The Paradox: High Fidelity vs. Real-Time Demands
In the exhilarating world of 3D automotive design and real-time visualization, the pursuit of photorealism often clashes with the practical demands of performance. High-fidelity 3D car models, meticulously crafted with every curve and reflection, are breathtaking in static renders. However, translating this visual richness into a smooth, interactive experience within game engines or real-time configurators presents a significant technical challenge. Simply put, an ultra-high-poly model that looks stunning in a render simply won’t perform efficiently when you need dozens of frames per second.
The common misconception is that optimization solely revolves around drastic polycount reduction. While reducing polygon count is crucial, it’s merely one piece of a much larger, more sophisticated puzzle. True optimization for high-end automotive models involves a holistic strategy that touches upon every aspect of asset creation, from mesh topology and material definition to texture management and engine integration. Our goal is to achieve truly game-ready assets that maintain visual integrity while delivering exceptional real-time rendering performance.
This guide delves deep into the advanced strategies and techniques required to bridge the gap between stunning visual fidelity and optimal real-time performance for your automotive 3D models. We’ll move beyond the superficial and explore an entire asset optimization pipeline that ensures your creations look fantastic and run flawlessly.
The Paradox: High Fidelity vs. Real-Time Demands
Automotive design, by its very nature, demands precision and aesthetic perfection. Vehicles feature complex, flowing surfaces, intricate interior details, reflective paints, and sophisticated lighting interactions. A high-end 3D model often begins with CAD data or dense subdivision surfaces, resulting in millions of polygons—a figure that is utterly unsustainable for interactive applications.
Real-time environments, whether a cutting-edge racing game or an immersive virtual reality car configurator, operate under strict budget constraints. These budgets govern polygon counts, texture memory, material complexity, and the number of draw calls an engine can process per frame. Exceeding these limits leads to crippling frame rates, visual glitches, and a poor user experience. The challenge, therefore, lies in intelligently reducing the resource footprint without visibly compromising the distinctive aesthetic and detailed engineering of the vehicle.
While polycount is often the first metric addressed, performance issues frequently stem from unoptimized textures, excessive materials, or inefficient rendering techniques. A truly optimized model is a delicate balance, where every component contributes to visual quality without becoming a bottleneck for real-time rendering performance.
Core Mesh Optimization: Mastering Polycount Reduction and LOD Generation
The foundation of any performant 3D model is its geometry. Strategic polycount reduction is paramount, but it must be executed intelligently to preserve critical details and visual quality. This is where techniques like intelligent retopology and efficient LOD generation come into play.
Intelligent Retopology for Automotive Models
Retopology is the process of creating a new, optimized mesh on top of an existing high-resolution model. For automotive assets, this isn’t just about reducing polygons; it’s about creating a clean, quad-based mesh with excellent edge flow that facilitates deformation, shading, and UV mapping. A well-retopologized mesh will render smoothly without artifacts and be easier to work with.
- Manual Retopology: This offers the highest control. Artists manually trace critical edge loops along the body panels, wheel wells, and character lines. The goal is to capture the silhouette and major surface changes with the fewest possible polygons, ensuring a clean topology that holds up under various lighting conditions. Specialized tools in DCC software like Maya, Blender, or 3ds Max aid in this precise process.
- Automated Retopology (with oversight): Tools exist that can automatically reduce and retopologize meshes. While these have improved significantly, they often require manual cleanup, especially for complex forms like car bodies. They can be a good starting point but rarely a complete solution for high-quality automotive assets.
- Preserving Silhouettes and Key Details: During retopology, prioritize edges that define the car’s silhouette and major creases. Details like panel gaps, air vents, and badging can often be baked into normal maps rather than modeled geometrically, significantly aiding polycount reduction.
Effective LOD Generation Strategies
LOD generation, or Level of Detail, is a critical optimization technique that swaps out high-resolution models for progressively simpler versions as the camera moves further away. This ensures that the engine only renders the necessary level of detail, drastically improving real-time rendering performance.
