The Foundation: Understanding CAD Data and Its Challenges for Real-time
The allure of photorealistic automotive visuals in real-time environments is undeniable. Whether you’re a game developer crafting the next-generation racing simulator, an automotive designer presenting concept cars, or a visualization artist creating stunning marketing renders, the demand for breathtaking fidelity is at an all-time high. Unreal Engine 5 (UE5) has revolutionized what’s possible in real-time rendering, offering tools like Lumen and Nanite that push boundaries previously thought impossible. However, bridging the gap between ultra-high-fidelity source models, often derived from CAD software, and performant, photorealistic assets suitable for UE5’s demanding environment is a significant challenge.
Traditional CAD models, built for engineering precision, are simply not designed for the efficiency required by real-time engines. They boast an incredible level of detail, but their underlying structure makes them unwieldy for interactive applications. This article will guide you through the intricate process of taking these complex automotive assets and transforming them into optimized, visually stunning models ready for Unreal Engine 5. From rigorous CAD data preparation and intelligent mesh optimization to mastering PBR materials and leveraging advanced UE5 features, we’ll explore the essential techniques to achieve unparalleled photorealism without compromising performance. For those looking to kickstart their projects with excellent foundational models, remember that 88cars3d.com offers a vast selection of high-quality, pre-optimized automotive 3D models.
The Foundation: Understanding CAD Data and Its Challenges for Real-time
Before diving into optimization, it’s crucial to understand the nature of CAD data and why it presents such a unique set of challenges for real-time applications like Unreal Engine 5. Ignoring this foundational understanding can lead to significant headaches down the line.
The Nature of CAD Data
CAD (Computer-Aided Design) software, such as CATIA, SolidWorks, or Autodesk Inventor, primarily uses NURBS (Non-Uniform Rational B-Splines) or similar parametric surfaces. These mathematical representations describe curves and surfaces with infinite precision. Unlike polygon meshes, which approximate surfaces with discrete faces, NURBS surfaces are resolution-independent. This means they can be displayed smoothly at any zoom level, perfect for engineering and manufacturing, where exact dimensions are paramount.
However, this precision comes at a cost when transitioning to real-time. CAD models often feature complex surface patches that meet at intricate trim lines, leading to non-manifold geometry and overlapping surfaces. While ideal for engineering analysis, these characteristics are problematic for game engines that fundamentally operate on triangulated polygon meshes.
Why CAD Fails in Real-time
The core issue arises when CAD data is tessellated, or converted, into a polygon mesh. Because NURBS surfaces are mathematically perfect, the conversion process attempts to capture this perfection, resulting in an astronomically high polygon count. A single automotive panel, like a fender, could easily generate millions of triangles when tessellated without proper controls. This excessive polygon density brings game engines to a crawl, making interactive experiences impossible.
Furthermore, CAD topology is generally not optimized for rendering. It often lacks a clean, quad-based structure that artists typically create for animation or deformation. UV mapping, crucial for applying textures, is also incredibly difficult on raw CAD tessellations due to overlapping UVs and non-uniform surface parametrization. Finally, CAD materials are often procedural or simple color assignments, completely unlike the physically based rendering (PBR) workflows necessary for modern photorealism.
The Imperative of CAD Data Preparation
Effective CAD data preparation is the critical first step in this entire pipeline. It involves an intelligent conversion process that considers the final real-time application. This isn’t just about reducing polygons; it’s about making deliberate decisions on what detail to keep, what to simplify, and how to structure the mesh for optimal performance and visual quality. Specialized software or plugins often assist in this stage, allowing for more controlled tessellation, removal of internal geometry, and initial cleanup. It’s about transforming an engineering model into a render-ready asset while maintaining the aesthetic integrity of the original design.
Core Mesh Optimization Strategies for Performance
Once you’ve tackled the initial CAD data preparation, the next phase focuses on rigorous mesh optimization. This is where the raw, high-poly model is meticulously refined to ensure it runs smoothly in Unreal Engine 5 while retaining all necessary visual detail. The goal is to strike a perfect balance between polygon count and visual fidelity.
Decimation and Retopology: Choosing Your Weapon
Two primary techniques for mesh reduction are decimation and retopology, each suited for different scenarios.
- Decimation: This is an automatic process that reduces polygon count by intelligently removing edges and vertices. It’s fast and effective for quick reductions or for objects where perfect topology isn’t critical. However, decimation can introduce triangulation, destroy edge flow, and make UV unwrapping more challenging due to its indiscriminate nature. It’s often used as a first pass or for generating lower Level of Detail (LODs). Tools like ZBrush’s Decimation Master or Blender’s Decimate modifier are common choices.
