Unlock Photorealism: Advanced Automotive Paint Shaders in Unreal Engine 5
Unlock Photorealism: Advanced Automotive Paint Shaders in Unreal Engine 5
The gleam of a perfectly rendered car in a virtual environment can be utterly captivating. From the subtle shimmer of metallic flakes to the deep, wet look of a clear coat, achieving true photorealism in automotive visuals is a benchmark of advanced 3D artistry. However, replicating the complex interplay of light and material that defines real-world car paint remains one of the most persistent challenges in computer graphics.
Traditional shaders often fall short, struggling to convey the nuanced depth and reflectivity unique to vehicle finishes. Thankfully, with the power of Unreal Engine 5 and a strategic approach to material creation, achieving a truly photorealistic automotive paint shader is not only possible but within reach for dedicated artists. This guide will deep dive into the advanced techniques required, from understanding the physics of paint to building a sophisticated layered shader workflow that truly shines.
Whether you’re a game developer aiming for stunning vehicle assets, an automotive designer showcasing a new concept, or a visualization artist pushing the boundaries of real-time rendering, mastering these principles will elevate your Unreal Engine 5 car rendering to professional standards. To get started with high-quality base models that are perfect for applying these advanced shaders, consider exploring the extensive collection available at 88cars3d.com.
Deconstructing Automotive Paint: The Real-World Challenge
Before we can digitally replicate automotive paint, we must first understand its real-world composition and how it interacts with light. It’s far more than just a single coat of color; it’s a meticulously engineered system of layers, each contributing to the final aesthetic and protective qualities.
At its most basic, automotive paint consists of several distinct layers applied over the vehicle’s metal body:
- Primer: Provides adhesion and corrosion resistance. While not directly visible, it influences the overall base.
- Base Coat: This is the layer that provides the primary color. It can be solid, metallic (containing tiny metal flakes), or pearlescent (containing mica flakes for a color-shifting effect).
- Clear Coat: A transparent, high-gloss layer applied over the base coat. This is the crucial layer responsible for the “wet” look, depth, and protection against UV radiation and scratches.
The complexity arises from how light interacts with these layers. The clear coat acts as a dielectric (non-metallic) surface, causing reflections and refractions based on its smoothness. Light penetrates the clear coat, interacts with the base coat (reflecting off flakes or absorbing into the pigment), and then refracts back out through the clear coat, influencing the final perceived color and shine. This layered interaction, combined with microscopic surface imperfections like “orange peel” texture and potential scratches, makes accurate digital recreation a formidable challenge.
Attempting to simulate this with a single, simplistic material often results in flat, unrealistic surfaces. True photorealistic automotive paint shader development requires acknowledging and simulating these distinct layers and their unique optical properties within the digital realm.
PBR Fundamentals for Automotive Finishes in UE5
The foundation of any realistic material in modern rendering, including advanced car paint, is Physically Based Rendering (PBR). PBR ensures that materials react to light in a way that mimics real-world physics, leading to consistent and believable results across various lighting conditions. For PBR car materials UE5, understanding these core principles is paramount.
In Unreal Engine’s Material Editor, the standard PBR parameters are your building blocks:
- Base Color: This defines the diffuse color of the material. For car paint, this will represent the underlying pigment of your base coat.
- Metallic: A binary value (0 or 1) indicating if a material is a metal (1) or a dielectric (0). Car paint, fundamentally, has a dielectric clear coat. However, the *effect* of metallic flakes within the base coat will be simulated through clever shader math, not by setting the main material to metallic.
- Roughness: Crucial for defining how shiny or dull a surface appears. A value of 0 is perfectly smooth (like a mirror), while 1 is completely rough (like matte paint). For a clear coat, roughness will be extremely low, creating sharp, crisp reflections. The base coat might have slightly higher roughness depending on its finish.
- Specular: Controls the intensity of the specular highlight. In Unreal Engine’s default PBR setup, this is typically left at its default value (0.5 for dielectrics) as it’s largely driven by Fresnel and roughness.
- Normal: A normal map defines the surface orientation at a per-pixel level, allowing for the simulation of intricate surface details like orange peel texture, subtle dents, or scratches without adding geometric complexity.
- Clear Coat (Shading Model): UE5 offers a dedicated “Clear Coat” shading model, which provides a secondary, reflective layer on top of your base material. While powerful, we’ll often build an even more customized layered shader for ultimate control.
