Deconstructing the Automotive Paint System: Layers of Light Interaction
The gleam of a perfectly rendered automobile has an undeniable allure. From the subtle curve of a reflection to the deep, lustrous finish of the paintwork, capturing this visual fidelity is often the pinnacle of 3D artistry and a hallmark of professional automotive visualization. However, achieving that stunning realism is far from simple, particularly when it comes to the intricate properties of car paint. It’s a challenge that many artists grapple with, often settling for a generic look rather than the dynamic, light-reactive surface seen in the real world.
The secret lies not just in high-polygon models or sophisticated lighting, but fundamentally in mastering advanced car paint shaders. This isn’t merely about picking a color; it’s about deconstructing how light interacts with multiple layers, mimicking complex optical phenomena, and building a material that responds authentically within your chosen rendering environment. Whether you’re aiming for a photorealistic still image, an immersive animation, or an optimized asset for a cutting-edge game, understanding these principles is paramount.
In this comprehensive guide, we’ll peel back the layers of automotive paint, delve into the science of Physically Based Rendering (PBR), and equip you with the knowledge to craft truly breathtaking car paint shaders. Get ready to transform your renders from good to absolutely glorious.
Deconstructing the Automotive Paint System: Layers of Light Interaction
Before we even touch a shader node, it’s crucial to understand the anatomy of real-world car paint. It’s not a single solid color; it’s a meticulously engineered system of multiple layers, each contributing to the final look and how light behaves when it hits the surface. Grasping this layering is the foundational step toward building a truly authentic material.
Primer: The Substrate’s Foundation
Beneath everything is the primer. While not typically visible, it provides a uniform surface for subsequent layers and influences the underlying roughness and color absorption. In 3D, we rarely model the primer itself, but its existence reminds us that the base layer isn’t always perfectly smooth and can subtly affect how light scatters through the base coat.
Base Coat: Color and Character
This is where the car’s primary color resides. Modern automotive base coats are incredibly diverse. They can be solid, metallic, or pearlescent. A solid base coat reflects light fairly uniformly, creating a simple color. However, metallic and pearlescent paints introduce a whole new level of complexity. These contain tiny flakes – aluminum for metallic, mica for pearlescent – suspended within the paint. These flakes are responsible for the dazzling sparkle and color shift you see. The Metallic Flake Effect is perhaps one of the most challenging, yet rewarding, aspects to simulate.
Clear Coat: The Glossy Protector
The outermost layer is the clear coat, a transparent, incredibly durable layer of lacquer. This is what gives car paint its signature high-gloss, wet look and deep reflections. The clear coat acts as a refractive and reflective layer, altering how light passes through it to the base coat and then reflects back to the viewer. It’s responsible for the sharp specular highlights and environmental reflections that define a car’s finish. A well-crafted Clear Coat Shader is absolutely essential for photorealism, mimicking its thickness, refractive index, and microscopic surface imperfections.
Understanding these layers means acknowledging that light interacts with the car’s surface at multiple depths. Some light reflects off the clear coat’s surface, some penetrates and reflects off the base coat (bouncing off flakes in metallic paints), and some is absorbed. Our shaders must account for this complex interplay to achieve a truly convincing result.
The Foundation: Building PBR-Compliant Car Paint Shaders
The cornerstone of modern photorealistic rendering, whether offline or real-time, is Physically Based Rendering (PBR). PBR pipelines aim to accurately simulate the physics of light, ensuring materials react realistically under any lighting conditions. For car paint, this means adhering to specific PBR material properties and map conventions.
Understanding PBR Principles for Car Paint
PBR focuses on two primary material workflows: Metallic/Roughness and Specular/Glossiness. For car paint, the Metallic/Roughness workflow is generally more intuitive and widely adopted. The core idea is that materials are either metals or dielectrics (non-metals), and their roughness dictates how sharply or broadly light is reflected.
- Metals: Reflect colored light (the albedo color) and have no diffuse component. They absorb light that isn’t reflected.
- Dielectrics (non-metals): Reflect white light at grazing angles (fresnel effect) and scatter/absorb light for their diffuse color.
Car paint is a dielectric material with a transparent dielectric clear coat on top. However, the metallic flakes within the base coat introduce metallic properties *beneath* the clear coat, making it a unique challenge. This is where Shader Networks become critical, allowing us to layer and blend these distinct properties.
Key PBR Maps and Their Interplay
To build a robust PBR car paint shader, you’ll work with several essential texture maps. These maps define the surface properties at a pixel level, allowing for incredible detail and variation.
- Albedo Map (Base Color): This map defines the base color of the paint, but crucially, it should be desaturated for the areas where metallic flakes are present if you’re simulating flakes as a metallic component. For solid paints, it’s just the base color. This map dictates the color of light scattered by the material (diffuse component) or, for metals, the color of reflected light.
