Unlock Unreal Engine 5’s Potential: Crafting Hyper-Realistic Automotive Paint Shaders
Unlock Unreal Engine 5’s Potential: Crafting Hyper-Realistic Automotive Paint Shaders
The pursuit of photorealism in digital automotive rendering has long been the holy grail for 3D artists, game developers, and automotive designers. Few elements are as critical to achieving this level of visual fidelity as the car paint itself. It’s not just a color; it’s a complex interplay of reflections, refractions, metallic sparkle, and deep, lustrous clear coats.
While modern real-time engines like Unreal Engine 5 offer incredible power, accurately simulating the nuanced beauty of automotive paint presents unique challenges. This isn’t merely about applying a texture; it requires a sophisticated understanding of multi-layered surfaces and advanced shading models. This comprehensive guide will take you on a deep dive into crafting hyper-realistic automotive paint shaders within Unreal Engine 5, pushing the boundaries of what’s possible in real-time environments.
The Art and Science of Automotive Paint in Unreal Engine 5
Automotive paint is far more than a simple matte color. It’s a meticulously engineered surface designed to protect the vehicle, capture light, and convey a sense of luxury and depth. Replicating this complexity in Unreal Engine 5 demands a nuanced approach to Unreal Engine 5 materials, moving beyond basic PBR setups.
Understanding the Layers: Base Coat, Metallic Flakes, and Clear Coat
At its core, modern automotive paint is a multi-layered system, each contributing to its final appearance:
- Primer: The foundational layer, providing adhesion and corrosion resistance. While not typically shaded directly, it influences the base coat.
- Base Coat (Color Coat): This layer provides the primary color. It can be solid, metallic, or pearlescent. Crucially, this is where the `metallic flakes effect` often resides.
- Clear Coat: A transparent, highly durable layer applied over the base coat. This is responsible for the paint’s gloss, depth, and protection, making the `clear coat shader` an absolutely critical component. It provides the primary reflective surface.
Each layer interacts with light differently, creating a rich visual experience that needs careful simulation. Understanding these physical layers is the first step towards an accurate digital representation.
The Challenge of Anisotropy and Specularity
One of the most defining characteristics of automotive paint, especially on curved surfaces, is its anisotropic reflections. This means the reflections stretch and distort along specific directions, often perpendicular to the direction of sanding or brushing during the manufacturing process. Capturing these `anisotropic reflections` is key to moving from “good” to “great” automotive shaders. Specularity, or the sharpness and intensity of reflections, is also paramount, heavily influenced by the clear coat’s smoothness and refractive properties.
Why PBR is Paramount for Automotive Visualization
Physically Based Rendering (PBR) is the cornerstone of modern real-time graphics, and it’s absolutely essential for achieving believable `PBR car paint`. PBR materials accurately simulate how light behaves in the real world, ensuring your paint looks correct under various lighting conditions, not just a single environment. This consistency is vital for `automotive visualization`, whether for marketing renders, configurators, or game assets. By adhering to PBR principles, you ensure your paint reacts authentically, enhancing the overall `real-time rendering fidelity`.
Laying the Foundation: Your Automotive Paint Master Material Blueprint
To create a truly powerful and reusable automotive paint shader, we’ll build a master `material blueprint setup` in Unreal Engine 5. This allows for centralized control, easy iteration, and the ability to create numerous unique paint types from a single, robust foundation. A well-structured master material reduces complexity and improves performance across your projects.
Initial Setup: Core PBR Inputs
Start by creating a new Material in Unreal Engine 5. The basic PBR inputs are your starting point:
- Base Color: The underlying diffuse color of the paint, often influenced by metallic flakes.
- Metallic: Controls whether the material behaves like a metal or a dielectric. For car paint, the base coat might have a metallic component, but the clear coat is dielectric.
- Roughness: Determines how blurred or sharp reflections are. A polished clear coat will have very low roughness.
- Specular: For non-metals, this is usually left at the default 0.5, but can be tweaked for specific effects.
- Normal: Provides surface detail, crucial for micro-scratches and orange peel effects.
These are the fundamental parameters, but we’ll expand significantly to achieve true automotive realism. Consider using high-quality base models from resources like 88cars3d.com to test your shaders on real-world geometry from the outset.
Structuring for Scalability and Reusability
A good master material uses Material Functions extensively. Each significant component of the paint (clear coat, flakes, anisotropy) should be encapsulated in its own Material Function. This modularity allows you to:
- Organize Logic: Keep your main material graph clean and easy to understand.
