The High-Poly Hurdle: Why Optimization is Non-Negotiable
The sleek lines, intricate details, and flawless finishes of a high-end automotive design are a feast for the eyes in a showroom. These meticulously crafted models, often boasting millions of polygons and complex material setups, represent the pinnacle of digital artistry. However, translating this showroom-quality fidelity into a fluid, real-time interactive experience within game engines like Unreal Engine 5 (UE5) or Unity presents a formidable challenge.
The gap between the unconstrained artistic freedom of design and the strict performance demands of real-time rendering is vast. Without careful optimization, a stunning high-polygon car model can quickly bring even powerful hardware to its knees, resulting in sluggish frame rates, excessive load times, and a broken user experience. Mastering this transition is crucial for anyone aiming to create immersive automotive configurators, realistic driving simulations, or compelling marketing visualizations.
This comprehensive guide delves into the essential techniques and engine-specific strategies required to transform your high-fidelity automotive models into lean, performant game-ready assets, all while preserving their visual integrity. We’ll explore strategic polycount optimization, efficient Level of Detail (LODs) generation, and robust PBR texturing workflows to ensure your vehicles not only look incredible but also run smoothly in real-time environments, pushing the boundaries of automotive visualization performance. If you’re looking for a head start, 88cars3d.com offers a range of high-quality, often pre-optimized automotive models ready for your projects.
The High-Poly Hurdle: Why Optimization is Non-Negotiable
At the heart of the optimization challenge lies the sheer geometric complexity of CAD or subdivision-surface models used in initial automotive design. These models are built for precision, rendering flawless curves and intricate details often without regard for polygon count. A single car model can easily exceed 5-10 million polygons, sometimes even venturing into the tens or hundreds of millions, especially when considering detailed interiors, engine bays, and undercarriage components.
In a real-time engine, every polygon, every vertex, and every pixel needs to be processed, transformed, and rendered within milliseconds to achieve a smooth frame rate (typically 30-60 frames per second or higher). A high polycount directly translates to a heavy computational load on the CPU for culling and on the GPU for rendering. This overhead manifests as:
- Low Frame Rates: The most immediate and noticeable impact, leading to a choppy, unresponsive experience.
- Increased Memory Usage: High-poly meshes consume significant amounts of both system RAM and GPU VRAM, potentially causing crashes or slow performance on lower-spec hardware.
- Long Load Times: Engines need to load and process all geometry data before the scene can be rendered, leading to frustrating delays.
- High Draw Calls: Each unique material or mesh chunk often results in a ‘draw call’ to the GPU. Complex models with many separate parts and materials can generate an excessive number of draw calls, further taxing the CPU.
- Poor Scalability: Without optimization, it becomes impossible to render multiple vehicles or complex environments simultaneously.
Therefore, polycount optimization isn’t just about making things “faster”; it’s about making your automotive visualization projects feasible, scalable, and enjoyable for the end-user. It’s the critical first step in transforming a static showroom piece into a dynamic, interactive experience.
Strategic Polycount Reduction: The Art of Discretionary Decimation
The goal of polycount optimization is to reduce the number of polygons in your model without perceptibly degrading its visual quality, especially from the distances it will typically be viewed. This requires a strategic approach, understanding where detail can be safely removed and where it must be preserved.
Manual Retopology vs. Automated Mesh Decimation
There are two primary methodologies for reducing polygon count, each with its own strengths and ideal use cases:
- Manual Retopology: This is the most labor-intensive but often yields the best results. It involves manually rebuilding the mesh with a clean, optimized topology over the high-polygon source. Artists meticulously place new edges and faces, ensuring excellent edge flow, quad-dominant geometry, and optimal density in areas that require deformation or close-up detail. This method is ideal for character models, highly visible areas of a car (like body panels or wheel arches), or any part that might be animated or receive very close inspection. Tools like Blender’s Retopoflow, Maya’s Quad Draw, or Topogun are invaluable here.
