Mastering Unreal Engine 5: Optimizing Photorealistic Automotive Models for Game-Ready Performance
Mastering Unreal Engine 5: Optimizing Photorealistic Automotive Models for Game-Ready Performance
The pursuit of photorealism in real-time applications has long been the holy grail for 3D artists and game developers. With the advent of Unreal Engine 5 (UE5), this ambition is more attainable than ever, offering unprecedented visual fidelity. However, integrating high-detail assets, especially intricate photorealistic car models, into a real-time environment like UE5 presents a unique set of challenges. Bridging the gap between a stunning offline studio render and a performant, game-ready asset requires a meticulous approach to optimization.
Artists creating detailed Unreal Engine 5 automotive assets often grapple with maintaining visual integrity while ensuring smooth frame rates. The raw, high-polygon models used for cinematic sequences or product visualizations are simply too heavy for interactive experiences. This article dives deep into the essential techniques and best practices for optimizing your automotive 3D models, transforming them into efficient, game-ready assets that shine in UE5’s powerful real-time rendering workflow.
Architecting Performance: Advanced Mesh Optimization for Automotive Models
The foundation of a performant automotive model in Unreal Engine 5 begins with intelligent mesh optimization. High-resolution CAD data or sculpted models, while visually rich, are resource hogs. Effective mesh reduction techniques are paramount to achieve acceptable frame rates without compromising perceived detail.
Understanding Levels of Detail (LODs)
Levels of Detail (LODs) are a cornerstone of optimization for complex objects like vehicles. This system allows you to define multiple versions of an asset, each with a progressively lower polygon count. Unreal Engine 5 automatically switches between these LODs based on the asset’s distance from the camera, ensuring that only the necessary detail is rendered. For photorealistic car models, careful LOD optimization is critical.
- LOD0 (Base Mesh): This is your highest detail model, visible when the camera is very close. It should still be optimized from its initial CAD state, but retains the full silhouette and intricate details of the vehicle.
- LOD1-LOD3/4: Successive LODs drastically reduce polygon counts. Focus on simplifying complex curves, merging small details, and removing internal geometry that will never be seen. A good target is to reduce poly counts by 30-50% for each subsequent LOD, with LOD3 or LOD4 being a very low-poly representation suitable for distant views.
- Creating LODs: While most DCC software (Maya, 3ds Max, Blender) offer manual and automated tools for LOD generation, Unreal Engine 5 also provides built-in mesh reduction tools. These can be a quick way to generate initial LODs, though manual refinement often yields superior results, especially for critical visual elements like headlights or grilles.
Manual vs. Automated Decimation
While automated decimation tools can quickly reduce polygon counts, they often produce triangulated meshes with suboptimal edge flow and UV distortion. For critical parts of your Unreal Engine 5 automotive models, manual retopology or a combination of automated and manual cleanup is recommended.
- Manual Retopology: This involves creating a new, optimized mesh on top of your high-poly source. It provides ultimate control over topology, ensuring clean quad meshes, efficient edge loops, and optimal deformation for potential animations. It’s time-consuming but offers the best quality.
- Automated Decimation: Tools like ZBrush’s ZRemesher or similar functions in other DCCs can be powerful for organic shapes or less critical components. Always scrutinize the results for artifacting, especially around hard edges or areas with texture seams. UE5’s built-in Mesh Reduction tool can be useful for quick iterations.
Occlusion Culling and Draw Calls
Beyond polygon count, reducing draw calls is another key aspect of optimization. Unreal Engine 5 uses occlusion culling to prevent rendering objects that are hidden behind others. However, models with many separate elements (e.g., individual bolts, separate interior components) can increase draw calls even if they are low-poly. Merging meshes where appropriate (e.g., small interior buttons, tire components) can significantly improve performance, especially for a complex photorealistic car model.
Precision Texturing and UV Unwrapping for UE5 Automotive Assets
Efficient and high-quality textures are just as vital as optimized meshes for achieving photorealistic car models in Unreal Engine 5. Proper UV mapping is the canvas upon which these textures are painted, directly impacting visual fidelity and performance. A well-executed UV strategy is critical for the entire automotive 3D pipeline.
Consistent UVs for PBR Materials
For physically based rendering (PBR), consistent and distortion-free UVs are non-negotiable. Ensure that all parts of your vehicle have correctly unwrapped UVs, minimizing stretching and maximizing texture space utilization. Overlapping UVs should generally be avoided for unique textures, though tiling textures for repeating patterns (like tire treads) can utilize overlaps for efficiency.
