectly rendered car paint shader is often the first thing that captures attention in any automotive visualization or game scene. It’s a delicate dance of light, reflection, and subsurface properties that, when mastered, elevates a 3D model from good to breathtaking. Achieving this level of hyper-realism, especially within the confines of a real-time engine like Unreal Engine 5, presents a unique and rewarding challenge for 3D artists and developers alike.
Poorly implemented car paint can instantly break immersion, making even the most meticulously modeled vehicle look artificial. The secret lies not just in aesthetic judgment, but in a deep understanding of the underlying physics and how to translate those principles into a robust shader system. This guide will take you through the professional techniques for crafting an Unreal Engine 5 car paint shader that stands up to the closest scrutiny, from its layered construction to advanced optical effects and crucial performance optimizations. If you’re starting with a high-quality base model, perhaps from a resource like 88cars3d.com, these techniques will help you bring it to life with unparalleled realism.
Deconstructing Real-World Car Paint: The Science of Shine
Before diving into the Unreal Engine Material Editor, it’s essential to understand the complex layered structure of real-world car paint. It’s not a single, monolithic surface, but a sophisticated system designed for durability, color, and aesthetic appeal. Each layer interacts with light in unique ways, contributing to the final visual effect.
Understanding the Layered Structure
Modern automotive finishes typically consist of several distinct layers, each serving a specific purpose:
- Primer Coat: Applied directly to the bare metal, it provides corrosion resistance and a smooth surface for subsequent layers. From a rendering perspective, it’s usually not directly visible.
- Base Coat (Color Layer): This layer provides the primary color of the vehicle. It can be solid, metallic, or pearlescent, dictating the fundamental hue and how light interacts with the pigments.
- Metallic Flake Layer (Optional): Embedded within the base coat (or sometimes as a separate layer), microscopic metallic or mica particles catch and reflect light, creating a sparkling effect that varies with viewing angle. This is crucial for the Metallic Flakes Effect.
- Clear Coat: This transparent, highly reflective top layer provides depth, gloss, and protection against UV radiation and abrasions. It’s the primary source of the mirror-like reflections we associate with pristine car paint. This is where the Clear Coat Shader becomes paramount.
The Role of Physically Based Rendering (PBR)
At the heart of hyper-realistic material creation is Physically Based Rendering (PBR). PBR is a collection of rendering techniques that aim to simulate the real-world properties of light and matter interaction more accurately. For car paint, this means adhering to real-world material parameters like:
- Albedo (Base Color): The inherent color of the surface, typically representing the diffuse reflection without any lighting information. For car paint, this is the color of the base coat.
- Metallic: A binary or grayscale value indicating whether a surface is metallic or dielectric. Car paint itself is dielectric (non-metallic), but the embedded flakes are metallic.
- Roughness: Controls the smoothness of the surface at a micro-level. A low roughness value results in sharp, mirror-like reflections (like a polished clear coat), while high roughness leads to blurry reflections.
- Specular: While PBR often derives specular from metallic and roughness, the clear coat often has its own independent specular properties.
- Normal Map: Describes surface details smaller than polygons, crucial for simulating subtle imperfections like orange peel or brush strokes.
Understanding these PBR inputs is fundamental to building a convincing car paint shader, as they dictate how light scatters, absorbs, and reflects off each layer.
Key Optical Phenomena
Beyond the layered structure, specific optical phenomena dictate the appearance of car paint:
- Reflection: Both the clear coat and the metallic flakes are highly reflective. The quality and behavior of these reflections are critical.
- Absorption: The base coat absorbs certain wavelengths of light, giving the paint its color.
- Fresnel Effect: Light reflects more strongly at grazing angles (when viewed nearly edge-on) than when viewed head-on. This is very pronounced on glossy surfaces like clear coats.
- Anisotropy: Some car paints exhibit directional reflections due to microscopic surface features or the alignment of metallic flakes. This leads to stretched or elongated highlights, which is a key component for advanced realism, contributing to Anisotropic Reflections.
Building the Foundation: The Unreal Engine Material Editor Workflow
With a solid understanding of car paint physics, we can now translate this knowledge into the Unreal Engine Material Editor. UE5 provides robust tools for creating complex, layered materials that accurately simulate real-world surfaces.