- Metallic Map: In a traditional PBR workflow, this binary map indicates whether a surface is metallic (white/1.0) or dielectric (black/0.0). For car paint, it’s not strictly a global map but applies to the metallic flakes *within* the base coat. We’ll simulate this with specific shader logic rather than a direct texture map for the whole surface.
- Roughness Map: This grayscale map dictates the micro-surface detail that scatters light. A value of 0 (black) is perfectly smooth and reflective, like a mirror. A value of 1 (white) is completely rough and diffuse. For car paint, the clear coat will have very low roughness, contributing to sharp reflections. Subtle variations in the roughness map can simulate minor imperfections like dust or swirl marks.
- Normal Map: This map adds surface detail without requiring additional polygons. For car paint, a normal map can define subtle “orange peel” texture (a common paint imperfection), tiny scratches, or even the directionality for Anisotropic Reflections. It’s vital for breaking up perfectly smooth surfaces that look artificial.
- Anisotropy Map (or Tangent Map): While not a standard PBR map for *all* materials, it’s absolutely crucial for car paint. This map (often a tangent space normal map or a specific anisotropy map) defines the directionality of the micro-scratches or grooves on a surface, leading to elongated, direction-dependent reflections. We’ll explore this more in its own section.
The power of PBR comes from the standardized way these maps are interpreted, allowing materials to look consistent across different rendering environments. Crafting these maps with precision is key to a believable finish.
Advanced Techniques: Crafting Hyper-Realistic Clear Coat and Flakes
With the PBR foundation laid, we can now dive into the more nuanced aspects that truly elevate car paint shaders: the clear coat and the metallic or pearlescent flakes. These are often where generic shaders fall short and where detailed artistry shines.
The Nuanced Clear Coat Shader
The clear coat is effectively a thin, transparent layer of a highly reflective dielectric material on top of your base paint. Simulating it accurately requires specific shader components:
- Second Specular/Reflection Lobe: Most advanced shaders (or PBR setups in renderers like V-Ray, Corona, Arnold, Blender’s Cycles/Eevee, Unreal Engine, Unity HDRP) offer a dedicated clear coat input. This acts as a secondary specular layer, independent of the base layer’s roughness and metallic properties.
- Clear Coat Roughness: This controls the sharpness of reflections on the clear coat’s surface. A perfectly polished car will have extremely low clear coat roughness, yielding crisp reflections.
- Index of Refraction (IOR): For clear coat, a typical IOR value around 1.4-1.5 is suitable. This value dictates how much light bends as it enters and exits the clear coat, influencing the strength of Fresnel reflections.
- Clear Coat Normal Map: While the primary normal map defines the overall surface, a separate, subtle normal map for the clear coat can simulate micro-scratches, dust, or the aforementioned “orange peel” effect without affecting the underlying base paint’s perceived smoothness. This adds a crucial layer of realism.
- Thickness/Absorption: For thicker clear coats, or if you want to simulate subtle tinting, you can introduce absorption. Light passing through the clear coat might lose some energy or take on a very slight color. This is typically a secondary effect but can add depth.
The key here is layering. The clear coat’s reflections are calculated first, then light that passes through interacts with the base coat, and then exits back through the clear coat, undergoing another refraction/reflection event. This multi-bounce interaction is what creates the characteristic depth and gloss.
Realistic Metallic Flake Effect
This is arguably the most visually striking and technically challenging aspect. The Metallic Flake Effect comes from tiny, often randomly oriented metallic particles suspended in the base coat. To simulate this:
- Flake Map Generation:
- Procedural Noise: Using a noise texture (like a Voronoi or Perlin noise) as a mask is a common technique. You can scale it to control flake size and threshold it to control density.
- Custom Textures: For more control, you can create a dedicated texture map with small white dots on a black background, representing the flakes.
- Applying Metallic and Roughness to Flakes: Use the flake mask to drive the metallic input for *only* the flake areas within your base color shader. The flakes themselves should have a very low roughness value (as they are tiny polished metal surfaces), contrasting with the surrounding base paint’s roughness.
- Flake Normal Variation: The most crucial element is making each flake reflect light individually. This is achieved by using the flake map to drive a secondary normal map that introduces random perturbations, making each flake catch light at a slightly different angle. Some advanced shaders offer a specific “flake normal” input, or you can blend a high-frequency noise normal map only over the flake areas.
- Color and Intensity: Flakes can also have their own subtle color shift (e.g., gold flakes in a blue paint) or intensity. This can be controlled by modifying the albedo or emission values of the flake areas based on the flake mask.
The flakes should only be visible when light hits them at the right angle, creating that characteristic sparkle and shimmer as the camera or light moves. This dynamic response is what sells the effect.
