The Multi-Layered Marvel: Deconstructing Automotive Paint Physics
The gleam of a perfectly rendered automobile has an undeniable allure. From the subtle curve of its bodywork to the intricate details of its interior, every element contributes to a sense of luxury and performance. Yet, few aspects are as critical to achieving that coveted photorealistic car paint finish as the paint itself. It’s not merely a color; it’s a complex interplay of light, reflection, and subsurface scattering that can make or break an automotive render.
For 3D artists, game developers, and automotive designers, replicating the nuanced beauty of real-world car paint in a digital environment presents a significant challenge. Standard materials often fall short, failing to capture the depth, metallic sparkle, or the way light dances across a flawless clear coat. The solution lies in understanding the underlying physics and translating that into advanced shader techniques.
This deep dive will guide you through the art and science of crafting truly stunning car paint shaders. We’ll explore the physical properties of automotive finishes, delve into the power of PBR materials, and reveal advanced techniques for building sophisticated layered shaders that push the boundaries of realism. Prepare to elevate your automotive renders to the next level.
The Multi-Layered Marvel: Deconstructing Automotive Paint Physics
To truly understand how to create a convincing car paint shader, we must first demystify the complex physical structure of real-world automotive paint. It’s far more than a single coat of color; it’s a meticulously engineered system of layers, each contributing uniquely to the final aesthetic and protective qualities.
Typically, modern car paint comprises several distinct layers applied over a primed metal body. While primers and e-coats provide adhesion and corrosion resistance, our focus for visual realism lies on the visible upper layers: the base coat, the effect layer (often metallic or pearlescent flakes), and the all-important clear coat. Understanding the function of each is paramount for crafting a truly photorealistic car paint material.
The Base Coat: Foundation of Color
The base coat is the primary source of the paint’s color. For solid paints, this layer contains the pigment that defines the car’s hue. It can be a simple, opaque color or have a matte finish depending on the desired effect. In a shader, this translates directly to your albedo or base color map.
Even for metallic or pearlescent paints, the base coat provides the underlying color foundation upon which other effects are built. Its roughness and reflectivity are generally lower than the clear coat, but its contribution to the overall saturation and brightness is undeniable.
The Effect Layer: Metallic and Pearlescent Flakes
This is where the magic often happens, giving paint its distinctive sparkle and depth. Embedded within or directly on top of the base coat are tiny metallic or pearlescent particles. Metallic flakes are typically microscopic aluminum or mica particles that reflect light, creating a shimmering effect that changes with the viewing angle.
Pearlescent flakes, on the other hand, are often multi-layered mica platelets that refract and reflect light, producing an iridescent, color-shifting phenomenon. Simulating these flakes accurately is crucial for a believable metallic flakes shader. Their size, density, orientation, and reflectivity dramatically influence how light interacts with the paint, giving it that characteristic “pop.”
The Clear Coat: The Protective Sheen and Depth
The clear coat is the outermost layer, a transparent, highly durable finish that protects the underlying color and effect layers from UV radiation, scratches, and environmental damage. From a visual standpoint, it’s perhaps the most critical component for realism.
This clear, glossy layer is responsible for the paint’s deep reflections, high specular highlights, and the illusion of depth. It acts as a dielectric material, having a distinct Index of Refraction (IOR) that governs how light bends and reflects off its surface. The quality and thickness of the clear coat determine much of the paint’s final sheen and how perfectly its surface reflects the environment, making the clear coat effect a central element in advanced car paint shaders.
PBR Materials: The Foundation for Ultimate Realism
Physically Based Rendering (PBR) has revolutionized 3D graphics, providing a standardized approach to materials that ensures consistent and realistic lighting across various environments. For photorealistic car paint, embracing PBR principles is not optional; it’s fundamental.
PBR materials mimic how light interacts with real-world surfaces, conserving energy and producing predictable results under any lighting conditions. Understanding and accurately setting the core PBR parameters is your first step towards truly convincing car paint.
Key PBR Parameters for Automotive Finishes
Every PBR material relies on a set of common parameters, but their values and how they are interpreted are crucial for automotive paint:
- Albedo/Base Color: This map defines the diffuse color of the surface. For car paint, this will be the primary color of your base coat, before any clear coat or metallic effects are applied.
- Metallic: This parameter defines whether a surface is metallic or dielectric (non-metallic). For car paint, the underlying base coat is typically a dielectric, but the embedded metallic flakes within the paint itself behave like tiny metallic surfaces. The clear coat is also a dielectric.
