The High-Poly Hurdle: Bridging the Gap Between CAD and Real-Time
The pursuit of photorealism in real-time environments has long been the holy grail for 3D artists and game developers. Nowhere is this more apparent than in the depiction of automotive models, where even the slightest imperfection can break immersion. Modern game engines, especially Unreal Engine 5, offer an unprecedented level of visual fidelity, yet bringing incredibly detailed, high-poly automotive models from CAD software into these engines without crippling performance remains a significant challenge.
Often, designers start with engineering-grade CAD data or highly tessellated models designed for offline rendering. While stunning in a static render, these models typically boast polygon counts in the tens of millions, far exceeding the capabilities of real-time rendering without significant optimization. This article delves into the essential strategies and advanced techniques for achieving Unreal realism, transforming those detailed automotive assets into high-performance, visually stunning models ready for next-gen interactive experiences. We’ll explore core optimization practices, material mastery, and how to leverage engine-specific features to push the boundaries of real-time rendering.
The High-Poly Hurdle: Bridging the Gap Between CAD and Real-Time
Automotive design frequently originates from sophisticated CAD (Computer-Aided Design) software, producing models with intricate details essential for engineering accuracy. These models often feature smooth, continuous surfaces generated by NURBS or highly tessellated meshes, resulting in colossal polygon counts. While perfect for precision manufacturing or static, ray-traced renders, directly importing such models into a real-time engine poses substantial hurdles.
The primary issue is performance. Every vertex, every polygon, and every draw call adds to the computational load on the GPU and CPU. High-poly models translate to excessive memory usage, slower load times, and drastically reduced frame rates, hindering the smooth interactive experience expected from modern applications. The challenge lies in reducing this geometric complexity without visibly compromising the aesthetic quality and intricate details that make automotive models so appealing.
Balancing visual fidelity with `game asset performance` is crucial. The goal isn’t just to make the model run, but to make it run efficiently while retaining its high-quality appearance across various viewing distances and lighting conditions. This often requires a systematic approach to `high-poly automotive optimization`, addressing geometry, materials, and textures comprehensively. Failing to optimize adequately can lead to bottlenecks, making even powerful hardware struggle, thereby limiting the scope and interactivity of your real-time applications.
Core Optimization Strategies for Automotive Assets
Optimizing high-poly automotive models is a multi-faceted process, touching upon various aspects of 3D asset creation. It’s about smart compromises and leveraging specific techniques to ensure both visual quality and superior performance.
Intelligent Mesh Reduction
The first and most critical step in `high-poly automotive optimization` is reducing the polygon count. This can be approached in several ways, each with its own advantages.
- Manual Retopology: For hero assets and critical components, manual retopology offers the highest control. Artists painstakingly recreate the mesh from scratch, snapping new, optimized topology onto the high-poly surface. This ensures clean edge flow, excellent deformation characteristics, and a polygon count tailored for real-time performance. It’s labor-intensive but yields the best results for `game asset performance`.
- Automatic Decimation/Remeshing: Modern `mesh reduction tools` offer powerful algorithms to automatically reduce polygon counts. Tools like ZBrush’s ZRemesher, Blender’s Decimate modifier, or integrated features in CAD software (like Datasmith’s tessellation settings in Unreal Engine) can effectively simplify geometry. The key is to use these tools intelligently, preserving sharp edges and crucial curves while aggressively reducing detail on flat or less visible surfaces. Experiment with different settings and target polygon counts.
- Selective Optimization: Not all parts of a car model require the same level of detail. Focus optimization efforts on the most visible and complex areas (e.g., body panels, wheel spokes, intricate grilles). Less visible parts like undercarriage components or engine blocks (if rarely seen) can tolerate more aggressive decimation.
Remember, the aim is to strike a balance. Don’t remove so much detail that normal maps can’t adequately compensate for the lost geometry. Use normal maps, ambient occlusion maps, and curvature maps, often generated through a `texture baking workflow`, to project high-frequency details from the original high-poly mesh onto the optimized low-poly version.
Efficient UV Unwrapping and Texture Atlasing
Once your geometry is optimized, efficient UV unwrapping and texturing become paramount for `real-time rendering techniques`. Poor UVs can lead to stretching, visual artifacts, and inefficient texture memory usage.
- Clean UV Layouts: Ensure UV islands are packed tightly to maximize texture space without excessive stretching or overlapping. Minimize seams where possible, especially on large, visible panels like the hood or doors. Straighten UV shells where appropriate to improve texture resolution and reduce aliasing.