- Retopology: This is the process of building a new, clean, low-polygon mesh over the top of a high-polygon source. It’s a more time-consuming manual or semi-manual process but offers unparalleled control over topology, edge flow, and polygon distribution. Retopology ensures a clean mesh suitable for animation, deformation, and optimal UV mapping. It’s indispensable for creating high-quality automotive game assets. Tools like Maya’s Quad Draw, Blender’s Retopoflow, or ZBrush’s ZRemesher (when guided) are excellent for this task. The aim is to create a mesh where polygons are distributed efficiently, with denser areas around critical curves and sharper edges, and sparser areas on flat surfaces.
Strategic Edge Flow and Topology
Good topology is not just about having fewer polygons; it’s about having the right polygons in the right places. For automotive assets, maintaining clean edge loops around creases, panel gaps, and curved surfaces is crucial. This ensures smooth shading, prevents pinching artifacts, and provides ideal support for normal maps baked from the high-poly source. While striving for quad-only topology is generally good practice, judicious use of triangles and N-gons can be acceptable in hard-surface modeling, particularly on flat, non-deforming surfaces, as long as they don’t introduce shading errors. The key is controlled distribution and ensuring edge flow supports the model’s forms.
The Power of Level of Detail (LODs)
Level of Detail (LODs) are absolutely essential for efficient real-time rendering, especially for large, detailed assets like cars. LODs are simplified versions of your mesh that automatically swap in and out based on the camera’s distance from the object. When a car is far away, a very low-poly version can be rendered, saving significant computational resources. As the camera approaches, progressively higher-detail LODs are loaded.
A typical automotive asset might have 3-5 LODs:
- LOD0: The full-detail, primary mesh, typically used when the camera is very close.
- LOD1: A moderately reduced version, visible at medium distances.
- LOD2: A significantly reduced version, visible at further distances.
- LOD3+: Extremely low-poly versions or even billboard sprites for very distant objects.
Unreal Engine 5 provides robust tools for managing LODs, including automatic generation, though manual tweaking is often necessary to ensure visual quality. When setting up LODs, prioritize preserving the silhouette and major features. This strategy dramatically improves performance, making complex scenes with multiple vehicles viable for real-time rendering.
Mastering Materials and Textures for Photorealism
Once your mesh is optimized, the next critical step is to imbue it with realistic surface properties through PBR materials and meticulously crafted textures. This is where your automotive asset truly comes to life, moving beyond a mere collection of polygons to a believable digital representation.
The PBR Workflow Explained
Physically Based Rendering (PBR) is the industry standard for achieving photorealistic results. It’s a shading and rendering approach that aims to simulate how light interacts with surfaces in the real world, based on real physical properties. This leads to more consistent and realistic lighting under various conditions. The core maps in a typical PBR metallic/roughness workflow are:
- Base Color (Albedo): Represents the diffuse color of a surface without any lighting information. For metallic surfaces, this map defines the color of the metal; for non-metals, it’s the intrinsic color.
- Metallic: A grayscale map (0 to 1) indicating whether a surface is metallic (1) or non-metallic (0). Values in between can represent dusty or corroded metals.
- Roughness: A grayscale map (0 to 1) defining the microscopic surface irregularities. A value of 0 is perfectly smooth (like a mirror), while 1 is completely rough (like matte paint). This map is crucial for depicting everything from highly polished chrome to textured plastic.
- Normal Map: A tangent-space normal map that adds fine surface detail (like scratches, subtle panel lines, or tire tread patterns) without increasing polygon count. It fakes detail by modifying how light bounces off the surface.
- Ambient Occlusion (AO): A grayscale map that darkens crevices and areas where light would be blocked. It adds depth and realism to indirect lighting.
For automotive assets, understanding how to craft these maps for different materials—from the complex multi-layered look of car paint (base color, metallic flakes, clear coat) to the distinct roughness of tire rubber, the reflective properties of chrome, and the transparency of glass—is paramount for achieving true photorealism.
Efficient UV Unwrapping for Automotive Assets
UV unwrapping is the process of flattening out the 3D mesh into 2D space, allowing textures to be painted or applied. For complex automotive models, efficient UV unwrapping is crucial for several reasons:
- Texel Density: Maintaining a consistent texel density across the entire model ensures that all parts have similar texture resolution, preventing blurry or pixelated areas.
- Minimizing Seams: While seams are inevitable, strategically placing them in less visible areas (e.g., along natural panel gaps or under the car) helps maintain visual continuity.
- Avoiding Stretching: Distorted UVs lead to stretched and unrealistic textures. Proper unwrapping minimizes this.
