The High-Fidelity vs. Real-Time Dilemma: Bridging the Gap
The sleek lines, intricate details, and flawless finishes of a high-end automotive 3D model are breathtaking in a static render. These meticulously crafted assets, often boasting millions of polygons, are the pinnacle of visual fidelity for advertising, concept visualization, and film production. However, the moment you attempt to bring such a model into a real-time environment like Unreal Engine 5, a stark reality often sets in: performance bottlenecks, stuttering frame rates, and a complete breakdown of the immersive experience.
This is the fundamental challenge facing 3D artists and game developers today: how to bridge the gap between cinematic-quality high-poly models and the demanding requirements of real-time rendering. Preserving the aesthetic integrity of an exquisite automotive design while ensuring it runs smoothly in a dynamic, interactive environment is a complex art and science. For professionals who trust resources like 88cars3d.com for their foundational models, the journey from raw geometry to optimized, game-ready assets is crucial.
This comprehensive guide will take you beyond static renders, diving deep into the essential Unreal Engine 5 workflow for automotive models. We’ll explore advanced optimization techniques, material strategies, and integration best practices, all aimed at delivering stunning visuals without compromising performance. Prepare to transform your high-fidelity creations into interactive masterpieces.
The High-Fidelity vs. Real-Time Dilemma: Bridging the Gap
Automotive 3D models typically begin their life in CAD software or advanced DCC applications, often without any consideration for polygon count or real-time performance. These models are designed for precision engineering or for renders where computation time is not a limiting factor. A single car body panel might consist of hundreds of thousands of polygons, resulting in an entire vehicle easily surpassing tens of millions of triangles.
While this level of detail is perfect for pre-rendered cinematic sequences, it’s an insurmountable obstacle for real-time rendering. Game engines, including the powerful Unreal Engine 5, must process and display thousands, if not millions, of polygons per frame, multiple times a second. Sending a raw, unoptimized high-poly automotive model directly into UE5 will inevitably lead to severely degraded performance, slow loading times, and an unacceptable user experience.
The core of this dilemma lies in balancing visual quality with computational efficiency. We want the car to look as realistic as possible, with smooth curves, sharp edges, and detailed interiors, but we also need it to run at a consistent 60+ frames per second. This necessitates a strategic approach to high-poly optimization, transforming dense, inefficient geometry into streamlined, performant game-ready assets without perceptible loss of fidelity. The Unreal Engine 5 workflow, with its advanced features like Nanite, still benefits immensely from intelligent optimization at the asset level, especially for hero assets like cars.
Foundational Optimization: Sculpting Performance with Automotive Retopology
The first and most critical step in preparing a high-fidelity automotive model for real-time environments is automotive retopology. This process involves creating a new, low-polygon mesh that sits on top of or closely follows the contours of your original high-poly model. The goal is to achieve a clean, efficient quad-based topology that is optimized for deformation, UV mapping, and most importantly, real-time rendering performance.
Why is retopology so important? Raw CAD data often uses n-gons or highly triangulated meshes that are inefficient for game engines. They can cause shading artifacts, make UV unwrapping difficult, and contribute unnecessarily to polygon counts. A well-retopologized mesh ensures smooth shading, predictable light interaction, and significantly reduces the computational load on the GPU. This is where the artistry of optimization truly begins, ensuring every curve of your vehicle remains pristine.
Manual Retopology Techniques
Manual retopology offers the highest degree of control over the final mesh, making it the preferred method for hero assets like high-end cars. Artists use tools in software like Maya, Blender, 3ds Max, or TopoGun to meticulously trace new polygons over the high-poly surface. Key considerations include:
- Edge Flow: Ensuring polygons follow the natural contours and creases of the car, especially around major panel gaps, headlights, and body lines. This is crucial for maintaining the vehicle’s shape and for eventual deformation.
- Polygon Density: Placing more polygons in areas of high curvature or critical detail (e.g., around wheel wells, door handles) and fewer in flat areas. This intelligent distribution is central to high-poly optimization.
- Quad Dominance: Striving for an all-quad mesh as much as possible, as quads are generally more predictable for game engines and subdivision surfaces. Triangles are acceptable in flat, non-deforming areas, but should be used sparingly.
- UV Considerations: Planning for UV seams during retopology can save significant time later.
