Demystifying PBR Principles for Automotive Finishes in Unreal Engine 5
Creating truly captivating automotive renders in Unreal Engine 5 hinges on one critical element: the car paint shader. Generic, flat materials simply won’t cut it when aiming for the hyper-realistic visuals demanded by modern game development, film, and automotive design visualization. The intricate interplay of light, reflection, and subsurface properties on a car’s finish is a complex dance that, when mastered, can elevate your automotive assets from good to extraordinary.
For artists, developers, and designers striving for unparalleled authenticity, understanding how to construct a robust and realistic car paint shader in UE5 is paramount. It’s about moving beyond basic PBR setups and delving into the nuanced world of layered materials, subtle imperfections, and advanced optical effects. This comprehensive guide will walk you through the process, from foundational PBR principles to advanced techniques, ensuring your vehicles gleam with photorealistic precision in any environment. Let’s unlock the secrets to truly stunning automotive finishes.
Demystifying PBR Principles for Automotive Finishes in Unreal Engine 5
Physically Based Rendering (PBR) forms the bedrock of modern real-time graphics, offering a methodology that simulates how light interacts with surfaces in a physically plausible way. For `automotive rendering`, PBR is not just a suggestion; it’s a necessity. It ensures that your car models look consistent and realistic under various lighting conditions, moving beyond the “cheat” methods of older rendering pipelines.
Understanding Core PBR Parameters
At its heart, PBR revolves around a few key parameters that define a material’s appearance:
- Base Color (Albedo): This map defines the color of the material, excluding any light interaction. For metals, it represents the color of the metal itself; for non-metals (dielectrics), it’s the diffuse color.
- Metallic: A binary (0 or 1) or grayscale value indicating whether a surface is metallic or dielectric. Metals reflect light differently and have no diffuse component.
- Roughness: Controls the micro-surface detail, influencing how light scatters and reflects. A low roughness value results in a sharp, mirror-like reflection, while high roughness creates a diffuse, matte appearance. This is crucial for controlling gloss.
- Specular: Less common as a direct map in modern PBR, but conceptually represents the intensity of the specular highlight. In UE5, this is often handled by default or derived from other parameters.
- Normal: This map fakes surface detail at a microscopic level, influencing how light reacts to bumps and grooves without adding actual geometry. Essential for subtle surface texture and `metallic flakes`.
- Ambient Occlusion (AO): Represents areas where ambient light is blocked, contributing to perceived depth. While important, it often complements the material rather than being a core shader component for car paint itself.
The Layered Nature of Car Paint in PBR
Unlike a simple metallic or plastic `PBR shader`, car paint is inherently a multi-layered material. It’s not just a single surface, but a complex stack of coatings, each with its own PBR properties:
- Base Coat: This is the underlying paint layer, which can be solid, metallic, or pearlescent. It defines the primary color and contains the `metallic flakes` that give car paint its characteristic sparkle. Its properties might be metallic (if simulating a raw metallic pigment) or dielectric.
- Clear Coat: A transparent, highly reflective, and dielectric (non-metallic) layer applied over the base coat. This is what gives car paint its deep gloss and protects the underlying layers. The `clear coat effect` is one of the most critical elements to get right.
Understanding these distinct layers and how they interact is fundamental to creating truly convincing `Unreal Engine 5 materials` for automotive assets. This layered approach is key to achieving that signature depth and reflectivity.
The Core Components of a Hyper-Realistic Car Paint Shader
To master `Unreal Engine 5 car paint`, we must approach it as a composite material, meticulously crafting each layer within the `shader graph`. Our goal is to simulate the physics of light interacting with multiple surfaces, not just one. This section breaks down the essential components we’ll build.
Deconstructing the Car Paint Anatomy
A high-fidelity car paint shader typically comprises several distinct components, each controllable and blendable:
- The Base Color & Underlying Texture: This defines the primary hue of the vehicle. It’s more than just a flat color; subtle gradients, wear patterns, or even very fine normal map details can add realism here.
- Metallic Flakes Layer: The glittery particles suspended within the base coat. These catch and reflect light at different angles, creating a shimmering effect. Their size, density, and reflectivity are critical.
- The Clear Coat: A glossy, transparent protective layer that sits on top of everything. It’s responsible for the deep reflections, the characteristic sheen, and often the `Fresnel effects` that define a vehicle’s silhouette.