Setting Up Your Base Material
Start by creating a new Material in the Content Browser. The default PBR setup is an excellent starting point:
- Material Domain: Set to “Surface.”
- Blend Mode: Set to “Opaque” for most car paints.
- Shading Model: Ensure it’s set to “Default Lit.” This gives you the standard PBR inputs.
Connect a Constant3Vector for your base color (Albedo), and scalar constants for Metallic (0 for non-metallic base), Roughness (a low value like 0.2 for a glossy base), and Specular (0.5 for dielectrics).
Implementing the Clear Coat Shader
Unreal Engine 5 features a dedicated Clear Coat Shader model, simplifying the process of creating layered surfaces like car paint. This is enabled by changing the material’s Shading Model to “Clear Coat.”
- Enable Clear Coat: In the Material Details panel, change the Shading Model from “Default Lit” to “Clear Coat.” You’ll immediately see new inputs appear: ClearCoat and ClearCoatRoughness.
- ClearCoat Input: This scalar input controls the intensity of the clear coat layer. A value of 1.0 means a fully present clear coat.
- ClearCoatRoughness Input: This scalar controls the roughness of the clear coat layer, independently from the base layer’s roughness. For a high-gloss finish, use a very low value (e.g., 0.05 – 0.15). This is where the mirror-like reflections are primarily generated.
- Base Layer Inputs: Your original Base Color, Metallic, Roughness, and Normal inputs now control the layer beneath the clear coat.
The clear coat shader automatically handles Fresnel effects for its reflections, providing a physically accurate falloff at grazing angles without extra setup. This two-layer PBR approach is fundamental to creating convincing car paint.
Crafting the Metallic Base Layer
The base layer beneath the clear coat is responsible for the primary color and the subtle metallic sheen (before we add distinct flakes). This layer will receive its own PBR properties:
- Base Color: Connect your desired paint color here. You might use a Constant3Vector or a texture.
- Metallic: For a non-metallic base, keep this at 0. If you are simulating a truly metallic-flake-less paint that has a very subtle metal sheen (like some metallic paints without obvious flakes), you might introduce a very small metallic value (e.g., 0.1-0.2) here. However, for most car paints with visible flakes, this input should be dedicated to the actual base material, which is typically dielectric.
- Roughness: The roughness of the *base* layer. This will be higher than the clear coat roughness (e.g., 0.3 – 0.5) because it represents the slightly duller, more diffuse surface beneath the glossy clear coat.
The interaction between the glossy clear coat and the slightly rougher, colored base coat is what gives car paint its characteristic depth and luminosity.
Unleashing Photorealism: Advanced Techniques for Car Paint Fidelity
While the PBR clear coat setup provides a strong foundation, true hyper-realism comes from implementing advanced optical effects. These techniques elevate your shader from good to exceptional, capturing the nuances that make real car paint so captivating.
Generating the Metallic Flakes Effect
The Metallic Flakes Effect is crucial for many car paints, giving them that signature sparkle. There are two primary approaches:
Procedural Flakes
Procedural methods offer high flexibility and are often more memory-efficient than textures. They involve mathematical functions to generate the flake pattern:
- Noise-Based Flakes: Use a Noise texture node (e.g., Fast Gradient Noise or Simplex Noise) with very small UV tiling. Pass this through a ‘Step’ or ‘Power’ function to create sharp, small dots.
- Dot Product Method: Generate random directions or use a noise texture to perturb the normal of the flakes. Use a ‘Dot Product’ between this perturbed normal and the camera vector (or light vector) to determine visibility. Multiply this with a metallic color and add it to the base color or drive a custom reflection lobe.
- Masking & Blending: Create a mask from your procedural flakes. Use this mask to lerp between the base paint properties and metallic flake properties (e.g., higher metallic value, different color, sharper reflections). You can also use this mask to drive a custom normal map specifically for the flakes, giving them a more defined look.
Control parameters like flake size (noise scale), density (threshold in ‘Step’ function), and reflectivity (lerp amount) using scalar parameters to fine-tune the effect. The flakes should typically only be visible where light hits them directly or where reflections are strong, so integrate them carefully.
Texture-Based Flakes
Texture-based flakes offer precise control over the flake pattern but can be more demanding on texture memory.
