The Core Conflict: Photorealism vs. Real-Time Performance Demands
The quest for photorealism in real-time game engines has pushed the boundaries of 3D modeling further than ever before. For automotive models, this ambition creates a unique challenge: capturing the intricate curves, sharp details, and luxurious finishes of a vehicle while ensuring optimal performance within the demanding constraints of a game environment. High-poly models, often derived from CAD data or detailed sculpts, are a visual feast but can quickly bring a game engine to its knees.
Developers and 3D artists constantly grapple with this delicate balance. How do you deliver a visually stunning car that looks indistinguishable from its real-world counterpart without sacrificing frame rates or increasing load times? The answer lies in a suite of expert optimization strategies designed to reduce overhead while preserving every ounce of visual integrity. This guide will walk you through the essential techniques to transform your detailed automotive models into high-performance, game-ready assets.
Mastering these workflows is crucial for anyone aiming to create immersive driving experiences or realistic simulations. We’ll delve into everything from efficient mesh construction to advanced rendering tricks, ensuring your vehicles look spectacular and run flawlessly.
The Core Conflict: Photorealism vs. Real-Time Performance Demands
Automotive design is synonymous with precision and intricate detail. Every curve, every panel gap, every interior stitch contributes to the overall aesthetic and realism of a car. When translating these designs into 3D models for games, artists often start with extremely high-fidelity meshes, sometimes millions of polygons, to capture this complexity.
While these high-poly models are perfect for offline rendering or static showcases, they pose significant hurdles for real-time game engines. The primary bottleneck is often the sheer volume of geometric data. Each polygon requires processing by the GPU, and too many polygons lead to a drastic reduction in frames per second (FPS), creating a choppy, unplayable experience.
Beyond raw polygon count, other factors contribute to performance issues. The number of materials, texture sizes, complex shaders, and individual mesh elements all add to the computational burden. A single unoptimized car model can generate hundreds or even thousands of draw calls, further impacting game engine performance.
The goal, therefore, is not to simply discard detail but to intelligently manage it. We need to find methods to convey high visual fidelity using the fewest possible computational resources. This is where the art and science of 3D model optimization truly shine.
Mastering Poly Count Reduction and Retopology Techniques
The foundation of optimizing any 3D asset for real-time use begins with its geometry. High-poly models, whether from CAD conversions or sculpting, are rarely game-ready without significant modification. The first critical step is effective poly count reduction.
Simply decimating a mesh can work in some cases, but it often results in triangulation, poor topology, and artifacts. A more deliberate and artistically driven approach is usually required. This is where retopology techniques become indispensable. Retopology is the process of creating a new, optimized mesh on top of an existing high-polygon model, using a clean quad-based topology that is ideal for deformation, UV mapping, and animation.
Understanding Clean Topology for Game Assets
Clean topology means a mesh composed predominantly of quads (four-sided polygons), with good edge flow that follows the natural contours and deformation lines of the object. For automotive models, this involves ensuring edge loops flow along panel lines, around wheel wells, and over sharp creases. This structured approach makes the mesh predictable for shading and deformation.
- Quad-Dominant Geometry: Game engines generally handle quads more efficiently than triangles for many operations, although ultimately they are triangulated at render time. Working with quads simplifies UV unwrapping and avoids pinching artifacts.
- Optimized Edge Flow: Edges should follow the curvature of the vehicle. This is particularly important for areas that will be bent, deformed, or animated, such as doors, hoods, and suspension components.
- Minimize Poles and N-gons: While n-gons (polygons with more than four sides) should be avoided entirely in game meshes, poles (vertices with more or less than four edges meeting) should be strategically placed in areas of low curvature.
Key Retopology Workflows
There are several popular methods and tools available for manual and semi-automatic retopology:
- Manual Retopology with Dedicated Tools:
Software like TopoGun, ZBrush’s ZRemesher, or Maya’s Quad Draw tool provide precise control. Artists manually draw new polygons or guide automatic algorithms to create the desired low-poly mesh over the high-poly source.
- Strategy: Start with major silhouette forms, then fill in details. Pay attention to areas with significant curvature or critical details.
- Efficiency: This method offers the highest quality but is also the most time-consuming.
- Automatic Retopology/Decimation:
Many 3D packages (Blender, Maya, 3ds Max, ZBrush) offer automatic retopology or decimation algorithms. While convenient, these often require significant cleanup.