- Imperfections (Optional but Recommended): Scratches, dirt, dust, and smudges break up perfect reflections and ground the asset in reality. These can be blended in using masks or procedural techniques.
Each of these components will be controlled by various parameters, textures, and `custom material functions` within the `Unreal Engine 5 materials` editor.
Leveraging Unreal Engine 5’s Material System
Unreal Engine 5 provides a powerful node-based `shader graph` (the Material Editor) that allows for incredible flexibility. We’ll be using a combination of texture samples, mathematical operations, vector inputs, and specialized nodes to construct our shader. The engine also features a dedicated Clear Coat input in the main material node, which is a game-changer for `automotive rendering`.
While the goal is realism, we also need to consider performance for `real-time automotive visualization`. Every node adds instruction count, so careful optimization and the use of material instances will be crucial as we build our complex shader.
Constructing the Base Coat and Metallic Flakes Layer
The foundation of our `Unreal Engine 5 car paint` shader begins with the base coat. This layer provides the core color and houses the captivating `metallic flakes` that give car paint its distinctive sparkle. Building this correctly is vital for subsequent layers to sit realistically.
Setting Up the Base Color and Initial Roughness
Start with a simple Vector3 parameter for the base color. This allows easy tweaking in material instances. Connect it directly to the Base Color input of your main material node. For roughness, begin with a constant value (e.g., 0.2 to 0.4) to simulate the slight dullness of the base paint before the clear coat is applied. This initial roughness will be layered upon later.
For more advanced base coats, consider using a subtle texture map or a gradient to introduce slight color variations across the surface. This can prevent a monolithic, artificial look.
Implementing Realistic Metallic Flakes
The `metallic flakes` are where the magic truly begins. They are typically simulated using a high-frequency noise pattern that scatters light. We’ll use a procedural approach for flexibility, but texture-based flakes are also viable.
Step-by-Step Flake Generation in the Shader Graph:
- Generate Noise: Use a `Perlin Noise` or `Voronoi Noise` texture node. A `Noise` node (found under Texture > Noise) with a high scale can create the granular look of flakes.
- Control Flake Density and Size:
- Use a `Multiply` node on the UV coordinates plugged into the noise texture to control the density (scale) of the flakes. Larger multiplier = smaller, denser flakes.
- Use a `Power` node on the output of the noise to control the contrast and “sharpness” of the flakes. A higher power value will make the bright spots (flakes) smaller and more distinct.
- Introduce Sparkle and Color Variation:
- The noise output (which is grayscale) can be used as a mask to blend between two colors: the base paint color and a slightly brighter, desaturated version for the flakes. Use a `Lerp` node for this.
- To make the flakes “sparkle,” we need them to respond to light. This is where `Fresnel` becomes useful, but more advanced techniques involve modulating roughness.
- Modulating Roughness with Flakes:
- Take the output of your flake noise (perhaps after a `Power` node to sharpen it) and use it to modulate the roughness of the base layer.
- Use a `Lerp` node: Plug your base roughness value into A, and a lower roughness value (e.g., 0.05) into B. Plug your flake mask into Alpha. This makes the flakes appear much shinier than the surrounding base paint.
- Connect this combined roughness to the Material’s Roughness input.
- Creating a Fake Normal for Flakes:
- To make the flakes truly catch light, they need to influence the normal. We can use the flake noise to generate a simple normal map.
- Use a `NormalFromHeightmap` `Custom Material Function` (or manually calculate derivatives using `DDX` and `DDY` and `Normalize` for more control). Plug your flake noise into this.
- Combine this flake normal with the default surface normal (using a `BlendAngleCorrectedNormals` node) and plug the result into the Material’s Normal input. This will give the flakes a slight bump and direct reflections more accurately.
For reusability and organization, encapsulate this entire flake generation logic within a `custom material function`. This allows you to easily drop a complete metallic flake system into any `Unreal Engine 5 materials` without rebuilding it from scratch, streamlining your `shader graph` significantly. When building your automotive assets, consider sourcing high-quality base meshes from resources like 88cars3d.com, as a clean mesh is essential for any shader to shine.
Mastering the Clear Coat Effect and Advanced Visuals
The `clear coat effect` is perhaps the most defining characteristic of hyper-realistic car paint. It provides the deep, mirror-like reflections and protective sheen that makes a vehicle truly pop. Beyond that, achieving realistic `Fresnel effects` and subtle anisotropy elevates the material to cinematic quality.