- Roughness (or Glossiness): This map dictates the micro-surface detail and how sharp or blurry reflections appear. A value of 0 is perfectly smooth (like a mirror), while 1 is completely rough (like matte paint). The clear coat of a car typically has a very low roughness value, contributing to its sharp reflections.
- IOR (Index of Refraction): While often handled implicitly by PBR shaders, understanding IOR is vital, especially for the clear coat. Dielectric materials like plastic, glass, and car clear coat have an IOR (typically around 1.5 for plastics/paints) that determines how much light refracts through them and how much reflects off their surface (Fresnel effect).
- Normal Map: This texture provides fine surface detail, simulating bumps and dents without adding actual geometry. For car paint, normal maps can be used to subtly represent micro-scratches, orange peel texture, or even the subtle weave of carbon fiber underneath a clear coat.
Applying PBR to Layered Paint
The challenge with car paint is that it’s a layered material, not a simple uniform surface. The metallic flakes behave differently from the clear coat. Therefore, your PBR setup must account for this layering. The base color and roughness of the underlying paint layer will be distinct from the highly reflective and smooth clear coat that sits on top. A sophisticated shader graph setup is often required to blend these PBR characteristics correctly, treating each layer as a separate material with its own set of PBR values and then compositing them.
Building Blocks: Advanced Material Layering for Car Paint
The secret to truly realistic car paint lies in treating it as a composite of multiple materials, each contributing its unique properties. This material layering approach allows us to accurately simulate the base coat, metallic flakes, and the clear coat effect, resulting in a shader with incredible depth and complexity.
Instead of a single “car paint” material, we construct a stack of PBR layers within our shader graph. Each layer has its own set of PBR parameters (albedo, metallic, roughness, normal) and is blended with the layers below it. This modular approach provides immense control and flexibility, crucial for a truly photorealistic car paint.
The Layered Shader Architecture
- Base Paint Layer: This forms the foundation. It will have the primary color (Albedo), a very low Metallic value (as it’s a dielectric), and a moderate Roughness to simulate the underlying pigment before any clear coat.
- Metallic/Pearlescent Flakes Layer: This is an additive layer that introduces the sparkle. Its properties are designed to simulate tiny, highly reflective particles. We’ll delve into this in more detail shortly, but conceptually, it’s a metallic layer blended over the base.
- Clear Coat Layer: This is the outermost, most prominent layer. It’s a highly smooth (very low roughness), dielectric (Metallic = 0) layer with a significant IOR. It acts like a transparent, reflective shell that encompasses everything beneath it.
Each layer needs to interact with light appropriately. The clear coat will contribute its own strong specular reflections and a Fresnel effect, while allowing light to pass through to illuminate the underlying base and flake layers. This interaction is key to achieving depth.
Incorporating Micro-Imperfections for Believability
No real-world car surface is absolutely pristine. Adding subtle imperfections significantly enhances realism. These aren’t just details; they break up perfectly smooth reflections, adding character and history to the surface.
- Orange Peel Effect: This refers to the slight, textured unevenness visible in some paint jobs, resembling the skin of an orange. It can be simulated using a very subtle noise texture applied to the roughness map of the clear coat, or even as a very fine normal map.
- Micro-Scratches and Swirl Marks: These are tiny imperfections often caused by washing or polishing. They catch light in specific ways, creating a subtle “sheen” or “spiderweb” pattern. A dedicated normal map or roughness map (often procedural or tiled) can introduce these.
- Dust and Grime: While not strictly paint properties, localized dirt or dust layers can be blended over the clear coat using masks and distinct PBR values, grounding the car in its environment.
Implementing these imperfections effectively requires a robust shader graph setup, allowing you to blend different textures and effects with precise control over their intensity and distribution. This attention to detail transforms a generic render into a truly believable one.
The Glittering Core: Crafting the Metallic Flakes Shader
The shimmering, dynamic sparkle of metallic car paint is one of its most captivating features. Replicating this phenomenon accurately requires a dedicated metallic flakes shader component within your layered material. This isn’t just a texture; it’s a procedural effect designed to catch and reflect light in specific ways, mimicking thousands of tiny, reflective particles.
The key to a convincing metallic flake effect lies in understanding how real-world flakes interact with light. They are tiny, often anisotropic, reflective surfaces embedded within the paint. As the viewing angle changes, different flakes catch the light, creating that characteristic glint and sparkle.
