The Intricate Dance of Light: Understanding Automotive Paint Physics
The sleek, reflective surfaces of automotive paint aren’t just colors; they’re complex dance floors where light and material properties perform a captivating ballet. Achieving this visual fidelity in real-time environments, especially in modern game engines, has long been a pursuit for 3D artists and automotive designers. With its advanced rendering capabilities and robust material editor, Unreal Engine 5 offers unprecedented tools to craft truly hyper-realistic automotive paint materials that can elevate any vehicle visualization.
From the subtle shimmer of metallic flakes to the deep, lustrous reflections of a clear coat, replicating the nuances of car paint demands a meticulous approach. This isn’t just about applying a texture; it’s about understanding the physics of light interaction and translating that into a sophisticated shader. If you’re aiming for top-tier **Unreal Engine automotive rendering**, mastering these materials is absolutely essential. Whether you’re showcasing concept cars, developing racing simulations, or building intricate virtual showrooms, the quality of your paint finish can make or break the immersion.
This comprehensive guide will delve deep into the art and science of creating stunning automotive paint shaders in Unreal Engine 5. We’ll explore the critical components, advanced techniques for realism, and optimization strategies to ensure your vehicles look their best without compromising performance. For truly exceptional base models, remember that high-quality assets are paramount, and resources like 88cars3d.com offer an excellent starting point.
The Intricate Dance of Light: Understanding Automotive Paint Physics
Automotive paint is far more than a single layer of color; it’s a meticulously engineered system designed to protect and beautify a vehicle. Understanding this layered structure and how light interacts with each component is the bedrock of creating a convincing **PBR car paint shader**. Without this foundational knowledge, even the most intricate shader networks will fall short of hyper-realism.
At its core, car paint typically consists of several distinct layers. First, there’s the primer, providing adhesion and a smooth base. Above that lies the base coat, which provides the primary color. This is where metallic or pearlescent flakes are often suspended, contributing to the paint’s unique shimmer. Finally, a thick, transparent clear coat is applied, protecting the underlying layers while providing a deep, glossy finish. Each of these layers plays a crucial role in how light is reflected, refracted, and absorbed, influencing the overall appearance.
The clear coat, in particular, is a critical element for **clear coat realism Unreal**. It acts as a transparent, reflective layer, creating a secondary set of reflections distinct from those off the base coat. The interaction between these two reflective surfaces, along with the subsurface scattering through the clear coat, gives car paint its characteristic depth and luster. Furthermore, phenomena like thin-film interference can cause subtle color shifts at certain angles, adding another layer of complexity. Metallic flakes, on the other hand, are miniature mirrors embedded within the base coat, reflecting light in a scattered, often anisotropic manner, leading to the sparkling effect that distinguishes metallic finishes.
Laying the Foundation: Building Your PBR Car Paint Master Material in UE5
Creating a robust master material is the most efficient way to achieve consistent and high-quality results across multiple vehicles. This approach allows you to define the complex logic once and then create material instances for specific color variations, streamlining your **automotive material setup UE5**. Let’s break down the essential steps to construct this foundational shader.
Core Material Inputs for PBR Car Paint
A physically based rendering (PBR) material relies on a set of standardized inputs to accurately simulate light interaction. For car paint, these are particularly critical:
- Base Color: This defines the primary color of the paint, representing the diffuse color of the base coat.
- Metallic: The metallic input controls how much of the incoming light is reflected as specular (metallic) and how much is absorbed/diffused (dielectric). For the base coat of a metallic paint, this will be a value between 0 and 1, but for the clear coat, it will be 0 (as it’s a dielectric).
- Roughness: This dictates the microscopic surface imperfections, influencing how sharp or blurry reflections appear. A low roughness value results in mirror-like reflections, crucial for a glossy clear coat.
- Specular: While PBR generally handles specular reflection based on metallic and roughness, a dedicated specular input can be used to fine-tune the intensity of reflections, especially for non-metals like the clear coat.
- Normal: A normal map provides high-frequency surface detail, simulating bumps, scratches, or even the subtle waviness of a paint finish.
