Unlock Hyperrealism: The Advanced Guide to Photorealistic Car Paint Shaders
Unlock Hyperrealism: The Advanced Guide to Photorealistic Car Paint Shaders
The allure of a perfectly rendered car model often hinges on one critical component: its paintwork. More than just a simple color, a photorealistic car paint shader is a complex symphony of layered materials, intricate light interactions, and subtle imperfections. It’s the difference between a static 3D model and a vehicle that feels tangible, a machine whose surface begs to be touched, reflecting its environment with stunning accuracy.
Achieving this level of hyperrealism is a significant challenge for 3D artists, game developers, and automotive designers alike. Standard material setups often fall short, failing to capture the nuanced depth, sparkle, and reflectivity that characterize real-world car finishes. If you’ve struggled to make your automotive renders truly pop, this guide is for you. We’ll dive deep into the advanced techniques and principles required to craft car paint shaders that not only look incredible but are also physically accurate, pushing the boundaries of what’s possible in your visualizations.
From understanding the microscopic structure of paint to implementing advanced lighting models, we’ll cover every aspect of creating an unparalleled automotive material setup. Prepare to transform your digital vehicles into masterpieces of visual fidelity.
The Anatomy of Automotive Paint: Deconstructing Real-World Layers
Before we can digitally recreate photorealistic car paint, we must first understand its real-world composition. Automotive paint is not a single, monolithic layer, but a sophisticated sandwich of specialized coatings, each contributing unique visual properties. Ignoring this layered complexity is a primary reason why many digital paints fall flat.
Understanding these distinct layers is foundational to building a robust and physically accurate shader. Each layer interacts with light in a different way, influencing the final appearance of the surface, from its core color to its dazzling reflections.
The Base Coat: Color and Opacity
The base coat is the primary color layer, responsible for the vehicle’s hue. It’s applied over a primer and typically contains the pigment that defines the car’s overall color. In its simplest form, it can be a solid, opaque color. However, even this layer has properties beyond a simple diffuse color.
Some base coats might have a very subtle metallic or pearl effect embedded, but for advanced shaders, we often consider this the foundation upon which more complex effects are built. Its roughness and metallic properties will be low, as most of its reflective qualities will be masked or enhanced by subsequent layers.
The Metallic/Pearl Flake Layer: The Iridescent Sparkle
This is where car paint starts to get truly interesting. Embedded within or directly above the base coat are tiny metallic flakes (aluminum, mica, or synthetic particles) or pearl pigments. These flakes are responsible for the sparkling, iridescent effect that changes subtly with the viewing angle and light direction. The size, density, and orientation of these flakes significantly impact the paint’s final look.
Replicating this requires a dedicated metallic flake shader component, often involving noise textures or procedural patterns to distribute and orient these microscopic reflectors. This layer introduces a high degree of complexity and is crucial for achieving that authentic automotive shimmer.
The Clear Coat: Depth, Protection, and Gloss
The clear coat is the outermost layer of automotive paint and arguably the most visually dominant. It’s a transparent, highly durable layer that serves several critical functions: protecting the underlying color and flakes, providing a smooth, high-gloss finish, and contributing significantly to the paint’s depth and reflectivity. This is a dielectric material, meaning it reflects light differently than metallic surfaces.
The clear coat’s properties – its index of refraction (IOR), roughness, and thickness – are paramount in defining the paint’s final appearance. Its highly reflective nature means it’s responsible for most of the prominent reflections and highlights you see on a car’s surface. Mastering clear coat layering is fundamental to photorealism.
Foundational Realism: Mastering the PBR Workflow for Car Materials
To accurately simulate the complex light interactions of car paint, adhering to the PBR workflow (Physically Based Rendering) is non-negotiable. PBR ensures that your materials respond to light in a physically plausible manner, leading to consistent and believable results across different lighting environments. This workflow utilizes a set of standardized maps to define a material’s properties.
For an optimal automotive material setup, understanding how each PBR channel contributes to the overall look is vital. This approach not only enhances realism but also makes your materials more robust and easier to manage in any PBR-compliant renderer.
