Mastering Performance & Detail: Optimizing High-End Automotive Models for Real-Time Game Engines
Mastering Performance & Detail: Optimizing High-End Automotive Models for Real-Time Game Engines
The allure of a hyper-realistic automotive model, gleaming under a virtual sun with every rivet and contour perfectly rendered, is undeniable. Whether for an AAA racing title, an architectural visualization, or a high-fidelity simulator, these digital marvels captivate. However, the journey from a meticulously crafted high-polygon concept or CAD file to a smooth, playable asset in a real-time game engine is fraught with technical challenges. Raw, unoptimized automotive models, brimming with millions of polygons and complex material setups, can bring even the most powerful gaming rigs to a grinding halt.
This isn’t merely about sacrificing detail for speed; it’s about intelligent engineering. It’s about preserving the aesthetic integrity of a stunning vehicle while ensuring it performs flawlessly within the confines of a real-time environment. This comprehensive guide will delve into the essential strategies and techniques that bridge this gap, allowing you to transform your high-fidelity automotive creations into optimized, game-ready assets. We’ll explore everything from intricate mesh management to advanced material setups, ensuring your vehicles not only look incredible but also deliver exceptional Unreal Engine performance and overall real-time efficiency.
The Critical Balance: Why High-Fidelity Automotive Models Struggle in Real-Time Environments
Automotive design often begins with CAD data or highly detailed sculpts, which prioritize precision and visual accuracy above all else. These initial models can boast polygon counts in the tens of millions, sometimes even hundreds, capturing every minute curve and seam. While perfect for static renders or manufacturing, such density poses a severe bottleneck for interactive applications.
Game engines operate under strict performance budgets. Every polygon, every draw call, and every complex shader instruction contributes to the computational load. A single unoptimized high-poly car, with its intricate body panels, detailed interiors, and complex undercarriage, can easily exceed an entire game’s polygon budget for a single frame. This leads to dramatically reduced frame rates, memory overloads, and a degraded user experience, effectively making the game unplayable. Achieving optimal Unreal Engine performance requires a fundamental shift from “everything is geometry” to “smart geometry and intelligent texturing.”
Furthermore, rendering pipelines in game engines are designed for speed. They process information differently than offline renderers, which have the luxury of time. This difference necessitates careful consideration of how meshes are constructed, how textures are applied, and how materials are defined within the broader game asset pipeline. The goal is to maximize visual quality within the constraints of real-time rendering, making intelligent compromises that are often imperceptible to the end-user.
Essential Techniques for Detail Retention: Mastering Poly Count and LODs
The cornerstone of optimizing high-end automotive models for real-time engines lies in judiciously managing polygon count and strategically implementing Levels of Detail (LODs). This ensures that while the core visual identity of the vehicle is preserved, performance remains paramount.
Strategic Poly Count Reduction: From High-Poly to Game-Ready
The process of high-poly to low-poly conversion is fundamental. It involves creating a simplified mesh that retains the essential silhouette and major forms of the original high-detail model, but with a significantly lower polygon count. This isn’t just about indiscriminately deleting polygons; it’s a careful art of balancing visual fidelity with performance requirements.
Manual retopology is often the gold standard for critical assets like hero vehicles. Artists meticulously rebuild the mesh, creating clean, animation-friendly topology with quads, ensuring smooth deformations and efficient UV mapping. Automated decimation tools can be useful for less critical parts or for generating initial low-poly versions, but they often produce triangulated, messy meshes that require significant cleanup. Tools like ZBrush’s ZRemesher or QuadRemesher for Blender/Maya offer a good balance, producing cleaner quad-based topology that can serve as a strong starting point.
When performing poly count reduction, focus on maintaining the primary shapes, hard edges, and critical details that define the vehicle. Intricate details like emblems, grilles, and vents might initially be high-poly geometry but can often be efficiently represented through texture baking, which we’ll discuss next. The aim is to create a lightweight mesh that is performant while serving as a canvas for high-resolution textures.
Implementing Levels of Detail (LODs) for Dynamic Performance
LOD optimization is crucial for automotive models, especially in open-world games or racing simulations where vehicles are viewed from varying distances. LODs are simplified versions of a mesh that are swapped in dynamically by the game engine as the object moves further from the camera. This prevents the engine from rendering unnecessary detail on distant objects, dramatically improving performance.
A typical automotive model might have 3-5 LOD levels:
- LOD0 (Hero Mesh): The full detail, game-ready low-poly model, visible when the camera is close. This is the result of your initial poly count reduction and texture baking.
- LOD1: A noticeable reduction in polygon count (e.g., 50% of LOD0). Interior details might be removed or heavily simplified. Minor geometric details become flat surfaces.