- Decimation Masters: These tools reduce poly count by intelligently merging vertices and simplifying geometry, but they don’t produce clean quad topology. Useful for distant LODs or very organic shapes where topology isn’t critical for deformation.
- Limitations: Automatic methods often struggle with hard-surface models like cars, creating messy triangulation and poor edge flow, which can lead to shading issues. They are best used as a starting point or for specific, non-critical parts.
No matter the method, the goal is to achieve the lowest possible polygon count while preserving the model’s silhouette and crucial hard-surface details. Starting with a well-modeled, high-quality base mesh, such as those found on 88cars3d.com, can significantly reduce the initial retopology effort by providing clean source geometry.
The Art of Level of Detail (LOD) Generation
Even with a perfectly retopologized base mesh, a single model might still be too complex for every instance in a scene. This is where Level of Detail (LOD) generation becomes a cornerstone of efficient game engine performance. LODs are different versions of the same model, each with varying levels of geometric detail, designed to be swapped in and out based on the camera’s distance from the object.
When an automotive model is close to the camera, the highest detail (LOD0) is rendered. As it moves further away, lower detail versions (LOD1, LOD2, etc.) are progressively displayed. This drastically reduces the number of polygons and vertices that need to be processed by the GPU at any given time, leading to substantial performance gains.
Structuring an Effective LOD Hierarchy
A typical LOD setup for an automotive model might look like this:
- LOD0 (High Detail): The fully optimized base mesh, often ranging from 50,000 to 150,000 triangles for a full car, used when the car is very close or central to the player’s view. This is where intricate details like interior elements, separate brake calipers, and detailed wheel spokes are visible.
- LOD1 (Medium Detail): A significant reduction in poly count, typically 50-70% of LOD0. Details like separate badges might be merged, some interior elements simplified, and wheel geometry reduced. Used for medium distances.
- LOD2 (Low Detail): A further reduction, perhaps 30-50% of LOD1. The car might become a solid shell with merged windows and simplified wheels. Used for cars further down the track or in the background.
- LOD3 (Very Low Detail/Impostor): Often a very aggressive decimation, or even a simple box or billboarded texture (impostor) for cars at extreme distances. This can be as low as a few hundred triangles.
Methods for LOD Generation
Generating LODs effectively involves a blend of automated and manual techniques:
- Automated Decimation:
Most 3D software and game engines offer built-in decimation tools (e.g., Unreal Engine’s Static Mesh Editor, Unity’s LOD Group component, Blender’s Decimate modifier). These tools can automatically reduce poly count while trying to preserve silhouette. They are excellent for quickly generating multiple LOD levels from a single source mesh.
- Consideration: While fast, automated decimation can sometimes produce messy triangulation and compromise shading if not carefully managed. Always review the results.
- Manual Simplification:
For critical LODs (like LOD1), manual simplification or a second round of retopology might be necessary. This ensures clean topology and controlled detail reduction, especially for hero assets. Artists can manually remove edge loops, combine small details, and optimize geometry while maintaining visual integrity.
- Merged Meshes:
For lower LODs, it’s common to merge multiple separate objects (e.g., a car body, wheels, windows) into a single mesh. This further reduces draw calls and simplifies rendering. However, ensure materials are consolidated where possible to avoid breaking PBR workflows.
Properly implemented LODs can drastically improve game engine performance without a noticeable drop in visual quality to the player. The transitions between LODs should be imperceptible, often achieved through distance fading or careful adjustment of threshold values.
Unleashing Visual Fidelity with Normal Map Baking and PBR Textures
Even with aggressive poly count reduction and smart LODs, players expect high visual fidelity. The secret to achieving this without the geometric overhead lies in smart texturing techniques, particularly normal map baking and the use of PBR textures.
Normal mapping allows a low-polygon model to display the detailed surface information (bumps, grooves, scratches) that would typically require a much higher polygon count. This detail is “baked” from a high-poly source onto a texture map, which then manipulates how light interacts with the low-poly surface, creating the illusion of depth.
The Power of Normal Map Baking
The process of normal map baking involves rendering the surface normal data from a high-poly model onto a texture that is then applied to its low-poly counterpart. This texture tells the game engine how light should reflect off the surface, simulating the appearance of fine details.
- High-Poly Source: This is your highly detailed model, often the original CAD conversion or sculpted version, containing all the intricate panel lines, vents, bolts, and emblems.