Albedo (Base Color): Getting the Tone Right
The Albedo map represents the intrinsic color of the surface without any lighting information. For car paint, this will typically be the color of your base coat. It’s crucial that this map is desaturated and doesn’t contain any baked-in shadows or highlights. This allows the lighting engine to calculate these dynamically, creating a more responsive and realistic material.
Even for metallic paints, the Albedo still defines the base color, though its contribution to the final reflection might be modulated by the metallic map.
Metallic & Specular Maps: Reflectivity and Dielectric Properties
In a Metallic PBR workflow, the Metallic map dictates whether a surface behaves like a metal (value of 1) or a dielectric (value of 0). For car paint, this map is primarily used to control the underlying metallic flakes. The clear coat, being a dielectric, will have a metallic value of 0, relying instead on its inherent specular properties defined by its IOR.
In a Specular/Glossiness workflow, the Specular map directly defines the color and intensity of specular reflections. Car paint, with its clear coat, will almost always have a notable specular component, indicating how much light is reflected rather than absorbed.
Roughness Maps: The Nuance of Microsurface Details
The Roughness map (or Glossiness, depending on the workflow) is critical for defining how sharply or diffusely light is reflected. A perfectly smooth surface (roughness 0) will produce mirror-like reflections, while a rough surface (roughness 1) will scatter light, leading to blurred or diffuse reflections.
For car paint, especially the clear coat, a very low roughness value is common for polished areas. However, subtle variations in roughness, introduced through texture maps, can simulate micro-scratches, dust, or wear, which are crucial for breaking up perfect reflections and adding realism. This map, often grayscale, is incredibly powerful in defining the “feel” of the surface.
Normal Maps: Subtle Curvature and Imperfections
Normal maps are used to add fine surface detail without increasing polygon count. While the primary shape of the car is defined by its mesh, normal maps can introduce subtle ripples, Orange Peel texture (a common effect in real car paint), or even microscopic scratches and dents. These details manipulate how light is reflected, giving the illusion of complex surface geometry.
Even a perfectly smooth car body can benefit from a subtle normal map to break up perfect reflections and suggest minute irregularities that exist on any real-world surface. This contributes to the believability of your automotive material setup.
Crafting the Core: Implementing the Layered Car Paint Shader Structure
Building a photorealistic car paint shader isn’t about applying a single material; it’s about constructing a sophisticated layered system. Most modern game engines and renderers support some form of layered material system or allow complex constructions using a shader graph techniques. This approach mirrors the real-world composition of car paint, allowing for precise control over each component.
The general strategy involves combining multiple material definitions, each representing a physical layer of the paint, and blending them together based on their optical properties. This is where the magic of advanced shader development truly begins.
The Base Layer: Solid Color or Basic Metallic
Start with the foundational base coat. This will be a standard PBR material. Define its albedo (the core color), and perhaps a very low roughness value if it has a slight sheen. If your base coat itself contains a subtle metallic effect (before the main flake layer), you might give it a low metallic value here.
This base layer acts as the canvas upon which all subsequent, more complex layers will be painted. Keep it simple and physically accurate according to your chosen primary color.
Introducing the Clear Coat Layer: Reflectance and Refraction
The clear coat is typically the top-most layer, and it’s a dielectric material. This means it has a high index of refraction (IOR), which dictates how much light it reflects at different angles. Crucially, a clear coat allows light to pass through it to illuminate the layers beneath, while also reflecting a portion of the light from its surface.
In a shader graph, you’ll often define a separate PBR material for the clear coat with its own roughness and metallic (set to 0) values. This clear coat material will then be blended on top of the base coat and flake layers. The IOR is critical here, typically around 1.4-1.5 for automotive clear coats.
Advanced Blending Techniques: Masking and Fresnel
The real challenge in clear coat layering is how to blend these materials. Simply adding them together won’t yield physically accurate results. Instead, we use a combination of techniques:
- Layered Materials: Many engines (like Unreal Engine) have native support for layered materials, making this process more straightforward.
- Custom Shader Graphs: For more fine-grained control or in engines with less direct support, you’ll build this layering using shader graph techniques, sampling and combining material properties.
- Fresnel Blending: This is paramount for clear coats. The clear coat’s reflectivity increases dramatically at grazing angles (when viewed nearly edge-on). The Fresnel effect function is used to control the blend between the underlying layers and the clear coat’s reflections, ensuring the clear coat becomes more dominant at acute viewing angles.