- LOD2: A further reduction (e.g., 25% of LOD0). Even larger geometry simplifications, perhaps the removal of brake calipers, simplification of mirrors, or merging of separate body panels.
- LOD3+: Highly simplified geometry, often just the car’s silhouette, perhaps a box collider replacement. Used for extreme distances or in situations where many vehicles are on screen.
The creation of LODs involves techniques like mesh simplification (decimation), removing hidden geometry (e.g., engine parts never seen), and simplifying complex curves into fewer polygons. Modern game engines provide tools to automate LOD generation, but manual intervention often yields better results, especially for critical transitions. Careful consideration must be given to “pop” — visible jumps in detail — during LOD transitions. Smooth transitions ensure the player never notices the underlying optimization.
Capturing Intricate Detail: The Texture Baking Workflow
Once a low-polygon mesh is established, the next critical step in the game asset pipeline is to transfer the rich surface details from the original high-poly model onto the optimized low-poly mesh using textures. This process, known as texture baking, allows for incredible visual fidelity without the performance cost of geometric detail.
Normal Maps: Simulating Surface Detail
Normal maps are arguably the most important component of the texture baking workflow for automotive models. They simulate the appearance of bumps, grooves, and intricate surface details by altering how light interacts with the surface. Instead of adding actual geometry, a normal map stores directional information (normals) per pixel, tricking the renderer into perceiving depth.
The baking process involves projecting the surface details of your high-poly model onto the UV-unwrapped low-poly model. Software like Substance Painter, Marmoset Toolbag, or even Blender’s internal baker excels at this. For automotive models, normal maps are essential for conveying panel gaps, small vents, subtle curvature changes, screw heads, and even the slight imperfections of painted surfaces. A well-baked normal map can make a relatively simple mesh look incredibly detailed, forming a cornerstone of realistic PBR materials automotive.
Ambient Occlusion and Other Utility Maps
Beyond normal maps, several other baked texture maps are indispensable for enhancing realism:
- Ambient Occlusion (AO) Maps: These maps simulate soft, contact shadows where surfaces are close together or where light would naturally be occluded. Baking an AO map from your high-poly model captures subtle shadowing in crevices, panel lines, and between separate components, adding a crucial layer of depth and realism to PBR materials automotive. It makes the model feel grounded and integrated into its environment.
- Curvature Maps: These maps highlight convex and concave areas of your mesh. They are incredibly useful for procedural material generation, allowing artists to add subtle edge wear to exposed edges or grime accumulation in recesses, all within the game engine.
- Thickness Maps: Also known as Subsurface Scattering maps, these indicate how thick a mesh is, useful for realistic rendering of translucent materials like car windows or headlights, where light might scatter internally.
- World Space Normal Maps: Unlike tangent space normal maps, these store normal information relative to the world’s axis. They are useful for certain post-processing effects or for specific shader setups, but tangent space normals are far more common for standard material rendering.
Displacement and Height Maps (When Appropriate)
While normal maps fake detail, displacement and height maps actually modify the geometry of the low-poly mesh at render time, pushing vertices in or out based on grayscale values. This provides true geometric detail, unlike the optical illusion of normal maps.
For automotive models, displacement maps are typically used sparingly due to their higher performance cost. They might be employed for highly visible and critical geometric details that require real depth, such as aggressive tire treads, intricate grille patterns that need to catch light in a specific way, or subtle deformation on damaged vehicle panels. When using displacement, especially for game engines, often a tessellated mesh with a displacement map is only applied at very close distances (similar to an LOD concept) to manage performance. For most scenarios, a well-executed normal map combined with efficient geometry is sufficient for the majority of automotive surfaces.
Achieving Visual Fidelity In-Engine: PBR Materials and Shaders
Once your low-poly model is textured, the next step is to bring it to life with physically based rendering (PBR) materials. PBR systems are designed to simulate how light behaves in the real world, leading to more consistent and realistic visuals across different lighting conditions.
Understanding PBR Principles for Automotive Surfaces
At its core, PBR relies on a set of texture maps that describe the physical properties of a surface rather than just its color. For PBR materials automotive, the key maps include:
- Albedo/Base Color: This map defines the diffuse color of the surface without any lighting information. For cars, this would be the base paint color, rubber color, or metal color.
- Metallic: A grayscale map (typically black for non-metals, white for metals) indicating whether a surface is metallic or dielectric. Car bodies, chrome trim, and wheel rims would be metallic.