Automated/Assisted Retopology Tools
While manual control is ideal, automated tools can speed up the process, especially for less critical components or initial passes. ZBrush’s ZRemesher, InstaLOD, and even features within 3ds Max or Maya offer solutions to generate new topology based on the high-poly mesh. These tools are becoming increasingly sophisticated, often allowing users to guide the edge flow with curves or density maps. However, they usually require some manual cleanup to achieve the quality demanded by high-end automotive 3D models. Starting with a high-quality base model, such as those available on 88cars3d.com, simplifies this process by providing clean initial geometry to work from.
Strategic Mesh Reduction: Crafting LODs and Game-Ready Assets
After retopology, your model should have a clean, quad-based mesh that’s ready for texture baking. However, even a well-retopologized mesh might still be too dense for all situations in a large-scale real-time environment. This is where mesh reduction techniques and LOD generation come into play, providing a crucial layer of optimization for game-ready assets.
Level of Detail (LOD) involves creating multiple versions of the same asset, each with a progressively lower polygon count. The game engine then dynamically switches between these versions based on the object’s distance from the camera. When the car is close, the highest detail mesh (LOD0) is displayed; as it moves further away, lower detail meshes (LOD1, LOD2, etc.) are rendered. This ensures optimal performance without sacrificing visual quality where it matters most.
Principles of Effective LOD Creation
Creating effective LODs is an art form that requires careful planning. You don’t just indiscriminately decimate polygons; you strategically reduce them while preserving the silhouette and critical features of the car. Here are some key principles:
- Target Polygon Counts: Define specific polygon targets for each LOD level. A typical hero car might have LOD0 (50k-100k+ polygons), LOD1 (20k-50k), LOD2 (5k-20k), LOD3 (1k-5k), and even a billboard or impostor for extreme distances. These are guidelines and can vary based on specific project needs and target platforms.
- Silhouette Preservation: Ensure that the overall shape and key design elements of the vehicle remain recognizable across all LODs. Minor details can be lost, but the car’s identity must persist.
- Welding and Merging: As you reduce polygons, actively weld vertices and merge smaller, insignificant mesh elements to simplify the geometry.
- Normal Map Fidelity: The visual detail lost in lower LODs will largely be compensated for by baked normal maps, which project high-poly detail onto the simplified mesh.
- Material ID Preservation: Ensure that your LODs maintain consistent material IDs with your base mesh to avoid reassigning materials in Unreal Engine.
Tools and Workflows for LODs
Several tools facilitate LOD generation:
- Unreal Engine’s Built-in Tools: UE5 includes powerful automatic LOD generation tools. You can set the number of LODs, screen size thresholds, and triangle percentage reduction for each. While convenient, the results often require manual tweaking for hero assets.
- DCC Software (Maya, Blender, 3ds Max): Most 3D modeling packages offer poly-reduction modifiers (e.g., “ProOptimizer” in 3ds Max, “Decimate” in Blender). These allow more control over reduction, including preserving UVs and normals.
- Dedicated Solutions (InstaLOD, Simplygon): These third-party software packages specialize in high-quality mesh optimization and LOD generation, offering advanced features for maintaining visual fidelity and automating complex workflows. They are excellent for bulk processing and achieving superior results with minimal manual intervention.
The strategic application of these mesh reduction techniques is paramount to creating truly game-ready assets that perform beautifully in any interactive environment.
Visual Fidelity Through Texture Baking and PBR Materials
After you’ve optimized your geometry through retopology and LOD generation, the next critical step is to reclaim the lost visual detail. This is primarily achieved through texture baking and the careful setup of PBR textures (Physically Based Rendering). PBR materials are fundamental to achieving realistic visuals in modern game engines, mimicking how light interacts with surfaces in the real world.
Texture baking involves transferring the surface details from your high-poly source mesh onto the UVs of your optimized low-poly mesh. This process creates various texture maps that provide crucial information for the rendering engine, allowing a relatively simple mesh to appear incredibly complex and detailed.
The Baking Process Explained
The most common and important baked maps for automotive assets include:
- Normal Map: This map stores directional information about the surface normals of the high-poly model. When applied to the low-poly mesh, it simulates the appearance of fine detail (scratches, panel gaps, intricate vents) without adding actual geometry. It’s the cornerstone of preserving high-poly optimization fidelity.
- Ambient Occlusion (AO) Map: The AO map simulates soft shadows where ambient light is obstructed, enhancing perceived depth and contact shadows (e.g., in crevices, between panels). This map is crucial for adding realism and grounding the asset within its environment.