Simulating Flakes with Procedural Textures
While you could technically use a texture map for flakes, procedural generation offers more control and better scalability without tiling artifacts. Noise functions are your best friend here.
- Voronoi Noise: This is an excellent starting point for generating individual “cells” that can represent flakes. You can control the cell size to dictate the flake size.
- Noise Blending: Combining different noise patterns (e.g., Perlin noise for general variation) can add organic complexity to the flake distribution and shape.
- Tiling and Rotation: Ensure your noise function is set up to tile seamlessly, and consider adding a subtle, random rotation to individual flakes to break up uniformity.
The output of this noise generation will primarily drive the normal map and roughness map for the flake layer, telling the shader where the individual reflective surfaces are and how they are oriented.
Parameters for Flake Control
Within your shader graph setup, you’ll want exposed parameters to fine-tune the flake appearance:
- Flake Size: Controls the scale of the noise pattern, directly influencing how large or small the individual flakes appear. Larger flakes are more visible, smaller flakes create a finer shimmer.
- Flake Density: Determines how many flakes are visible per unit area. This can be controlled by a threshold on the noise function or by blending in masked areas.
- Flake Color/Tint: While flakes are typically metallic (silver), you might want to introduce a subtle color tint, especially for pearlescent effects, to simulate how light refracts through them.
- Flake Anisotropy: This is a more advanced parameter. Real flakes often have a directional reflection. You can simulate this by orienting the normals of the individual flakes along a tangent direction, which we’ll discuss further with anisotropic reflections.
- Flake Roughness: While flakes are highly reflective, they aren’t perfectly smooth. A very subtle roughness value can prevent them from looking too sharp and artificial.
When implementing the metallic flakes, remember that they are an internal component. They should be partially obscured and softened by the clear coat, adding to the sense of depth rather than appearing painted on the surface. This blending is critical for a believable photorealistic car paint result.
The Mirror Finish: Perfecting the Clear Coat Effect & Anisotropic Reflections
The clear coat is the crowning glory of automotive paint, providing that deep, glossy finish and protecting the underlying layers. Its accurate representation is paramount for a photorealistic car paint shader. Not only does it provide crisp reflections, but it also introduces the subtle yet captivating phenomenon of anisotropic reflections.
The clear coat behaves as a distinct, highly reflective dielectric layer. It’s often the first surface light encounters, and its properties dictate much of the paint’s overall character. This is where parameters like IOR and roughness truly shine.
Mastering the Clear Coat Effect
For the clear coat, you’re essentially creating a very smooth, transparent material on top of your base and flake layers. Here’s how to approach it:
- High Specular/Reflectivity: The clear coat should have strong, sharp reflections. In a PBR workflow, this means a very low roughness value (close to 0) and a high IOR.
- Index of Refraction (IOR): For typical clear coats, an IOR value around 1.5 to 1.6 is realistic. This value governs the Fresnel effect, dictating how much light is reflected versus refracted at different viewing angles. Reflections become stronger at grazing angles, which is a key characteristic of car paint.
- Subtle Roughness Variation (Orange Peel): As mentioned earlier, no surface is perfectly smooth. Introducing a very fine, procedural noise into the clear coat’s roughness map can subtly simulate the “orange peel” texture. This breaks up perfectly uniform reflections, adding a touch of real-world imperfection and depth.
- Transparency: While the clear coat is mostly reflective, it is also transparent, allowing the underlying base and flake layers to be seen. Your shader graph must correctly blend the clear coat’s reflections and refractions with the underlying layers.
Unlocking Anisotropic Reflections
Anisotropic reflections are a visual tell-tale sign of high-quality car paint. Unlike isotropic reflections (which are perfectly round), anisotropic reflections appear stretched or elongated in a specific direction. This stretching is caused by microscopic parallel grooves or a directional surface structure, which is often present in car paint due to polishing or the orientation of metallic flakes.
Achieving this effect within your shader graph setup typically involves modifying the normal or tangent vectors used for calculating reflections:
- Tangent Space: Anisotropic shading usually operates in tangent space. You need a tangent vector (representing the direction of the “grooves” or stretching) for your shader to work.
- Procedural Tangents: For car paint, you might procedurally generate tangent vectors based on the surface curvature. For instance, reflections could stretch along the direction of the car’s body lines or the direction of applied clear coat.
- Texture-Driven Anisotropy: You can also use a texture map to drive the tangent direction, giving you pixel-perfect control over the stretch. This is useful for specific polishing patterns or directional metallic flakes.
