Unpacking the Complexities: Why Standard PBR Isn’t Enough
The gleam of a perfectly rendered car is a testament to an artist’s skill, a captivating blend of form, light, and material. Yet, achieving truly convincing automotive paint in 3D goes far beyond merely applying a standard PBR setup. While Physically Based Rendering (PBR) provides a robust foundation, the intricate dance of light on a car’s finish demands a more nuanced approach. We’re talking about capturing the multi-layered depth, the subtle imperfections, and the dynamic sparkle of metallic flakes that elevate a render from good to breathtakingly photorealistic.
If you’ve ever felt that your 3D car models, despite impeccable modeling, still lack that authentic showroom pop or the gritty realism of a street machine, the answer often lies in your paint shader. This guide will take you beyond basic PBR, delving into the advanced techniques and automotive material nodes required to craft hyper-realistic automotive paint shaders that will make your renders truly stand out. Get ready to unlock the secrets behind captivating car paint.
Unpacking the Complexities: Why Standard PBR Isn’t Enough
At first glance, a car’s paint might seem like a simple surface. In reality, it’s a sophisticated system of carefully engineered layers, each contributing to its appearance and protection. Standard PBR car paint shaders, while excellent for many materials, often simplify this structure, leading to a flat or plasticky look that fails to capture the true essence of automotive finishes.
The Multi-Layered Nature of Automotive Paint
Modern automotive paint typically consists of several distinct layers, each with its own PBR properties:
- Primer: Applied directly to the bare metal, the primer layer ensures adhesion and corrosion protection. It’s usually a matte, opaque layer, though its direct visual impact is minimal as it’s covered by subsequent coats.
- Base Coat: This is the color layer. It can be a solid color, metallic, or pearlescent. Crucially, the base coat is often quite diffuse, with any metallic or pearlescent effects embedded within it.
- Clear Coat: The outermost layer, the clear coat, is a transparent, highly reflective, and durable finish. It’s responsible for the deep gloss, specular highlights, and the perceived “wetness” of the paint. This is arguably the most critical layer for visual realism.
A basic PBR setup might attempt to combine all these properties into a single shader, which inevitably sacrifices the subtle interplay between layers, especially the unique reflective qualities of the clear coat.
Microfacet Theory and Reflectance Properties
PBR relies heavily on microfacet theory, where surfaces are modeled as collections of tiny, randomly oriented microfacets. The roughness parameter dictates the spread of these microfacets, influencing how light reflects. For automotive paint, particularly the clear coat, understanding Fresnel reflectance is paramount. Fresnel describes how reflectivity changes with viewing angle: surfaces become more reflective at grazing angles. This effect is very pronounced on car paint, giving it that characteristic high sheen when viewed from the side, even if the primary reflections are subtle when viewed head-on.
The challenge arises because the clear coat itself is transparent, allowing light to pass through to the base coat and then reflect back up. This creates a complex scattering and reflection scenario that a single standard PBR shader struggles to accurately represent. This is why a dedicated clear coat shader is indispensable.
The Advanced Clear Coat: Achieving Realistic Depth and Imperfection
The clear coat is the hero of hyper-realistic automotive paint. It’s not just a transparent layer; it’s a dynamic film that interacts with light in complex ways, revealing the paint’s true character. Mastering this layer is crucial for photorealistic rendering.
Simulating Realistic Depth and Gloss
To achieve depth, a true clear coat shader needs to function as a separate, transparent, and reflective layer on top of your base coat. Most modern renderers and game engines offer dedicated clear coat options within their PBR material systems, or allow for custom layered material setups. This separation allows the clear coat to have its own distinct roughness, IOR (Index of Refraction), and normal map, independent of the underlying color.
- IOR (Index of Refraction): For a typical automotive clear coat, an IOR of around 1.4-1.5 is a good starting point. This value dictates how much light bends as it enters and exits the clear coat, influencing its reflectivity.
- Fresnel Effect: Ensure your clear coat accurately implements Fresnel reflectance. This physically accurate phenomenon dictates that reflectivity increases significantly at glancing angles. This is what gives car paint its signature “pop” and high sheen from certain perspectives.
- Separate Specular Lobe: The clear coat should have its own distinct specular lobe, separate from the base coat’s reflections. This creates the characteristic double reflection often seen on car surfaces, with a sharp reflection from the clear coat and a softer, more diffused reflection from the base.