- Micro-Normal Maps: Create a tileable normal map specifically designed to look like a surface covered in tiny, reflective flakes. These flakes should have varying orientations to catch light differently. Apply this normal map at a very fine scale to your base layer.
- Flake Mask Textures: Use a grayscale texture as a mask to define where flakes appear. This mask can then be used to blend between different metallic/roughness values for the base paint versus the flakes. Combine this with a micro-normal map for the flakes themselves.
For best results, experiment with combining both procedural and texture-based techniques. A procedural approach might handle the distribution and basic look, while a small, tiling micro-normal map adds extra detail to the individual flakes.
Mastering Anisotropic Reflections
Anisotropic Reflections are a critical component for achieving high-end realism in certain car paints, especially those with metallic finishes or unique manufacturing processes. Anisotropy causes reflections to stretch or smear in a particular direction, rather than appearing as perfect circles or ellipses. This is often seen in brushed metals or, in car paint, due to the alignment of metallic particles or subtle flow lines from the paint application process.
- Understanding Anisotropy in UE5: Unreal Engine 5’s default PBR Shading Model doesn’t expose an Anisotropy input directly. To implement it, you often need to use a Custom Shading Model or more commonly, a custom material function that manipulates the surface’s tangent space normal.
- Tangent Space Manipulation: Anisotropy is driven by the direction of the surface’s tangent. By subtly twisting or re-orienting the tangent and binormal vectors, you can influence the direction of reflections.
- Implementing with Normal Maps: A common technique involves using a custom normal map that encodes anisotropic directionality. A simpler approach for subtle car paint anisotropy is to derive a tangent direction from a texture or a procedural pattern (e.g., using a Gradient Texture or a Perlin Noise to define directions), then use a ‘RotateVector’ node to subtly twist the surface normal based on this direction.
- Custom Material Functions: More advanced anisotropy might require creating a custom material function that directly modifies the shading normal or uses a custom lighting model. This often involves calculating a new tangent vector based on UV coordinates or a control texture, and then using this new tangent to influence the specular lobe.
- Parameters for Control: Expose parameters for anisotropy strength and direction (e.g., a vector for direction or a scalar for rotation angle) to allow artists to fine-tune the effect.
The key is to apply anisotropy subtly. Overdoing it can make the paint look unnatural or like brushed metal instead of a car finish. Often, it’s combined with the metallic flakes to make them appear more aligned.
Simulating Subtle Surface Imperfections
No real-world car paint is perfectly smooth. Adding subtle imperfections is paramount for realism, moving beyond the ‘CG clean’ look.
Orange Peel Effect
The “orange peel” effect refers to a slightly bumpy, uneven texture on painted surfaces, resembling the skin of an orange. It’s a common characteristic of factory paint jobs and is usually very subtle.
- Normal Maps: The most effective way to simulate orange peel is with a subtle normal map. Create a grayscale texture with very fine, irregular bumps (e.g., using filtered noise or a procedural texture generator). Convert this into a normal map.
- Applying to Clear Coat: Apply this normal map at a very small scale to the ClearCoatNormal input of your material. Ensure the intensity is low enough that it’s only noticeable in specular highlights.
- Varying Intensity: Use a mask or a Perlin Noise to vary the intensity of the orange peel across the surface, making it look more organic.
Dust, Scratches, and Swirl Marks
These details add history and realism to the vehicle:
- Grunge Maps: Create or acquire tileable grunge maps that depict fine dust, water spots, or subtle smudges.
- Roughness Variation: Overlay these grunge maps onto your ClearCoatRoughness input (using a ‘Lerp’ node) to make certain areas slightly rougher, diffusing reflections and creating the appearance of dirt or subtle wear.
- Micro-Scratches & Swirls: Use very fine, directional normal maps for micro-scratches. These can be overlaid on the ClearCoatNormal. For swirl marks, use a normal map with concentric patterns, often blended in with a low opacity.
- Vertex Painting/Masking: For localized imperfections (e.g., a scratch only on the bumper), use vertex painting or dedicated mask textures to control where these effects appear.
Refinement and Art Direction: Color, Glow, and Depth
Beyond the technical implementation, careful art direction and fine-tuning are crucial for a truly convincing car paint shader. These elements bring cohesion and an artistic touch to the physically accurate foundation.