- Defining LOD Levels: Typically, automotive models require 3-5 LOD levels. LOD0 (the highest detail) is for close-ups, LOD1 for mid-range, LOD2 for distant views, and so on. The exact number depends on the model’s complexity and the target platform.
- Percentage-Based Reduction: Each subsequent LOD can be a percentage reduction of the previous one (e.g., LOD1 is 50% of LOD0, LOD2 is 25% of LOD0). However, arbitrary percentage reduction isn’t always optimal. Manual review and targeted reduction are often superior.
- Component-Specific LODs: Different parts of a car might require different LOD strategies. Wheels, for instance, might need more detail up close due to their spinning motion, while interiors can be drastically simplified or removed entirely for distant LODs. Complex brake calipers or intricate grille patterns are ideal candidates for LOD reduction, gradually simplifying their geometry.
- Manual vs. Automated LOD Tools: While many DCC applications offer automated mesh decimation for LODs, manual cleanup is almost always necessary to fix shading issues, preserve important edges, and ensure UV integrity across LODs. For truly high-quality, game-ready assets, a hybrid approach works best.
- Screen Space Thresholds: Game engines allow you to define at what screen percentage or distance each LOD level should swap. Calibrating these thresholds correctly is vital to avoid noticeable “popping” or LOD transitions, maintaining visual continuity.
For artists seeking a head start with optimized models, 88cars3d.com offers a range of high-quality automotive models that are already designed with performance considerations in mind, often providing excellent base meshes for further optimization.
Advanced Texture and Material Workflow: Powering Performance with Texture Baking and PBR
Once your mesh is optimized, the next crucial step involves texturing and materials. An inefficient texture setup can negate all your mesh optimization efforts. A robust PBR workflow combined with smart texture baking techniques is essential for maximizing both visual quality and real-time rendering performance.
Optimizing the PBR Workflow
Physically Based Rendering (PBR) aims for realism by simulating how light interacts with surfaces in the real world. While powerful, PBR can be resource-intensive if not managed correctly.
- Texture Resolutions and Formats: Use appropriate resolutions. A car body might need 4K or even 8K textures for LOD0, but smaller components like brake calipers or interior buttons can often use 1K or 2K. Ensure textures are in efficient formats (e.g., .dds, .tga) with proper compression.
- Essential PBR Maps:
- Albedo (Base Color): Stores the color of the surface without lighting information.
- Normal Map: Essential for conveying high-resolution surface details without adding geometry. This is where the magic of texture baking truly shines.
- Roughness Map: Controls how reflective a surface is and the spread of specular highlights.
- Metallic Map: Differentiates between metallic and non-metallic surfaces.
- Ambient Occlusion (AO): Fakes global illumination by darkening crevices and occluded areas. Often baked directly.
- Channel Packing: Combine grayscale maps (Roughness, Metallic, AO) into the Red, Green, and Blue channels of a single texture. This reduces the number of texture samples and VRAM usage, directly aiding real-time rendering performance.
The Art of Texture Baking
Texture baking is the process of transferring surface details from a high-polygon model onto the UV maps of a low-polygon model. This is incredibly powerful for polycount reduction while preserving visual fidelity.
- Normal Map Baking: This is arguably the most critical baking technique. It captures the surface normal information from the high-poly model, projecting it onto the low-poly mesh. This makes a low-poly surface appear to have complex geometric details like panel gaps, bolts, and fine scratches.
- Ambient Occlusion Baking: Baking AO pre-calculates shadows in crevices and corners, adding depth and realism without costly real-time calculations. This greatly enhances the sense of form and grounding for the vehicle.
- Curvature and Thickness Maps: These can be baked and then used in engine shaders to drive effects like edge wear or dirt accumulation, adding further realism without additional geometry.
- Position and World Space Normal Maps: Useful for advanced shader effects and masking.