- Roughness: Another grayscale map (or sometimes Glossiness, its inverse) that determines how rough or smooth a surface is, influencing how light reflects off it. A low roughness value creates a sharp, mirror-like reflection (like polished chrome or a clear coat), while a high roughness value scatters light more, resulting in a duller, matte appearance (like unpolished rubber or worn plastic).
- Normal Map: As discussed, this provides fine surface detail.
- Ambient Occlusion Map: Adds contact shadows and depth.
Achieving realistic automotive surfaces involves careful calibration of these maps. Car paint, for example, is a complex shader that often involves a base metallic layer with a clear coat on top, requiring specialized shader setups to simulate accurately. Glass needs proper refraction and reflection, while chrome demands extremely low roughness values and high metallic values. For high-quality, pre-optimized base models ready for these advanced material setups, consider exploring the offerings at 88cars3d.com.
Shader Optimization and Material Instancing
While PBR delivers stunning results, complex shaders can significantly impact Unreal Engine performance. Each instruction in a shader contributes to the GPU’s workload. To optimize:
- Simplify Shader Graphs: Avoid unnecessary calculations or complex nodes. If a feature isn’t visible, remove it.
- Texture Packing: Combine multiple grayscale maps (like roughness, metallic, and ambient occlusion) into the RGB channels of a single texture. This reduces the number of texture lookups and memory footprint.
- Material Instancing: This is a powerful optimization technique. Instead of creating a unique material for every slightly different surface (e.g., various shades of interior leather), create a master material with exposed parameters. Then, create instances of that master material, adjusting only the parameters (color, roughness, texture variations) without compiling a new shader. This significantly reduces draw calls and memory usage.
Proper shader organization and instancing are critical for managing the multitude of materials found in a detailed automotive model, from the exterior paint to the intricate interior components.
Efficient UV Mapping Strategies
UV mapping is the process of unwrapping your 3D model into a 2D space, allowing textures to be painted or applied. Efficient UVs are crucial for both visual quality and performance:
- Maximize UV Space: Arrange UV islands to fill as much of the 0-1 UV space as possible without overlap (unless intentional for tiling). This ensures optimal texture resolution.
- Minimize Seams: While seams are inevitable, place them strategically in less visible areas to prevent obvious texture stretching or breaks.
- Consistent Texel Density: Aim for a relatively uniform texel density across the model. This means that areas of similar importance should have similar pixel resolution, avoiding blurriness on critical components or wasted resolution on hidden parts.
- Overlapping UVs: For repeating elements like tire treads or identical bolts, overlapping their UVs allows them to share the same texture space, saving texture memory. Be careful with this, as it can complicate unique texture baking.
- UDIMs: For extremely high-detail automotive models that require very high texture resolution across the entire surface (e.g., a car meant for extreme close-ups in a cinematic), UDIMs (U-Dimension) allow you to use multiple UV tiles (separate texture maps) for a single mesh. While powerful, they increase texture memory and complexity, so use them judiciously.
Building an Efficient Workflow: Integrating Optimized Automotive Assets into Game Engines
The final stage is bringing your meticulously optimized automotive model into the target game engine and ensuring it integrates seamlessly into the broader game asset pipeline.
Exporting and Importing Best Practices
The transfer of assets between your 3D software (Maya, Blender, 3ds Max) and the game engine (Unreal Engine, Unity) requires adherence to best practices:
- File Formats: FBX is the industry standard for transferring 3D models with materials, animations, and skeletal data. glTF is also gaining popularity, especially for web-based applications, offering a more modern, efficient alternative.
- Scale and Pivot Points: Ensure your model is exported at the correct scale (e.g., 1 unit = 1 cm in Unreal Engine). The pivot point (origin) should be set logically, typically at the center base of the vehicle, for easy manipulation and placement in the engine.
- Naming Conventions: Adopt consistent and clear naming conventions for meshes, materials, and textures. This prevents confusion and streamlines the import process and subsequent work in the engine. For example,
SM_Car_Body_LOD0,T_Car_Paint_Albedo. - Clean Scene: Before export, clean up your scene: delete unused objects, freeze transformations, and ensure all modifiers are applied (unless they are part of the intended workflow).
- Import Settings: Be mindful of import settings in your game engine. Options for normal map compression, tangent space calculation, and material assignment can significantly impact the final look and performance.
Performance Considerations in Unreal Engine
For Unreal Engine performance, several engine-specific features and practices can further enhance your automotive models:
- Static Mesh Editor: Use Unreal Engine’s Static Mesh Editor to set up LODs, assign collision meshes, and inspect mesh properties. Ensure proper lightmap UVs are generated if static lighting is used.