The key to realistic PBR car materials UE5 lies in accurately setting these parameters for each simulated layer. Energy conservation is critical: light either reflects, absorbs, or transmits. It cannot do more than 100% of any of these. This ensures that your material looks correct under any lighting scenario, making your automotive visualization UE5 efforts truly believable.
The Layered Shader Workflow: Building Your Base
To truly capture the nuance of automotive paint, we move beyond a single, monolithic material. A layered shader workflow is essential, allowing us to build up the material’s appearance just as real paint is applied in distinct coats. Unreal Engine’s Material Editor, with its powerful node-based system and Material Functions, is perfectly suited for this approach.
Conceptualizing the Layers
Our core layers will mimic reality: a base coat and a clear coat. Each will have its own set of PBR properties and unique visual characteristics.
- Base Coat: This is where the primary color and any metallic or pearlescent flakes reside. It has its own roughness and color characteristics, though its reflections are largely obscured by the clear coat.
- Clear Coat: A highly reflective, transparent layer on top. This layer provides the deep gloss, sharp reflections, and protective qualities.
Building the Base Coat Material Function
We’ll start by creating a Material Function for our base coat. This promotes modularity and reusability.
- Inputs: Define inputs for BaseColor (Vector3), Roughness (Scalar), and optionally MetallicFlakeNormal (Vector3) and FlakeIntensity (Scalar).
- Base PBR Setup: Connect your BaseColor input to the Base Color pin of the main material node. Set Metallic to 0 (as it’s a dielectric pigment layer, even with flakes, the bulk material is non-metallic). Connect your Roughness input to the Roughness pin.
- Flake Integration (Initial): For now, we’ll just consider the base coat’s color and roughness. The advanced metallic flake effect Unreal will be added in a later stage. However, you might want to subtly influence the normal map with a very fine noise to simulate microscopic texture, even before the flakes.
- Output: Output the PBR parameters (Base Color, Metallic, Roughness, Normal) as individual outputs from your Material Function.
Creating the Clear Coat Material Function
Next, a Material Function for the clear coat. This will be simpler but critically important.
- Inputs: Define inputs for ClearCoatRoughness (Scalar) and ClearCoatNormal (Vector3), and potentially a ClearCoatStrength (Scalar).
- PBR Setup: For this layer, the Base Color will typically be black (or very dark gray) as it’s transparent. Metallic will be 0. ClearCoatRoughness will be very low (e.g., 0.02-0.08) for a glossy finish.
- Fresnel Effect: The clear coat’s reflectivity is highly dependent on the viewing angle (Fresnel effect). While Unreal’s PBR model handles this intrinsically, understanding it helps you fine-tune parameters like Specular and Roughness to emphasize it.
- Output: Output the ClearCoat’s PBR parameters and potentially a mask that will be used to blend it.
Assembling the Master Material
Now, in your master material, you’ll combine these functions. Instead of relying solely on the built-in Clear Coat shading model (which is good but can be less flexible for highly custom effects), we’ll manually blend the PBR outputs using a `Lerp` node or a `BlendMaterialAttributes` node for more control.
- Feed the outputs of your Base Coat Material Function into the ‘A’ input of a `Lerp` or `BlendMaterialAttributes` node.
- Feed the outputs of your Clear Coat Material Function into the ‘B’ input.
- The ‘Alpha’ input will be a mask, typically generated internally, to dictate where the clear coat is applied. For car paint, this mask will usually be 1, meaning the clear coat covers the entire base coat.
- Connect the final blended PBR outputs to your main material’s pins.
This layered shader workflow provides an incredible level of control, allowing you to fine-tune each aspect of your paint for unparalleled Unreal Engine 5 car rendering.
Achieving Clear Coat Realism and Intricate Flakes
With the base structure in place, it’s time to refine the details that truly sell the realism: the clear coat’s subtle imperfections and the mesmerizing sparkle of metallic flakes.
Elevating Clear Coat Realism
A perfectly smooth clear coat, while initially impressive, can look sterile. Real-world clear coats exhibit subtle variations that enhance realism:
- Orange Peel Effect: This microscopic, uneven texture is inherent in painted surfaces. Simulate this by using a very subtle, tiled normal map or a procedural noise pattern (e.g., `Perlin Noise`) connected to the Clear Coat’s Normal input. Keep the intensity low to avoid exaggerating the effect.