The Magic of Light Interaction: Advanced Reflection and Refraction Techniques
Beyond the basic layering, achieving true photorealism requires a deep dive into how light interacts with the surface at a microscopic level. This involves specialized components for metallic flakes and advanced reflection models like Fresnel and anisotropic reflections. These techniques are often built directly into your shader graph, giving you precise control over the material’s response to light.
This is where your automotive material setup truly transcends generic materials and starts to mimic the complex visual characteristics of high-end car finishes. Understanding these nuances is crucial for that final touch of realism.
Metallic Flake Shader: Emulating the Sparkle and Depth
Implementing a convincing metallic flake shader is a cornerstone of photorealistic car paint. This isn’t just a simple texture; it’s a complex procedural or texture-based system designed to simulate millions of tiny, reflective particles embedded within the paint. Here’s a common approach:
- Flake Normal Map: Use a high-frequency noise texture (like Voronoi or Perlin) to generate a normal map that simulates the random orientation of tiny flakes. This normal map is typically blended with the overall surface normal.
- Flake Specular/Metallic: Drive the metallic or specular component for the flakes based on this noise, making the individual flakes highly reflective.
- Flake Color Variation: Introduce subtle color variations to simulate different types of flakes (e.g., gold, silver, iridescent).
- Visibility and Density: Control the density of the flakes using parameters or maps. The flakes should only be visible when illuminated by direct light, often appearing as tiny specular highlights.
- Tiling and Scale: Ensure the flake texture scales appropriately with the model. Too large, and it looks like glitter; too small, and it disappears.
The flakes should typically appear under the clear coat, meaning their reflections are slightly blurred and refracted by the clear coat layer above them.
The Power of the Fresnel Effect: Angle-Dependent Reflectivity
The Fresnel effect is one of the most fundamental principles in physically based rendering, and it’s absolutely crucial for realistic car paint. It describes how the reflectivity of a surface changes based on the angle at which it’s viewed. At a direct angle (facing the surface head-on), less light is reflected, and more passes through (or is absorbed). At grazing angles (looking along the surface), reflectivity dramatically increases, often appearing almost mirror-like.
For a clear coat, the Fresnel effect dictates that reflections will be dim when looking straight at the surface but become very bright and intense when looking at the surface edges. This creates a sense of depth and volume, as the clear coat appears to ‘pop’ at the edges. You’ll use a Fresnel node in your shader graph techniques, typically controlling the blend factor between the underlying layers and the clear coat’s pure reflection.
Achieving Anisotropic Reflections: Directional Shine and Flow
While many surfaces reflect light uniformly in all directions (isotropic reflections), some materials, like brushed metal or finely polished surfaces that have been buffed in one direction, exhibit anisotropic reflections. This means the reflections are stretched or elongated in a particular direction, often perpendicular to the direction of the surface’s microscopic grooves.
For car paint, anisotropic reflections are subtle but incredibly impactful. They can simulate the directional polishing marks left by a buffing machine, creating those distinctive elongated highlights that follow the contours of the car’s body. To achieve this:
- Tangent Space Normals: You’ll need to define a tangent vector for your surface, which indicates the direction of the “grain.”
- Anisotropic Roughness: Instead of a single roughness value, anisotropic shaders often use two roughness values (one for the tangent direction, one for the bitangent) or a map that modulates this effect.
- Shader Graph Implementation: Many advanced PBR shaders or custom shader graph techniques include an anisotropic component that takes a tangent input and modifies the reflection calculation accordingly. This adds a sophisticated layer of realism that truly sells the material.
The Art of Imperfection: Adding Realism Through Subtle Flaws
One of the most common pitfalls in achieving photorealism is making surfaces too perfect. In the real world, no car paint is pristine. Dust, micro-scratches, swirl marks, and even subtle wear accumulate over time. These imperfections, when applied subtly and intelligently, are what truly sell the illusion of a tangible object, moving it beyond a sterile rendering. This is where paint imperfection mapping becomes crucial.
These details break up perfect reflections, introduce subtle variations in roughness, and tell a story about the vehicle’s history, significantly enhancing the believability of your automotive material setup. We here at 88cars3d.com understand that even the most pristine concept renders benefit from a touch of real-world grit.