- Reuse Components: Use the same clear coat or flake logic in other materials.
- Optimize Performance: Functions can sometimes be optimized by the engine.
Think of it like building blocks. You assemble specialized functions to create your final complex shader. This approach is fundamental for any advanced `Unreal Engine 5 materials` development.
Essential Parameters for Customization
Expose key variables as Material Parameters. This allows artists to create Material Instances, tweaking values without recompiling the shader. Essential parameters for automotive paint include:
- Paint Color (Vector3/Color): The primary hue of the vehicle.
- Clear Coat Roughness (Scalar): Controls the smoothness of the top layer.
- Flake Density/Size/Color (Scalar/Vector3): For controlling the metallic effect.
- Anisotropy Direction/Intensity (Vector2/Scalar): To fine-tune anisotropic reflections.
- Normal Map Intensity (Scalar): Adjusting the strength of micro-surface details.
- Layer Blend Weights (Scalar): If you’re blending different base coat types.
These parameters provide the flexibility needed for `automotive visualization`, allowing a single master material to generate an infinite palette of car finishes.
Mastering the Clear Coat Shader for Unrivaled Realism
The clear coat is arguably the most critical layer for achieving a hyper-realistic car paint effect. It’s the glossy, protective top layer that gives automotive paint its depth, shine, and characteristic reflections. A robust `clear coat shader` must accurately simulate its refractive properties, strong Fresnel reflections, and subtle imperfections.
Fresnel Reflections and Refraction
The clear coat’s most prominent feature is its strong Fresnel effect. This means that reflections become much more intense when viewed at grazing angles (e.g., looking across the side of a car). Unreal Engine 5’s PBR model inherently handles Fresnel for dielectric materials, but understanding how to manipulate its roughness and IOR (Index of Refraction) is key.
- IOR (Index of Refraction): For car paint clear coats, an IOR of around 1.5-1.6 is typical. This influences the strength and falloff of reflections.
- Roughness: A highly polished clear coat will have a very low roughness value (e.g., 0.02-0.05). However, no surface is perfectly smooth, so tiny variations can add realism.
Consider using a Lerp node to blend between a very low roughness for the clear coat and a slightly higher roughness for areas that might accumulate dust or micro-scratches. This adds layers of detail to your `PBR car paint`.
Dual Normal Mapping for Micro-Surface Details
To truly sell the clear coat, you need to go beyond a single normal map. Implement a dual normal map approach:
- Base Normal Map: Represents the larger forms and body panel nuances of the car model itself.
- Micro Normal Map: Applied on top, this map simulates the subtle “orange peel” texture, tiny scratches, or manufacturing imperfections inherent in even pristine paint. This map should be tiled at a very small scale.
You can blend these using a ‘BlendAngleCorrectedNormals’ node or a similar technique within your `material blueprint setup`. The micro normal map is essential for capturing the minute details that observers intuitively expect from high-fidelity `automotive visualization`. The effect should be subtle, but impactful, especially under close inspection.
Simulating Clear Coat Scratches and Imperfections
Perfectly clean paint often looks artificial. Introducing subtle imperfections enhances realism. Clear coat scratches, dust, or smudges can be faked using masked textures or noise patterns to adjust the roughness and sometimes the normal map. For instance:
- A grayscale scratch texture can be multiplied with a base roughness value, making scratches appear rougher and less reflective.
- Normal maps with subtle scratches can be blended in.
- Dust or dirt accumulation can be driven by ambient occlusion or world position.
Ensure these effects are procedural or driven by high-resolution masks to maintain `real-time rendering fidelity`. Too many large, noticeable scratches can detract from the aesthetic, so subtlety is key.
Illuminating with Light: Crafting the Metallic Flakes Effect
The `metallic flakes effect` is a hallmark of many modern automotive paints, giving them a sparkling, iridescent quality that shifts with viewing angle and light source. Simulating this accurately in Unreal Engine 5 requires clever material work to approximate microscopic metallic particles suspended within the base coat. This is where the magic happens, turning flat color into dynamic shimmer.
Procedural Noise vs. Texture-Based Flakes
There are two primary approaches to generating metallic flakes:
- Procedural Noise: Using mathematical noise functions (like Gradient Noise, Voronoi, or Perlin noise) within the material graph. This offers infinite resolution and fine control over flake distribution, shape, and size. It’s highly flexible and generally performs well.
- Texture-Based Flakes: Using a pre-rendered or hand-painted texture map containing flake patterns. While potentially offering more artistic control over specific patterns, it can suffer from tiling artifacts and resolution limitations, especially for `automotive visualization` at high detail.