- Texture Density: Aim for a consistent texel density across the entire model. Larger, more prominent areas of the car (e.g., the body panels) should receive higher texture resolution, while smaller or less visible components (e.g., underside chassis parts) can have lower density. This balances visual quality with memory usage.
- Seam Placement: Strategically place UV seams in less visible areas, such as along natural breaks in the geometry or hidden edges. This minimizes visible artifacts and ensures seamless material application.
Lightmap UV Generation
Unreal Engine 5 relies heavily on static lightmaps for baked global illumination, especially for static objects. For this to work correctly, your mesh needs a second UV channel (UV Channel 1, by default) specifically for lightmaps. This channel must have several critical properties:
- No Overlapping UVs: Unlike texture UVs, lightmap UVs absolutely cannot have any overlapping faces. Overlaps will cause severe lighting artifacts and blotches.
- Sufficient Padding: Ensure adequate padding (empty space) between UV islands to prevent bleeding artifacts between texture sections when lightmaps are baked at lower resolutions.
- Optimal Island Packing: Pack UV islands as efficiently as possible within the 0-1 UV space to maximize lightmap resolution and minimize wasted space.
Many DCC tools have features to automatically generate lightmap UVs. However, always review and manually adjust them for complex geometry to ensure cleanliness and proper island separation. Alternatively, Unreal Engine 5 itself can generate lightmap UVs upon import, but this often results in less optimal packing than a dedicated artist’s effort.
Texture Atlas Benefits
To reduce draw calls and optimize material setup, consider using texture atlases. An atlas combines multiple smaller textures into a single, larger texture map. For Unreal Engine 5 automotive models, you might atlas all interior textures, or all chassis textures, into one map. This allows multiple materials to sample from a single texture, improving rendering efficiency and simplifying the PBR materials UE5 workflow.
Crafting Realistic Materials: Mastering PBR and Automotive Shaders in Unreal Engine 5
Achieving truly photorealistic car models in Unreal Engine 5 hinges on a sophisticated material setup. The core of this lies in understanding and correctly implementing PBR materials UE5, particularly for the nuanced reflectivity and shimmer of automotive paint.
Standard PBR for Automotive Components
Unreal Engine 5’s default PBR workflow uses a Metallic/Roughness model. For most components of a car—like tires, interior plastics, glass, and metal trim—this standard setup works exceptionally well. Ensure you have high-quality base color, metallic, roughness, and normal maps exported from your texturing software (e.g., Substance Painter).
- Base Color: The inherent color of the material, free from lighting information.
- Metallic: A grayscale map defining metallic (white/1) vs. dielectric (black/0) surfaces.
- Roughness: A grayscale map controlling the microsurface detail, from perfectly smooth/reflective (black/0) to completely diffuse/matte (white/1).
- Normal Map: Provides fine surface detail without adding geometry, crucial for intricate designs or adding subtle bumps.
- Ambient Occlusion (AO): A grayscale map simulating soft shadows in crevices, which can be multiplied into the base color or used in specific shader nodes for added depth.
Advanced Clear Coat Shaders for Automotive Paint
Automotive paint is notoriously complex, featuring a base coat (color, metallic flakes) protected by a glossy clear coat. Unreal Engine 5 provides a dedicated “Clear Coat” shading model perfect for this. This allows you to stack a second, separate layer of specular reflection on top of your base material.
- Clear Coat Weight: Controls the intensity of the clear coat layer (typically 1 for full clear coat).
- Clear Coat Roughness: Defines the glossiness of the clear coat itself. For highly polished car paint, this will be very low (close to 0).
- Flakes/Pearlescent Effects: To simulate metallic flakes or pearlescent effects often found in car paint, you can blend a subtle noise or procedural texture into the base color, metallic, and roughness maps, or even use a custom normal map to simulate the glint of individual flakes. Using a Material Function can encapsulate this complexity for reuse.
IOR and Metallic Maps
Correct Index of Refraction (IOR) values are vital for accurate glass and transparent materials. While UE5’s default refraction is often good, custom IOR values can be set for specific material types (e.g., different types of glass or plastic). For metallic surfaces, accurate metallic maps ensure that reflections and light interaction are physically plausible, greatly enhancing the realism of your photorealistic car models.
Dynamic Material Instances
To allow for runtime color changes, material variations (e.g., different wheel finishes), or damage effects, always convert your master materials into Material Instances. These instances inherit properties from a parent material but allow you to expose parameters (colors, scalars, textures) for easy modification without recompiling the shader, which is essential for a flexible real-time rendering workflow.