Adding Subtle Imperfections with Roughness Maps
Perfectly smooth surfaces rarely exist outside of ideal theoretical conditions. Real car paint is full of micro-scratches, dust, and the subtle “orange peel” texture from the spraying process. Incorporating these imperfections is vital for photorealistic rendering.
- Orange Peel Effect: This subtle waviness can be simulated with a very fine-grained noise texture applied to the clear coat’s normal map or roughness map. It breaks up perfectly crisp reflections, adding a touch of realism.
- Micro-Scratches and Swirl Marks: These are best introduced via roughness maps. Areas with higher roughness will scatter light more diffusely, appearing less shiny. A subtle noise texture or even procedural patterns can simulate these tiny surface defects. These are particularly noticeable when light hits the surface at a grazing angle.
- Dust and Grime: While not strictly part of the paint itself, adding subtle dust layers or grime masks can further enhance realism, particularly for non-showroom scenarios. This typically involves blending a separate, rougher, and darker material over the clear coat.
The goal is not to make the paint look damaged, but subtly imperfect, just enough to catch the light in an authentic way. Using a Substance Painter workflow allows for incredible control over these types of procedural and hand-painted surface details, which can then be exported as masks and maps for your clear coat shader.
Mastering Metallic and Pearlescent Flakes: The Heart of the Effect
The allure of metallic or pearlescent car paint lies in its dynamic sparkle, shifting as light plays across its surface. This effect is driven by microscopic flakes embedded within the paint’s base coat, and correctly simulating them is a cornerstone of advanced PBR car paint.
Understanding Metallic Flakes Texture
Metallic flakes are tiny, reflective particles, usually aluminum, suspended in the paint. When light hits these flakes, they reflect it back, creating a sparkling effect. The appearance of these flakes depends on several key parameters:
- Granularity and Density: How many flakes are there, and how tightly packed are they? Too few, and the effect is lost; too many, and it can look like glitter. These are often controlled by noise textures or procedural patterns.
- Size and Shape Variation: Not all flakes are uniform. Varying their size and shape (e.g., tiny discs or irregular polygons) adds naturalness. Larger flakes create more noticeable individual sparkles, while smaller ones contribute to a more uniform shimmer.
- Reflectivity and Color: The flakes themselves have their own reflective properties. They might reflect the base color of the paint or have a distinct metallic sheen. Some advanced shaders even allow for different reflection colors for the flakes.
Creating a convincing metallic flakes texture often involves a combination of procedural noise and specialized texture maps. These maps typically control the density, size, and normal direction of the flakes.
The Critical Role of Anisotropy for Dynamic Light Interaction
Perhaps the most crucial aspect of metallic flake simulation, and one often overlooked in basic PBR, is anisotropic reflections. Anisotropy refers to a material’s directional dependency of properties. In the context of reflections, it means light scatters differently depending on the direction it hits the surface relative to a particular grain or orientation.
For car paint, the metallic flakes, being tiny flat surfaces, tend to align somewhat with the flow of the paint application or settle into a preferential orientation. This alignment causes light to stretch or blur in a specific direction when reflected, leading to elongated highlights rather than perfectly round ones. This is the same principle seen in brushed metal surfaces, where the brush strokes dictate the anisotropic effect.
Without anisotropy, metallic flakes can look dull or static, failing to produce the dynamic, shifting sparkle that is characteristic of real-world car paint. Implementing anisotropic reflections correctly allows these flakes to “come alive” as the camera or light source moves, providing a much deeper and more convincing effect.
Implementing Anisotropic Reflections for Dynamic Realism
Anisotropy is a powerful tool for achieving realism, not just for metallic flakes but also for brushed metals and various fabrics. For car paint, it’s the secret sauce that transforms static sparkles into dynamic, light-sensitive glints. Understanding how to control anisotropic reflections is key to mastering your PBR car paint.
What are Anisotropic Reflections?
Anisotropic reflections occur when the microscopic structure of a surface causes light to reflect more strongly in one direction than another. Instead of a circular highlight you’d see on a perfectly smooth or isotropically rough surface, anisotropic surfaces produce stretched, elongated, or “smeared” highlights. Think of the light reflecting off a scratched CD, brushed aluminum, or the intricate weave of certain fabrics. For car paint, it’s the subtle orientation of millions of tiny metallic flakes that creates this effect.