- Micro-Scratches and Swirl Marks: These are almost imperceptible under normal viewing but become visible under direct light or at specific angles. A grunge texture map or layered noise applied with extremely low opacity to the clear coat’s roughness, especially combined with an anisotropic reflection, can create this effect.
- Dust and Grime: Even the cleanest car picks up dust. Overlaying subtle, high-roughness textures with a low opacity on the clear coat can add immense realism.
For these effects, ensure your UVs are clean and well-optimized, as detailed textures will rely on them. High-quality 3D car models from resources like 88cars3d.com often come with excellent UVs, providing a great starting point.
The Metallic Flake Effect Unreal
This is arguably the most challenging and rewarding aspect of creating a photorealistic automotive paint shader. Metallic flakes are tiny, reflective particles embedded within the base coat, becoming visible as glints of light at specific viewing angles.
Here’s a conceptual approach to simulating the metallic flake effect Unreal:
- Procedural Flake Generation: Instead of a texture, we often generate flakes procedurally.
- Use a `VectorNoise` node (or multiple instances of `Noise` nodes with different scales) to create a random, granular pattern across the surface.
- Apply a `Step` or `Round` node to this noise to create distinct “dots” or “flakes” of varying sizes. This generates a mask where flakes are present.
- Angle-Dependent Visibility: Flakes don’t shine equally from all angles. Their visibility is highly dependent on the light source and camera angle.
- Get the `CameraVector` (direction from pixel to camera) and the `LightVector` (direction from pixel to light).
- Calculate the reflection vector of the light off the surface normal (`Reflect` node).
- Use a `DotProduct` between the `Reflect` vector and the `CameraVector`. This gives you a value indicating how aligned the view direction is with the reflected light. A value closer to 1 means a direct reflection, where flakes would be most visible.
- Multiply this `DotProduct` result with your flake mask. This ensures flakes only “light up” when viewed at the correct angle.
- Flake Color and Intensity:
- Lerp between your base color and a desired flake color (e.g., white, silver, or a subtle iridescent color) using the angle-dependent flake mask as the alpha.
- Adjust the intensity of the flake effect based on an exposed parameter.
- For anisotropy (streaky highlights due to flake alignment), this becomes much more complex, often requiring custom HLSL or advanced material functions that modify the normal or roughness based on tangent direction. For a first pass, focus on the angle-dependent sparkle.
- Integration into Base Coat: The final flake effect should modify the Base Color and potentially the Roughness of your Base Coat material function before it’s combined with the Clear Coat.
This intricate interplay of procedural generation and angular visibility is key to a convincing metallic flake effect Unreal, turning your automotive visualization UE5 into a shimmering masterpiece.
Advanced Shader Techniques & Optimization for Performance
Creating a visually stunning photorealistic automotive paint shader is only half the battle; it also needs to run efficiently, especially for real-time applications like games or interactive configurators. Advanced techniques often come with a performance cost, so optimization is crucial.
Material Instancing for Flexibility and Performance
Once you’ve built your complex master material with a robust layered shader workflow, you should always create Material Instances from it. Material Instances allow you to expose parameters (like paint color, flake size, clear coat roughness, orange peel intensity) without recompiling the shader every time you make a change. This dramatically speeds up iteration and is essential for varying colors across multiple vehicles or design iterations.
Texture Optimization Strategies
- Resolution Matters: Use appropriate texture resolutions. A normal map for orange peel might not need to be 4K if its effect is subtle and tiled.
- Texture Compression: Use Unreal Engine’s texture compression settings (e.g., DXTC, BC7) to reduce memory footprint. Normal maps should use `Normal Map` compression.
- UV Density: Ensure consistent UV density across your mesh. Higher density on larger, more visible panels (like the hood and doors) means better detail.
- Channel Packing: Combine multiple grayscale maps (e.g., roughness, metallic, ambient occlusion) into the RGB channels of a single texture. This saves texture samplers and memory.
Shader Complexity and Instructions
The number of instructions in your shader directly impacts performance. Unreal Engine’s ‘Shader Complexity’ view mode (Alt+8) is your best friend here. Aim for:
- Reducing Redundancy: Avoid calculating the same value multiple times. Use local parameters or consolidate nodes.
- Static Switches: If you have drastically different shader features (e.g., switching between metallic and solid paint), use `Static Switch Parameters`. This tells the engine to compile separate, simpler versions of the shader, eliminating unused code branches at compile time.
- Material Functions: While useful for organization, be mindful that a complex Material Function is still compiled into the main material. Profile their impact.