Establishing a Robust Automotive 3D Pipeline: From DCC to Unreal Engine
A well-defined automotive 3D pipeline is crucial for efficient development, ensuring that your game-ready assets seamlessly transition from your digital content creation (DCC) software into Unreal Engine 5. Consistency and meticulous preparation save countless hours in debugging.
Data Preparation and Organization
Before exporting, ensure your 3D scene is clean and organized. This means:
- Scene Units: Work in real-world scale (e.g., centimeters in Maya/3ds Max, Blender’s default meters) that matches Unreal Engine’s default units (centimeters). Inconsistent scaling is a common source of issues.
- Pivot Points: Set pivot points for individual components (e.g., wheels, doors, steering wheel) to their logical rotation centers. This is essential for proper animation and interaction within UE5.
- Object Grouping: Group components logically. For example, all parts of a single wheel could be grouped, or all interior elements. This makes scene management in UE5 much easier. For complex Unreal Engine 5 automotive models, it’s often best to export the entire car as a single FBX, maintaining hierarchy.
Consistent Naming Conventions
Implement a strict naming convention for meshes, materials, and textures. This ensures clarity, facilitates searching, and prevents conflicts, especially in large projects with multiple artists. For example:
SM_Car_Body_LOD0(Static Mesh)MI_Car_Paint_Blue(Material Instance)T_Car_Body_BaseColor(Texture)Col_Car_Body(Collision Mesh)
This organized approach greatly improves the efficiency of your real-time rendering workflow.
Scene Scaling and Coordinate Systems
Unreal Engine 5 operates on a Z-up coordinate system, with 1 unit equaling 1 centimeter. Ensure your DCC software is configured to match this. If you work in meters, remember to adjust your export scale accordingly. An improperly scaled model will cause physics issues, incorrect lighting, and general workflow headaches.
Mesh Normals and Tangents
Verify that all mesh normals are pointing outwards. Inverted normals will result in black artifacts in Unreal Engine 5 and incorrect lighting. Ensure tangents and binormals are calculated correctly during export (usually an automatic setting in FBX export). These are crucial for correct normal map display.
Collision, Physics, and Interactive Elements for Game-Ready Car Models
For game-ready assets, a photorealistic car model needs more than just visual fidelity. It requires robust collision, realistic physics, and interactive elements to function correctly within a game or simulation. This is where the Unreal Engine 5 automotive pipeline truly delivers interactivity.
Simple vs. Complex Collision
Collision meshes are separate, simpler meshes used by the physics engine to calculate interactions. Using the high-poly visual mesh for collision is extremely inefficient. Instead, create dedicated collision geometry:
- Convex Hull Collision: For basic shapes (e.g., a simple car body), Unreal Engine 5 can automatically generate convex hull collision. This is efficient but can be inaccurate for complex concave shapes.
- Simple Primitive Collision: For simpler components like wheels, you can use primitive shapes (spheres, boxes, capsules) in UE5’s Static Mesh Editor.
- Custom Collision Meshes: For the most accurate and optimized collision, create separate, low-polygon proxy meshes in your DCC software. Name these meshes with the prefix
UCX_followed by your visual mesh name (e.g.,UCX_Car_Body). These are then imported alongside your visual mesh and automatically assigned as collision geometry. This is the recommended approach for photorealistic car models requiring precise interaction.
Physics Assets for Drivable Vehicles
For a drivable vehicle, you’ll need to create a Physics Asset within Unreal Engine 5. This involves defining individual collision bodies for each movable part (chassis, wheels, suspension) and connecting them with constraints (hinges, sliders) to simulate realistic movement. The Chaos physics system in UE5 provides advanced capabilities for complex vehicle dynamics.
Blueprint Integration for Interactivity
Unreal Engine 5’s Blueprint visual scripting system allows you to bring your automotive models to life with interactive elements. This could include:
- Door/Hood Animation: Using Skeletal Meshes or simple timeline animations to open and close car doors, trunks, or hoods.
- Working Lights: Implementing dynamic lights for headlights, taillights, and interior illumination, triggered by user input.
- Material Switching: Allowing players to change paint colors, rim styles, or interior trim using Material Instances.
- Interior Interactions: Activating dashboard displays, changing radio stations, or operating wipers.
The flexibility of Blueprint enables a sophisticated real-time rendering workflow that goes beyond static visuals.
Best Practices for Import, Validation, and Iteration within Unreal Engine 5
The final steps in the automotive 3D pipeline involve getting your assets into Unreal Engine 5, validating their performance and appearance, and setting up an efficient iteration cycle. This ensures your Unreal Engine 5 automotive models meet the highest standards.