- Optimizing Bake Cages: Proper bake cages are essential to avoid projection errors. Carefully adjusting the inner and outer cages ensures clean normal and AO maps, free from artifacts.
UV Unwrapping and Texture Atlasing
Efficient UV unwrapping is foundational for good texture quality and performance. Texture atlasing, in particular, is a potent technique for draw call optimization.
- Clean UV Layouts: UVs should be neatly packed, minimizing wasted space, and avoiding overlaps (unless intentional for mirroring). Consistent texel density across the model ensures uniform texture resolution.
- Texture Atlasing: Combining multiple textures (e.g., for different interior parts, small exterior details) into a single, larger texture atlas reduces the number of materials and thus the number of draw calls. Each material typically results in at least one draw call, so fewer materials equal better performance. This is a direct win for draw call optimization.
- Material IDs vs. Atlases: While some engines handle multiple material IDs on a single mesh efficiently, a single material with an atlas often provides better performance due to fewer draw calls.
Draw Call Optimization and Asset Packaging for Efficiency
Even with an optimized mesh and efficient textures, poor asset packaging and scene management can cripple performance. Draw call optimization is about minimizing the number of instructions the CPU sends to the GPU to render a frame. Each draw call carries overhead, and too many can bottleneck the CPU.
Batching and Instancing
These techniques are crucial for reducing draw calls, especially in scenes with many repetitive objects.
- Static Batching: For objects that don’t move during runtime, game engines can combine their geometry into larger meshes. This effectively reduces hundreds of draw calls into a single one. This is ideal for static scene elements surrounding the car.
- Dynamic Batching: For small, moving objects that share the same material, dynamic batching can combine them on the fly. However, it has stricter limits and can sometimes be less efficient than static batching.
- Instancing: This is incredibly powerful for identical objects with the same mesh and material (e.g., four identical wheels, bolts, badges). Instead of sending draw calls for each instance, the engine sends a single draw call and then transforms each instance on the GPU. This is a massive boost for real-time rendering performance in automotive scenes.
Material and Shader Management
The complexity and number of materials significantly impact draw calls and shader performance.
- Minimize Unique Materials: As discussed with texture atlasing, fewer unique materials mean fewer draw calls. Try to consolidate materials where possible, perhaps using masks within a single shader to define different surface properties.
- Shader Complexity: While modern GPUs are powerful, overly complex shaders with many instructions, expensive calculations, or numerous texture lookups can be performance hogs. Keep shaders as lean as possible, especially for common materials like car paint.
- Shader Stripping: Utilize engine features to strip unused shader variants. For instance, if your car paint shader supports metallic, clear coat, and iridescent effects, but a specific car only uses metallic, ensure the engine removes the unused variants from the build.
Culling Techniques
Culling prevents the engine from rendering objects that aren’t visible to the camera.
- Frustum Culling: Automatically done by engines, this skips rendering objects that are outside the camera’s view frustum.
- Occlusion Culling: More advanced, this skips rendering objects that are hidden behind other objects (occluders). For a car model, parts of the engine or interior might be occluded by the body panels, leading to significant savings. Pre-baking occlusion data is often required.
Establishing a Robust Asset Optimization Pipeline
Optimization shouldn’t be an afterthought; it should be an integral part of your entire workflow. An effective asset optimization pipeline is an iterative process that starts from the initial design phase and continues through to final engine integration.
Iterative Optimization Process
Think of optimization as a continuous feedback loop:
- Initial Assessment: Understand the target platform’s specifications (PC, console, mobile, VR) and their performance budgets.
- Early Prototyping: Use simplified versions of models and textures to establish a baseline performance and identify potential bottlenecks early.
- Profiling: Regularly profile your scene within the game engine. Tools like Unreal Engine’s Stat System or Unity’s Profiler provide invaluable data on frame rates, CPU/GPU usage, memory consumption, and, critically, draw call optimization.