- Nanite: For Unreal Engine 5 projects, Nanite virtualized geometry can revolutionize how high-poly assets are handled. While it significantly reduces the need for traditional manual LODs, smart topology and efficient UVs for texturing remain important. Even with Nanite, unnecessary poly count can still impact CPU and memory, so initial optimization remains a good practice.
- Instancing and HISM: For multiple identical vehicles (e.g., a car park), use Instanced Static Meshes or Hierarchical Instanced Static Meshes (HISM) to dramatically reduce draw calls and improve rendering efficiency.
- Occlusion Culling: Ensure your meshes have proper bounding boxes and that the engine’s occlusion culling effectively prevents rendering of objects that are blocked from view by other geometry.
- Level Streaming: For large open worlds, use level streaming to load and unload vehicle assets (and the environments they are in) dynamically as the player moves, managing memory and performance.
- Profiling Tools: Regularly use Unreal Engine’s profiling tools (e.g.,
stat gpu,stat unit, GPU Visualizer) to identify performance bottlenecks related to your automotive assets and materials. - Blueprint Optimization: If your car features complex interactive elements or physics, optimize associated Blueprints to minimize Tick events and unnecessary calculations.
Continuous Iteration and Quality Assurance
Optimization is rarely a one-and-done process. It’s an iterative cycle of creating, importing, testing, and refining. Continuously test your automotive assets within the game engine, under various lighting conditions, and alongside other game elements. Identify performance bottlenecks, visual glitches (like texture shimmering or LOD pops), and areas where further optimization can be applied without compromising visual quality.
The feedback loop between your 3D modeling software, texturing tools, and the game engine is vital. Don’t be afraid to go back and adjust your poly count reduction, re-bake textures, or tweak shader parameters based on in-engine results. This iterative approach ensures that your final automotive models not only look stunning but also perform flawlessly, providing an immersive and enjoyable experience for players.
Conclusion
Mastering the art of optimizing high-end automotive models for real-time game engines is a blend of artistic vision and technical prowess. It demands a deep understanding of mesh topology, advanced texturing techniques, and the intricacies of game engine rendering. By diligently applying techniques like LOD optimization, a robust texture baking workflow, intelligent poly count reduction, and the creation of efficient PBR materials automotive, you can transform unwieldy high-fidelity models into sleek, performant game assets.
This holistic approach, from high-poly to low-poly conversion to in-engine shader optimization, forms the backbone of an effective game asset pipeline. It ensures that your vehicles not only meet the demanding visual standards of today’s games but also contribute positively to overall Unreal Engine performance. The result is an immersive experience where players can fully appreciate the intricate beauty of each automotive creation without a single stutter.
For those seeking a head start with meticulously crafted, high-quality automotive models that are already optimized or ready for your specific game engine pipeline, explore the extensive collection at 88cars3d.com. We provide the foundation for your next masterpiece, allowing you to focus on bringing your virtual worlds to life.
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Volkswagen Jetta 2005 3D Model
Texture: Yes
Material: Yes
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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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Material: Yes
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Volkswagen Passat B5 2000 3D Model
Texture: Yes
Material: Yes
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Volkswagen Passat CC 3D Model
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Material: Yes
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Volkswagen Golf V 2006 3D Model
Texture: Yes
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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
Texture: Yes
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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
Texture: Yes
Material: Yes
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Mazda 626 GF 1997 3D Model
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Material: Yes
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Volvo S80 2011 3D Model
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Volkswagen Touran restyle-006 3D Model
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Material: Yes
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Skoda Octavia Scout 3D Model
Texture: Yes
Material: Yes
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Volkswagen Golf V 2006 3D Model
Texture: Yes
Material: Yes
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Mazda CX-7 3D Model
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Mazda Familia 3D Model
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GAS 21 3D Model
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Mercedes-Benz SL500 AMG (R129) 3D Model
Texture: Yes
Material: Yes
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Mercedes-Benz S-Class W221 2005 3D Model
Texture: Yes
Material: Yes
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Mercedes-Benz E-Class W212 2009 3D Model
Texture: Yes
Material: Yes
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Mercedes-Benz E-class Estate S212 2009 3D Model
Texture: Yes
Material: Yes
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Mercedes-Benz 190 W201 3D Model
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Mercedes-Benz C230 SportCoupé 2005 3D Model
Texture: Yes
Material: Yes
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Mercedes-Benz SLK 3D Model
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Mercedes 600 SEC W140 1992 3D Model
Texture: Yes
Material: Yes
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Mercedes S-Class 2010 3D Model
Texture: Yes
Material: Yes
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McLaren MP4-12C-001 3D Model
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Material: Yes
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Mercedes-Benz SLK 350 2005 3D Model
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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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