- Automated Mesh Decimation: For less critical areas or when time is a constraint, automated decimation algorithms can quickly reduce polygon count. These tools simplify the mesh by strategically removing edges and vertices based on various criteria (e.g., curvature, planar areas). While fast, automated decimation can sometimes produce triangulation, uneven polygon distribution, and less-than-ideal edge flow, which can lead to shading artifacts or issues with UV mapping if not carefully managed.
Popular tools for mesh decimation include:
- Blender’s Decimate Modifier: Offers various modes like Collapse, Un-Subdivide, and Planar, allowing for flexible polygon reduction.
- ZBrush’s ZRemesher: While primarily a retopology tool, it can intelligently rebuild meshes with a lower, quad-dominant count.
- Maya’s Retopologize Tool: A robust tool for automated quad retopology and polygon reduction.
- Simplygon or InstaLOD: Dedicated standalone solutions that offer advanced mesh simplification, LOD generation, and material baking.
When using decimation, it’s crucial to experiment with reduction percentages and examine the results closely. Often, a combination of manual cleanup in key areas and automated decimation for less critical parts yields the best balance of quality and efficiency.
Component-Based Optimization
A car is a complex assembly of many individual parts. Optimizing effectively means treating each component according to its visibility and importance:
- Exterior Body Panels: These are the most prominent parts. Aim for a clean, efficient topology that still captures the smooth curvature. Use manual retopology or very careful decimation. Normal maps baked from the high-poly model can capture fine details like panel gaps and subtle surface imperfections without adding geometry.
- Wheels and Tires: Often highly detailed, especially rims. Consider separate optimization for static elements (rim) and deformable elements (tire). Use normal maps for tire tread details.
- Interior: A massive source of polygons. Prioritize visible areas (dashboard, seats, steering wheel). For parts less frequently seen or viewed from a distance (under the seats, behind panels), aggressive decimation is acceptable. Leverage texture atlases and trim sheets extensively for interior components to reduce material calls.
- Engine Bay & Undercarriage: Unless your application specifically focuses on these areas (e.g., a mechanic simulator), these can be heavily optimized or even removed if they are never seen. If present, keep geometry minimal and rely heavily on normal maps and ambient occlusion maps.
- Small Details: Badges, wipers, antennas, door handles. These can often be simplified with alpha-cutouts or baked details onto a lower-poly mesh.
The key is intelligent compromise. Focus geometric detail where the eye expects it and use texture maps to convey the illusion of detail elsewhere.
Mastering Level of Detail (LODs) for Seamless Performance
Even after aggressive polycount optimization, a single optimized mesh might still be too heavy for close-up viewing and overkill for distant viewing. This is where Level of Detail (LODs) become indispensable. LODs are simplified versions of a mesh that are swapped in and out based on the camera’s distance from the object. When the car is far away, a very low-poly version is rendered; as it gets closer, progressively more detailed versions are displayed, culminating in the highest detail mesh when nearby.
LOD Generation Workflows
An effective LOD strategy significantly improves automotive visualization performance without a noticeable drop in visual quality. Typically, a model will have 3-5 LOD levels:
- LOD0 (Base Mesh): The highest detail, fully optimized mesh for close-up viewing.
- LOD1: Roughly 50-70% reduction from LOD0.
- LOD2: Roughly 30-50% reduction from LOD1.
- LOD3 (or higher): Drastically reduced, sometimes just a box or a billboard for extreme distances.
Generating LODs can be approached in several ways:
- Manual Creation: This involves duplicating your base mesh (LOD0) and manually applying progressive mesh decimation and cleanup for each subsequent LOD level. This offers the most control over the quality of each LOD but is time-consuming.
- Automated In-Engine Tools: Both Unreal Engine and Unity provide built-in tools for generating LODs automatically.
- Unreal Engine 5: Static Meshes have an “LODs” section where you can specify the number of LODs and various reduction settings (percentage, triangle count). UE5 can generate these LODs automatically, or you can import custom LODs.
- Unity: The “LOD Group” component allows you to assign different meshes (or even entirely different renderers) to various LOD levels and define the transition distances. Unity can also generate simple LODs for imported models.
