The Science Behind Realistic Car Paint: Unveiling Light’s Dance
The pursuit of photorealism in 3D rendering is a continuous journey, and few elements present as significant a challenge and reward as car paint. It’s not just a color; it’s a complex interplay of light, reflections, and microscopic structures that define the perceived quality and realism of any vehicle in a virtual environment. For artists, game developers, and automotive designers leveraging the power of Unreal Engine 5, mastering this intricate material is paramount to achieving truly stunning automotive visualization.
Default materials often fall short of capturing the nuanced beauty of real-world car finishes. The deep reflections, the subtle sparkle of metallic flakes, and the silky smoothness of a protective clear coat require an advanced understanding of material properties and the UE5 material graph. This guide will take you on a deep dive into crafting a state-of-the-art PBR car paint shader, from the underlying physics to advanced layering techniques and critical performance optimizations.
The Science Behind Realistic Car Paint: Unveiling Light’s Dance
To recreate car paint faithfully in a digital realm, we must first understand how light interacts with it in the real world. Car paint is not a single, monolithic layer; it’s a sophisticated stack of components, each contributing to its unique optical properties. This layered structure is the foundation of any robust PBR car paint shader.
At the very top is the clear coat, a transparent protective layer responsible for the paint’s gloss and deep reflections. Light hitting the clear coat first encounters this surface. Some light reflects directly off it (specular reflection), while the rest passes through, refracts, and interacts with the layers beneath. The amount and direction of this reflection are governed by the Fresnel effect, which dictates that light reflects more at grazing angles. The smoothness of this layer determines its roughness – a perfectly smooth clear coat produces sharp, mirror-like reflections, while micro-scratches or contaminants will scatter light and increase roughness.
Beneath the clear coat lies the base coat, which provides the primary color of the paint. This layer can be opaque (solid paint) or contain metallic or pearlescent flakes. When light penetrates the clear coat and hits the base coat, it’s absorbed and scattered, giving the paint its diffuse color. If the base coat contains metallic flakes, light will interact with these tiny, reflective particles, causing them to sparkle and shift appearance depending on the viewing angle and light source. This metallic flake effect is crucial for realistic automotive finishes.
Understanding these physical interactions – reflection, refraction, absorption, and scattering – is critical. It allows us to translate real-world observations into appropriate parameters within Unreal Engine’s Physically Based Rendering (PBR) system, ensuring that our digital paint reacts to light in a believable manner. Every parameter in our UE5 material graph will correspond to one of these physical phenomena.
Building the Foundation: A Layered Material Approach in UE5
Unreal Engine 5’s material system is incredibly powerful, allowing us to construct complex shaders using a node-based interface. For photorealistic car paint, a layered materials Unreal Engine approach is not just recommended, it’s essential. This mimics the physical structure of car paint, allowing us to control each component independently and blend them seamlessly. This section will guide you through setting up the core layers within the UE5 material graph.
The Base Coat Layer: Color and Underlying Texture
The base coat forms the foundation of our paint material. It defines the primary color and any underlying texture or roughness that contributes to the paint’s character beneath the clear coat. While often metallic, we start with a solid color base and add metallic properties.
- Base Color: Start with a `VectorParameter` for the base color. This allows for easy adjustment via material instances.
- Metallic: A `ScalarParameter` typically set to 0.0 for solid paints or a value close to 1.0 (e.g., 0.95-1.0) for metallic paints. This parameter is crucial for how the base reflects light.
- Roughness: Another `ScalarParameter` for the base coat roughness. This value is usually quite low for a smooth base (e.g., 0.2-0.4), but it dictates how much light scatters before hitting the clear coat.
- Normal Map: Connect a `TextureSample` node to the Normal input. This can be a subtle noise texture to break up perfect flatness or a specific pattern if desired.
These parameters will feed into the respective inputs of our main material node or a custom shading model. Remember to use `Lerp` nodes to blend between different states or mask areas for wear and tear, building a truly robust custom automotive shader.
Implementing the Clear Coat Layer: Reflections and Depth
The clear coat is the defining feature of glossy car paint, providing its characteristic sheen and deep reflections. Unreal Engine’s PBR shading model includes dedicated `Clear Coat` inputs, making this relatively straightforward to implement.
- Enable Clear Coat: In the material’s ‘Details’ panel, ensure ‘Shading Model’ is set to ‘Default Lit’ (or ‘Clear Coat’) and then check ‘Use Clear Coat’. This exposes the Clear Coat specific inputs.
