Mastering Photorealistic Car Paint: Crafting Flawless Automotive Shaders
Mastering Photorealistic Car Paint: Crafting Flawless Automotive Shaders
The gleam of a perfectly polished car, reflecting its surroundings with captivating accuracy, is a cornerstone of automotive design and visualization. In the realm of 3D, recreating this iconic finish is one of the most challenging yet rewarding endeavors. A truly convincing car paint shader can elevate a good model to an exceptional render, breathing life into polygons and textures. But what exactly goes into crafting that flawless finish?
Achieving truly photorealistic car paint goes far beyond simply picking a color. It demands a deep understanding of real-world material physics and their translation into digital shaders. From the subtle glint of metallic flakes to the intricate interplay of reflections on a glossy surface, every detail contributes to the overall automotive rendering realism. This guide will walk you through the essential techniques and principles behind creating car paint shaders that stand up to the closest scrutiny, leveraging the power of Physically Based Rendering (PBR) and advanced layering techniques.
The Physics of Flawless Finish: Deconstructing Real-World Car Paint
Before we delve into nodes and parameters, it’s crucial to understand the physical composition of real car paint. It’s not a single monolithic layer, but a complex system of multiple coats, each contributing to the final look. Understanding this layered structure is the first step towards building a convincing digital counterpart using a layered material workflow.
At its core, automotive paint typically comprises:
- Primer Coat: Applied directly to the bare metal, it provides adhesion and corrosion protection. In 3D, we rarely model this directly, but it’s important to know it’s there.
- Base Coat: This is where the primary color comes from. It can be a solid color or contain metallic/pearlescent particles. This layer is largely responsible for the diffuse color component in a PBR setup.
- Metallic/Pearlescent Particles: Embedded within the base coat (or sometimes in a separate mid-coat), these tiny flakes or pigments reflect light in specific ways, creating the characteristic sparkle and color shift seen in many modern car paints. Their distribution and orientation are key to the effect.
- Clear Coat: The outermost, transparent layer. This is arguably the most critical component for realism. It provides protection, depth, and the high gloss finish that defines a car’s appearance. It’s a distinct dielectric material with its own reflective properties, crucial for accurate Fresnel reflections.
Translating these real-world properties into Physically Based Rendering (PBR) is key. PBR workflows ensure that materials react to light in a physically plausible way, leading to more consistent and realistic results across different lighting conditions. We’ll be focusing on how these layers dictate the PBR parameters like Albedo, Metallic, Roughness, and Specular, especially for achieving high-quality automotive rendering realism.
Laying the Foundation: Core PBR Principles for Car Paint
PBR revolutionized material creation by simplifying parameters into physically meaningful values. For car paint, this means thinking about how light interacts with each layer. A typical PBR metallic/roughness workflow relies on a few core channels:
- Base Color (Albedo): This map defines the color of the material when lit directly, representing the diffuse reflection. For car paint, this will be the primary color of your vehicle.
- Metallic: This parameter dictates whether a material is metallic or dielectric. For the clear coat, it will be 0 (dielectric). For the metallic flakes within the base coat, it will be 1, but we’ll use masks to blend this. The base color itself often behaves as a dielectric layer.
- Roughness: Controls the microscopic surface imperfections that scatter light. A value of 0 is perfectly smooth (like a mirror), while 1 is completely rough (diffuse). The clear coat will have a very low roughness value, contributing to its glossy appearance. The metallic flakes might have slightly different roughness properties.
- IOR (Index of Refraction): Particularly important for the clear coat, this defines how much light bends when passing through the material and, crucially, influences the strength and falloff of Fresnel reflections. For a clear coat, a typical IOR value is around 1.5.
- Normal Map: While not always used for the overall paint surface (unless adding subtle imperfections), normal maps are crucial for simulating the microscopic orientation and texture of metallic flakes, giving them directional sparkle.
By accurately defining these parameters for each component of the car paint, you lay a solid groundwork for achieving maximum automotive rendering realism. The key is to think of the car paint not as one material, but as a stack of materials, each with its own PBR properties.