Accurate Color Representation
The perceived color of car paint is incredibly complex, influenced by the base pigments, metallic flakes, and the clear coat. It’s not just a flat color value:
- Reference Materials: Always work with real-world paint samples or high-quality reference photography. Pay attention to how the color shifts under different lighting conditions and viewing angles.
- Calibrated Color Spaces: Ensure your textures and monitors are in a calibrated color space (sRGB for most game development) to avoid color discrepancies between creation and rendering.
- Base Color & Tint: Your primary base color should be robust. Consider adding a subtle tint to the clear coat itself for very specific paint types or to enhance depth, although this is less common for standard automotive finishes.
- Metallic Flake Color: The metallic flakes can have their own color, not just a pure white reflection. Experiment with slightly tinted flake reflections to match real-world examples (e.g., gold flakes in a blue paint).
Fresnel Reflections for Authenticity
While the UE5 Clear Coat Shader handles its own Fresnel, understanding and potentially overriding or enhancing it can provide more granular control. Fresnel refers to the phenomenon where surfaces reflect more light at grazing angles (when viewed edge-on) than when viewed head-on.
- Default Behavior: The Clear Coat Shading Model accurately applies Fresnel to the clear coat layer, making it shinier at the edges.
- Custom Fresnel: For unique effects or layered materials, you might use a ‘Fresnel’ material expression node. This node takes a ‘Power’ input to control the falloff. A lower power value means a slower, more gradual falloff, while a higher power value makes the edge reflections more intense and localized.
- Combining Layers: Use Fresnel to subtly blend between different looks on your base layer, perhaps to make a pearl effect more prominent at grazing angles.
Advanced Blending and Masking
Often, a vehicle isn’t a single uniform paint job. You might have racing stripes, carbon fiber details, or exposed primer sections. Masking allows you to blend different material properties seamlessly.
- Texture Masks: Use black and white or multi-channel textures to define areas where different material properties apply. For example, a red paint mask and a white stripe mask can be used to Lerp between two different car paint setups.
- Vertex Colors: Utilize vertex colors painted directly onto your mesh to drive material blends. This is great for localized damage or worn areas without needing extra texture maps.
- Material Functions: Encapsulate common car paint elements (e.g., “Flake Generator,” “Orange Peel Effect”) into Material Functions. This promotes reusability and keeps your main material graph clean, allowing for complex layering without visual clutter.
Effective use of blending and masking allows for endless variations and specific detailing without having to create entirely new materials for every minor change.
Optimizing for Performance: Real-time Rendering and Automotive Visualization
Creating a beautiful car paint shader is only half the battle. For Real-time Rendering Optimization, especially in demanding applications like Automotive Visualization or high-fidelity games, performance is paramount. A complex shader can quickly bottleneck your scene, so optimization must be an integral part of the development process.
Shader Complexity and Instruction Count
The Unreal Engine Material Editor provides invaluable tools for monitoring shader performance:
- Shader Complexity Viewmode: In the viewport, switch to “Shader Complexity” viewmode (Show > Visualize > Shader Complexity). This displays a color-coded overlay indicating the instruction count for each pixel, helping you identify overly complex shaders. Green is good, red is bad.
- Instruction Count Display: Within the Material Editor, the ‘Stats’ panel (Window > Stats) shows the number of shader instructions for different shader types (e.g., Pixel Shader, Vertex Shader). Aim to keep these numbers as low as possible without sacrificing visual quality.
- Node Efficiency: Be mindful of expensive nodes like custom instructions, multiple noise textures, or extensive loops in custom expressions. Look for opportunities to simplify calculations.
Material Instancing for Efficiency
Once you have a master car paint material, you’ll likely want variations (different colors, flake sizes, roughness values). Creating a new material for each variation is highly inefficient, as each new material requires its own compilation.
- Master Material & Parameters: Design your main car paint material as a “master material” with as many exposed scalar and vector parameters as possible.
- Material Instances: Right-click your master material and choose “Create Material Instance.” This creates a lightweight instance that inherits all logic from the master but allows you to override the exposed parameters without recompiling the shader.
- Benefits: Material instances are incredibly memory-efficient, compile much faster, and allow for rapid iteration on paint variations. For a project with many car models, starting with optimized, high-quality base models from 88cars3d.com and then applying material instances is a powerful workflow.