- Clear Coat Strength: This is essentially a blend factor for the clear coat. For full realism, a `ScalarParameter` set to 1.0 is standard.
- Clear Coat Roughness: This is critical for controlling the sharpness of reflections on the clear coat surface. Use a `ScalarParameter` to adjust this value. Very low values (e.g., 0.02-0.08) will yield mirror-like reflections, while higher values (e.g., 0.1-0.3) will create a more diffused, slightly hazy look. This directly influences the fidelity of the clear coat material.
- Clear Coat Normal: Connect a `TextureSample` node for a normal map to this input. This is where you can introduce subtle imperfections like micro-scratches, orange peel, or dust, which significantly enhance realism without affecting the underlying base coat normal. These imperfections on the clear coat material are key to breaking up perfect reflections.
The clear coat interacts with the environment probes and reflection captures in your scene, so ensuring high-quality lighting and reflection data is paramount for seeing the full effect of your clear coat material. Without proper environment lighting, even the best material will look flat.
Crafting the Metallic Flake Effect: The Heart of Realism
For metallic paints, the subtle sparkle and color shift of metallic flakes are what truly sell the illusion. This metallic flake effect is one of the most challenging aspects to get right, requiring a blend of texture work and normal map manipulation within the UE5 material graph.
Instead of relying on a single texture, we generate a procedural flake pattern. This ensures variety and avoids tiling artifacts. The core idea is to create a highly detailed normal map that simulates tiny, randomly oriented reflective flakes.
- Noise Generation: Start with multiple `TextureSample` nodes using high-frequency noise textures (e.g., Perlin noise, Worley noise). Combine these with `Multiply` and `Add` nodes to create a varied, non-repeating pattern.
- Flake Mask: Use a `Power` node or `CheapContrast` to sharpen the noise into distinct ‘flake’ shapes, creating a mask that defines where individual flakes will appear.
- Normal Map Creation: Convert this mask into a normal map. A common technique is to feed the mask into a `BumpOffset` or use `Gradient` nodes to simulate the angled surfaces of flakes. Alternatively, you can rotate and combine multiple `NormalMap` textures representing individual flakes, blending them based on your flake mask.
- Anisotropic Effect: For truly advanced metallic flakes, you might simulate an anisotropic reflection. This involves rotating the normals based on the view direction or the tangent space of the surface. While more complex, nodes like `RotateVector` or custom functions can achieve this.
- Blending with Base Normal: `Lerp` this generated flake normal map with your base coat normal map, using a `ScalarParameter` to control the intensity of the flakes. This combined normal map is then fed into the Base Material’s Normal input, or more accurately, passed through to influence the overall material’s response.
- Reflectivity and Color Shift: Small color shifts or increased reflectivity (using `Fresnel` nodes) can be added to the flakes themselves based on the normal map, intensifying the metallic flake effect. You can use the flake mask to slightly increase metallic or reduce roughness in flake areas.
Experimentation is key here. The size, density, and orientation of the flakes will drastically alter the look. Fine-tuning these parameters will allow you to achieve everything from a subtle pearl finish to a dramatic metal flake hot rod paint job.
Advanced Visual Fidelity: Elevating Realism Beyond the Basics
With our core layered material established, we can now push the boundaries of realism further. True photorealism lies in the details – subtle imperfections, nuanced reflections, and unique paint characteristics. This section explores techniques to add these crucial layers of fidelity to our custom automotive shader.
Mastering Reflections and Environment Lighting
Reflections are the single most impactful element for selling realistic car paint. The quality of your environment lighting directly translates to the quality of your reflections. Without high-quality environment maps and proper setup, even the most meticulously crafted material will fall flat.
- High Dynamic Range Images (HDRIs): Always use high-resolution HDRIs for sky lights. These provide accurate, real-world light information and reflections that dynamically update across your surface.
- Reflection Captures: Place `Sphere Reflection Capture` and `Box Reflection Capture` actors strategically in your scene, especially around the vehicle. These capture localized reflections, which are crucial for interior reflections, reflections from nearby objects, and ground planes. Adjust their influence radius and blend distance for seamless transitions.
- Tuning Specular and Roughness: These two parameters work in tandem to define the appearance of reflections. For the clear coat, maintain very low roughness values for a mirror finish. Use texture maps for roughness (e.g., a noise map for subtle variations) to break up perfectly uniform reflections, enhancing realism. The `specular` value for PBR materials is generally left at its default for non-metals (0.5), but understanding its influence is key for metallic components.