- Multiple UV Sets: In Unreal Engine 5, it’s common to have multiple UV sets. One set for your primary PBR textures, and another for lightmap UVs, which are specifically optimized for baked lighting and must not have overlapping islands.
Tools like RizomUV, Blender, or Maya offer advanced UV editing capabilities, essential for creating clean and optimized UV layouts that maximize texture efficiency and facilitate the next step: texture baking.
Leveraging Texture Baking from High-Poly Detail
Texture baking is a fundamental technique for transferring intricate details from your high-polygon source model (often derived from the original CAD or a sculpted version) onto your optimized low-polygon target mesh. Instead of rendering all the polygons, the detail is “baked” into 2D texture maps, which are then applied to the low-poly model.
The most common maps baked for automotive assets include:
- Normal Map: As mentioned, this is critical for conveying fine surface details without increasing poly count. It captures the surface curvature and micro-details.
- Ambient Occlusion Map: Captures indirect shading information, adding depth to cavities and contact points.
- Curvature Map: Useful for edge wear effects and procedural material blending.
- Position Map: Can be used for gradient effects or advanced material blending based on world position.
The workflow typically involves aligning the low-poly and high-poly models, setting up a cage to control the projection, and then using baking software. Popular tools for this include Marmoset Toolbag, Substance Painter, and XNormal. This process allows your significantly reduced polygon count asset to appear as detailed as its high-poly counterpart, making it perfect for efficient real-time rendering in UE5.
Advanced Material Creation in Unreal Engine 5
With your optimized mesh and baked textures in hand, the next phase is to bring these elements together within Unreal Engine 5’s powerful material editor. This is where you transform raw texture maps into dynamic, physically accurate surfaces that react convincingly to light.
Building Robust Master Materials
A well-structured master material is the backbone of an efficient and flexible material pipeline in UE5. Instead of creating a unique material for every single component, you build a versatile master material that encapsulates common properties and functions. For automotive assets, this is particularly important given the variety of surfaces (paint, glass, rubber, chrome, plastic) and the need for consistency.
A master car paint material, for instance, might include complex layers:
- A base layer for the primary color and metallic flakes.
- A clear coat layer for reflections, roughness, and subtle normal map details.
- Parameters for dirt, scratches, or wear effects.
Using material functions allows you to encapsulate reusable logic (e.g., a custom metallic flake effect or a sophisticated dirt mask) and integrate it seamlessly into multiple master materials. Parametrization is key; expose variables like Base Color, Roughness, Metallic, Normal Map intensity, and various material switches directly to the material instance, providing artists with immense control without altering the core logic.
Utilizing Material Instances
Once you have a robust master material, you create Material Instances from it. A material instance is a child of the master material, inheriting all its logic and default parameter values. The power of material instances lies in their ability to modify exposed parameters without recompiling the shader, making them incredibly efficient for iteration and creating variations. Imagine wanting to show a car in ten different paint colors or with various levels of chrome polish; with material instances, you simply create ten instances, change the relevant parameters, and you’re done. This workflow is crucial for developing diverse automotive game assets quickly and efficiently.
Addressing Specific Automotive Material Challenges
Each material type on a car presents its own unique challenges for photorealism:
- Realistic Car Paint: Achieving convincing car paint requires a layered approach. It’s often a blend of a metallic flake base layer (controlled by a normal map and color) under a clear coat that provides the primary reflections and highlights. Subtle roughness variations in the clear coat are critical.
- Glass: Car glass needs accurate refraction, reflection, and possibly tint. UE5’s translucency and refraction settings, combined with proper Fresnel reflections, are vital. Consider using separate geometry for the inside and outside of the glass to handle thickness correctly, especially with ray tracing.
- Tires: Tire rubber typically has a low metallic value and a relatively high roughness. Micro-detail normal maps are essential for the subtle texture of the rubber, and a specific normal map for the sidewall text and tread pattern.
- Chrome and Other Metallic Surfaces: These require a high metallic value and very low roughness. Variations in roughness maps can simulate subtle scratches or imperfections that break up perfect reflections, adding realism.
By meticulously crafting these materials within UE5, you bring a level of realism that elevates your optimized automotive assets from good to truly exceptional.
Integrating Assets and Achieving UE5 Photorealism
With optimized meshes and sophisticated materials ready, the final stage involves importing your assets into Unreal Engine 5 and leveraging its powerful rendering features to achieve breathtaking photorealism. This phase focuses on scene composition, lighting, post-processing, and, critically, performance tuning.