- Identify Bottlenecks: Is the GPU fill rate limited by too many overdraws, or is the CPU bottlenecked by too many draw calls? Understanding the bottleneck dictates your next optimization steps.
- Targeted Optimization: Based on profiling, focus your efforts on the areas yielding the biggest gains. This might involve further polycount reduction, better LOD generation, refining textures, or improving material instancing.
- Review and Refine: Test changes, re-profile, and continue iterating until performance targets are met without compromising visual quality.
Choosing the Right Tools
A combination of DCC (Digital Content Creation) software and specialized optimization tools forms the backbone of an efficient pipeline.
- DCC Software: Maya, Blender, 3ds Max are essential for retopology, UV unwrapping, and manual asset creation. Their native tools for baking maps are also powerful.
- Specialized Optimization Software: Tools like Instant Meshes for retopology, or Simplygon for automated LOD generation and mesh reduction, can accelerate parts of the pipeline. Always review their output carefully.
- Game Engines: Unreal Engine and Unity provide robust profiling tools, material systems, and rendering features crucial for integrating and validating optimized assets.
For those looking to bypass the initial stages of this pipeline, 88cars3d.com offers high-quality, pre-optimized automotive models, giving you a strong foundation to build upon and integrate directly into your projects.
Engine Integration, Validation, and Ensuring Game-Ready Assets
The final stage of the optimization journey is ensuring your meticulously crafted assets perform as expected within the target engine. This involves correct export procedures, rigorous performance profiling, and comprehensive quality assurance to confirm they are truly game-ready assets.
Exporting for Performance
The way you export your models from your DCC software can significantly impact how they perform and integrate into a game engine.
- File Formats: FBX is the industry standard for game asset exchange due to its robust support for meshes, materials, animations, and hierarchies. glTF is gaining popularity for its efficiency and web-friendliness.
- Export Settings: Pay close attention to settings like scale, unit conversion, tangent and normal export options, and embedding media. Incorrect settings can lead to visual artifacts or scaling issues within the engine.
- Hierarchical Structure: Maintain a clean, logical hierarchy for your car model (e.g., body, doors, wheels, interior components). This facilitates animation, physics setup, and allows for selective culling or LOD swapping of individual parts.
- Pivot Points: Ensure pivot points for interactive elements like doors, hood, trunk, and wheels are correctly positioned for proper rotation and animation.
Performance Profiling and Debugging
Once in the engine, your optimized model needs to be rigorously tested. Performance profiling is an art and a science.
- In-Engine Profilers: Utilize your engine’s built-in profilers (e.g., Unreal’s Stat commands, Unity Profiler). Monitor FPS, CPU/GPU timings, memory usage, and, critically, the number of draw calls and triangle count. This will validate your draw call optimization efforts.
- Memory Usage: Keep an eye on texture memory and mesh data. Large textures or excessive unique meshes can quickly eat up VRAM, especially on lower-end systems.
- Shader Complexity Visualizers: Most engines provide visualizers that color-code pixels based on shader instruction count. This helps pinpoint areas where shaders are too complex and impacting GPU performance.
- Debugging Tools: Use GPU debugging tools (e.g., RenderDoc, PIX) to deeply analyze rendering issues, identify inefficient rendering passes, and confirm correct PBR material setup.
Quality Assurance for Game-Ready Assets
The final check ensures that all optimization efforts haven’t compromised the visual quality or functionality of the car model.
- Visual Fidelity Checks: Inspect the model under various lighting conditions, angles, and distances within the engine. Check for any visible LOD popping, normal map artifacts, strange reflections, or texture stretching.
- Collision and Physics: Ensure collision meshes are optimized and accurate. For simulation games, proper physics setup is crucial.
- Interaction and Animation: If the model is interactive (e.g., opening doors, rotating wheels), verify that all animations and pivot points function correctly across all LODs.
