Mastering Photorealism: Optimizing High-End Automotive Models for Real-Time Game Engines
Mastering Photorealism: Optimizing High-End Automotive Models for Real-Time Game Engines
In the world of interactive experiences, nothing captivates quite like a perfectly rendered car. From exhilarating racing simulations to immersive virtual showrooms and cutting-edge automotive configurator assets, the demand for photorealistic vehicles in real-time environments has never been higher. However, the journey from a meticulously detailed CAD model or a high-polygon subdivision surface render to a truly performant, game-ready asset is fraught with technical challenges.
The paradox lies in bridging the gap between artistic fidelity and computational efficiency. High-end automotive designs, often boasting millions of polygons and intricate surface details, must be painstakingly optimized to run smoothly within the tight budget constraints of a real-time game engine. This isn’t just about reducing polycount; it’s a holistic process encompassing smart geometry, efficient UVs, advanced PBR materials, and engine-specific optimizations. This article will guide you through the essential techniques and best practices to transform your high-fidelity car models into stunning, performant game-ready automotive assets.
The Photorealism-Performance Paradox: Bridging the Fidelity Gap
The journey of an automotive model from concept to real-time interactive experience is a fascinating dance between artistry and engineering. On one hand, designers strive for absolute perfection, capturing every subtle curve, reflection, and material nuance. This often results in incredibly dense meshes, typically generated from CAD data, with millions of polygons and complex surface details intended for offline rendering or static visualization.
On the other hand, real-time game engines demand efficiency above all else. Every frame must be rendered within milliseconds, requiring a lean approach to geometry, textures, and shading. The core challenge, therefore, is to preserve the visual integrity and intricate details of a high-poly automotive model while drastically reducing its computational footprint. This is the essence of the photorealism-performance paradox: how do we achieve stunning visual fidelity without grinding the engine to a halt?
Key bottlenecks in real-time rendering include excessive polygon counts, which burden the GPU’s vertex processing stage, and high draw calls, which strain the CPU. Furthermore, unoptimized textures consume vast amounts of memory and bandwidth, impacting loading times and overall performance. Our goal is to convert these magnificent, but often unwieldy, high-poly to game-ready assets by strategically managing these resources, ensuring that the visual impact remains while the technical overhead diminishes.
Crafting Streamlined Geometry: The Path to Game-Ready Automotive Assets
The foundation of any performant real-time asset lies in its geometry. High-poly models, especially those derived from CAD, are rarely suitable for direct import into game engines. They often contain inefficient topology, non-manifold geometry, and excessive polygon density in areas that don’t contribute significantly to visual detail. A systematic approach to geometry optimization is crucial for creating truly game-ready automotive assets.
Topology Cleanup and Remeshing
When dealing with CAD data, the first step is often a thorough cleanup. CAD models are primarily concerned with precision and manufacturing, not real-time rendering. This can lead to a plethora of issues such as tiny, sliver polygons, intersecting geometry, and n-gons (faces with more than four vertices). These anomalies can cause shading errors, baking artifacts, and general instability within a game engine.
- Initial Cleanup: Tools like Maya’s Mesh Cleanup or 3ds Max’s STL Check can identify and fix non-manifold geometry, open edges, and isolated vertices.
- Retopology: For truly complex or problematic surfaces, manual retopology is often the most effective method. This involves drawing new, optimized quad-based topology directly over the high-poly mesh. The goal is to create a clean, evenly distributed mesh that accurately follows the high-poly’s contours, supports proper subdivision, and minimizes polycount while maintaining silhouette.
- Automatic Solutions: ZBrush’s ZRemesher or Blender’s QuadRemesher can offer a good starting point for automatic retopology, though manual adjustments are usually necessary to achieve perfect edge flow, especially around critical areas like panel lines, lights, and air intakes.
- Edge Flow: Pay close attention to edge flow. Good edge flow not only results in cleaner deformation if the model is animated but also ensures smooth shading across surfaces, which is critical for the reflections on car paint.