Controlling Anisotropy in Your Shaders
To implement anisotropic reflections effectively, you typically need to control two main parameters within your material system:
- Anisotropy Direction/Tangent Map: This map (often a vector map or a specialized tangent map) tells the renderer which direction the “grain” or orientation of the surface microfacets is pointing at each pixel. For metallic flakes, this map would represent the dominant orientation of the flakes. Procedural noise or gradient maps can simulate this subtly across the surface, giving variation to the flake orientation.
- Anisotropy Strength/Value: This parameter controls how strong or pronounced the anisotropic effect is. A value of 0 typically means isotropic reflections (circular highlights), while higher values produce more stretched highlights.
In many material node editors, you’ll find dedicated anisotropy inputs for these parameters. For car paint, this effect is primarily applied to the flake layer, or within a specialized PBR shader that combines a clear coat with anisotropic base layers. When setting up your automotive material nodes, pay close attention to how your chosen renderer handles anisotropy, as implementations can vary slightly.
Experimentation is key here. The subtle stretching and orientation of reflections dictated by anisotropy are what give metallic car paint its vibrant, shifting appearance as light and camera angles change. This is a critical detail for achieving true photorealistic rendering.
Crafting Automotive Material Nodes: A Practical Approach
Building these complex multi-layered shaders requires a deep understanding of your chosen 3D software’s material node editor. While specific node names may vary between applications like Blender, Maya, 3ds Max, or Houdini, the underlying principles of layering and blending remain consistent. This section outlines a general approach to creating sophisticated automotive material nodes.
Layering Shaders for Comprehensive PBR Car Paint
The core concept is to layer distinct shaders for each component of the paint system:
- Base Coat Shader: Start with a standard PBR shader (e.g., Principled BSDF in Blender, aiStandardSurface in Arnold, VRayMtl in V-Ray).
- Diffuse Color: Set your primary paint color here.
- Roughness: Keep this relatively high to represent the slightly duller, non-glossy base.
- Metallic: Set to 0 if the flakes are handled separately, or a low value if integrated.
- Metallic Flake Shader: This is often a separate, highly reflective, and anisotropic shader or a specific layer within a multi-layer material.
- Color: Usually a bright, slightly desaturated version of your base color, or white/silver.
- Metallic: Set to 1.
- Roughness: Very low, to represent highly reflective flakes.
- Anisotropy: Crucially, enable and control anisotropy here with a tangent map or procedural direction.
- Masking: Use a procedural noise or metallic flakes texture map to control the density and distribution of these flakes.
- Clear Coat Shader: This is your final, transparent, and glossy layer.
- Transmission/Transparency: Set to 1 (fully transparent).
- IOR: Approximately 1.4-1.5 for plastic/resin.
- Roughness: Very low for a pristine finish, or controlled by a roughness map for imperfections (orange peel, micro-scratches).
- Normals: Add subtle normal map details for orange peel effect.
Connecting Nodes and Blending Layers
In a node-based editor, you’ll connect these individual shader components using blend nodes, mix shaders, or dedicated layer mixers. The order is crucial: the clear coat should always be the top-most layer, affecting the reflections of everything beneath it.
- Mixing Flakes with Base Coat: Use the flake mask to blend the metallic flake shader over the base coat shader.
- Applying Clear Coat: Most advanced PBR shaders (like Unreal Engine’s standard material, Arnold’s aiStandardSurface, or Blender’s Principled BSDF) have a direct “Clear Coat” input where you can plug in parameters for roughness, normal, and IOR. If not, you might need to use a dedicated layering shader that supports multiple specular lobes.
Building reusable node groups or material functions (e.g., in Unreal Engine car paint) for your custom paint setups can significantly speed up your workflow and ensure consistency across multiple models. For instance, you could create a “Car Paint Flakes” node group that encapsulates all the parameters for density, size, and anisotropy, making it easy to tweak and reuse.
Remember, the goal is to break down the complex physical reality of car paint into manageable, layered components. This modular approach with automotive material nodes gives you granular control over every aspect of the shader, leading to superior photorealistic rendering.
Photorealistic Rendering Best Practices for Car Paint
Even the most meticulously crafted shader will fall flat without appropriate lighting and rendering environments. For truly photorealistic rendering of automotive paint, the interplay between your material and its surroundings is paramount. The paint needs to reflect a believable world to look real.