- External Tools: Solutions like Simplygon, InstaLOD, or even robust features in 3D packages (e.g., Maya’s “Generate LOD Meshes”) can automate the process, often with more sophisticated algorithms for preserving detail and generating optimal UVs/normal maps for lower LODs.
When generating LODs, ensure that baked normal maps from the high-poly source are applied consistently across all LODs to maintain surface detail. Also, verify that material assignments and UV coordinates remain stable to avoid texture popping.
Optimizing Draw Calls with LODs
Beyond polygon reduction, LODs contribute significantly to draw call reduction. When a low-poly LOD is rendered, it generally has fewer vertices and faces, but also often fewer material slots if you’ve optimized materials by combining them for lower LODs. This means the CPU has less work to do instructing the GPU what to draw.
Further draw call optimization techniques include:
- Static Batching (Unity): For static, non-moving objects with the same material, Unity can combine them into a single mesh at runtime, drastically reducing draw calls.
- GPU Instancing (Unity/UE5): For multiple instances of the same mesh (e.g., a fleet of identical cars), GPU instancing allows the GPU to render many copies using a single draw call, passing per-instance data (position, rotation, scale) efficiently.
- Material Atlases & Trim Sheets: Consolidating textures for multiple parts into a single texture atlas can reduce the number of materials used on a car, thereby cutting down draw calls. Trim sheets are excellent for detailing interiors or small exterior elements with a single material.
Properly implemented LODs, combined with these techniques, are fundamental to achieving excellent automotive visualization performance in complex scenes.
Visual Fidelity with Performance: PBR Texturing and Material Mastery
While geometry optimization handles the ‘how much,’ PBR texturing workflow addresses the ‘how good it looks.’ Physically Based Rendering (PBR) is the industry standard for achieving realistic materials, simulating how light interacts with surfaces in a physically accurate way. Done correctly, PBR textures allow your optimized low-poly models to look just as convincing as their high-poly counterparts, especially when combined with baked normal maps.
Efficient UV Mapping for Automotive Models
Before applying PBR textures, flawless UV mapping is essential. UVs are the 2D coordinates that tell the engine how to project a 2D texture onto a 3D model. For complex automotive geometry, consider these best practices:
- Minimize Seams: Place UV seams in hidden or less noticeable areas (e.g., along panel lines, under the car, interior edges).
- Maximize Texture Space: Utilize the 0-1 UV space efficiently. Pack UV islands tightly without overlapping, leaving minimal wasted space.
- Consistent Texel Density: Ensure that all parts of the model that will be viewed at a similar distance have a consistent texel density (pixels per unit of surface area). This prevents some parts from looking blurry while others are crisp.
- Separate UV Maps: For complex cars, you might use multiple UV sets. One for overall body paint, another for interior details, another for specific decals, or even for lightmaps.
- Non-Overlapping UVs: Crucial for baking accurate normal maps, ambient occlusion, and lightmaps.
High-quality models from resources like 88cars3d.com often come with well-prepared UVs, saving significant development time.
Creating Realistic Automotive Materials
PBR materials rely on a set of texture maps (Albedo/Base Color, Metallic, Roughness, Normal, Ambient Occlusion, etc.) to define surface properties. Here’s how to tackle key automotive materials:
- Automotive Paint: This is arguably the most complex and critical material.
- Base Color: The underlying color of the paint.
- Metallic Map: For metallic paints, a high metallic value (close to 1) is needed, often with some subtle variation.
- Roughness Map: Defines the micro-surface detail. A smooth, glossy car paint will have a very low roughness value, perhaps with subtle variations from dust or imperfections.
- Clear Coat: Both UE5 and Unity’s HDRP/URP offer dedicated clear coat material layers, which are essential for replicating the layered look of modern car paint with distinct reflections. This adds realism with minimal performance overhead.
- Flakes: Some automotive paints have metallic flakes. This can be simulated with complex shaders, often combining custom noise textures and a second reflection layer.
- Glass: Requires careful attention to refraction, reflection, and tint. Use appropriate transparency/translucency settings, and ensure a realistic index of refraction (IOR). Roughness maps can simulate dirt or smudges.