Building the Clear Coat Layer in Unreal Engine 5
Unreal Engine 5 simplifies the clear coat significantly with dedicated inputs on the main material node. This allows for a physically accurate dual-specular lobe system, where the base material and the clear coat reflect independently.
Implementing the Clear Coat:
- Enable Clear Coat: In the Material Details panel, under the “Material” section, ensure “Clear Coat” is checked. This exposes new inputs on the main material node.
- Clear Coat Weight: A scalar parameter (usually 1.0) to control the intensity of the clear coat. For typical car paint, this should be fully opaque (1.0).
- Clear Coat Roughness: This is critical. A very low roughness value (e.g., 0.02 – 0.08) simulates a highly polished, glossy finish. Connect a scalar parameter here for easy adjustment.
- Clear Coat Normal: You can apply subtle normal map details (like polishing swirls or micro-scratches) specifically to the clear coat without affecting the base paint. This adds an incredible layer of detail and realism. Blend these normals with the main normal if necessary, or use a separate texture.
- Clear Coat Affects Roughness: This option (found in the material properties) determines if the clear coat’s properties influence the underlying base layer’s roughness. Generally, keep this enabled for physical accuracy.
By using the built-in Clear Coat feature, Unreal Engine 5 handles the complex light interaction and layering, leaving you to focus on artistic control over its parameters.
Achieving Realistic Fresnel Effects
The Fresnel effect describes how the reflectivity of a dielectric (non-metallic) surface changes with the viewing angle. Surfaces become more reflective at grazing angles (when looking almost parallel to the surface) and less reflective when viewed head-on. This is absolutely essential for the `clear coat effect`.
Applying Fresnel in UE5:
Unreal Engine’s material system inherently handles Fresnel for dielectric materials based on their Roughness and Specular values. However, you can explicitly control it or use it as a mask for other effects:
- The `Fresnel` Node: You can use a `Fresnel` node directly in your `shader graph` (found under Math > Spherical). It outputs a value between 0 and 1, where 1 is at grazing angles and 0 is head-on.
- Fresnel Parameters:
- Exponent: Controls the falloff curve. Higher values mean the reflectivity increases more sharply at grazing angles.
- Base Reflectivity: Sets the reflectivity at a head-on angle.
- Usage: While not typically connected directly to the Clear Coat input, you can use the `Fresnel` node to drive other aspects of your shader, such as enhancing specific highlights, blending in edge wear, or even subtly affecting the metallic flake visibility at different angles. Its primary role, however, is handled by the engine’s clear coat system for reflections.
Intricate Reflections and Anisotropy
Beyond basic specularity, truly `real-time automotive visualization` demands sophisticated reflections and anisotropic shading for the clear coat.
Understanding Anisotropy:
Anisotropy is the directional dependency of reflection. Instead of circular highlights, anisotropic surfaces produce stretched or elliptical highlights. This is commonly seen on brushed metals or, crucially for car paint, from microscopic polishing swirls or machine marks on the clear coat. It adds a layer of intricate realism that standard PBR struggles to capture.
Implementing (or Faking) Anisotropy in UE5:
- Tangent Input: The Material node has a `Tangent` input. This input controls the direction in which reflections are “stretched.” By providing a `Tangent` vector, you can simulate anisotropic reflections.
- Driving the Tangent:
- Mesh Tangents: For consistent anisotropy (e.g., brushed aluminum), the mesh’s tangent space can be used.
- Texture-Based Tangent: For more artistic control, you can paint a tangent map. This is a 2D vector map (e.g., red and green channels representing U and V tangent directions) that dictates the direction of the anisotropic stretch. This is ideal for simulating polishing swirls on car paint.
- Procedural Tangent: For subtle effects, you can generate tangent directions procedurally using gradients or noise within the `shader graph`, then `Rotate` that vector based on UVs.
- Clear Coat Anisotropy: Remember that `Anisotropy` is often most visible on the clear coat itself, particularly from polishing. Connect your tangent vector to the `Tangent` input, and if you have a clear coat material, ensure its roughness is low enough to show these subtle stretches.
Combined with UE5’s advanced reflection systems (Lumen, Screen Space Reflections, and Reflection Captures), these techniques create a clear coat that truly interacts with its environment, making your automotive assets shine with unmatched fidelity. When aiming for such intricate details, starting with a clean, high-polygon model from a trusted source like 88cars3d.com can save immense time and ensure the shader has a perfect canvas.