Building Your Shader Layers: The Multi-Layered Material Workflow
The secret to photorealistic car paint lies in a robust layered material workflow. Instead of trying to cram all properties into a single shader, we simulate the real-world layers by stacking and blending multiple PBR materials. This allows for granular control over each component, especially the interplay between the base coat and the transparent top coat.
The Base Coat: Color and Underlying Properties
Start with the foundation – the base coat. This is where the primary color of your car originates. Whether it’s a vibrant red or a deep blue, this layer sets the tone. In your PBR material, assign the desired color to the Base Color/Albedo channel. For a solid, non-metallic paint, your Metallic value for this layer would typically be 0. The Roughness can be set to a value that represents the underlying paint texture before the clear coat is applied, though its effect will be largely masked by the clear coat.
For more complex base coats, such as those with a pearl effect, you might introduce a subtle color shift based on the viewing angle or add a very fine, iridescent texture map. For exceptional high-quality base models to practice these techniques, consider exploring the selection at 88cars3d.com.
Introducing the Metallic Flake: The Sparkle Beneath
This is where metallic paints truly differentiate themselves. The sparkling effect comes from tiny aluminum or mica flakes embedded in the base coat. To simulate this, we need to introduce a dedicated “flake” component into our layered material workflow.
- Creating a Metallic Flake Map: This is typically a procedural texture or an image texture that defines the distribution, size, and orientation of your flakes.
- Distribution: A noise pattern or a custom texture can control where flakes appear.
- Size: Use a texture to vary the size of flakes, or simply adjust the scale of your procedural noise.
- Normal Perturbation: Crucially, these flakes are not perfectly flat. Their tiny surfaces act as individual reflectors. Use your flake map to drive a normal map, adding micro-bumps that scatter light. This is often achieved by taking a highly contrasted version of your flake map and feeding it into a normal map generator node.
- Roughness Variation: Flakes might have a slightly different roughness than the surrounding paint, contributing to their distinct glint. Use the flake map to drive subtle variations in the roughness of the base coat where flakes are present.
- Blending with the Base Coat: Use a blending node (like a Layer Weight node driven by Fresnel, or a dedicated blend material node) to combine the base color with the metallic flake properties. The flakes themselves should have a metallic value of 1 and a very low roughness, allowing them to reflect light sharply. The surrounding base coat remains dielectric.
The interaction between the normal map generated by the metallic flake map and direct light sources is what creates the characteristic sparkle. Experiment with flake density and size to achieve different aesthetic results, from fine metallic finishes to coarse glitter effects.
The Clear Coat: Depth, Gloss, and Protection
The clear coat is paramount for realism. It’s a completely separate dielectric layer that sits on top of everything else. It provides the high gloss, the depth, and the primary source of reflections. This is where the dedicated clear coat shader comes into play.
Most modern renderers (V-Ray, Arnold, Redshift, Cycles, Unreal Engine, Unity’s HDRP) offer a dedicated clear coat layer or an easy way to build one. Here’s how to approach it:
- Separate PBR Properties: The clear coat should have its own set of PBR parameters.
- Metallic: Always 0 (dielectric).
- Roughness: Typically a very low value (e.g., 0.01-0.05) to simulate a highly polished surface. Subtle variations in a roughness map can introduce micro-scratches or dust for added realism.
- IOR (Index of Refraction): For clear coat, a value around 1.5 is standard. This value directly impacts the strength of Fresnel reflections.
- Transparency/Transmission: While physically transparent, the clear coat usually doesn’t have a transmission value greater than 0 in a standard car paint shader, as its primary function is reflection and protection, not allowing light to pass through entirely to reveal an object behind the paint.
- Layering: The clear coat is applied on top of your base coat (with flakes). In your shader graph, this means connecting your base coat material as the “underlying” layer to the clear coat’s inputs. The clear coat essentially acts as a transparent, reflective film over the entire car paint surface.
- Thickness/Depth: Some advanced clear coat shaders offer a “thickness” or “depth” parameter. This simulates light bouncing within the clear coat layer, adding subtle subsurface scattering and further enhancing depth. While subtle, it can contribute significantly to the perceived realism.
The interaction of the clear coat’s low roughness and high Fresnel reflections with the environment is what sells the illusion of a deep, glossy finish. Without a properly configured clear coat shader, your car paint will always look flat and unrealistic.