Implementing Anisotropic Reflections for Unmatched Realism
If you’ve ever meticulously polished a car, you’ll notice that reflections aren’t always perfectly uniform. Streaks or directional highlights appear, especially on curved surfaces. This phenomenon is known as anisotropy, and it’s a game-changer for high-end car paint. Anisotropic Reflections refer to reflections that stretch or compress along a specific direction due to microscopic grooves or scratches on the surface.
What is Anisotropy and Why is it Important for Car Paint?
Anisotropy is often seen on brushed metals, like aluminum, where parallel grooves cause light to scatter in a directional manner. While car paint isn’t a brushed metal, its clear coat surface, through manufacturing processes and polishing, can develop micro-scratches or an inherent grain that causes similar effects. These minute directional imperfections cause specular highlights to elongate or spread in a particular direction, rather than remaining perfectly round or isotropic.
For car paint, especially on highly curved panels, simulating this can add an incredible layer of believability. It breaks the monotony of perfectly circular highlights and adds a subtle, yet powerful, sense of polished depth and surface detail.
Controlling Anisotropy in Your Shader Network
Implementing Anisotropic Reflections typically involves:
- Anisotropy Value: Most advanced PBR shaders will have an “anisotropy” input (often a float from 0 to 1, where 0 is isotropic and 1 is fully anisotropic). This controls the strength of the anisotropic effect.
- Anisotropy Rotation/Direction (Tangent Map): This is the most critical component. A tangent map (often a grayscale or color map) or a procedural vector input is used to define the direction of the anisotropic stretch at each point on the surface.
- UV-based Direction: For simpler setups, you can use the UV coordinates directly to define the anisotropy direction, often making highlights stretch along the U or V axis of the UV map.
- Custom Tangent Map: For more complex or art-directed anisotropy, you can paint a custom tangent map. This map uses specific color values (often red/green channels for X/Y vectors) to indicate the desired direction of the anisotropic stretch. This is particularly useful for controlling how highlights flow across complex body panels, mimicking the direction of polishing strokes or manufacturing grain.
- Procedural Direction: Some advanced renderers allow you to derive tangent direction procedurally, for instance, based on the curvature of the mesh or using a noise pattern.
The goal is to ensure that highlights stretch naturally along the curves of the car, especially on areas like fenders, doors, and the hood. Experimentation with anisotropy values and tangent directions is key to achieving a subtle, convincing look that avoids an overly artificial streaked appearance.
Optimizing Car Paint for Real-time Performance in Game Engines
While offline renderers can afford luxurious shader complexity, game engines and real-time applications demand efficiency. Achieving stunning car paint in a game requires a delicate balance between visual fidelity and aggressive Real-time Rendering Optimization. The goal is to retain the illusion of complex layering and effects without crippling frame rates.
Key Optimization Strategies for Game-Ready Car Paint
The complexity of advanced car paint shaders can quickly become a performance bottleneck. Here’s how to manage it:
- Shader Complexity Reduction:
- Simplified Clear Coat: Instead of a full-blown secondary specular lobe, some real-time shaders might integrate clear coat effects into the primary PBR metallic/roughness workflow by carefully tweaking Fresnel and roughness properties, or using a cheaper approximation.
- Pre-calculated Effects: Some aspects, like subtle environmental reflections, might be pre-baked into reflection probes or cubemaps rather than being entirely real-time ray-traced.
- Shader Fallbacks/LODs: Create simpler versions of your car paint shader for different Levels of Detail (LODs) or for lower-end hardware. As the car gets further from the camera, switch to a less complex shader without metallic flakes or advanced clear coat.
- Texture Resolution and Packing:
- Optimized Resolutions: Use appropriate texture resolutions. A car body might need 4K or 2K maps, but a smaller component might only need 1K.
- Channel Packing: Combine multiple grayscale maps (e.g., roughness, metallic, ambient occlusion, height) into different color channels of a single RGB texture to reduce VRAM usage and draw calls. For example, roughness in the red channel, metallic in green, AO in blue.
- Compressed Textures: Ensure all textures are correctly compressed (e.g., BC1-BC7 for DirectX, ASTC for mobile) to minimize memory footprint.
- Metallic Flake Optimization:
- Screen-Space Flakes: Instead of complex geometry or heavy texture sampling, some real-time techniques use screen-space effects to generate flakes, only visible when appropriate, reducing overhead.
- Simplified Flake Shading: Reduce the number of calculations per flake. Instead of full PBR for each flake, use simplified reflection models.
- Distance-Based Flakes: Fade out or simplify the Metallic Flake Effect at a distance to prevent shimmering and reduce GPU load.
- GPU Instancing: If you have multiple cars using the same paint shader, ensure your engine is utilizing GPU instancing to render them efficiently, reducing CPU overhead per draw call.