The Indispensable Role of HDRI Environments
High Dynamic Range Images (HDRIs) are not just backgrounds; they are primary light sources and reflection maps. For car paint, a good HDRI is non-negotiable:
- Realistic Reflections: The clear coat, especially, will pick up reflections from the HDRI, providing convincing environmental context. A studio HDRI will give sharp, clean reflections, while an outdoor HDRI will provide reflections of trees, sky, and buildings, grounding the car in a scene.
- Accurate Lighting: HDRIs provide realistic incident lighting, casting soft shadows and contributing to global illumination, which is crucial for how colors and values are perceived on the car’s surface.
- Variety: Experiment with different HDRIs – overcast skies for soft, diffused light; bright sunny days for sharp reflections and shadows; or even specific studio lighting setups to showcase form.
Ensure your HDRI is of high quality and resolution to prevent pixelated reflections. Rotating the HDRI can also dramatically change how light hits the car and how reflections are distributed, allowing you to find the most appealing angles.
Physical Cameras and Rendering Settings
Beyond lighting, your camera and renderer settings play a significant role:
- Physical Camera Settings: Use realistic f-stop, shutter speed, and ISO values. Depth of field, when used subtly, can draw attention to key areas and enhance realism by mimicking how real cameras perceive scenes.
- Ray Tracing/Path Tracing: Modern renderers that employ ray tracing or path tracing are essential for accurately calculating light bounces, reflections, and refractions. These methods inherently handle the complex light paths through and off your clear coat shader and metallic flakes.
- Global Illumination: Ensure global illumination is enabled and properly configured. This simulates indirect lighting, adding realism to shaded areas and color bleeding from surrounding objects.
- Anti-Aliasing: High-quality anti-aliasing is vital to smooth out jagged edges, especially on specular highlights from the clear coat and fine details like metallic flakes.
When you’re ready to put these advanced materials to the test, remember that a strong foundation in modeling is equally important. For exceptional base models that deserve these top-tier shaders, consider visiting 88cars3d.com, a resource for high-quality 3D automotive models built to exacting standards.
Workflow Integration: From Substance Painter to Unreal Engine
Bringing these advanced shader concepts to life requires a robust workflow. Substance Painter workflow is a powerful tool for generating the detailed maps needed, and Unreal Engine car paint provides a real-time environment capable of showcasing these complex materials with stunning fidelity.
Substance Painter Workflow for Automotive Paint Maps
Substance Painter excels at creating realistic textures and masks for PBR materials. Here’s how it fits into our advanced car paint workflow:
- Base Layers: Start with your base color. You can paint this directly or import a solid color.
- Metallic Flakes Texture Generation:
- Create a fill layer with a metallic material (high metallic, low roughness).
- Add a black mask to this layer.
- Use a “Fill” effect on the mask and apply a grunge map or procedural noise (e.g., “Cells” or “Spots”) to control the distribution and size of your flakes. Tweak scale, contrast, and balance to get the desired density.
- Alternatively, use dedicated flake generators if available, which can procedurally create flake-like patterns that influence normals and roughness.
- Clear Coat Roughness and Normal Maps:
- Create a new fill layer above everything, setting its material to represent your clear coat (very high metallic, very low roughness, clear coat parameters if Substance supports it directly).
- To simulate orange peel, add a subtle, fine-grained noise to the normal channel of this layer.
- For micro-scratches and swirl marks, create another fill layer with a very high roughness value. Add a black mask and then use grunge maps, custom brushes, or procedural textures (like “Scratches” or “Fingerprints”) to subtly reveal this roughness through the clear coat. Blend this layer minimally.
- Exporting Maps: Export your textures using a PBR Metallic/Roughness preset. You’ll typically need Base Color, Metallic, Roughness, Normal, and potentially an Ambient Occlusion map. The flake mask and imperfection maps will often be packed into separate channels or used as inputs within your engine’s material graph.
Unreal Engine Car Paint Material Setup
Unreal Engine provides a robust material editor suitable for creating sophisticated automotive material nodes:
- Base Material Creation:
- Create a new Material in Unreal Engine.
- Plug in your Base Color, Metallic, Roughness, and Normal maps from Substance Painter to the respective inputs of the main material node.
- Implementing Clear Coat:
- Unreal’s default material supports a dedicated Clear Coat input. Connect a constant or texture map to the Clear Coat Roughness input for surface imperfections.