- Low-Poly Target: This is your retopologized, optimized mesh, which will receive the baked normal map.
- Baking Process: Using tools like Substance Painter, Marmoset Toolbag, or even directly within your 3D software (Maya, 3ds Max, Blender), the high-poly detail is projected onto the low-poly mesh’s UV space.
- Results: The output is a normal map texture (typically a blueish image) that, when applied, makes the low-poly model appear as detailed as the high-poly source.
- Albedo/Base Color: Defines the base color of the surface without any lighting information.
- Normal Map: As discussed, adds surface detail.
- Metallic Map: Defines which parts of the surface are metallic and which are dielectric (non-metallic).
- Roughness Map: Controls the microscopic surface irregularities, influencing how diffuse or specular reflections appear (a shiny surface has low roughness, a matte surface has high roughness).
- Ambient Occlusion (AO) Map: Simulates soft shadows where objects are close together, enhancing perceived depth.
- Texture Resolution: Well-laid-out UVs ensure consistent texture density across the model, preventing blurry or stretched textures. Maximizing UV space utilization is key.
- Baking Quality: Clean UVs are essential for artifact-free normal map baking and other texture maps. Overlapping UVs can cause issues.
- Performance: Consolidating UV shells into fewer, larger islands, and packing them efficiently can improve texture caching and rendering performance.
- Mesh Merging: Combine multiple small meshes into a single, larger mesh when they share the same material. For example, all car body panels that share the same paint material can be one mesh.
- Material Reduction: Aim for the fewest possible materials per car. If different parts can share a texture atlas and a single material, do so. This is often where UV atlasing comes in handy.
- Instancing: For identical objects (e.g., tires), using instancing (where the engine renders multiple copies of the same mesh data) can significantly reduce draw calls.
- Batching: Game engines often have automatic batching systems (static and dynamic) that combine draw calls for objects meeting certain criteria. Understanding how your engine batches can inform your asset creation.
- Simple Primitives: For basic collisions, simple box, sphere, or capsule colliders can be attached to parts of the car.
- Convex Hulls: A convex hull is a simplified, convex representation of a mesh. Game engines can efficiently calculate collisions against convex shapes. Multiple convex hulls can be used to approximate a complex car shape.
- Low-Poly Collision Mesh: A manually created, very low-polygon mesh that roughly approximates the car’s shape. This is typically created specifically for collision and should have no more detail than absolutely necessary.
- Unreal Engine:
- LODs: Unreal’s Static Mesh Editor provides powerful auto-LOD generation, including options for screen size thresholds and merge distances.
- Material Instances: Leverage material instances for variations (e.g., different car paint colors) based on a single master material, reducing shader compilation time and material overhead.
- Nanite: For high-end cinematic quality or extremely detailed environments, Unreal Engine 5’s Nanite virtualized geometry system allows for rendering incredibly high-poly assets with minimal performance impact. While not always practical for every dynamic car in a racing game, it revolutionizes how incredibly detailed static elements can be handled.
- Vertex Animation: For animated components like suspension or flexible body parts, vertex animation can be more performant than complex bone setups for minor deformations.
- Unity:
- LOD Group Component: Unity’s LOD Group component provides intuitive control over LOD transitions and settings.
- Shader Graph/VFX Graph: Utilize Unity’s visual shader creation tools to build performant, custom shaders specifically tailored for vehicle materials, such as complex car paint with clear coat effects.
- SRP Batcher/DOTS: For high-performance rendering of many objects, Unity’s Scriptable Render Pipelines (SRPs) and Data-Oriented Technology Stack (DOTS) provide advanced batching and performance capabilities that can greatly benefit scenes with multiple cars.
- Lightmapping: For static elements of a scene, pre-baked lightmaps can provide realistic lighting without runtime overhead. While cars are dynamic, understanding environmental lighting optimization is crucial.
- Occlusion Culling: This engine feature prevents rendering objects that are hidden behind other objects. Setting up effective occlusion volumes in your scene ensures that only visible parts of the car or environment are drawn.
- Frustum Culling: Automatically handled by engines, this prevents rendering objects outside the camera’s view frustum. While fundamental, understanding its impact helps in scene design.
- Atlas Textures: As mentioned, combining multiple small textures into a single, larger texture atlas can significantly reduce material calls and improve rendering efficiency. This is especially useful for interior components or small details on the car body.