Advanced Techniques for Unrivaled Realism: Mastering Reflections and Lighting
Even with a perfectly constructed shader, the ultimate realism of your car paint hinges on how it interacts with light. Lighting and reflection setups are critical for showcasing the intricate details of your layered material, pushing towards true automotive rendering realism.
Harnessing Fresnel Reflections for Depth
Fresnel reflections are a fundamental physical phenomenon that dictates how light reflects off a surface based on the viewing angle. Simply put, surfaces reflect more light when viewed at a grazing angle (i.e., looking along the surface) than when viewed head-on (i.e., looking perpendicular to the surface). This effect is profoundly important for materials like glass, water, and crucially, car clear coats.
For car paint, Fresnel ensures that the reflections on the clear coat become more intense and mirror-like as the surface curves away from the camera. This is what creates that distinctive “edge shine” and the illusion of depth. Most PBR shaders automatically handle Fresnel based on the material’s IOR, but understanding its principles allows for better artistic control:
- IOR Value: As mentioned, setting an accurate IOR (around 1.5 for a clear coat) is vital. A higher IOR will result in stronger Fresnel reflections at grazing angles.
- Layer Weight Node: In shader graphs, nodes like “Layer Weight” or “Fresnel” can be used to control blending or reflection strength based on viewing angle, offering a manual way to fine-tune the effect if your shader doesn’t handle it automatically.
- Impact on Roughness: While Fresnel primarily affects reflection strength, it’s worth noting that even a slightly rough clear coat will still exhibit Fresnel reflections, just with more scattered, blurry reflections at grazing angles.
Observe real cars; you’ll notice the reflections are strongest and most defined on the edges and curves. This is Fresnel reflections in action, and replicating it accurately is non-negotiable for high-end renders.
The Power of HDR Environment Lighting
If car paint is the skin, then HDR environment lighting is the lifeblood. High Dynamic Range (HDR) images capture real-world lighting information, including accurate light intensity and color, from every direction. This data is then used to illuminate your 3D scene, providing incredibly realistic reflections and global illumination.
For car paint, HDRIs are indispensable:
- Realistic Reflections: The clear coat will reflect the HDR environment directly, creating intricate and physically accurate reflections that automatically match a real-world setting. This is far superior to using simple light sources alone.
- Natural Illumination: Beyond reflections, the HDRI provides diffuse lighting and ambient occlusion information, making the car look like it truly belongs in the scene.
- Variety and Mood: A vast library of HDRIs exists, allowing you to place your car in anything from a sunny outdoor studio to a grimy industrial interior. Each HDRI dramatically alters the appearance of the car paint and the overall mood of the render.
- Choosing the Right HDRI: Select HDRIs that offer interesting light sources (windows, bright skies, artificial lights) and varying levels of contrast. These elements will create dynamic highlights and reflections on your car’s surface.
Always use a high-resolution, well-exposed HDRI for your primary lighting setup. Combining this with a strong clear coat shader and accurate Fresnel reflections will yield breathtaking results in your automotive rendering realism.
Fine-Tuning Reflections and Anisotropy
While HDRIs provide the bulk of the reflections, sometimes additional measures are needed. Reflection planes or localized reflection probes can be strategically placed to ensure specific, high-priority reflections (e.g., from a studio light or a specific background element) are perfectly captured on the car’s surface. This is particularly useful in studio setups where you want very specific highlights.
Anisotropy, while less common for a standard clear coat, can be an advanced technique for specialized finishes. Anisotropic reflections occur when the surface micro-facets are aligned in a specific direction, causing highlights to stretch along that direction (think brushed metal). While most car clear coats aim for isotropic reflection (highlights are round), certain custom paints or details (like polished chrome trim) might benefit from an anisotropic setup. Implementing this often involves an additional anisotropic map and an angle/direction map in your shader.
Optimizing Your Shader Network for Performance and Quality
A complex multi-layered car paint shader can become a dense network of nodes. While aiming for maximum automotive rendering realism, it’s also important to manage performance, especially in production environments or for interactive applications. Maintaining an efficient and organized shader network is key:
- Node Organization: Group related nodes, use frames, and label sections of your shader (e.g., “Base Coat,” “Clear Coat,” “Flakes”). This makes debugging and modification much easier.