- Texture Atlasing: Grouping multiple smaller textures onto a single larger texture map (an atlas) can significantly improve `game asset performance`. This reduces the number of draw calls by minimizing material swaps. For automotive models, you might create atlases for interior elements, engine components, or various small details.
- Consistent Texel Density: Maintain a relatively consistent texel density across your model. This means that areas of the model appear to have a similar resolution of pixels when textured. Critical areas like the main body panels might warrant a higher texel density than hidden parts. This consistency ensures visual quality and efficient use of texture memory.
- Texture Baking Workflow: Baking is essential for transferring detail from your high-poly model to your low-poly model. This includes normal maps for surface detail, ambient occlusion maps for self-shadowing, curvature maps for edge wear, and potentially color ID maps for PBR material masks. This workflow allows your optimized mesh to look as detailed as its high-poly counterpart without the performance hit.
Robust LOD Strategies for Dynamic Environments
Level of Detail (LOD) is a crucial technique for maintaining `game asset performance` in real-time applications. `LOD strategies` involve creating multiple versions of an asset, each with progressively lower polygon counts and simpler materials. The engine then automatically switches between these versions based on the asset’s distance from the camera.
- Defining LOD Levels: For a typical automotive model, you might need 3-5 LOD levels.
- LOD0 (Hero): Full detail, highest polygon count, used when the car is close to the camera.
- LOD1 (Medium Detail): Significant polygon reduction (e.g., 50-70% of LOD0), minor details simplified.
- LOD2 (Low Detail): More aggressive reduction (e.g., 20-30% of LOD0), complex geometry baked into normal maps.
- LOD3 (Very Low Detail): Drastic reduction (e.g., 5-10% of LOD0), often just basic silhouette.
- LOD4+ (Impostor/Billboard): For extremely distant objects, a 2D billboard texture or a single-plane impostor can be used.
- Manual vs. Automated LOD Generation: While engines like Unreal provide automatic LOD generation, manual adjustment and creation often yield better results, especially for automotive assets. Artists can make intelligent decisions about which details to preserve and which to simplify at each level. Ensure consistent UVs across LODs to avoid texture popping.
- Optimizing Per-Component: Consider creating LODs for individual components rather than the entire vehicle. For example, wheels might have their own LODs that kick in at different distances than the car body. This modular approach offers greater flexibility and efficiency.
Effective `LOD strategies` are indispensable for `high-poly automotive optimization`, allowing for stunning detail up close while maintaining smooth frame rates in expansive environments. When looking for high-quality, pre-optimized 3D car models, resources like 88cars3d.com provide excellent starting points with good LOD setups, saving countless hours of manual work.
Mastering PBR Materials and Dynamic Lighting for Automotive Realism
Beyond geometry, the secret to photorealistic automotive models in real-time engines lies in expertly crafted materials and sophisticated lighting. Physically Based Rendering (PBR) is the cornerstone of this realism, accurately simulating how light interacts with surfaces.
Crafting Realistic PBR Car Paint and Surfaces
Automotive surfaces are notoriously challenging to render due to their complex reflective properties. Mastering `PBR materials cars` requires attention to detail.
- Car Paint: Modern car paint typically consists of multiple layers: a base metallic flake coat, a colored translucent layer, and a clear coat.
- Metallic/Base Layer: Use a metallic workflow (roughness/metallic maps) to define the base reflectivity. Metallic values should be high, and roughness should be low for a glossy finish.
- Flakes: Micro-flake effects are often achieved with a detailed normal map or a dedicated flake texture that drives subtle variations in specularity. Some engines also support custom clear coat shaders with flake parameters.
- Clear Coat: This is crucial. A separate clear coat layer with its own roughness and normal map input simulates the protective, highly reflective outer layer. This layer should have very low roughness for a mirror-like finish, and its normal map can simulate orange peel effect or minor imperfections.
- Glass: Automotive glass requires careful handling of transparency, refraction, and reflections.
- Refraction: Use an Index of Refraction (IOR) value (e.g., 1.5-1.6 for common glass) to accurately simulate light bending.
- Transparency: Adjust opacity carefully. Tinting can be achieved with base color.
- Reflections: Ensure the glass reflects the environment accurately. PBR workflow dictates lower roughness for clear glass, leading to sharper reflections.
- Chrome and Polished Metals: These materials are purely metallic with very low roughness values, leading to crisp, mirror-like reflections. Use high-resolution reflection probes or real-time ray tracing to capture accurate environmental reflections.