- Trimming Sheets: A technique where small, repetitive details (like bolts, grilles, or emblems) are modeled once, textured, and then placed on a texture sheet. Simple plane geometry with transparency is then used to ‘trim’ these details onto the car, saving geometry.
- Vertex Color Data: Sometimes, subtle blending or variation can be stored directly in vertex colors, avoiding additional texture maps or complex shaders. This can be used for wear, dirt, or subtle material shifts.
- Proxies and Impostors: For objects at extreme distances, especially in open-world games, full 3D models are replaced by simple 2D sprites (impostors) or extremely low-poly proxy meshes, offering huge performance savings.
Proper cage setup and anti-aliasing during baking are crucial to avoid artifacts and ensure clean transfer of detail. The result is a stunningly detailed automotive model that is highly performant.
Embracing PBR Textures for Realism
PBR textures (Physically Based Rendering) are essential for achieving realistic materials in modern game engines. PBR workflows simulate how light interacts with surfaces in the real world, providing consistent and believable results under various lighting conditions. For automotive models, this is particularly important for capturing the unique properties of car paint, glass, chrome, and rubber.
A typical PBR material usually consists of several texture maps:
By leveraging a robust PBR workflow, along with expertly baked normal maps, artists can create automotive models that not only look fantastic but also react realistically to dynamic lighting in any game engine. Tools like Substance Painter and Designer are industry standards for creating and authoring high-quality PBR materials and textures.
Streamlining Performance: UV Unwrapping, Draw Calls, and Collision Meshes
Beyond polygon count and textures, several other critical areas demand attention for optimal game performance. Efficient UV unwrapping, minimizing draw calls, and optimizing collision meshes are all vital components of a high-performance automotive asset.
Efficient UV Unwrapping for Texture Quality and Performance
UV unwrapping is the process of flattening the 3D surface of your model into a 2D space, allowing a 2D texture to be applied. Good UVs are crucial for several reasons:
For automotive models, separate UV sets might be used for different material types (e.g., car body, windows, interior), or a single, highly optimized UV map can contain everything. Using texture atlases (combining multiple smaller textures into one large texture) is also a common practice to reduce material calls.
Draw Call Optimization: Minimizing Render Commands
A draw call is a command sent from the CPU to the GPU to render a batch of polygons. Each draw call carries an overhead, and too many can quickly become a bottleneck, irrespective of polygon count. Draw call optimization is about minimizing these commands.
Reducing draw calls is often a more significant performance gain than simply reducing polygons, especially in scenes with many complex objects like a race track full of cars.
Optimizing Collision Meshes for Physics and Interaction
The mesh used for visual rendering is rarely the same as the mesh used for physics calculations and collision detection. Using the high-detail render mesh for collisions would be incredibly inefficient. Instead, optimized collision meshes are used.
The goal is to provide enough detail for accurate physics simulation (e.g., hitting a wall, rolling over) without bogging down the CPU with complex calculations. Good collision mesh optimization ensures realistic physics without performance hitches.
Engine-Specific Best Practices and Advanced Optimization Techniques
While the core principles of optimization remain universal, each game engine has its nuances and preferred workflows. Understanding these engine-specific best practices can further enhance the game engine performance of your automotive models.
Unreal Engine vs. Unity: Key Considerations
Both Unreal Engine and Unity are industry-leading platforms, each with robust tools for asset optimization:
Advanced Mesh Optimization Tools and Techniques
Beyond the basics, several advanced techniques and mesh optimization tools can push performance further:
The continuous evolution of game engine technology provides artists with more sophisticated tools to achieve high visual fidelity and performance simultaneously. Staying current with these advancements is key to leading in automotive game asset development.
Maintaining Artistic Integrity While Optimizing
The overarching challenge in this optimization journey is to ensure that while every technical lever is pulled for performance, the artistic vision and high-end visual impact of the automotive model remain intact. The goal is not merely to create a low-poly car, but a low-poly car that *looks* high-poly.
This balance requires a keen eye and iterative refinement. After each optimization step—whether it’s poly count reduction, retopology techniques, LOD generation, or normal map baking—it’s critical to review the model in the target game engine under various lighting conditions and distances. Does the silhouette still read correctly? Are the materials responding as intended with the PBR textures? Are there any visible artifacts from the baking process?
High-quality assets form the bedrock of this process. When you start with a meticulously crafted base model, such as those provided by 88cars3d.com, you have a solid foundation to work from. These models are often built with topology in mind, making the optimization process smoother and more predictable.