- Instance Materials: Where possible, use instanced materials or material functions to reuse common components or entire shader layers. This reduces redundant calculations and simplifies updates.
- Texture Resolution: Use appropriate texture resolutions. While 4K or 8K maps are great for close-ups, smaller details or areas viewed from a distance might only need 2K or 1K, saving VRAM and render time.
- Baking Complex Procedurals: If you’re heavily relying on complex procedural networks for your metallic flake map or roughness variations, consider baking these out into static texture maps. This shifts the computational cost from render time to an upfront baking process.
- Balance Detail and Performance: Not every project demands absolute pixel-perfect micro-scratches. Understand the context of your render (still image, animation, real-time game) and adjust the complexity accordingly.
Remember, even the most sophisticated shader won’t look good without a high-quality 3D model. Websites like 88cars3d.com offer meticulously crafted car models that provide the perfect canvas for showcasing your expertly designed car paint shaders, ensuring every curve and detail interacts flawlessly with your material setup.
Common Pitfalls and How to Avoid Them
Even seasoned artists can fall into common traps when crafting car paint. Being aware of these can save you hours of troubleshooting and help you achieve superior automotive rendering realism:
- Too Much Reflection, Not Enough Roughness: A common mistake is making the clear coat too perfectly mirror-like (roughness too low). Real-world car paint, even when pristine, has microscopic imperfections that cause some light scattering. Introduce a very subtle roughness map or a slightly higher base roughness value.
- Incorrect IOR Values: Using a default IOR (like 1.45 for plastic) instead of an accurate one (1.5-1.55 for clear coat) can subtly but significantly impact the strength and falloff of Fresnel reflections, making the paint look less convincing.
- Lack of Micro-Scratches/Imperfections: Pristine surfaces can look sterile. Even subtle dust specks, fingerprints, or micro-scratches (achieved with very subtle normal and roughness maps) can dramatically enhance realism. A procedural noise texture mapped to roughness and normal can simulate these imperfections.
- Flat Lighting: Relying on simple, uniform lighting will kill any nuanced reflection. Always use dynamic lighting, especially HDR environment lighting, and strategically placed lights to create interesting highlights and shadows that reveal the paint’s properties.
- Ignoring the Clear Coat Shader Properties: Failing to treat the clear coat as a distinct dielectric layer with its own roughness, IOR, and layering means you’re missing out on the most important component for a realistic car finish.
- Overdoing Metallic Flakes: Too many flakes, or flakes that are too large or too bright, can make the paint look artificial or glittery. Subtlety is key here.
Conclusion: The Art and Science of Automotive Realism
Mastering photorealistic car paint is an intricate journey that combines artistic observation with a solid understanding of material physics. By meticulously deconstructing real-world car paint into its individual layers and translating those properties into a robust Physically Based Rendering (PBR) setup, you gain unparalleled control over your renders.
Remember the key takeaways: embrace the layered material workflow, paying close attention to the delicate interplay between the base coat, the shimmering metallic flake map, and the crucial clear coat shader. Harness the power of accurate Fresnel reflections to give your surfaces depth and dimension, and never underestimate the transformative impact of high-quality HDR environment lighting on achieving ultimate automotive rendering realism.
The journey to perfect car paint is one of continuous experimentation and refinement. Practice these techniques, observe how light truly interacts with real-world surfaces, and don’t be afraid to push the boundaries of your shader networks. To apply these advanced techniques, you’ll need a canvas that truly shines. Explore the premium selection of meticulously crafted 3D car models available at 88cars3d.com – the ideal starting point for your next breathtaking automotive render. Start crafting your own flawless automotive shaders today!
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Volkswagen Lupo 3D Model
Texture: Yes
Material: Yes
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Volkswagen Passat B5 2000 3D Model
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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
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Material: Yes
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Volvo S60 R-Design 2024 3D Model
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Material: Yes
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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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Material: 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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Material: Yes
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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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Material: Yes
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GAZ 3110 Pickup 2000 3D Model
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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
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Material: Yes
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Mercedes-Benz E-Class W212 2009 3D Model
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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
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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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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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Material: Yes
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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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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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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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Material: Yes
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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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