Paint Imperfection Mapping: Scratches, Swirls, and Dust
This is where texture maps become invaluable. Instead of creating perfectly uniform surfaces, layer in details using various maps:
- Micro-Scratch Normal Maps: Subtle normal maps showing fine, hairline scratches. These should be very faint and primarily visible in specular highlights. They’re often procedural or derived from highly detailed scratch textures.
- Swirl Mark Roughness Maps: Polishing can leave behind distinctive swirl marks. Use a subtle roughness map that traces these patterns. Where the swirls are, the roughness might be slightly higher or lower, causing reflections to subtly break up.
- Dust/Grime Roughness and Albedo Maps: Accumulation of dust and grime is almost unavoidable. Use texture maps to overlay subtle dust patterns, affecting both the roughness (dust is typically less reflective) and the albedo (a slight darkening or discoloration). These are often blended using masks to control their distribution.
- Fingerprints/Smudges: For close-up renders, subtle fingerprints or smudges can be added via roughness and normal maps, particularly around door handles or window edges.
These maps should be applied using blend nodes in your shader graph techniques, allowing you to control their intensity and distribution across the vehicle.
Edge Wear and Chipping: Telling a Story
Beyond surface imperfections, a car that has seen any use will invariably have some wear on its edges. Small chips on the hood, doors, or wheel arches, where the paint has flaked off to reveal the primer or even bare metal underneath, add incredible authenticity. This requires a more complex layering approach.
Typically, you’d use a mask (often generated procedurally based on curvature or painted manually) to blend in a different material – perhaps a matte primer material or a raw metal material – at the edges. This isn’t just a visual trick; it’s a subtle form of storytelling that grounds your model in reality.
Water Spots and Dirt Accumulation: Environmental Realism
The environment a car inhabits leaves its mark. Water spots, dried mud splatters, or general road grime add another layer of realism. These can be implemented using layered textures that affect multiple PBR channels:
- Water Spots: Use a texture map for roughness and possibly a subtle normal map to simulate dried water rings. Water spots often have higher roughness and can slightly refract light.
- Dirt/Mud: For more pronounced dirt, you’ll need an albedo map (for color), a roughness map (dirt is often dull), and potentially a normal map (for caked-on mud). These layers are blended on top of the car paint, often using masks that conform to areas where dirt naturally accumulates (e.g., lower panels, behind wheels).
These environmental imperfections, when applied sparingly and logically, contribute significantly to the overall believability and narrative of your rendered vehicle. They elevate the render from a simple model to a scene.
Conclusion: The Road to Unrivaled Automotive Visuals
Creating truly photorealistic car paint is an intricate journey, moving far beyond a simple color and shine. It demands a meticulous understanding of real-world physics, a mastery of the PBR workflow, and a commitment to detailed layering and advanced material techniques. From the nuanced interplay of a metallic flake shader to the essential role of clear coat layering and the transformative impact of the Fresnel effect and anisotropic reflections, every element contributes to the final illusion of reality.
By leveraging powerful shader graph techniques and embracing the art of paint imperfection mapping, you can imbue your automotive models with an unparalleled sense of presence and believability. Remember, hyperrealism isn’t about perfection, but about the convincing simulation of reality, including its subtle flaws.
The journey to crafting the ultimate automotive material setup is challenging but incredibly rewarding. With these advanced techniques in your arsenal, you’re well-equipped to create stunning visuals that stand out. For those looking to accelerate their projects with the highest quality base models, remember that 88cars3d.com offers a vast selection of meticulously crafted 3D car models, providing the perfect foundation for applying your newfound shader expertise. Start building your hyperrealistic automotive visions today!
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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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Material: Yes
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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
Texture: Yes
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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
Texture: 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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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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Material: Yes
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Volvo S80 2011 3D Model
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Volkswagen Touran restyle-006 3D Model
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Material: Yes
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Skoda Octavia Scout 3D Model
Texture: Yes
Material: Yes
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Volkswagen Golf V 2006 3D Model
Texture: Yes
Material: Yes
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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
Texture: Yes
Material: Yes
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Mercedes S-Class 2010 3D Model
Texture: Yes
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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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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