Setting Up the Base Coat
The base coat forms the colored foundation of your paint. Start with a `Vector3` parameter for the base color, allowing easy adjustments via material instances. Connect this to the Base Color input of your material. For a non-metallic paint, your Metallic input would be 0, and Roughness would be determined by the desired sheen. For metallic paints, however, we introduce an additional layer of complexity.
A crucial aspect here is the interplay between metallic properties and the flake effect. The metallic input for the base coat itself will be a blended value. We often use a noise texture, like a small-scale Voronoi or Perlin, to drive localized metallic properties, mimicking the scattered nature of real metallic particles. This texture can be multiplied by a metallic intensity parameter and then added to a base metallic value before being fed into the Material’s Metallic input. This provides the fundamental sparkle for your **metal flake paint effect**.
Introducing the Clear Coat Layer
The clear coat is where much of the hyper-realism in **Unreal Engine automotive rendering** is achieved. In Unreal Engine 5, you can simulate a clear coat using the `Clear Coat` and `Clear Coat Roughness` inputs directly on your material node, or by employing a more advanced **layered material workflow Unreal Engine** approach. For simplicity and broad application, using the dedicated inputs is often a good starting point.
The `Clear Coat` input should be set to 1 to enable the feature. The `Clear Coat Roughness` input will typically be a very low value (e.g., 0.01-0.05) to represent the highly polished, glossy surface. You can also connect a subtle noise map, perhaps combined with an anisotropic noise, to the `Clear Coat Roughness` to simulate micro-scratches or swirling patterns that become visible under direct light. This adds significant depth and believability, moving beyond a perfectly clean, sterile surface. Remember that the clear coat’s normal will also be distinct from the base coat’s normal map, further enhancing the layered appearance.
Incorporating Metallic Flakes with Precision
The **metal flake paint effect** is paramount for realistic metallic finishes. This isn’t just about a static texture; it’s about simulating tiny, reflective particles embedded within the paint. To achieve this, we can leverage a combination of techniques:
- Flake Texture Generation: Create or use a high-frequency noise texture (e.g., a tight Voronoi pattern or a custom texture with small dots) that will represent the individual flakes. This texture should be tiled very aggressively.
- Driving Metallic and Roughness: Use this flake texture to modulate the Metallic and Roughness values of the base coat. Where the texture is “white,” the material becomes more metallic and reflective; where it’s “black,” it’s less so.
- Fresnel Effect: Apply a Fresnel node to the flake contribution. This makes the flakes more prominent at grazing angles (when looking almost parallel to the surface) and less so when looking directly at them, accurately simulating how light bounces off these microscopic particles.
- Subtle Color Tint: You can even tint the reflections of the flakes slightly, using a `Lerp` node to blend between the base color and a flake color, driven by the flake texture. This adds another layer of realism, mimicking how different metal alloys might reflect light.
- Anisotropy: For truly advanced effects, use a custom node or a specific technique to introduce anisotropic reflections to the flakes. This simulates elongated flakes or those aligned by the painting process, giving that distinctive “streaky” highlight effect seen on high-end finishes.
Beyond the Basics: Advanced Techniques for Unparalleled Realism
Once you have a solid master material, it’s time to push the boundaries of realism. Unreal Engine 5 provides powerful features that, when combined with clever material setups, can elevate your **Unreal Engine automotive rendering** to professional studio quality. These advanced techniques address the subtle imperfections and physical phenomena that often separate good renders from truly stunning ones.
Achieving Authentic Clear Coat Depth and Refraction
The clear coat isn’t just a reflective layer; it has physical thickness, however slight. This depth allows for subtle refraction of light passing through it, influencing the appearance of the underlying base coat. While full volumetric refraction can be computationally expensive, we can simulate its effects artfully:
- Normal Map Blending: Create a separate, subtle normal map for your clear coat, distinct from the base coat’s normal. This clear coat normal map can represent very fine ripples, orange peel texture, or microscopic swirling. Blend this on top of a flat normal or a very subtle base coat normal. The difference in normal direction between the top clear coat and the base creates a sense of depth and distinct reflections.