Level of Detail (LOD) for Materials
Just as meshes have LODs, you can implement material LODs to simplify shaders at a distance, reducing the computational load on pixels that are barely visible.
- Static Mesh LODs: Integrate shader complexity changes with your mesh LODs. When a mesh switches to a lower LOD, you can also switch to a simpler material.
- ‘Quality Switch’ Node: Unreal Engine provides a ‘Quality Switch’ node within the Material Editor. This allows you to define different material logic branches for different engine scalability settings (e.g., low, medium, high). Use this to disable expensive features like elaborate metallic flakes or complex anisotropic calculations for lower quality settings.
- Distance-Based Blending: You can also use distance-to-camera calculations to subtly fade out or simplify certain shader features when the car is far away.
Balancing Visual Fidelity with Real-time Rendering Optimization
This is often the trickiest part. It’s a continuous process of profiling and making informed decisions:
- Prioritize Visible Effects: Focus optimization efforts on features that are most noticeable. For car paint, the clear coat reflections and metallic flakes are usually higher priority than extremely subtle orange peel at a distance.
- Texture Resolution: Use appropriate texture resolutions. Fine normal maps for orange peel might need to be higher resolution, but large grunge maps can often be lower.
- Bake When Possible: If certain complex calculations (like ambient occlusion or very intricate lighting setups) aren’t dynamically changing, consider baking them into textures to save real-time instructions.
- Iterate and Profile: Don’t try to optimize everything at once. Build your shader, get it looking great, then profile it. Identify bottlenecks and address them systematically.
Integrating into High-End Automotive Visualization and Game Assets
The approach to optimization can vary depending on your target application:
- Automotive Visualization: Often prioritizes ultimate visual fidelity over absolute highest frame rates. You might have a higher budget for shader instructions and texture memory. Focus on fine details, accurate color, and subtle imperfections.
- Game Assets: Requires strict adherence to performance budgets. Aggressive use of material instances, LODs, and careful instruction count management is crucial. You might need to simplify certain effects or bake them more frequently.
Regardless of the application, a well-structured, parameter-driven master material is always the most flexible and efficient solution for managing your car paint shaders.
Conclusion
Mastering hyper-realistic car paint shaders in Unreal Engine 5 is a journey that combines artistic vision with a deep technical understanding of Physically Based Rendering (PBR). By deconstructing the real-world properties of car paint, meticulously building layered materials in the Unreal Engine Material Editor, and implementing advanced techniques like the Clear Coat Shader, Metallic Flakes Effect, and Anisotropic Reflections, you can create breathtakingly realistic automotive visuals.
Remember that the pursuit of realism is an iterative process. Continual refinement, careful Real-time Rendering Optimization, and a critical eye for detail are what separate professional-grade work from the rest. The techniques outlined here provide a robust framework for bringing your vehicles to life, whether for high-end Automotive Visualization or immersive game environments.
Now that you have the knowledge to create stunning car paint shaders, it’s time to put it into practice. If you’re looking for high-quality, pre-modeled vehicles to apply these advanced materials to, be sure to explore the extensive collection at 88cars3d.com. Start with a solid foundation, and let your creativity shine.
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Toyota Supra 2020 3D Model
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Material: Yes
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Volkswagen New Beetle 2000 3D Model
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Material: Yes
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Volkswagen Jetta 2005 3D Model
Texture: Yes
Material: Yes
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Volkswagen Golf 3-Door 3D Model
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Material: Yes
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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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Material: Yes
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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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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
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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
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
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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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Mercedes 600 SEC W140 1992 3D Model
Texture: Yes
Material: Yes
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Mercedes S-Class 2010 3D Model
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Material: Yes
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McLaren MP4-12C-001 3D Model
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Material: Yes
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Mercedes-Benz SLK 350 2005 3D Model
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Material: Yes
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Mercedes-Benz SL 65 AMG 3D Model
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Material: Yes
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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
Texture: Yes
Material: Yes
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Mercedes-Benz CL65 C215 AMG 3D Model
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Material: Yes
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Mercedes-Benz A45 2021 3D Model
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Mercedes-Benz 300SL 1955 3D Model
Texture: Yes
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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Material: Yes
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Mercedes-Benz SLS AMG GT3-002 3D Model
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Material: Yes
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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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Material: Yes
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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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Material: Yes
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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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