Remember that optimization is an ongoing process, not a one-time task. As development progresses, artists and engineers often revisit assets to squeeze out every last bit of performance, ensuring the final product delivers an immersive and visually stunning experience without compromise.
Conclusion
Optimizing high-poly 3D automotive models for real-time game engines is a complex yet rewarding endeavor. It demands a blend of artistic skill, technical knowledge, and a deep understanding of engine limitations and capabilities. By mastering poly count reduction, employing intelligent retopology techniques, meticulously planning your Level of Detail (LOD) generation, and leveraging the power of normal map baking and PBR textures, you can achieve stunning visual fidelity with optimal game engine performance.
Furthermore, attention to detail in areas like efficient UV unwrapping, aggressive draw call optimization, and sensible collision mesh creation ensures that your high-performance assets not only look great but also contribute to a smooth and responsive gameplay experience. The journey from a high-detail CAD model to a game-ready asset is intricate, but with these expert strategies, you can confidently bridge the gap between photorealism and real-time demands.
Are you ready to accelerate your automotive visualization projects? Explore the vast library of meticulously crafted 3D car models at 88cars3d.com, designed to give you a powerful head start in developing high-performance, visually stunning games and simulations. Start with quality, optimize with expertise, and drive your projects to success.
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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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Volkswagen Passat B5 2000 3D Model
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Volkswagen Passat CC 3D Model
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Volkswagen Golf V 2006 3D Model
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Volvo S60 R-Design 2024 3D Model
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Volkswagen Passat 2025 3D Model
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Volkswagen Passat Variant B6 2005 3D Model
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Volkswagen Phaeton W12 2004 3D Model
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Volkswagen Scirocco 2015 3D Model
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Volvo S60 2024 3D Model
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Volkswagen Polo 3D Model
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Volkswagen Golf 5-Doors 2018 3D Model
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Volvo C70 T5 2000 3D Model
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Volvo S40 Sedan 2004 3D Model
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Volvo C30 BEV 2012 3D Model
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Volvo C70 1998 3D Model
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Mazda B-Series 3D Model
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Mercsedes Benz Z3-006 3D Model
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Mazda RX-7 3D Model
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Volvo VCC-003 3D Model
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Mercedes-Benz SLR McLaren 2005 3D Model
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GAZ 3110 Pickup 2000 3D Model
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Mazda 626 GF 1997 3D Model
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Volvo S80 2011 3D Model
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Volkswagen Touran restyle-006 3D Model
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Skoda Octavia Scout 3D Model
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Volkswagen Golf V 2006 3D Model
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Mazda CX-7 3D Model
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Mazda Familia 3D Model
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GAS 21 3D Model
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Mercedes-Benz SL500 AMG (R129) 3D Model
Texture: Yes
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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
Texture: Yes
Material: Yes
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Mercedes-Benz SLK 3D Model
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Mercedes 600 SEC W140 1992 3D Model
Texture: Yes
Material: Yes
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Mercedes S-Class 2010 3D Model
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Material: Yes
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McLaren MP4-12C-001 3D Model
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Mercedes-Benz SLK 350 2005 3D Model
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Mercedes-Benz SL 65 AMG 3D Model
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Mercedes-Benz S500 3D Model
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Mercedes-Benz S55 W220 AMG 1999 3D Model
Texture: Yes
Material: Yes
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Mercedes-Benz CLA45 AMG 2017 3D Model
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Material: Yes
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Mercedes-Benz CL65 C215 AMG 3D Model
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Mercedes-Benz A45 2021 3D Model
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Mercedes-Benz 300SL 1955 3D Model
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Material: Yes
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Mercedes-Benz 190SL 1955 3D Model
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Mercedes-Benz W124 Brabus V12 3D Model
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Mercedes-Benz SLS AMG GT3-002 3D Model
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Mercedes-Benz C-Class-001 3D Model
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Mercedes-Benz B-Klasse 2023 3D Model
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Mercedes-Benz A-Klasse W168 3D Model
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Mercedes-Benz 500SL 2000 3D Model
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Mercedes-Benz 500SEC 3D Model
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Mercedes-Benz Citan 2025 3D Model
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Mercedes-Benz C63 AMG 2012 3D Model
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Mercedes-Benz E-Class S211 3D Model
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Mercedes-Benz CLS63 AMG (C218) 2014 3D Model
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Mercedes-Benz CLS-Klasse 3D Model
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