- Faux Refraction with Parallax: For extreme close-ups, you might experiment with parallax occlusion mapping or subtle screen-space displacement to give the illusion of depth to micro-scratches within the clear coat itself.
- Thin Film Interference: This is an advanced effect that simulates the iridescent, rainbow-like shimmer seen on very thin clear coats, often near panel gaps or edges. It’s complex to implement in a performant real-time shader but can be approximated using a Fresnel function combined with sine waves to modulate the hue of reflections at glancing angles. This contributes significantly to **clear coat realism Unreal**.
Simulating Micro-Scratches and Imperfections
A perfectly clean, pristine surface can look artificial. Real-world car paint, even brand new, has microscopic imperfections that scatter light and break up perfectly sharp reflections. Adding these subtle flaws is crucial for believable **real-time vehicle visualization**.
- Grunge Maps for Roughness: Utilize high-resolution grunge or noise textures, particularly anisotropic noise, to subtly vary the clear coat roughness. This creates areas of slightly blurrier reflections, mimicking the effect of micro-scratches or dust. Blend this noise with your primary roughness value using a `Lerp` node and a small multiplier so the effect isn’t overly dramatic.
- Anisotropic Reflectance: While challenging to implement for an entire surface, simulating localized anisotropy (where reflections stretch in a particular direction) can greatly enhance the realism of brushed metal or areas with fine, directional scratches. This often involves custom tangent space manipulation based on a scratch direction map.
- Subtle Normal Map Detail: Beyond macro imperfections, tiny normal map details can simulate buffing swirls or very fine scratches. Use a high-frequency noise texture, perhaps with a slight directional bias, connected to the Normal input of your clear coat. Blend it in with a very low intensity.
Dynamic Flake Control and Color Shifting
For the **metal flake paint effect**, artists often need more control than just a static texture. Dynamic parameters allow for immense versatility:
- Flake Size and Density: Expose parameters in your master material to control the tiling of your flake texture and the threshold at which flakes become visible. This allows you to create anything from fine metallic flecks to chunky, custom flake finishes.
- Flake Color Tint: Beyond simple white reflections, real metallic flakes can have subtle color shifts. Use a parameter to tint the flakes, allowing for iridescent or multi-chromatic effects. A `Lerp` node blending between your base paint color and a secondary flake color, driven by the flake mask, works effectively.
- Directional Flakes: For the most advanced setups, consider incorporating parameters that can subtly rotate the flake texture or introduce an anisotropic effect that aligns with the direction of the vehicle’s surfaces, mimicking how flakes might settle during the painting process.
Utilizing Ray Tracing Features for Reflections
Unreal Engine 5’s Lumen and hardware-accelerated Ray Tracing capabilities are game-changers for reflections, especially for highly reflective surfaces like car paint. Enable these features in your project settings to leverage their full power:
- Lumen Global Illumination and Reflections: Lumen provides stunning real-time global illumination and high-quality reflections for dynamic lighting scenarios, significantly enhancing the overall look of your automotive materials.
- Hardware Ray Traced Reflections: For the absolute best reflection quality, particularly for surfaces that reflect off-screen objects accurately, enable hardware ray-traced reflections. This is crucial for capturing accurate reflections of the environment and other vehicles, making your **real-time vehicle visualization** truly photo-realistic.
Optimizing Your Automotive Material Setup UE5 for Performance
Achieving hyper-realism in **Unreal Engine automotive rendering** often comes at a performance cost. For **real-time vehicle visualization**, especially in interactive applications or games, striking a balance between visual fidelity and frame rate is paramount. Effective optimization strategies are key to ensuring your stunning car paint materials run smoothly.
Leveraging Material Instances
The first and most fundamental optimization is the extensive use of Material Instances. After building a comprehensive master material, expose all key parameters (base color, flake size, clear coat roughness, etc.) as scalar or vector parameters. Then, create numerous material instances from this master. Each instance can have unique values for these parameters without recompiling the entire shader graph, dramatically reducing iteration times and improving overall performance by sharing the same compiled shader code.