- Rubber: Typically low metallic, high roughness, and a dark base color. A slight normal map can add subtle texture.
- Chrome/Polished Metals: High metallic (close to 1), very low roughness. Use environmental reflection probes to capture accurate reflections.
- Carbon Fiber: Achieved through detailed normal maps and an anisotropic roughness texture that simulates the woven pattern.
- Leather/Fabrics: Requires detailed normal maps and roughness maps to convey texture, along with subtle subsurface scattering for soft materials.
Efficiently combining textures into atlases and using smart material instancing can further optimize performance. For instance, all rubber parts (tires, seals) could share a base material instance with varying parameters instead of entirely separate materials.
Engine-Specific Strategies: Unreal Engine 5 & Unity
Both Unreal Engine 5 and Unity offer powerful toolsets for real-time rendering, each with its unique approach to handling high-fidelity assets. Understanding their specific optimization features is paramount.
Unreal Engine 5 and Nanite: A Game Changer
Unreal Engine Nanite virtualized geometry is arguably the most significant leap in real-time rendering technology in recent years. It fundamentally changes how high-poly models are handled, allowing artists to import and render assets with millions of polygons directly, almost without traditional LODs or baking. For automotive visualization performance, Nanite is revolutionary.
- Virtualized Geometry: Nanite converts your mesh data into a highly optimized internal format. It then renders only the micro-polygons necessary for each pixel, streaming geometry data on demand. This means you can import incredibly dense meshes (e.g., a CAD model with 10 million polygons) and Nanite will handle the optimization automatically.
- Automatic LODs: Nanite effectively makes traditional manual LODs largely obsolete for static meshes. It manages the level of detail at a granular, per-pixel level, ensuring optimal performance regardless of camera distance.
- Reduced Draw Calls: Because Nanite renders geometry so efficiently, it significantly reduces the number of draw calls, freeing up CPU resources.
Benefits for Automotive Visualization:
- Direct Import of High-Poly Models: Artists can spend less time on manual retopology and LOD generation, focusing more on model fidelity and material creation.
- Unprecedented Detail: Showcase every rivet, seam, and curve of your automotive design without performance compromise.
- Scalability: Easily populate scenes with multiple detailed vehicles.
Considerations and Limitations:
- Static Meshes Only: Currently, Nanite works best with static, non-deforming meshes. Animated or skinned meshes (like characters or car parts that articulate heavily) still require traditional optimization.
- Transparent & Masked Materials: Materials with opacity often don’t fully leverage Nanite’s benefits and may require more traditional optimization or careful setup (e.g., using masked materials where possible).
- No CPU Access: Nanite meshes cannot be accessed by the CPU for operations like physics collisions or ray casting in the same way traditional meshes can, though proxies are generated.
- Increased Storage Size: Nanite’s internal data representation can result in larger file sizes on disk.
Even with Nanite, good UVs are still important for lightmaps (if using baked lighting) and texture mapping. For production-ready, Nanite-compatible automotive models, 88cars3d.com is an excellent resource, providing high-fidelity models often ready for direct integration into UE5 projects.
Unity’s Optimization Toolkit for Automotive Visualization
Unity, while not having a direct equivalent to Nanite, provides a comprehensive suite of tools and pipelines that enable excellent automotive visualization performance:
- LOD Groups: As discussed, Unity’s LOD Group component is central to managing levels of detail. Assign different mesh variations to different LOD levels and define camera distances for transitions.
- Occlusion Culling: Unity’s built-in occlusion culling system prevents rendering of objects that are currently hidden behind other objects from the camera’s perspective. Baking occlusion data for static scenes can significantly reduce rendered geometry.
- Static Batching & GPU Instancing: Essential for draw call reduction. Static batching combines static meshes sharing the same material, while GPU instancing renders multiple instances of the same object efficiently.
- Universal Render Pipeline (URP) & High Definition Render Pipeline (HDRP): These modern render pipelines offer advanced rendering features, improved performance, and greater control over visual quality. HDRP is geared towards high-end visuals, while URP provides a balance of performance and flexibility across platforms. Both offer PBR material support and customizable shaders.