Incorporating Imperfections for Ultimate Realism
While a pristine, factory-fresh finish is beautiful, adding subtle imperfections is often the secret ingredient that transforms a realistic render into a truly believable one. No real-world car is ever perfectly spotless. Dirt, dust, micro-scratches, and smudges break up perfect reflections and anchor the vehicle in its environment, enhancing its story and realism.
The Power of Dirt, Dust, and Scratches
Imperfections are not just visual noise; they communicate wear, age, and interaction with the world. For `Unreal Engine 5 materials`, this means creating layers that blend seamlessly with the base car paint.
Techniques for Adding Imperfections:
- Mask-Based Blending: This is the most common approach.
- Dirt/Dust Masks: Use ambient occlusion maps, curvature maps, or hand-painted textures as masks. These masks define where dirt accumulates (e.g., crevices, concave areas) or where dust settles (e.g., flat, upward-facing surfaces).
- Scratch/Wear Masks: Often driven by edge wear generators or hand-painted textures, these masks reveal the underlying material or a different shader (e.g., primer, bare metal).
- Blending Logic: Use `Lerp` nodes in your `shader graph` to blend between your clean car paint shader and your imperfection shader based on these masks. For example, Lerp between clean roughness and dirty roughness, clean base color and dusty base color, or clean normal and scratched normal.
- Procedural Imperfections:
- For more dynamic or varied effects, noise textures can be used procedurally to generate subtle dirt or dust patterns. Panning noise can simulate fine dust shifting.
- Combine noise with vertex normals to create “snow” or “rain” accumulation on upward-facing surfaces.
- Vertex Color Blending:
- Export your model with vertex colors, or paint them directly in UE5. Each vertex color channel (Red, Green, Blue, Alpha) can act as a mask.
- This is excellent for artistic control over where specific imperfections appear, like mud splashes on the lower body or unique scratch patterns.
- In the `shader graph`, use a `Vertex Color` node and pipe individual channels into `Lerp` alpha inputs.
Each imperfection layer should have its own set of PBR parameters (Base Color, Roughness, Metallic, Normal) to ensure it reacts realistically to light. For instance, dirt will have a higher roughness and often a desaturated, brownish base color, while a scratch might expose a metallic layer with specific roughness.
Water Droplets and Environmental Effects
While more advanced, adding dynamic environmental effects like water droplets can push `real-time automotive visualization` into truly immersive territory. These typically involve:
- Dynamic Normal Maps: A tiled water droplet normal map that pans across the surface.
- Refraction: Using the `Refraction` input on the material node, or more advanced methods for distorted reflections.
- Roughness Variation: Water droplets will have a very low roughness, creating sharp highlights, while the surrounding wet paint might have slightly higher roughness.
- Masking: Using a `Vertex Color` or an animated noise mask to control the density and placement of the droplets.
Incorporating imperfections adds character and believability, turning a sterile render into a living, breathing asset. Remember that even the finest imperfections require a high-quality base mesh, so starting with detailed `automotive assets` from reputable sources is always a good practice.
Optimization Strategies for High-Fidelity Car Paint Shaders
Creating a visually stunning `Unreal Engine 5 car paint` shader is one thing; ensuring it runs smoothly in `real-time automotive visualization` is another. Complex `shader graph` logic can quickly rack up instruction counts, impacting frame rates. Here are crucial optimization strategies to maintain high fidelity without sacrificing performance.
Leveraging Custom Material Functions for Efficiency and Organization
As discussed, `custom material functions` are your best friend for complex shaders. They are not just for organization; they are a powerful optimization tool:
- Reusability: Build your `metallic flakes`, dirt blending, or specific clear coat effects into separate functions. This means you write the logic once and reuse it across multiple materials, ensuring consistency and reducing errors.
- Readability: A complex master material can become a tangled mess. Functions encapsulate logic, making your main `shader graph` much cleaner and easier to understand, debug, and optimize.
- Potential for Instancing: While the primary benefit for optimization is not direct instruction reduction (the function’s nodes are compiled into the parent material), it allows for more modularity which indirectly aids in overall project organization, leading to more targeted optimizations.