- Anisotropy Parameter: Many advanced PBR shaders or renderers will have an “Anisotropy” parameter and an “Anisotropy Direction” input. You plug your calculated tangent vector into the direction, and adjust the anisotropy value to control the strength of the stretch.
When combined with the proper clear coat properties, anisotropic reflections elevate your renders from good to exceptional, adding that crucial touch of realism found in high-end automotive photography. This sophisticated shader graph setup is a hallmark of truly advanced automotive rendering techniques.
Performance vs. Fidelity: Optimizing for High-End Rendering and Real-Time Game Engines
Crafting a hyper-realistic car paint shader is an exercise in technical artistry. However, the most beautiful shader is useless if it grinds your render to a halt or makes your game unplayable. Balancing visual fidelity with performance is a critical aspect of automotive rendering techniques, especially when deploying in real-time game engines or large-scale production pipelines.
Advanced shaders, particularly those with multiple layers, procedural elements, and complex calculations like anisotropic reflections, can be computationally expensive. Optimizing your shader graph setup becomes a necessary step to ensure smooth performance without sacrificing too much visual quality.
Strategies for Shader Optimization
- Shader Complexity and Instruction Count: Every node and every calculation in your shader graph adds to the instruction count. In real-time engines, higher instruction counts directly translate to longer GPU processing times. Review your graph for redundant calculations, simplify where possible, and reuse common values.
- Texture Resolution and Format: While high-resolution textures are tempting, they consume significant memory and bandwidth. Use appropriate resolutions for different maps (e.g., lower resolution for subtle noise, higher for sharp details). Utilize compressed texture formats when possible.
- Level of Detail (LOD) for Shaders: Just as models have LODs, you can implement shader LODs. For distant objects, use a simplified car paint shader that omits complex flake calculations or anisotropic effects. As the camera gets closer, swap to the full-fidelity shader.
- Baking Details into Normal Maps: Some micro-imperfections or subtle surface variations might be calculated procedurally in your shader. For performance, especially in real-time, consider baking these complex details into a normal map offline. This shifts the computational cost from real-time calculations to a simple texture lookup.
- Conditional Compiles and Shader Variants: If your shader has many features (e.g., optional flakes, different clear coat types), use shader variants or conditional compiles. This ensures that the engine only compiles and uses the necessary parts of the shader, avoiding unnecessary calculations for disabled features.
- Pre-computation and Lookup Tables: For certain complex calculations that are expensive but have predictable outputs, consider pre-computing them into a lookup texture. This converts a real-time math operation into a fast texture sample.
Considerations for Real-Time vs. Offline Rendering
The optimization priorities differ between real-time game engines and offline production renderers. Real-time environments demand strict performance budgets (e.g., frame rate targets), so aggressive optimization is key. Offline renderers, while still benefiting from efficiency, prioritize ultimate quality and can afford longer render times for complex calculations.
When developing for real-time, always profile your shaders. Tools within engines like Unreal Engine and Unity allow you to visualize shader complexity and identify bottlenecks. This iterative process of testing, profiling, and optimizing is crucial for achieving both stunning visuals and smooth performance.
For artists working with ready-made assets, understanding these principles helps you make informed choices. If you’re looking for a solid foundation, 88cars3d.com offers high-quality, optimized 3D models that serve as excellent starting points for applying these advanced automotive rendering techniques.
Conclusion: The Pursuit of Perfection
Creating truly photorealistic car paint is an intricate dance between art and science. It demands a deep understanding of physics, a mastery of PBR materials, and the technical prowess to construct sophisticated layered shaders. From dissecting the physical composition of automotive finishes to meticulously crafting a metallic flakes shader and perfecting the clear coat effect with anisotropic reflections, every detail contributes to the final illusion.
We’ve explored how a robust shader graph setup, leveraging material layering, allows for unparalleled control over the subtle nuances that define realistic car paint. We’ve also touched upon the vital balance between visual fidelity and performance, ensuring your stunning renders are also practical for high-end production or real-time game environments through smart automotive rendering techniques.
The journey to mastering advanced car paint shaders is continuous, but with these principles and techniques in your toolkit, you’re well-equipped to create automotive renders that truly captivate. Experiment, refine, and push the boundaries of what’s possible. For high-quality 3D car models that provide the perfect canvas for your advanced shaders, be sure to visit 88cars3d.com and bring your vision to life.
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Toyota Yaris 1999 3D Model
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Material: Yes
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Toyota Supra 2020 3D Model
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Volkswagen New Beetle 2000 3D Model
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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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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
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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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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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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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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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