For most `PBR car paint` scenarios, a procedural approach using noise is superior for its scalability and lack of visible repetition. You can derive custom tangent space normals from this noise to simulate individual flake reflections, enhancing the `metallic flakes effect` significantly.
Controlling Flake Size, Density, and Color
Exposing parameters for flake characteristics is crucial for artist control:
- Flake Size: Controlled by the tiling scale of your noise texture. Larger scales mean larger flakes.
- Flake Density: Controlled by the thresholding of your noise or by blending multiple noise patterns.
- Flake Color: While often a metallic silver, flakes can also have a subtle hue, influenced by the base color or a separate parameter. You might use a Fresnel effect on the flakes themselves to give them a slight color shift at glancing angles.
These controls, integrated into your master `material blueprint setup`, allow for a wide range of automotive finishes, from fine metallic to coarse glitter. Remember to apply this effect primarily to the metallic input and potentially a custom normal for the flakes themselves, blending it with the primary normal map.
Animating Flakes for Dynamic Sparkle
A truly convincing `metallic flakes effect` isn’t static. As the car moves or the camera shifts, individual flakes should appear to “sparkle” or “catch the light” dynamically. This can be achieved by subtly animating the flake texture coordinates or by introducing a very small amount of noise to their normal direction over time. A simple sine wave or a small, very slow Panner node applied to the flake texture coordinates can give this subtle, lively shimmer.
Alternatively, some advanced techniques involve driving flake visibility or intensity based on the camera angle relative to light sources, creating a more pronounced “pop.” This level of detail greatly enhances `real-time rendering fidelity` and the perceived realism of the paint.
The Subtle Brilliance: Implementing Anisotropic Reflections
Beyond the clear coat’s gloss and the metallic flakes’ sparkle, the final touch for hyper-realistic car paint is often the most subtle yet impactful: `anisotropic reflections`. These stretched, directional reflections are characteristic of brushed metals, certain plastics, and, crucially, polished automotive clear coats that have been buffed in a specific direction. Ignoring anisotropy is a common pitfall in many automotive shaders.
Understanding Anisotropy in Automotive Finishes
Anisotropy describes a material property where physical characteristics, such as reflections, vary with direction. For car paint, this manifests as elongated reflections that stretch along or perpendicular to a perceived “grain.” This “grain” often comes from manufacturing processes like sanding or polishing. It’s a critical visual cue that indicates a finely crafted, highly polished surface.
In Unreal Engine 5, anisotropy is typically controlled by two parameters:
- Anisotropy: A scalar value (0-1) that controls the strength of the anisotropic effect.
- Tangent: A vector (TangentX, TangentY, TangentZ) that defines the direction along which the reflections will stretch.
Correctly setting up the Tangent vector for your car model is paramount. This direction must typically be consistent across the surface, often following the local UV tangents or a custom flow map.
Using Tangent Space for Directional Reflections
To implement `anisotropic reflections` in Unreal Engine 5, you’ll primarily work with the material’s Tangent input. Here’s a common approach:
- Custom Tangent Map: The most precise method involves creating a tangent map (often called a ‘flow map’ or ‘anisotropy direction map’) in a 3D application like Substance Painter or directly in Unreal. This map stores a vector that dictates the direction of stretching across the model’s surface.
- Deriving from UVs: For simpler cases, you can derive tangent directions from the object’s UV coordinates using nodes like ‘VertexNormalWS’ and ‘VertexTangentWS’ and manipulating them to get the desired direction. For curved car surfaces, you might align the anisotropy along the curvature, often perpendicular to the direction of motion for optimal effect.
- Global Direction: For some very uniform surfaces, a single, global tangent vector might suffice, though this is less realistic for complex car geometry.
Ensure your `material blueprint setup` correctly interprets and applies this tangent information. The effect should enhance the surface quality, making the paint feel more “real” and less like a generic metallic surface. When using models from 88cars3d.com, consider if the model’s UVs are suitable for deriving anisotropic directions or if a custom flow map is needed.
Blending Anisotropy with Isotropic Reflections
While anisotropy is important, car paint isn’t purely anisotropic. You’ll typically blend an anisotropic reflection component with a standard (isotropic) reflection component. The clear coat might have a slight isotropic roughness, while the underlying base coat and its metallic flakes contribute more to the anisotropic look. The ‘Anisotropy’ parameter in Unreal Engine 5 allows for this blending, acting as a scalar weight. A value of 0 is fully isotropic, while 1 is fully anisotropic.