Material Instances for Variation and Reduced Shader Compiles
Once you have your robust master car paint material, create `Material Instances` from it. This is arguably the most important optimization for any project using `Unreal Engine 5 materials`:
- Parameter Control: Expose scalar and vector parameters (e.g., base color, flake density, clear coat roughness) in your master material. In a material instance, you can then adjust these parameters without recompiling the entire shader.
- Reduced Compile Times: Every change to a master material requires recompilation, which can be time-consuming. Material instances only need to update their parameter values, making iteration incredibly fast and reducing development overhead significantly.
- Memory Footprint: Multiple material instances derived from the same master material share the same compiled shader code, leading to a smaller memory footprint compared to having multiple unique materials.
Understanding Instruction Count and Texture Sample Limits
The Material Editor provides statistics on your shader’s complexity, including instruction count (how many operations the GPU needs to perform) and texture samples (how many textures are being read). Keep an eye on these:
- Instruction Count: Aim to keep this as low as possible, especially for opaque materials. Highly complex shaders can bottleneck performance. Profile your materials to identify expensive sections.
- Texture Samples: Each texture lookup costs performance. Combine textures into channels (e.g., Roughness, Metallic, AO into a single RGB texture) where possible, known as “texture packing.” Use lower resolution textures for distant objects or less critical details.
Using Static Switches for Feature Control
A `Static Switch Parameter` node is a powerful optimization for `Unreal Engine 5 car paint`. It allows you to toggle entire branches of your `shader graph` on or off in a material instance. When a branch is switched off, its instructions are completely removed from the compiled shader.
- Example Use Cases:
- Enable/disable `metallic flakes` (for solid colors).
- Turn off dirt/scratch layers for showroom-perfect renders.
- Switch between different anisotropy methods (if you have multiple).
- Benefit: A single master material can serve various quality levels or aesthetic needs without paying the performance cost for features that aren’t currently active.
Mip Maps and Texture Compression
Ensure your textures are correctly configured with Mip Maps (generated automatically by default in UE5 for most textures). Mip maps are lower-resolution versions of your textures, used when an object is further from the camera. This drastically reduces texture memory usage and improves rendering performance.
Proper texture compression (e.g., BC1, BC3, BC5 for normals) also minimizes VRAM usage. Use the appropriate compression setting for each texture type (e.g., BC5 for normal maps, BC1/BC3 for diffuse/masks).
By diligently applying these optimization strategies, you can achieve breathtaking `hyper-realistic shaders` for your `automotive assets` while ensuring your `real-time automotive visualization` projects run smoothly and efficiently. Sourcing optimized, production-ready `3D models` from platforms like 88cars3d.com also provides a solid foundation for your performance goals.
Conclusion
Mastering `Unreal Engine 5 car paint` is a journey that transcends basic material application. It’s about understanding the intricate dance of light, the physics of layered surfaces, and the artistic application of subtle imperfections. From demystifying `PBR shaders` to meticulously crafting `metallic flakes` and the crucial `clear coat effect`, we’ve delved into the core techniques required to build `hyper-realistic shaders` for your `automotive assets`.
We’ve explored the power of the `shader graph`, the importance of `custom material functions`, and advanced visual techniques like `Fresnel effects` and anisotropy. Crucially, we also addressed the vital aspect of optimization, ensuring your stunning visuals run smoothly in `real-time automotive visualization` projects. The path to photorealism is paved with attention to detail and a keen eye for how light interacts with materials.
The tools within Unreal Engine 5 are incredibly powerful, allowing artists and developers to push the boundaries of visual fidelity. Don’t be afraid to experiment, blend techniques, and continuously refine your `Unreal Engine 5 materials`. The difference between a good car render and a truly exceptional one often lies in the nuanced perfection of its paint. For those seeking a head start with high-quality base models, remember that 88cars3d.com offers a premium selection of `3D car models` ready to be brought to life with your masterfully crafted shaders.
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Volkswagen Polo 5 Door 2010 3D Model
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Material: Yes
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Toyota Prius 2024 3D Model
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Toyota Yaris 1999 3D Model
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Toyota Supra 2020 3D Model
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Volkswagen New Beetle 2000 3D Model
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Volkswagen Jetta 2005 3D Model
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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
Texture: Yes
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Mercedes-Benz S-Class W221 2005 3D Model
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Mercedes-Benz E-Class W212 2009 3D Model
Texture: Yes
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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
Texture: Yes
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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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Mercedes-Benz CL-Klasse 2001 3D Model
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