Importing Optimized Assets
The first step is importing your optimized FBX files into UE5. Ensure your FBX export settings from your 3D software are correct, paying attention to scale (Unreal uses centimeters as its base unit), pivot points, and the inclusion of necessary data like tangents and binormals. Once imported, verify mesh integrity, LOD settings, and apply your master materials or material instances. It’s also vital to set up appropriate collision meshes, especially for automotive game assets, which will interact with the environment. For static objects, simple box or convex hull collisions are often sufficient; for drivable vehicles, more complex custom collisions might be necessary.
Lighting and Reflection Setups
Lighting is arguably the most crucial element for photorealism. Unreal Engine 5 offers a suite of advanced lighting solutions:
- HDRI Backdrops: Using high dynamic range image (HDRI) cubemaps as environment lights provides physically accurate ambient light and reflections. This is often the quickest way to get a realistic base lighting setup.
- Lumen Global Illumination and Reflections: UE5’s Lumen system is a game-changer for real-time GI and reflections. It dynamically propagates light throughout the scene, reacting to changes in lighting and geometry. Ensuring your assets and materials are Lumen-compatible is essential for soft, realistic bounces and reflections.
- Ray Tracing: For cinematic quality, activate hardware Ray Tracing for precise shadows, reflections, ambient occlusion, and global illumination. This delivers unparalleled visual accuracy, though at a higher performance cost.
- Area Lights: For studio-style renders or specific highlights, use rectangular or sphere area lights. These emit light from a surface, providing softer, more natural illumination than traditional point or spot lights.
- Reflection Captures: While Lumen and Ray Tracing handle dynamic reflections, Reflection Captures are still useful for capturing static environments, especially for older hardware or specific performance needs.
A well-lit automotive model will immediately stand out, showcasing the nuances of its paint, glass, and metallic finishes.
Cinematic Post-Processing and Camera Effects
Post-processing adds the final layer of polish, mimicking the effects of a real-world camera and giving your scene a cinematic feel. Utilize the Post Process Volume in UE5 to control:
- Color Grading: Adjust hue, saturation, and contrast to establish a mood or achieve a specific visual style.
- Bloom: Simulates light scattering beyond bright areas, creating a soft glow around light sources and reflections.
- Depth of Field (DoF): Blurs foreground and background elements, drawing attention to your automotive asset, just like a camera lens.
- Vignette: A subtle darkening around the edges of the screen, focusing the viewer’s eye.
- Lens Flares: Adds realism by simulating light scattering within the camera lens.
- Exposure Control: Crucial for dynamically adjusting scene brightness to prevent over- or underexposure.
These effects, when used judiciously, significantly enhance the perceived realism and visual impact of your scene, making your real-time rendering truly shine.
Performance Profiling and Optimization
Achieving photorealism is one thing; maintaining a smooth frame rate for real-time rendering is another. Even with mesh optimization and Level of Detail (LODs), continuous profiling is crucial. Unreal Engine 5 provides powerful debugging tools:
- Stat Commands: Use commands like
stat FPS,stat GPU,stat RHI, andstat Engineto monitor real-time performance metrics. - GPU Visualizer: Provides a detailed breakdown of GPU usage, helping identify bottlenecks related to materials, lighting, or post-processing.
- Nanite Virtualized Geometry: While Nanite helps manage incredibly high poly counts, overusing it on distant objects or small details can still impact performance. Optimize Nanite settings per mesh where needed.
- Draw Call Reduction: Consolidate materials where possible to reduce draw calls. Instanced static meshes can render multiple copies of an object with fewer draw calls.
- Overdraw: Minimize translucent or overlapping geometry, as these contribute to overdraw and GPU strain.
Regularly checking performance ensures that your stunning visuals don’t come at the cost of playability or interaction. This iterative process of optimizing and profiling is essential for high-quality automotive game assets.
Conclusion
The journey from a complex CAD model to a fully optimized, photorealistic automotive asset in Unreal Engine 5 is a meticulous one, demanding a blend of technical expertise and artistic vision. We’ve explored the critical steps, from the initial CAD data preparation and intelligent mesh optimization, including the strategic use of Level of Detail (LODs), to the intricate world of PBR materials and the power of texture baking. Finally, we integrated these elements into UE5, leveraging its advanced lighting, post-processing, and performance profiling tools to achieve truly stunning real-time rendering.
This comprehensive pipeline ensures that your automotive models not only look incredible but also perform efficiently, whether for interactive experiences, cinematics, or virtual showrooms. Mastering these techniques empowers you to push the boundaries of visual fidelity, delivering unparalleled realism without sacrificing the dynamic nature of real-time engines. The balance between visual quality and performance is a constant challenge, but with the right strategies, it’s an achievable goal.
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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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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
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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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