- Performance Profiling: Always profile your shaders in the target engine. Tools like RenderDoc or engine-specific profilers (Unreal Insight, Unity Profiler) are invaluable for identifying bottlenecks in your Custom Material Workflow.
The trade-offs are real, but with clever Real-time Rendering Optimization, you can achieve impressive visual quality for automotive visualization in real-time environments. Remember, the goal is perceived realism, not always perfect physical accuracy at all costs.
Mastering the Custom Material Workflow and Shader Networks
The journey to stunning car paint often leads to building your own custom materials, especially when out-of-the-box solutions fall short. This involves leveraging the power of Shader Networks – node-based visual programming environments found in most modern 3D software and game engines. These networks allow you to combine textures, mathematical operations, and physical properties in highly creative and precise ways.
Designing Your Custom Material Workflow
A structured approach to your Custom Material Workflow ensures scalability and maintainability:
- Reference Gathering: Start with real-world car paint references. Observe how different colors, metallics, and clear coats behave under various lighting conditions. Pay attention to subtle imperfections.
- Layer-by-Layer Construction: Mimic the real-world paint layers in your shader network. Build the base coat first (color, basic roughness), then layer the metallic flakes, and finally, add the clear coat.
- Modularity: Design your shader with modularity in mind. Can you easily swap out different base colors? Can you toggle flakes on/off? This makes iterating and creating variations much faster.
- Parameter Exposure: For ease of use, expose key parameters (e.g., clear coat roughness, flake density, paint color, anisotropy strength) as controllable inputs in your material instance. This allows artists to tweak the look without diving deep into the node graph.
Leveraging Shader Networks for Complex Effects
Shader Networks are where all the advanced techniques discussed come together. Here’s how they enable complex car paint:
- Layering with Mix Nodes: Use ‘mix’ or ‘lerp’ (linear interpolation) nodes to blend different layers. For example, blend a standard PBR material with metallic properties (for flakes) using a flake mask. Then, layer a clear coat shader on top of this combined base.
- Procedural Texture Generation: Instead of relying solely on image textures, use procedural nodes (noise, cellular, curvature) to generate masks for flakes, orange peel, or subtle scratches directly within the shader. This offers infinite resolution and flexibility.
- Vector Math for Anisotropy: Use vector math nodes (dot product, cross product, normalize) to manipulate tangent directions for precise control over Anisotropic Reflections, often derived from UVs or mesh normals.
- Input Flexibility: Design your network to accept various inputs – color ramps for precise color control, texture coordinates for mapping, and scalar values for controlling parameters like IOR or flake intensity.
- Function Libraries: In engines like Unreal, you can create reusable “material functions” for common components (e.g., a standardized flake generator) and incorporate them into different car paint shaders, promoting efficiency and consistency.
Mastering Shader Networks is an ongoing learning process, but it unlocks unparalleled control over your materials. It allows you to move beyond generic materials and craft bespoke solutions that perfectly capture the vision for your automotive visualization.
Iteration and Testing
No shader is perfect on the first try. Continual iteration and testing are vital. Render your car under various lighting conditions – direct sunlight, cloudy skies, studio lighting – to see how the paint behaves. Look for inconsistencies, unnatural reflections, or areas where the effect breaks down. Tweak parameters, refine textures, and adjust your Shader Networks until you achieve the desired photorealistic result.
Conclusion: The Art and Science of Photorealistic Automotive Paint
The journey to crafting stunning automotive renders is a blend of artistic vision and technical prowess. We’ve peeled back the intricate layers of real-world car paint, laid the robust foundation of Physically Based Rendering (PBR), and explored advanced techniques that breathe life into your 3D vehicles. From the dynamic sparkle of the Metallic Flake Effect and the deep luster of a multi-layered Clear Coat Shader to the subtle elegance of Anisotropic Reflections, each element plays a critical role in achieving unparalleled realism.
Furthermore, we’ve tackled the practical considerations of Real-time Rendering Optimization, ensuring your exquisite materials perform beautifully in demanding game engines and interactive experiences. Mastering the Custom Material Workflow and harnessing the power of Shader Networks empowers you to go beyond generic looks, creating truly bespoke and convincing car paint for any project. Remember, attention to detail, a keen eye for real-world references, and continuous iteration are your most powerful tools.
Now that you’re armed with this advanced knowledge, it’s time to put it into practice. Elevate your automotive visualization projects with the most convincing car paint shaders possible. Looking for high-quality, meticulously modeled vehicles to apply your newfound shader mastery? Explore the extensive collection at 88cars3d.com. Find the perfect canvas for your next masterpiece and make your renders shine!
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Volkswagen Golf 3-Door 3D Model
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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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