- Importance of Lighting Setup: Ensure your directional lights (sun), sky lights, and any point/spot lights are accurately placed and have realistic intensities. Shadows and highlights play a massive role in defining the form and reflections of the car paint. This is essential for good real-time rendering optimization in terms of visual quality.
Remember that reflections are costly to render, so balancing visual quality with real-time rendering optimization is always a consideration. Utilizing static reflection captures where possible and keeping dynamic reflections for crucial elements can help.
Adding Subtle Imperfections: Scratches, Dust, and Swirls
Perfect surfaces rarely exist in the real world. Adding subtle imperfections like micro-scratches, dust, and swirl marks can elevate realism significantly, making the vehicle feel grounded and used. These details primarily affect the clear coat’s roughness and normal maps.
- Micro-Scratches and Swirls: Use a grayscale texture map (or multiple maps blended together) to represent these imperfections. This map is then connected to the `Clear Coat Roughness` input. Brighter areas on the map will make the clear coat rougher, scattering light more and revealing the scratches. Darker areas remain smooth.
- Normal Map for Depth: For more pronounced scratches, use a corresponding normal map. This normal map should be blended with your existing `Clear Coat Normal` map using a `BlendAngleCorrectedNormals` node to ensure correct interaction. This gives the scratches a subtle sense of depth.
- Dust and Grime: Create grunge maps (grayscale textures) that represent dust or grime accumulation, often heavier in crevices or on horizontal surfaces. Use these maps to `Lerp` between your clean clear coat roughness/normal and a dirtier, rougher version. You can also introduce slight color variations (e.g., a desaturated brown) through a `Lerp` node connected to the Base Color input, using the grime map as an alpha.
- Edge Wear: Utilize techniques like `Ambient Occlusion` maps or procedural edge detection (e.g., using `Curvature` nodes in external software or custom material functions) to apply wear and tear specifically to edges, revealing underlying primer or metal.
The key here is subtlety. Overdoing imperfections can make the paint look damaged rather than realistically worn. Blend these layers using various masking techniques to achieve a natural, lived-in feel for your clear coat material.
Exploring Special Paint Effects: Pearlescent, Chameleon, and Matte
The flexibility of Unreal Engine’s material graph allows us to go beyond standard metallic paints to create more exotic finishes. These often build upon the same layered principles but introduce additional calculations or texture lookups.
- Pearlescent Paint: This effect relies on thin-film interference. You can simulate this by using a `Fresnel` node and feeding its output into a `Lerp` node that blends between two slightly different colors for your base coat. At grazing angles, one color is more dominant, creating a subtle shift. You can also use a `Panner` node with a very slow speed and a `Sine` wave to simulate a slight iridescent shimmer.
- Chameleon Paint (Color Shift): This is more complex, often requiring a dot product of the camera vector and the normal vector to determine the viewing angle. Based on this angle, you can `Lerp` between multiple colors or even use a `TextureSample` with a custom lookup gradient. This creates a dramatic color change depending on how you view the car.
- Matte Paint: Matte finishes are essentially standard paint without a clear coat, or a clear coat with very high roughness. To achieve this, simply bypass the `Clear Coat` inputs or set the `Clear Coat Roughness` to a high value (e.g., 0.8-0.95). The base coat’s roughness will then become the primary factor for light scattering. Ensure the metallic value is set appropriately for matte metallics or non-metallics.
Each of these special effects leverages the power of the UE5 material graph to create a truly custom automotive shader. They all require careful balancing of parameters to avoid an artificial appearance.
Optimizing for Performance: Real-time Rendering and Cinematic Quality
Creating a beautiful, photorealistic car paint material is only half the battle. For automotive visualization, especially in interactive experiences or games, performance is paramount. A complex PBR car paint shader can quickly become a bottleneck if not optimized. This section focuses on achieving both visual fidelity and efficient real-time rendering optimization within UE5.
Shader Complexity and Instruction Count
Every node and operation in your UE5 material graph contributes to its instruction count, directly impacting render performance. Unreal Engine provides powerful tools to visualize and manage this complexity.
- Shader Complexity Visualizer: Access this mode from the ‘View Modes’ dropdown in the viewport. It color-codes your scene based on shader instruction count, with green being efficient and red/pink being very expensive. Aim to keep your car paint in the green-to-light-red range for optimal performance.
- Simplify Where Possible: Can certain calculations be pre-computed? Can you use cheaper approximations for complex effects? For instance, sometimes a simple noise texture for flakes is sufficient instead of an elaborate anisotropic shader if the camera will always be distant.