Monitoring Shader Complexity
Unreal Engine’s Shader Complexity view mode (accessible via ‘Show > Visualize > Shader Complexity’) is an invaluable tool. It color-codes your scene based on the instruction count of your shaders, with green being efficient and red/pink indicating very expensive shaders. Aim to keep your car paint shaders in the green or light blue zones. Complex blend operations, numerous texture lookups, and intricate mathematical calculations all contribute to higher instruction counts.
- Simplify Node Networks: Review your material graph for redundant nodes or overly complex logic. Can a series of operations be simplified into a single `Custom` node if performance is critical?
- Consolidate Textures: Where possible, pack multiple grayscale textures (e.g., roughness, metallic, ambient occlusion) into the RGB channels of a single texture. This reduces the number of texture samples your shader needs to perform.
- Use Static Switches: For features that might be enabled/disabled (e.g., a specific scratch pattern), use `Static Switch Parameters`. This allows the shader compiler to strip out the unused code path, making the compiled shader lighter for each instance that disables that feature.
Efficient Texture Usage
Textures are a significant contributor to memory usage and performance. While high-resolution textures are necessary for detail, intelligent management is crucial:
- Appropriate Resolutions: Use texture resolutions that match the detail required. A large, diffuse color map might need 4K, but a subtle grunge map for micro-scratches might be perfectly effective at 1K or 2K.
- Texture Streaming: Ensure texture streaming is enabled in your project settings. This allows Unreal Engine to load lower-resolution Mip levels of textures when they are far from the camera, saving memory.
- Compression Settings: Choose appropriate compression settings for your textures. Normal maps should use `Normal Map (DXT5)` or `BC5`, while color and data maps can use `Default (DXT1/BC1)` or `VectorDisplacementmap (RGBA)`.
Level of Detail (LODs) for Materials
For vehicle meshes, you’re likely already using Mesh LODs. Extend this concept to materials. While Unreal doesn’t have direct “material LODs” in the same way meshes do, you can create simpler material instances that get swapped in for lower mesh LODs. For example, a lower LOD mesh might use a car paint material instance that has simpler flake effects or less detailed clear coat imperfections. This can be controlled through your mesh LOD settings or manually swapped in blueprints.
Prioritize Visibility for Real-Time Vehicle Visualization
Consider what details are genuinely visible and impactful during typical gameplay or interactive viewing. An extremely detailed micro-scratch normal map might be overkill if the vehicle is primarily viewed from a distance. Focus your computational budget on the elements that contribute most to the perceived realism, such as accurate reflections from the clear coat and a convincing **metal flake paint effect**.
Integrating Your Master Material and Refining the Look
Having a technically perfect master material is only half the battle. The final step in crafting hyper-realistic automotive paint materials involves applying it correctly to your models, setting up appropriate lighting, and finessing the overall presentation. This integration phase is where your **automotive material setup UE5** truly comes to life.
Applying to High-Quality Models
The quality of your 3D model is paramount. Even the most advanced paint material will look subpar on a poorly modeled vehicle with stretched UVs or low-polygon surfaces. Ensure your car models have:
- Clean Topology: Smooth, quad-based geometry that allows for accurate surface normals and reflections.
- Optimized UV Maps: Your UVs should be clean, non-overlapping, and efficiently packed. This is crucial for texture mapping, especially for features like custom decal placement or anisotropic effects that rely on UV direction. High-quality vehicle models, such as those available on 88cars3d.com, are designed with these considerations in mind, providing an excellent foundation for your work.
- Appropriate Smoothing Groups/Hard Edges: Define hard edges where panels meet and smooth surfaces for the main body to ensure reflections flow correctly and don’t appear faceted.
Once you have a suitable model, simply assign your car paint material instance to the relevant mesh elements. Remember to create multiple instances for different color variations or types of paint (e.g., metallic red, solid blue, matte black).