The Power of LOD Optimization (Levels of Detail)
Levels of Detail (LODs) are paramount for achieving optimal real-time rendering performance. The concept is simple: objects that are far away from the camera don’t need the same level of geometric detail as objects up close. LODs allow you to swap out progressively lower-polygon versions of your model as its distance from the camera increases, significantly reducing the GPU’s workload.
- LOD Strategy: Typically, 3-5 LODs are sufficient for automotive models. LOD0 (the highest detail) is used when the car is very close or central to the player’s view. LOD1, LOD2, and so on, progressively reduce polygon count by 30-50% each time, usually via decimation or manual simplification.
- Manual vs. Procedural: While engines like Unreal and Unity offer automatic LOD generation, manual creation or careful supervision provides superior results. Manual LODs allow artists to strategically remove edge loops or faces in less visible areas, ensuring critical silhouettes and details are preserved for as long as possible.
- Screen Size Thresholds: LODs are triggered based on screen space occupation. For instance, LOD0 might be active when the model occupies more than 50% of the screen, LOD1 for 25-50%, and so on. Calibrating these thresholds is key to smooth transitions and maximizing efficiency.
- Vertex Color LODs: Some advanced techniques involve using vertex colors to guide decimation, preserving areas marked with specific colors (e.g., around wheel wells or grills) while aggressively reducing others.
UV Unwrapping for Performance and Detail
Efficient UV unwrapping is critical for both texture quality and performance. Poor UV layouts can lead to texture stretching, wasted texture space, and increased draw calls. For high-quality game-ready automotive assets, UVs must be meticulously prepared.
- Maximize Texel Density: Aim for consistent texel density across all surfaces where possible, especially for body panels. This ensures uniform texture resolution and prevents blurry areas.
- Efficient Packing: Utilize the entire UV space (0-1 range) efficiently. Minimize empty space and use tiling textures for repetitive elements like tire treads or interior fabrics where appropriate.
- No Overlapping UVs: For baking normal maps, ambient occlusion, and other unique texture details, it’s crucial that UV shells do not overlap. This ensures correct texture information is baked to the right place. However, for tiling textures or identical parts (e.g., all four tires), overlapping UVs can be used to save texture memory.
- Dedicated UV Sets: Consider creating multiple UV sets. One set for primary PBR textures, and another for lightmaps (especially important for static lighting scenarios or baked global illumination) or decals and overlays.
Elevating Visuals with PBR Materials and Texture Baking
Once the geometry is optimized, the next crucial step is to define the surface properties that make an automotive model truly come alive. Physically Based Rendering (PBR) materials are the industry standard for achieving realistic shading in real-time. Paired with a robust texture baking workflow, PBR allows us to transfer intricate detail from high-poly models onto their game-ready counterparts without adding geometric complexity.
Understanding PBR Material Setup for Automotive Realism
PBR material setup simulates how light interacts with real-world surfaces, resulting in consistent and believable rendering under various lighting conditions. For automotive models, specific attention is required for distinct material types:
- Car Paint: This is often the most complex. A typical car paint PBR material setup will include a base color (albedo), metallic (usually 1.0 for car body), roughness (controlling glossiness), and critically, a clear coat layer. The clear coat simulates the transparent protective layer over the paint, providing additional reflections and sheen. Advanced shaders might also include flake maps for metallic paints.
- Glass: Requires transparency, accurate refraction (controlled by an Index of Refraction, IOR), and subtle reflections. Tinting and dirt/smudge overlays via roughness maps can enhance realism.
- Metal: Chrome, brushed aluminum, and other metallic components require specific metallic values (typically 1.0, with color in the albedo) and varied roughness maps to define their finish.
- Rubber/Plastic: These non-metallic surfaces utilize lower metallic values (0.0), with their base color and roughness defining their specific look. Tire sidewalls often have detailed normal maps and roughness variations.
- Texture Maps: The core PBR maps include:
- Albedo/Base Color: The inherent color of the surface, stripped of lighting information.