Achieving the perfect balance requires careful tweaking, as excessive `anisotropic reflections` can make the surface look overly stretched or artificial. The goal is a subtle enhancement that contributes to overall `real-time rendering fidelity` without dominating the visual.
Elevating Visuals: Post-Processing and Real-Time Rendering Fidelity
A hyper-realistic automotive paint shader is only one piece of the puzzle. To truly unlock Unreal Engine 5’s potential for `automotive visualization`, you must integrate your advanced `Unreal Engine 5 materials` with the engine’s powerful rendering features and master performance optimization. The best shader in the world will fall flat without the right lighting and post-processing.
Leveraging Lumen and Nanite for Automotive Scenes
Unreal Engine 5 introduces groundbreaking technologies that dramatically enhance real-time rendering:
- Lumen Global Illumination: Lumen provides dynamic global illumination and reflections, making light bounce realistically off your car paint and interact with its environment. This is crucial for capturing the nuanced ambient lighting and self-reflection effects that make car paint look truly integrated into a scene. Ensure your materials are set up to properly interact with Lumen.
- Nanite Virtualized Geometry: While not directly affecting the shader logic, Nanite allows for incredibly detailed vehicle models without performance penalties. This means you can have models with complex geometry, giving the clear coat and reflections more accurate surfaces to interact with. High-quality models from sources like 88cars3d.com are perfect candidates for Nanite, allowing your shaders to truly shine on finely detailed meshes.
These features, when combined with your meticulously crafted `PBR car paint` shader, elevate the entire `automotive visualization` experience to new heights.
Exposure, Bloom, and Color Grading for Automotive Visualization
Post-processing is the final polish that can make or break a realistic render. For automotive scenes:
- Exposure: Carefully adjust exposure to ensure your bright clear coat reflections don’t blow out, while still maintaining detail in darker areas.
- Bloom: A subtle bloom effect can enhance the glow of strong reflections, giving them a more photographic quality. Avoid overdoing it, as excessive bloom can wash out details.
- Color Grading: Use Unreal Engine 5’s color grading tools (LUTs, color wheels) to fine-tune the overall mood, contrast, and color balance of your scene, ensuring your car paint sits perfectly within the desired aesthetic.
- Vignette/Lens Dirt: Subtle photographic effects can add a layer of realism, simulating real-world camera artifacts.
These post-process effects are essential for achieving that final cinematic look and enhancing the `real-time rendering fidelity` of your automotive renders.
Optimizing Material Performance for Smooth Frame Rates
While aiming for visual fidelity, performance can’t be an afterthought, especially for real-time applications. Complex `Unreal Engine 5 materials` can be costly. Here are optimization tips:
- Profile Your Materials: Use the Shader Complexity viewmode in Unreal Engine to identify expensive parts of your `material blueprint setup`.
- Use Material Functions Wisely: While functions organize logic, ensure they aren’t introducing redundant calculations.
- Parameterize and Instance: Use Material Instances as much as possible to avoid recompiling shaders for every variation.
- Simplify Where Possible: Can a texture be lower resolution? Can a complex calculation be approximated? Always look for areas to simplify without sacrificing noticeable quality.
- Shader Caching: Ensure your project is set up to cache shaders efficiently.
Striking the right balance between visual quality and performance is crucial for delivering an excellent `automotive visualization` experience, especially in interactive applications.
Conclusion
Crafting hyper-realistic automotive paint shaders in Unreal Engine 5 is a challenging yet incredibly rewarding endeavor. By understanding the multi-layered nature of real-world paint, meticulously building a robust `material blueprint setup`, and mastering techniques for the `clear coat shader`, `metallic flakes effect`, and `anisotropic reflections`, you can achieve a level of `real-time rendering fidelity` that was once only possible with offline renderers.
The journey from a basic PBR material to a truly convincing `PBR car paint` involves attention to detail, a scientific approach to light interaction, and leveraging the full power of `Unreal Engine 5 materials`. Remember that tools like Lumen and Nanite further amplify your efforts, creating stunning `automotive visualization` experiences.
Now, it’s your turn to experiment and push the boundaries. Dive into Unreal Engine 5, start building your master material, and don’t hesitate to iterate. For high-quality, pre-modeled vehicles to apply your incredible shaders to, be sure to check out the extensive library at 88cars3d.com. Unleash the full potential of your automotive renders today!
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Volkswagen Lupo 3D Model
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Material: Yes
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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
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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