- Material Functions: Grouping common operations into `Material Functions` doesn’t reduce instruction count directly, but it promotes reusability and helps organize complex graphs, making optimization easier in the long run.
- Texture Optimization: Use appropriate texture compression settings (e.g., BC1/DXT1 for diffuse, BC5/DXT5 for normal maps without alpha, BC7 for higher quality). Ensure textures are streamed efficiently and have proper MIP maps generated.
While cinematic renders can afford higher instruction counts, real-time rendering optimization for interactive applications demands constant vigilance over shader complexity. Iterative profiling and simplification are key.
Material Instances for Efficiency
Once you’ve built your master car paint material, creating `Material Instances` is a non-negotiable step for efficient workflow and performance. A master material contains all the core logic, while instances allow you to change parameters (like color, roughness, flake intensity) without recompiling the shader.
- Parameterization: Ensure all adjustable values in your master material (colors, scalar values, texture references, switches) are exposed as `Parameters` (VectorParameter, ScalarParameter, TextureParameter, StaticBoolParameter).
- Creating Instances: Right-click your master material and select “Create Material Instance.”
- Benefits:
- Faster Iteration: Changes to parameters in an instance are applied instantly, without recompiling the shader.
- Reduced Draw Calls: All instances share the same compiled shader code, reducing the CPU overhead of drawing multiple materials.
- Smaller File Sizes: Instances are much smaller than full materials, as they only store parameter overrides.
Using material instances extensively is a cornerstone of efficient material management in Unreal Engine, particularly when dealing with many variations of a custom automotive shader.
LODs and Scalability for Different Use Cases
Not every asset needs the same level of material detail, especially in games. Implementing Levels of Detail (LODs) for your materials and leveraging Unreal Engine’s scalability settings are crucial for robust real-time rendering optimization.
- Material LODs: For distant cars, you might not need the full metallic flake effect or detailed micro-scratches. You can create simpler material versions (e.g., `Material Function` variations) and assign them to lower mesh LODs. This can be done via the mesh editor’s material slots or through blueprint logic.
- Static Switches: Use `StaticBoolParameter` nodes in your master material to toggle expensive features (like advanced flake shaders or detailed scratch maps) on or off. You can then create material instances where these features are disabled for performance-critical scenarios.
- Engine Scalability: Unreal Engine’s built-in scalability settings (Epic, High, Medium, Low) can automatically simplify materials and effects based on user settings. Your material should ideally respond to these settings, often through `Quality Switch` nodes, which allow different branches of your material graph to execute depending on the current quality level.
By intelligently scaling your material’s complexity, you ensure that your automotive visualization looks stunning up close for cinematics, but remains performant for interactive experiences and games, a testament to true real-time rendering optimization.
The Final Polish: Bringing It All Together
Mastering photorealistic car paint in Unreal Engine 5 is an artistic and technical challenge, but one that yields incredibly rewarding results. We’ve journeyed through the fundamental physics of light interaction, meticulously constructed a layered materials Unreal Engine graph, and explored advanced techniques to add nuanced realism and crucial performance optimizations.
The beauty of the UE5 material graph lies in its flexibility, allowing you to create a truly custom automotive shader that stands out. Whether you’re aiming for a pristine showroom finish, a weathered road warrior, or a dazzling chameleon paint, the principles of understanding light, layering, and iterative refinement remain constant. Remember to start with a solid foundation, like the expertly crafted models available at 88cars3d.com, to ensure your stunning paint job has the perfect canvas.
Conclusion
Achieving photorealistic car paint is a definitive mark of expertise in 3D rendering and automotive visualization. By meticulously understanding the science of light, implementing a robust layered materials Unreal Engine system with a clear coat, metallic flakes, and subtle imperfections, and constantly optimizing your UE5 material graph, you can elevate your projects to an exceptional level of visual fidelity.
Experimentation is key. Don’t be afraid to tweak parameters, try different noise functions for your metallic flake effect, or invent new ways to add wear and tear. The journey to mastering the PBR car paint shader is continuous, but with the advanced techniques outlined here, you have a solid roadmap to create breathtaking vehicle renders. For those looking to start with a high-quality foundation, explore the extensive library of professional 3D car models available at 88cars3d.com, providing the perfect canvas for your masterful paint materials.
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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
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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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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
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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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Mercedes-Benz CL-Klasse 2001 3D Model
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