- Normal Map: Adds surface detail by faking high-resolution geometry using per-pixel normal information. Essential for conveying panel gaps, rivets, and fine textures.
- Roughness Map: Controls the microscopic surface irregularities, influencing how sharp or blurry reflections appear. Crucial for differentiating materials.
- Metallic Map: Defines whether a surface is metallic (white) or non-metallic (black).
- Ambient Occlusion (AO) Map: Simulates soft self-shadowing in crevices and corners, adding depth and realism.
The Texture Baking Workflow: Capturing High-Poly Detail
The texture baking workflow is a cornerstone technique for transferring the immense detail of a high-poly to game-ready model. Instead of adding millions of polygons, we “bake” the visual information from the detailed high-poly mesh onto textures that are then applied to the optimized low-poly mesh. This provides the illusion of complexity with minimal performance cost.
- High-Poly Model Preparation: Ensure your high-poly model is clean, watertight, and has no intersecting geometry. It should contain all the fine details you wish to capture, such as subtle panel lines, bolts, and emblems.
- Low-Poly Model Preparation: The game-ready low-poly model must have clean, non-overlapping UVs within the 0-1 texture space. It should enclose the high-poly model as closely as possible to minimize baking errors.
- Baking Process: Use dedicated baking software like Marmoset Toolbag, Substance Painter, XNormal, or even Blender’s internal baker.
- Normal Map: This is the most critical map, capturing the surface normal differences between the high and low poly meshes. It allows the low-poly to appear as detailed as the high-poly.
- Ambient Occlusion (AO): Captures self-shadowing details, enhancing depth and realism.
- Curvature Map: Useful for edge wear effects, often used as a mask in material editors.
- ID Map (Color ID): Assigns unique colors to different material zones on the high-poly, useful for quick material masking in texturing software.
- Addressing Artifacts: Common baking artifacts include skewed normals, exploded normals, and light leaks. These are usually resolved by adjusting cage settings, checking for overlapping high-poly geometry, or ensuring sufficient padding around UV islands.
Optimizing Texture Resolution and Formats
Texture memory can quickly become a significant performance bottleneck. Striking a balance between visual fidelity and memory footprint is key.
- Resolution: Use appropriate resolutions. A car body might require 4K or even 8K textures for close-up detail, while less prominent parts like interior elements or undercarriage might suffice with 1K or 2K. Use texture atlases to combine multiple smaller elements into a single larger texture.
- Compression: Always use appropriate texture compression formats. For most game engines, BC1-BC7 (DXT1-DXT5) for desktop/console or ASTC/ETC2 for mobile are standard. Normal maps often benefit from specific compression (e.g., BC5 for two-channel normal maps).
- MIP Maps: Ensure MIP maps are generated for all textures. MIP maps are progressively smaller versions of a texture, used by the engine to reduce sampling overhead for objects further away, improving real-time rendering performance.
By diligently executing this texture baking workflow and leveraging PBR principles, artists can create stunningly realistic car surfaces that perform efficiently within any real-time environment. For those looking to jumpstart their projects with pre-optimized, high-quality models, 88cars3d.com offers a curated selection of game-ready automotive assets.
Advanced Real-Time Rendering: Engine-Specific Strategies
Modern game engines are packed with advanced rendering features that can elevate the visual quality of automotive models to unprecedented levels. Understanding and effectively utilizing these engine-specific tools is crucial for achieving photorealism while maintaining optimal performance, especially for detailed Unreal Engine car models or Unity projects.
Unreal Engine Car Models: Leveraging Nanite and Lumen
Unreal Engine 5 has introduced revolutionary technologies that are particularly beneficial for rendering highly detailed automotive models:
- Nanite: This virtualized micro-polygon geometry system fundamentally changes the traditional `high-poly to game-ready` workflow. With Nanite, artists can import cinema-quality assets, potentially even direct CAD data, without manual LODs or complex normal map baking for static meshes. Nanite intelligently streams and renders only the necessary detail, making it possible to have millions of polygons on screen with incredible performance. For automotive configurator assets, Nanite means unprecedented detail on car bodies, grills, and interior components. However, it’s important to remember Nanite is for static meshes; animated parts (like wheels, doors) still require traditional optimization and skeletal meshes.