- Cross-Platform Testing: If targeting multiple platforms, test the model’s performance and appearance on each. Optimization thresholds might need to be adjusted per platform.
By following these stringent integration and validation steps, you ensure that your automotive 3D models are not just visually stunning but also truly robust and performant, earning their title as game-ready assets.
Conclusion
Optimizing high-end 3D automotive models for real-time performance is a multifaceted discipline that extends far beyond simple polycount reduction. It requires a deep understanding of geometry, textures, materials, and engine rendering pipelines. From intelligent retopology and sophisticated LOD generation to meticulous texture baking, an efficient PBR workflow, and strategic draw call optimization, every step in the asset optimization pipeline contributes to the final result.
The goal is always to strike that perfect balance: to preserve the distinctive aesthetics and intricate details that make automotive design so captivating, while simultaneously achieving the fluid frame rates necessary for immersive real-time experiences. It’s a blend of artistic vision and technical prowess, ensuring your stunning vehicles don’t just look good, but perform exceptionally well.
For artists and developers aiming to jumpstart their projects with top-tier, often pre-optimized 3D automotive models, exploring resources like 88cars3d.com can provide a significant advantage. Begin your journey with high-quality assets and apply these advanced optimization techniques to truly unlock the potential of your real-time automotive visualizations.
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Volkswagen Passat CC 3D Model
Texture: Yes
Material: Yes
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Volkswagen Golf V 2006 3D Model
Texture: Yes
Material: Yes
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Volvo S60 R-Design 2024 3D Model
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Material: Yes
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Volkswagen Passat 2025 3D Model
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Material: Yes
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Volkswagen Passat Variant B6 2005 3D Model
Texture: Yes
Material: Yes
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Volkswagen Phaeton W12 2004 3D Model
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Material: Yes
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Volkswagen Scirocco 2015 3D Model
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Material: Yes
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Volvo S60 2024 3D Model
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Volkswagen Polo 3D Model
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Material: Yes
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Volkswagen Golf 5-Doors 2018 3D Model
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Material: Yes
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Volvo C70 T5 2000 3D Model
Texture: Yes
Material: Yes
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Volvo S40 Sedan 2004 3D Model
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Material: Yes
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Volvo C30 BEV 2012 3D Model
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Material: Yes
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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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Material: Yes
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Mazda RX-7 3D Model
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Volvo VCC-003 3D Model
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Material: Yes
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Mercedes-Benz SLR McLaren 2005 3D Model
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Material: Yes
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GAZ 3110 Pickup 2000 3D Model
Texture: Yes
Material: Yes
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Mazda 626 GF 1997 3D Model
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Material: Yes
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Volvo S80 2011 3D Model
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Volkswagen Touran restyle-006 3D Model
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Material: Yes
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Skoda Octavia Scout 3D Model
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Material: Yes
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Volkswagen Golf V 2006 3D Model
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Material: Yes
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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
Material: 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
Texture: Yes
Material: Yes
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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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Material: Yes
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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
Texture: Yes
Material: Yes
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Mercedes S-Class 2010 3D Model
Texture: Yes
Material: Yes
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McLaren MP4-12C-001 3D Model
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Material: Yes
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Mercedes-Benz SLK 350 2005 3D Model
Texture: Yes
Material: Yes
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Mercedes-Benz SL 65 AMG 3D Model
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Material: Yes
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Mercedes-Benz S500 3D Model
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Material: Yes
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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
Texture: Yes
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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Material: Yes
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Mercedes-Benz 300SL 1955 3D Model
Texture: Yes
Material: Yes
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Mercedes-Benz 190SL 1955 3D Model
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Material: Yes
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Mercedes-Benz W124 Brabus V12 3D Model
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Material: Yes
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Mercedes-Benz SLS AMG GT3-002 3D Model
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Material: Yes
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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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Material: Yes
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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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Material: Yes
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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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Material: Yes
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Mercedes-Benz CLS-Klasse 3D Model
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