- Curvature Map: This map highlights convex and concave areas of the mesh, often used for adding edge wear, dirt accumulation, or subtle color variations to materials.
- Thickness Map: Useful for simulating subsurface scattering or translucency, particularly for materials like glass or transparent plastics.
Baking is typically done in dedicated texture baking software like Marmoset Toolbag, Substance Painter, or within your DCC application. It requires careful setup to ensure projection is accurate, avoiding artifacts or seams.
PBR Material Setup for UE5
PBR textures are designed to work within a physically plausible rendering pipeline, ensuring materials look consistent under various lighting conditions. For automotive assets in Unreal Engine 5, a typical PBR material setup includes:
- Albedo/Base Color Map: Defines the diffuse color of the surface without any lighting information. For cars, this would be the primary paint color, tire rubber, chrome, etc.
- Normal Map: The baked normal map, as described above, provides fine surface detail.
- Metallic Map: A grayscale map indicating which parts of the material are metallic (white) and which are dielectric (black). Crucial for distinguishing between painted metal, bare metal, plastic, and rubber.
- Roughness Map: A grayscale map defining the microsurface imperfections. Rougher surfaces scatter light more diffusely (brighter values), while smoother, shinier surfaces reflect light more sharply (darker values). This is vital for realistic car paint, glass, and chrome.
- Ambient Occlusion Map: The baked AO map, often multiplied into the base color or used directly in the material shader for localized shadowing.
When setting up materials in Unreal Engine 5, create master materials and material instances. Master materials contain the core logic, while instances allow you to easily tweak parameters like color, roughness values, and texture assignments without recompiling the shader. This is a highly efficient Unreal Engine 5 workflow for managing variations of your automotive materials.
Mastering the Unreal Engine 5 Workflow for Automotive Assets
With your highly optimized, retopologized, and textured automotive model ready, the next phase involves bringing it into Unreal Engine 5. This requires careful attention to import settings, collision setup, and leveraging UE5’s advanced rendering features to ensure your vehicle looks spectacular and performs flawlessly.
Import Settings and Best Practices
When importing your FBX file into Unreal Engine 5, several critical settings need attention:
- Skeletal Mesh vs. Static Mesh: For a non-interactive display car, a Static Mesh is sufficient. For a drivable vehicle, you’ll need to import it as a Skeletal Mesh, often breaking it down into separate parts (body, wheels, doors) and rigging them.
- LODs: Ensure “Import LODs” is checked if you’ve prepared them in your DCC application. UE5 can also generate them automatically post-import, but pre-made LODs often offer better quality.
- Normals & Tangents: UE5 calculates these by default. If you baked normal maps from a specific DCC application, ensure consistency. Often, “Import Normals and Tangents” might be preferred if they were explicitly defined and baked.
- Materials: Check “Import Materials” and “Import Textures.” UE5 will attempt to create basic materials and import your baked PBR maps. You’ll then refine these using your master PBR material setup.
- Smoothing Groups: Essential for correct shading. Ensure your FBX export from your DCC preserves these, or let UE5 calculate them.
Upon successful import, organize your assets within the Content Browser. Create dedicated folders for your car’s mesh, materials, and textures. This structured approach is vital for any professional Unreal Engine 5 workflow.
Advanced Material Tweaks for Realism
While the initial PBR material setup provides a strong foundation, automotive realism often demands extra touches within UE5’s material editor:
- Clear Coat Layers: Car paint is not a simple PBR material; it often has a clear coat layer over a metallic base. UE5 supports clear coat shading models that simulate this effect, providing realistic reflections and gloss.
- Flakes: Many car paints contain metallic flakes. You can simulate this using a noise texture or a dedicated flake normal map, subtly blended into the clear coat’s normal.
- Decals and Livery: Implement decals for badges, logos, and racing liveries using material functions or specialized decal actors.
- Glass & Translucency: For realistic car glass, focus on proper refraction, reflections, and subtle tinting. Utilize UE5’s translucent shading models and consider a dedicated material for interior and exterior glass.
- Dynamic Dirt/Wear: For interactive experiences, consider adding dynamic dirt or wear layers to your materials, controlled by parameters that can be adjusted in real-time.