- Lumen: Unreal Engine’s fully dynamic global illumination and reflection system brings incredible realism to real-time scenes. Lumen ensures that light bounces realistically around the car and its environment, creating soft indirect lighting and accurate ambient occlusion. For metallic car paints and glossy surfaces, Lumen’s real-time reflections are a game-changer, showing crisp environment reflections that dynamically update with movement.
- Real-Time Ray Tracing: For the ultimate in visual fidelity, Unreal Engine supports hardware-accelerated real-time ray tracing. This can be used for highly accurate reflections (especially for chrome and mirror-like surfaces), precise shadows, ambient occlusion, and global illumination. While more demanding than rasterization, strategic use of ray tracing for specific elements (e.g., car paint reflections, rearview mirrors) can push Unreal Engine car models to near indistinguishable levels from offline renders.
- Clear Coat Shaders: Unreal Engine’s material system allows for sophisticated custom clear coat shaders. These can simulate the multi-layered nature of real car paint, including metallic flakes, base color, and the top clear coat layer that scatters and reflects light.
Optimizing for Other Engines (Unity, etc.)
While Unreal Engine has Nanite and Lumen, other engines like Unity also offer powerful features for achieving stunning automotive visuals:
- Unity’s High Definition Render Pipeline (HDRP): HDRP is Unity’s high-fidelity rendering solution, providing advanced lighting, reflections, and material systems comparable to Unreal. It supports physically based camera effects, cinematic post-processing, and excellent real-time global illumination options (e.g., Light Probes, Reflection Probes, Enlighten).
- Shader Graphs and Custom Shaders: Both Unity and Unreal Engine provide visual shader editors (Shader Graph in Unity, Material Editor in Unreal) that allow artists to create highly customized materials, including complex car paint shaders with multiple layers, blend modes, and dynamic parameters. This offers immense flexibility beyond standard PBR material setup.
- Reflection Probes & Screen Space Reflections: Engines use reflection probes to capture environment reflections and apply them to glossy surfaces, while screen space reflections (SSR) provide dynamic, localized reflections based on what’s currently visible on screen. Combining these effectively enhances the realism of car surfaces.
- Post-Processing Effects: Cinematic quality is often achieved through robust post-processing. Bloom, tone mapping, color grading, depth of field, vignette, and anti-aliasing are all crucial for making automotive models look professional and integrated into the scene.
Integration and Performance: Ensuring Peak Automotive Configurator Assets
Optimizing individual components is only half the battle. Seamless integration into the engine and overall scene optimization are critical for ensuring your automotive configurator assets deliver peak real-time rendering performance. This encompasses everything from how the model interacts with the environment to its functional animations and collision detection.
Animation Considerations
Automotive models in interactive experiences often need to animate. Wheels turn, doors open, and suspensions compress. How these animations are set up can significantly impact performance:
- Rigging for Efficiency: For mechanical parts like wheels and suspensions, a simple skeletal rig with minimal bones is far more efficient than animating individual mesh components. This allows for hierarchical transformations and streamlined animation data.
- Skeletal Meshes vs. Static Meshes: Components that deform or have complex motion (e.g., flexible antenna, complex suspension systems that articulate) should be set up as skeletal meshes. Rigid components that simply rotate or translate (e.g., doors, hood, trunk) can often be parented to nulls or simple joints within a hierarchy, acting as static meshes with transforms, reducing the overhead of skeletal animation.
- Animation Blueprinting: In engines like Unreal, using Animation Blueprints for a car rig allows for complex logic, such as wheel rotation based on speed, steering input, and suspension compression based on ground interaction, all driven by gameplay variables.