- Rubber and Plastics: These are typically dielectric materials (non-metallic) with varying roughness and base colors. Use normal maps for tread patterns on tires or subtle surface imperfections on plastic trim.
- Decals and Emblems: Use masked materials for decals (logos, stripes) and ensure they seamlessly blend with the underlying car paint. Emblems can be modeled geometry with metallic PBR materials or high-detail normal maps.
Dynamic Lighting and Reflection Captures
Exceptional materials demand exceptional lighting. `Real-time rendering techniques` for lighting have advanced significantly, enabling stunning results.
- High-Dynamic Range Image (HDRI) Environments: These are indispensable for realistic lighting and reflections. HDRIs provide an accurate representation of global illumination and environment reflections, casting soft, natural light and complex reflections onto your automotive surfaces. Use them as skyboxes and for cubemap reflections.
- Directional Lights: Simulate sunlight with a directional light, paying close attention to its angle, intensity, and color temperature.
- Spot and Point Lights: Use these sparingly for specific effects, such as headlights, tail lights, or interior cabin lights. Optimize their influence radius to minimize performance impact.
- Reflection Captures/Probes: For areas that aren’t covered by real-time ray tracing (or for optimizing performance), strategically placed reflection capture actors are vital. They capture the surrounding environment and project it onto nearby objects, providing accurate reflections for non-metallic surfaces and fallback for metallic ones.
- Global Illumination (GI): Modern engines offer various GI solutions. Whether it’s baked lightmaps for static scenes or real-time solutions like Lumen, accurate global illumination is critical for simulating bounced light and soft shadows, dramatically enhancing realism.
Unleashing Next-Gen Power: Unreal Engine 5 Automotive Workflows
Unreal Engine 5 stands at the forefront of `real-time rendering techniques`, offering groundbreaking features that are particularly transformative for `Unreal Engine 5 automotive` visualization. Its suite of tools dramatically lowers the barrier to achieving cinematic quality in interactive experiences.
Nanite: A Game-Changer for High-Poly Geometry
Nanite is arguably the most revolutionary feature for `high-poly automotive optimization`. It’s a virtualized micropolygon geometry system that allows artists to import film-quality source assets with millions or even billions of polygons directly into Unreal Engine 5 without requiring manual LODs or complex mesh reduction. This is a paradigm shift for automotive workflows.
- Direct Import of High-Poly Assets: With Nanite, you can often import your original CAD or offline rendering meshes with minimal decimation. Nanite automatically handles the streaming and scaling of detail in real-time, only rendering the micropolygons necessary for the current view.
- Eliminating Manual LODs (for geometry): While you still need LODs for materials and complex interactions, Nanite largely negates the need for manual geometric LOD creation, freeing artists to focus on artistic iteration rather than optimization chores. This greatly streamlines `high-poly automotive optimization`.
- Workflow Considerations: While Nanite handles geometric complexity, it’s still good practice to ensure clean UVs for texturing. Also, Nanite doesn’t directly support meshes with non-manifold geometry or overlapping UVs for certain operations like texture baking, so initial data preparation in a DCC application (like 3ds Max or Blender) is still recommended to clean up any CAD eccentricities.
Nanite fundamentally changes the equation for `game asset performance` when dealing with intricate models like cars, allowing for unprecedented visual fidelity without the traditional performance overhead.
Lumen and Virtual Shadow Maps for Photorealistic Lighting
Coupled with Nanite, Unreal Engine 5’s Lumen and Virtual Shadow Maps elevate `Unreal Engine 5 automotive` rendering to new heights.
- Lumen Global Illumination: Lumen provides fully dynamic global illumination and reflections, making lighting incredibly interactive and realistic. Light bounces off surfaces and colors influence each other in real-time. This is especially powerful for automotive models, where intricate reflections and subtle color bleeding are critical for realism. You can change the time of day, move objects, and see the GI update instantly, which is invaluable for iteration.
- Virtual Shadow Maps (VSM): VSMs deliver consistent, high-resolution shadowing across vast distances and for incredibly detailed geometry, perfectly complementing Nanite’s micropolygons. Shadows retain crisp detail even on tiny features of a car, eliminating the aliasing and low-resolution artifacts common with traditional shadow maps.
Together, Nanite, Lumen, and VSMs create an environment where the visual quality of `Unreal Engine 5 automotive` scenes can rival offline renders, all within a real-time, interactive framework.