FBX Export Settings
The FBX format is the industry standard for transferring 3D data into Unreal Engine. When exporting from your DCC software, ensure these settings are correct:
- Version: Use a stable FBX version (e.g., 2018 or later).
- Geometry: Export smoothing groups, tangents and binormals, and triangles (Unreal Engine triangulates everything anyway).
- Animation: Only include animation if your car has animated parts (e.g., doors, suspension).
- Embed Media: Generally, avoid embedding media (textures) in the FBX file. It’s better to import textures separately for more control and easier updates.
- Scale Factor: Ensure your export scale factor matches your scene units to avoid incorrect sizing in UE5.
Post-Import Checks and Validation
Once imported into Unreal Engine 5, always perform a series of validation checks:
- Scale and Orientation: Verify the model’s size and orientation are correct in the world.
- Material Assignment: Check that all materials are correctly assigned and appearing as expected. Resolve any missing texture references.
- LOD Setup: Inspect each LOD level by moving the camera away from the model in the Static Mesh Editor. Ensure smooth transitions and acceptable visual quality at each distance.
- Collision Visualizer: Use the “Show Collision” option in the viewport to visualize your collision meshes and confirm they are accurate and well-aligned.
- Lightmap Density: Enable “Lightmap Density” visualization to ensure your lightmap UVs have sufficient resolution across the model. Green indicates good density; red/blue indicates too high/low.
Performance Profiling and Iteration
Real-time performance is paramount for game-ready assets. Utilize Unreal Engine 5’s powerful profiling tools to identify bottlenecks:
- Stat GPU/Stat FPS: These console commands provide immediate feedback on rendering performance.
- Unreal Insights: For in-depth analysis, Unreal Insights offers detailed profiling of CPU and GPU usage, draw calls, and memory consumption.
- Shader Complexity: Use the “Shader Complexity” view mode to identify overly expensive materials that might be impacting performance. High-complexity areas will appear red.
Based on profiling results, iterate on your optimizations. This might involve further mesh reduction techniques, simplifying PBR materials UE5, or refining your LOD optimization. Continuous optimization throughout your automotive 3D pipeline is key to delivering stunning yet efficient photorealistic car models.
Conclusion
Mastering the art of optimizing photorealistic car models for Unreal Engine 5 automotive projects is a blend of artistic vision and technical precision. By implementing robust mesh reduction techniques, meticulous LOD optimization, and carefully crafted PBR materials UE5, you can achieve stunning visual fidelity without sacrificing crucial game-ready asset performance. A streamlined automotive 3D pipeline and a diligent real-time rendering workflow are your allies in this endeavor.
Whether you’re building a cutting-edge racing simulator, an architectural visualization, or a virtual production scene, these optimization strategies will ensure your vehicles look their best and run smoothly. For those seeking a head start with meticulously crafted, optimized vehicle assets, explore the extensive collection of high-quality models available at 88cars3d.com, designed to integrate seamlessly into your Unreal Engine 5 projects.
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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
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Volvo S60 R-Design 2024 3D Model
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Volkswagen Passat 2025 3D Model
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Volkswagen Passat Variant B6 2005 3D Model
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Volkswagen Phaeton W12 2004 3D Model
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Volkswagen Scirocco 2015 3D Model
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Volvo S60 2024 3D Model
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Volkswagen Polo 3D Model
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Volkswagen Golf 5-Doors 2018 3D Model
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Volvo C70 T5 2000 3D Model
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Volvo S40 Sedan 2004 3D Model
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Volvo C30 BEV 2012 3D Model
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Volvo C70 1998 3D Model
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Mazda B-Series 3D Model
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Mercsedes Benz Z3-006 3D Model
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Mazda RX-7 3D Model
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Volvo VCC-003 3D Model
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Mercedes-Benz SLR McLaren 2005 3D Model
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GAZ 3110 Pickup 2000 3D Model
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Mazda 626 GF 1997 3D Model
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Volvo S80 2011 3D Model
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Volkswagen Touran restyle-006 3D Model
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Skoda Octavia Scout 3D Model
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Volkswagen Golf V 2006 3D Model
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Mazda CX-7 3D Model
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Mazda Familia 3D Model
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GAS 21 3D Model
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Mercedes-Benz SL500 AMG (R129) 3D Model
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Mercedes-Benz S-Class W221 2005 3D Model
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Mercedes-Benz E-Class W212 2009 3D Model
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Mercedes-Benz E-class Estate S212 2009 3D Model
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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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
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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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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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