- Shader Graph: Unity’s Shader Graph allows artists to create custom PBR shaders visually, enabling highly optimized and custom materials for automotive paint, glass, and other components without writing complex code.
- Addressables System: For large projects, Unity’s Addressables system provides an efficient way to manage and load assets at runtime, reducing initial load times and memory footprint.
- Unity Profiler: An invaluable tool for identifying performance bottlenecks. Use it to analyze CPU, GPU, memory, and rendering statistics to pinpoint exactly where optimizations are needed.
A well-optimized Unity automotive project will leverage a combination of these techniques, tailoring them to the specific requirements of the visualization.
Beyond the Mesh: Holistic Performance Enhancements
Optimizing the mesh and materials is crucial, but it’s only part of the equation. Several other factors contribute significantly to overall automotive visualization performance:
Lighting and Reflection Probes
Lighting can be one of the heaviest performance costs. Careful planning is key:
- Baked Lighting: For static elements of your scene (like the environment surrounding the car), baking global illumination and shadows can save immense real-time computation. This bakes lighting information into lightmaps or vertex colors.
- Real-time Lights: Minimize the number of real-time lights, especially those casting dynamic shadows. Use spot and point lights sparingly. Directional lights are generally more performant.
- Reflection Captures/Probes: Instead of relying solely on expensive real-time ray tracing or screen-space reflections, use reflection probes (in Unity) or reflection capture actors (in Unreal Engine) to pre-calculate and store environmental reflections. These provide highly convincing reflections for your car’s glossy surfaces at a fraction of the cost. Place them strategically around the car and scene.
Post-Processing Effects
Post-processing effects (bloom, ambient occlusion, depth of field, color grading, anti-aliasing) can dramatically enhance visual appeal but come with a performance cost. Use them judiciously:
- Prioritize: Choose effects that provide the most visual impact for your project.
- Tweak Settings: Many effects have quality settings that can be lowered for better performance (e.g., lower sample count for ambient occlusion).
- Profile: Always profile your scene with and without post-processing to understand their exact impact.
Data Management and Asset Organization
Efficient asset management contributes to smoother workflows and better performance:
- Consistent Naming Conventions: Keeps projects organized and makes asset management easier, especially in large teams.
- Prefab/Blueprint Usage: Use prefabs (Unity) or Blueprints (Unreal Engine) for repeatable assets. This allows you to update a single master asset and have those changes propagate across all instances in your scene. It also improves instancing opportunities for draw call reduction.
- Texture Compression: Use appropriate texture compression settings (e.g., DXT1/BC1 for opaque, DXT5/BC3 for alpha, ETC2 for mobile) to reduce memory footprint.
- Asset Auditing: Regularly audit your project for unused assets, unnecessarily high-resolution textures, or excessively complex meshes that might have slipped through optimization.
Conclusion
Bringing high-fidelity automotive models from the showroom to a real-time screen in Unreal Engine 5 or Unity is a demanding yet incredibly rewarding endeavor. It requires a meticulous balance of artistic vision and technical prowess. From the foundational steps of strategic polycount optimization and creating efficient Level of Detail (LODs) to implementing a robust PBR texturing workflow and leveraging engine-specific features like Unreal Engine Nanite, every decision impacts the final automotive visualization performance.
Remember that the goal is always to achieve the highest possible visual fidelity without compromising frame rate or user experience. This means being smart about where you allocate detail, how you manage your assets, and how you utilize the powerful optimization tools at your disposal for draw call reduction and overall efficiency. By mastering these techniques, you can transform stunning high-poly designs into interactive, immersive, and performant experiences that truly captivate your audience.
Ready to jumpstart your next automotive visualization project? Explore the extensive collection of high-quality, often pre-optimized 3D models available at 88cars3d.com. They provide excellent starting points for bringing your showroom dreams to the screen. Dive in, experiment, and keep pushing the boundaries of real-time automotive rendering!
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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
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Mercedes-Benz E-class Estate S212 2009 3D Model
Texture: Yes
Material: 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
Material: 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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