Performance Considerations in UE5
Even with heavily optimized game-ready assets, a few Unreal Engine 5 specific considerations will impact your final performance:
- Nanite: For extremely high-poly parts of your car that cannot be simplified further (e.g., highly detailed engine components visible only at close range), Nanite can be a game-changer. It intelligently culls and streams geometry, allowing for vast polygon counts without typical performance hits. However, it’s not a silver bullet; it’s still best to optimize as much as possible, as Nanite currently doesn’t support skeletal meshes, transparent materials, or certain vertex attributes.
- Lumen and Reflections: UE5’s Lumen global illumination and reflections are incredibly powerful but can be performance-intensive. Optimize your scene’s lighting and reflection captures (e.g., using Reflection Captures or Planar Reflections for specific shiny surfaces like the car’s paint) for the best balance of quality and speed.
- Collision Meshes: Instead of using your render mesh for collisions, create a simplified collision mesh (convex hull decomposition or custom simple shapes) in your DCC and import it. This significantly reduces collision calculation overhead.
- Material Complexity: While you want beautiful materials, avoid overly complex shader graphs with too many instructions. Optimize using material functions and instances where possible.
Final Touches and Performance Tuning
Successfully integrating a high-fidelity automotive model into Unreal Engine 5 is not just about the model itself; it’s also about its interaction with the environment and the overall performance of your scene. After your vehicle is imported and its materials are set up, a few final steps ensure it shines in its new real-time home.
Level Design and Environment Optimization
The car might be a hero asset, but it exists within a larger world. Optimize the surrounding environment to prevent performance bottlenecks. This includes using efficient lighting, simplifying distant geometry, and utilizing instance meshes for repeated objects. Employ culling techniques (occlusion culling, frustum culling) to ensure only visible objects are rendered. Consider the light complexity in your scene; a beautifully rendered car can still be dragged down by an overly expensive lighting setup.
Leveraging UE5’s Features Selectively
Unreal Engine 5 offers a suite of groundbreaking features that, when used wisely, can elevate your automotive visualizations:
- Virtual Shadow Maps (VSM): VSMs offer highly detailed and performant shadows, crucial for grounding your car realistically within its environment. Experiment with their settings to achieve sharp, accurate shadows without excessive cost.
- Temporal Super Resolution (TSR): TSR is UE5’s advanced upsampling technique, providing impressive anti-aliasing and image quality at lower internal rendering resolutions. This is a massive performance gain that allows your car to look sharper without rendering at native 4K or 8K.
- Post-Processing Volume: Fine-tune the final look with post-processing effects. Exposure, color grading, bloom, and depth of field can significantly enhance the visual appeal of your automotive scene, adding that cinematic polish you’d expect from a high-end render.
Each of these features comes with a performance cost. The key is to understand their impact and use them judiciously. Profile your scene regularly using UE5’s built-in profilers (like the Stat commands: `Stat GPU`, `Stat RHI`, `Stat Engine`) to identify bottlenecks and make informed decisions on where to optimize further. The iterative process of testing, profiling, and tweaking is integral to achieving the desired balance of fidelity and performance in any Unreal Engine 5 workflow.
Conclusion
The journey from a multi-million polygon CAD model to a high-fidelity, interactive automotive asset in Unreal Engine 5 is a challenging but incredibly rewarding one. It demands a deep understanding of high-poly optimization, masterful automotive retopology, strategic LOD generation, and meticulous PBR textures. By meticulously applying mesh reduction techniques and leveraging a robust Unreal Engine 5 workflow, you can transform static renders into dynamic, immersive experiences without sacrificing visual integrity.
The ability to create stunning game-ready assets that perform flawlessly in real-time rendering environments is an invaluable skill for any 3D artist or developer. It opens doors to interactive configurators, virtual showrooms, cutting-edge games, and architectural visualizations that were once thought impossible. By mastering these techniques, you’re not just optimizing models; you’re unlocking new creative possibilities.
To jumpstart your projects with production-ready assets and focus on the exciting optimization process, explore the vast collection of high-quality automotive 3D models at 88cars3d.com. Our models provide the perfect foundation for your next real-time masterpiece, allowing you to dive straight into the Unreal Engine 5 workflow with confidence.
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Volkswagen Golf V 2006 3D Model
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Material: Yes
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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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Material: Yes
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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
Material: Yes
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Mercedes-Benz CLA45 AMG 2017 3D Model
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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
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Material: Yes
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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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