Level of Detail (LODs) for Materials
For distant objects, complex shaders are overkill. Consider creating simpler Material LODs that use less expensive materials for models that are far from the camera. This can significantly improve the performance of your overall Unreal Engine 5 car rendering scene.
HLSL Custom Nodes
For truly bleeding-edge effects, or when standard nodes aren’t flexible enough (e.g., highly specific anisotropic flake models or complex light interactions), you can use a `Custom` node in the Material Editor to write snippets of HLSL code. This offers maximum control but requires a deeper understanding of shading languages and can be harder to optimize if not done carefully.
Balancing visual fidelity with performance is an ongoing process. Regular profiling and smart optimization ensure that your stunning automotive visualization UE5 runs smoothly across target platforms.
Exploring Diverse Automotive Paint Finishes
The beauty of a robust layered shader workflow is its adaptability. Once you have a strong foundation, creating a wide range of automotive paint finishes becomes a matter of adjusting parameters and introducing specific effects.
Matte Finishes
Matte paint is characterized by its extremely low reflectivity and high roughness. Achieving this involves:
- High Clear Coat Roughness: Set the Clear Coat Roughness parameter (or the main material’s roughness if you’re not using a layered clear coat for matte) to a significantly higher value (e.g., 0.5 – 0.7). This diffuses reflections, creating the characteristic non-glossy look.
- No Flakes: Typically, matte paints do not contain metallic or pearlescent flakes, so ensure your flake effect is disabled or set to zero intensity.
- Subtle Normal Map: A very fine normal map can still be used to break up the surface and prevent it from looking perfectly flat, adding to realism.
Satin Finishes
Satin sits elegantly between matte and gloss. It has some reflectivity but is softer than a full clear coat. This is achieved by setting the Clear Coat Roughness to an intermediate value (e.g., 0.2 – 0.4), allowing for some visible reflections but with a much softer, diffused quality.
Candy Paints
Candy paints are renowned for their deep, translucent color and intense saturation. They typically involve a bright metallic base coat over which several layers of translucent, tinted clear coat are applied. To simulate this:
- Metallic Base: Start with a strong metallic flake effect Unreal in your base coat, often silver or gold.
- Tinted Clear Coat: Introduce a subtle tint to your clear coat. This might involve multiplying your clear coat’s ‘Base Color’ (which is usually black for transparency) by a low-opacity color, or by adjusting the clear coat’s F0 (specular color) with a slight hue, allowing the metallic base to show through while imparting the deep candy color. This will likely require custom modifications to how your clear coat blends with the base, possibly using the ‘Thin Translucent’ shading model for the final combined output or more complex light absorption math.
Pearlescent Paints
Pearlescent paints exhibit a color-shift effect depending on the viewing angle, often with a subtle, shimmering quality due to mica flakes. This can be achieved by:
- Angle-Dependent Color Shift: Use the `Fresnel` node or a `DotProduct` between the camera vector and surface normal. Use this output to `Lerp` between two different colors (e.g., a base color and a subtle accent color) that subtly tint your clear coat’s reflections or even the base coat itself.
- Subtle Flakes: Similar to metallic, but often with smaller, less intense flakes that contribute to the shimmer rather than direct sparkle.
By exposing parameters for base color, clear coat roughness, flake properties (density, size, color), and additional tinting options, your PBR car materials UE5 can become a versatile tool for creating any automotive finish imaginable, ready for impressive automotive visualization UE5 projects.
Conclusion
Mastering the art of photorealistic automotive paint shader creation in Unreal Engine 5 is a journey that blends technical understanding with artistic finesse. We’ve deconstructed the complexities of real-world car paint, laid the groundwork with PBR fundamentals, and built a sophisticated layered shader workflow that empowers incredible detail.
From the subtle imperfections of clear coat realism to the dazzling sparkle of a custom metallic flake effect Unreal, each technique contributes to an unparalleled level of visual fidelity. Remember that optimization is key; balancing visual quality with performance ensures your stunning Unreal Engine 5 car rendering creations run smoothly.
The power of Unreal Engine 5 offers endless possibilities for automotive visualization UE5, allowing artists and designers to bring their visions to life with breathtaking realism. Experiment, iterate, and push the boundaries of what’s possible. And for those looking for the perfect canvas to apply these advanced techniques, don’t forget to explore the premium 3D car models available at 88cars3d.com. Start rendering your dream cars today!
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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
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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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