- For orange peel, you can add a subtle noise texture to the Clear Coat Normal input or blend it with your main normal map.
- Anisotropic Reflections for Flakes:
- This is where Unreal Engine truly shines for car paint. You’ll typically enable the ‘Anisotropy’ shading model for your material.
- You’ll need an ‘Anisotropy’ parameter (a float value) and an ‘Anisotropy Tangent’ input (a vector3). The Anisotropy Tangent map is crucial; it defines the direction of the stretched reflections. You can paint this in Substance Painter or generate it procedurally with a gradient or noise.
- Use material functions or custom expressions to blend the anisotropic flake reflections with the clear coat.
- Material Instances: Once your master car paint material is set up, create Material Instances. This allows artists to easily change the base color, flake density, roughness values, and even anisotropy strength without recompiling the shader, enabling rapid iteration and customization for different paint finishes.
This integrated Substance Painter workflow to Unreal Engine car paint setup provides a powerful pipeline for achieving and showcasing your hyper-realistic automotive paint shaders in real-time, pushing the boundaries of what’s possible in game development and visualization.
Conclusion
Crafting hyper-realistic automotive paint in 3D is an intricate art form, demanding a meticulous approach that extends far beyond a basic PBR setup. We’ve journeyed from understanding the complex layered structure of real-world car finishes to diving deep into advanced techniques like dedicated clear coat shader implementation, mastering metallic flakes texture, and leveraging the power of anisotropic reflections. By building sophisticated automotive material nodes, integrating a robust Substance Painter workflow, and optimizing for Unreal Engine car paint, you gain unparalleled control over every nuance of your digital automotive surfaces.
The reward for this attention to detail is truly breathtaking: models that don’t just look like cars, but *feel* like they possess the weight, depth, and character of their real-world counterparts. It’s the difference between a static render and a dynamic visual experience that captures the viewer’s imagination.
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Volkswagen Golf 3-Door 3D Model
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Material: Yes
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Volvo V70 2005 3D Model
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Volkswagen Bora 2004 3D Model
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Volkswagen Lupo 3D Model
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Volkswagen Passat B5 2000 3D Model
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Volkswagen Passat CC 3D Model
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Volkswagen Golf V 2006 3D Model
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Volvo S60 R-Design 2024 3D Model
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Volkswagen Passat 2025 3D Model
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Volkswagen Passat Variant B6 2005 3D Model
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Volkswagen Phaeton W12 2004 3D Model
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Volkswagen Scirocco 2015 3D Model
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Volvo S60 2024 3D Model
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Volkswagen Polo 3D Model
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Volkswagen Golf 5-Doors 2018 3D Model
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Volvo C70 T5 2000 3D Model
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Volvo S40 Sedan 2004 3D Model
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Volvo C30 BEV 2012 3D Model
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Volvo C70 1998 3D Model
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Mazda B-Series 3D Model
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Mercsedes Benz Z3-006 3D Model
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Mazda RX-7 3D Model
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Volvo VCC-003 3D Model
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Mercedes-Benz SLR McLaren 2005 3D Model
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GAZ 3110 Pickup 2000 3D Model
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Mazda 626 GF 1997 3D Model
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Volvo S80 2011 3D Model
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Volkswagen Touran restyle-006 3D Model
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Skoda Octavia Scout 3D Model
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Volkswagen Golf V 2006 3D Model
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Mazda CX-7 3D Model
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Mazda Familia 3D Model
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GAS 21 3D Model
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Mercedes-Benz SL500 AMG (R129) 3D Model
Texture: Yes
Material: Yes
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Mercedes-Benz S-Class W221 2005 3D Model
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Material: Yes
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Mercedes-Benz E-Class W212 2009 3D Model
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Mercedes-Benz E-class Estate S212 2009 3D Model
Texture: Yes
Material: Yes
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Mercedes-Benz 190 W201 3D Model
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Mercedes-Benz C230 SportCoupé 2005 3D Model
Texture: Yes
Material: Yes
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Mercedes-Benz SLK 3D Model
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Mercedes 600 SEC W140 1992 3D Model
Texture: Yes
Material: Yes
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Mercedes S-Class 2010 3D Model
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Material: Yes
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McLaren MP4-12C-001 3D Model
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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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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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Material: Yes
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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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Material: Yes
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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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