Data Prep and Importing Optimized Assets
Even with Unreal Engine 5’s advanced features, intelligent data preparation is vital for a smooth `Unreal Engine 5 automotive` workflow. Tools like Datasmith simplify the import of complex CAD and DCC (Digital Content Creation) scenes into Unreal Engine.
- CAD to DCC: Often, the journey begins by exporting CAD data into a DCC application (e.g., 3ds Max, Maya, Blender). Here, you can clean up geometry, address non-manifold issues, create proper UVs, and establish an initial mesh reduction.
- Datasmith for Unreal Engine: Datasmith is a powerful plugin that facilitates the transfer of complex scenes, including geometry, hierarchies, and basic materials, from various sources into Unreal Engine. It allows for controlled tessellation of CAD models during import, offering a balance between detail and performance.
- Modular Approach: Break down the automotive model into logical components (body, doors, wheels, interior, etc.). This modularity aids in individual optimization, easier material application, and more efficient instancing.
- Material Setup in Engine: While Datasmith can bring in basic materials, the real magic happens when setting up PBR materials directly in Unreal Engine. Leverage Material Instances to quickly create variations of car paint, allowing for rapid color changes without duplicating shader graphs.
Beyond the Basics: Advanced Optimization and Workflow Tips
Achieving true `Unreal realism` involves continuously pushing the boundaries of `real-time rendering techniques` and exploiting every available optimization.
- Instancing for Repeating Parts: For components like wheels, bolts, or interior trim pieces that are identical, use instancing. Instead of having multiple unique meshes, you can use a single mesh instance, greatly reducing draw calls and memory usage. This is a fundamental technique for `game asset performance`.
- Occlusion Culling: Implement occlusion culling to prevent the rendering of objects that are completely hidden behind other objects from the camera’s perspective. This is particularly effective in environments with many static objects.
- Baked vs. Real-time Components: While Lumen provides dynamic GI, consider baking certain static elements if performance is critical for very specific situations or platforms. This might include parts of the environment surrounding the car, allowing Lumen to focus its computational power on the car itself.
- Shader Optimization: Complex shaders can be a performance bottleneck. Profile your materials to identify expensive nodes. Simplify where possible, and use cheaper approximations for effects that aren’t visible up close. Optimize textures by using appropriate compression settings and resolutions.
- Blueprint for Interactivity: Leverage Unreal Engine’s Blueprint visual scripting system to add interactive elements without writing C++ code. This can include opening doors, turning on lights, or changing car colors, enriching the `Unreal Engine 5 automotive` experience.
- Profiler Usage: Always use the engine’s built-in profilers (e.g., Unreal Insights) to identify performance bottlenecks. This data-driven approach helps you target specific areas for `high-poly automotive optimization`, whether it’s geometry, materials, or lighting.
- Texture Streaming: Ensure proper texture streaming settings are enabled. This loads textures at appropriate resolutions based on distance and available memory, preventing unnecessary memory spikes.
- Pre-optimized Models: For those who need a head start or want to focus on scene creation, using professionally optimized 3D models can be a huge time-saver. Websites like 88cars3d.com offer a vast library of high-quality, pre-optimized automotive assets ready for real-time engines, complete with PBR materials and LODs.
Conclusion
Achieving Unreal realism with high-poly automotive models in next-gen real-time engines is no longer a pipe dream, but a tangible reality. It requires a blend of artistic skill, technical acumen, and a deep understanding of engine capabilities. By meticulously applying `high-poly automotive optimization` techniques, mastering `PBR materials cars`, implementing intelligent `LOD strategies`, and leveraging the revolutionary features of `Unreal Engine 5 automotive` like Nanite and Lumen, artists and developers can create truly breathtaking interactive experiences.
The journey from a complex CAD model to a fully optimized, photorealistic real-time asset is intricate, demanding careful attention to mesh reduction, efficient UVs, texture baking, and sophisticated material and lighting setups. Every decision, from polygon count to shader complexity, impacts `game asset performance` and the overall visual fidelity. The continuous evolution of `real-time rendering techniques` empowers us to push the boundaries further, delivering immersive automotive visualizations that were once only possible with offline renderers.
Embrace these strategies, experiment with the advanced tools, and don’t be afraid to iterate. The pursuit of perfection in real-time automotive rendering is an ongoing process of refinement and innovation. For those seeking a shortcut to excellence, consider starting with professionally crafted and optimized models from 88cars3d.com to accelerate your projects. What are your biggest challenges in optimizing automotive models for real-time? Share your insights and questions in the comments below!
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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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