Collision Setup for Interactive Experiences
Accurate collision detection is vital for player interaction, physics simulations, and environmental awareness. However, using high-poly meshes for collision can be extremely costly:
- Simple Primitives: For most purposes, simplified collision geometry is sufficient. Use basic collision primitives like spheres, capsules, and boxes for overall vehicle body collision.
- Convex Hulls: For more complex shapes that can’t be approximated by simple primitives, use convex hull generation. This creates a simplified mesh that encloses the model. Modern engines can often generate these automatically.
- Combined Collisions: A common strategy is to combine a few simple box/capsule colliders for the main body with sphere colliders for each wheel. This provides adequate collision response without bogging down the physics engine. Avoid per-poly collision unless absolutely necessary for specific gameplay mechanics.
Scene Optimization and Profiling
Even with perfectly optimized automotive configurator assets, a poorly optimized scene can tank performance. Regular profiling is essential:
- Draw Call Reduction: Consolidate meshes where possible to reduce draw calls. Using texture atlases for smaller props or car components that share materials can significantly help. Instancing similar objects (e.g., car parts, environmental props) is also crucial.
- Occlusion Culling: Implement effective occlusion culling to prevent the rendering of objects hidden behind other objects. Most engines have built-in systems (e.g., Unreal’s Hierarchical Z-Buffer, Unity’s Occlusion Culling baked data) that need to be set up and configured.
- LODs on Environment: Extend the LOD strategy beyond the car itself to the surrounding environment and other assets. This ensures consistent real-time rendering performance across the entire scene.
- Engine Profilers: Utilize engine-specific profiling tools (Unreal Insight, Unity Profiler, RenderDoc, PIX) to identify performance bottlenecks. These tools can tell you where CPU and GPU time is being spent—whether it’s on draw calls, post-processing, shadow rendering, or specific material computations.
- Shadow Optimization: Shadows are expensive. Use cascades for directional lights, reduce shadow map resolution for distant shadows, and consider using baked shadows for static elements.
Mastering these integration and performance techniques ensures that your high-quality assets perform flawlessly, providing a smooth and immersive experience for users interacting with your game-ready automotive assets, whether in a high-octane race or a sophisticated product configurator.
Conclusion
Transforming high-end automotive designs into stunning, performant real-time assets is a sophisticated blend of artistic skill and technical expertise. It requires a meticulous approach to geometry optimization, a deep understanding of PBR material principles, and strategic utilization of powerful engine features. From streamlined topology and intelligent LOD optimization to the intricate process of texture baking and leveraging advanced rendering pipelines like Unreal Engine’s Nanite and Lumen, every step contributes to bridging the gap between offline fidelity and real-time efficiency.
By embracing these techniques, you can ensure your automotive models not only look breathtaking but also run smoothly, providing immersive experiences for users whether they’re driving a virtual race car or customizing their dream vehicle in an interactive configurator. The journey from high-poly to game-ready is challenging, but the results—truly photorealistic cars rendered in real-time—are incredibly rewarding.
Ready to elevate your projects? Explore the extensive library of high-quality, game-ready automotive assets available at 88cars3d.com. We provide meticulously optimized models, ensuring you have the perfect foundation to achieve stunning photorealism and peak real-time rendering performance in your next game or interactive application.
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Toyota Supra 2020 3D Model
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Material: Yes
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Volkswagen New Beetle 2000 3D Model
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Material: Yes
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Volkswagen Jetta 2005 3D Model
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Volkswagen Golf 3-Door 3D Model
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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
Texture: Yes
Material: Yes
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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
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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Material: Yes
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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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McLaren MP4-12C-001 3D Model
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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
Texture: Yes
Material: Yes
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Mercedes-Benz CL65 C215 AMG 3D Model
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Material: Yes
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Mercedes-Benz A45 2021 3D Model
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Mercedes-Benz 300SL 1955 3D Model
Texture: Yes
Material: Yes
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Mercedes-Benz 190SL 1955 3D Model
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Material: Yes
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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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