Lighting and Environment Considerations
The most realistic car paint demands realistic lighting. The environment surrounding your vehicle is just as important as the material itself. Here’s how to set up lighting for optimal **Unreal Engine automotive rendering**:
- High Dynamic Range Images (HDRIs): An HDRI is your best friend for environment lighting. It provides accurate, photographic lighting and, more importantly, high-quality reflections from all directions. Place an HDRI in a Sky Light and ensure ‘Real Time Capture’ and ‘Cast Shadows’ are enabled for dynamic environments.
- Directional Light: Supplement your HDRI with a strong Directional Light to simulate the sun. This provides sharp, defined shadows and intense highlights, crucial for accentuating the contours of the vehicle and the sheen of the paint.
- Fill Lights and Reflection Captures: Use subtle fill lights or small rect lights to gently illuminate darker areas and provide additional specular highlights. For static scenes, strategically placed Reflection Captures can enhance local reflections where ray tracing might not be fully utilized or for performance optimization. Ensure your reflection captures are up-to-date.
- Lightmass/Lumen GI: For baked lighting, Lightmass provides highly realistic global illumination. For real-time, Lumen GI is transformative, ensuring that bounced light correctly illuminates the underside of the car and interacts with the paint in a physically plausible way.
Post-Processing Effects
Post-processing is the final polish that can dramatically enhance the visual appeal of your automotive paint materials and overall **real-time vehicle visualization**. Apply these effects in your Post Process Volume:
- Bloom: A subtle bloom can enhance the intensity of highlights and reflections, giving the paint a more radiant glow. Be careful not to overdo it, as excessive bloom can wash out detail.
- Color Grading: Adjust the overall color temperature, saturation, and contrast to achieve a cinematic look. A slight desaturation in shadows and a boost in highlights can make the paint pop.
- Screen Space Reflections/Refractions (SSR): While Lumen and Ray Tracing handle primary reflections, SSR can provide an additional layer of accurate reflections for surfaces close to the screen, improving depth perception. Ensure their intensity and quality settings are appropriate.
- Ambient Occlusion (AO): Screen Space Ambient Occlusion (SSAO) or, even better, Lumen’s software ray-traced AO adds subtle shading in crevices and corners, grounding the vehicle in its environment and enhancing perceived detail on panel gaps.
- Vignette and Chromatic Aberration: Used subtly, these camera effects can give a more photographic feel to your renders.
By carefully integrating your advanced paint materials with thoughtful lighting and post-processing, you can transform a simple model into a breathtaking, hyper-realistic automotive visualization.
Conclusion: The Art and Science of Automotive Paint in Unreal Engine 5
Crafting hyper-realistic automotive paint materials in Unreal Engine 5 is a challenging yet incredibly rewarding endeavor. It demands a deep understanding of PBR principles, a meticulous approach to material creation, and a keen eye for the subtle nuances that define real-world finishes. From the delicate dance of light across the clear coat to the sparkling complexity of a **metal flake paint effect**, every detail contributes to the overall illusion of reality.
We’ve traversed the journey from understanding the physics of car paint and establishing a robust **PBR car paint shader** master material, to implementing advanced techniques for **clear coat realism Unreal** and dynamic flake control. Furthermore, we’ve explored crucial optimization strategies for your **automotive material setup UE5**, ensuring your stunning visuals perform efficiently for **real-time vehicle visualization**. The power of Unreal Engine 5, with its Lumen, Nanite, and advanced rendering features, truly unlocks unprecedented levels of fidelity for automotive artists and designers.
The pursuit of realism is an ongoing process of refinement and experimentation. Don’t be afraid to tweak parameters, try different noise textures, and push the boundaries of what’s possible within the material editor. Your journey to creating breathtaking automotive renders is just beginning. Remember that a great material starts with a great model; explore the extensive range of high-quality assets available at 88cars3d.com to give your automotive rendering projects the best possible foundation. Dive in, experiment, and let your virtual vehicles shine with unparalleled realism!
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Volkswagen New Beetle 2000 3D Model
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Material: Yes
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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
Texture: Yes
Material: Yes
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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
Texture: Yes
Material: Yes
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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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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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