Unreal Engine 5 Car Paint: The Ultimate Guide to Hyper-Realistic Shaders & Materials
Unreal Engine 5 Car Paint: The Ultimate Guide to Hyper-Realistic Shaders & Materials
The gleam of a perfectly rendered car is a hallmark of truly exceptional 3D visualization. From the nuanced play of light across its curves to the subtle sparkle of its finish, car paint is a complex material that demands precision and deep understanding. For automotive designers, game developers, and visualization artists, achieving photorealism in `Unreal Engine 5 car materials` presents both a challenge and an immense opportunity. Unreal Engine 5 (UE5) offers an incredible suite of tools for crafting sophisticated `PBR automotive shaders`, but unlocking their full potential requires more than just basic textures. It demands a deep dive into the physics of light, the intricate layering of real-world paint, and advanced shader graph development.
This guide will take you through the essential principles and advanced techniques for creating hyper-realistic car paint in UE5. We’ll deconstruct the layers of automotive finishes, explore advanced methods for creating convincing `clear coat reflectivity` and `metallic flake effect`s, and provide a roadmap for developing robust and performant shaders. Whether you’re aiming for cinematic virtual production, high-fidelity `real-time vehicle rendering` in games, or stunning architectural visualizations, mastering car paint in UE5 is a game-changer.
Deconstructing Real Car Paint: PBR Principles Behind Automotive Materials in UE5
To accurately simulate car paint in Unreal Engine 5, we must first understand its real-world composition. Automotive finishes are far more complex than a simple diffuse color. They are typically multi-layered systems, each contributing to the final appearance and behavior under light. Physically Based Rendering (PBR) provides the perfect framework for emulating these properties, ensuring our `PBR automotive shaders` react realistically to various lighting conditions.
Real car paint generally consists of:
- Primer: A base layer that adheres to the metal.
- Base Coat: This provides the primary color and often contains metallic or pearl flakes.
- Clear Coat: A transparent, protective layer that provides depth, gloss, and UV resistance. This is where most of the spectacular reflections occur.
Understanding these layers is crucial for translating them into the `UE5 material editor`. Each layer has distinct optical properties that we’ll simulate using PBR workflows.
The Base Layer: Color and Metallic Properties
The base coat is where the fundamental color of your vehicle resides. In UE5’s PBR workflow, this translates primarily to the Base Color and Metallic inputs.
The Base Color input defines the inherent hue of the paint. For non-metallic paints, this might be a solid color. However, for metallic finishes, the Base Color will often be influenced by the reflective properties of the flakes within it.
The Metallic input is critical. For a true metallic base coat, this value should be set close to 1 (pure metallic). This tells the renderer that the surface behaves like metal, with reflections taking on the color of the base coat and no diffuse component. For non-metallic (solid or pearl) base coats, this would be 0, indicating a dielectric surface. However, with car paint, we’re often blending the metallic properties of the flakes with the dielectric properties of the paint binder.
Roughness is another key parameter for the base coat. While the clear coat handles the primary reflections, the roughness of the underlying base can influence how light scatters through the clear coat, subtly affecting the overall appearance, especially on very thin or aged clear coats. A lower roughness value here would imply a smoother underlying pigment.
The Clear Coat: The Essence of Shine
The clear coat is arguably the most vital component for achieving hyper-realistic car paint. It’s a transparent, highly reflective layer that sits on top of the base coat, acting as a protective shell. This layer is responsible for the mirror-like reflections and the deep gloss we associate with new car paint.
In UE5, the clear coat is a dedicated input within the material editor. Setting its value to 1 enables a second specular lobe, specifically designed to simulate this top layer. This allows for independent control over its roughness and normal map, crucial for detailed `clear coat reflectivity`.
The Fresnel effect is inherently applied to the clear coat. This physical phenomenon dictates that surfaces become more reflective at grazing angles. This is why car paint appears almost mirror-like when viewed from a steep angle, even if it looks less reflective when viewed straight on. UE5 handles this automatically for the clear coat, but understanding its importance reinforces why the clear coat adds so much depth.
The Clear Coat Roughness input allows you to control the micro-surface detail of this top layer. A value close to 0 will result in a perfectly smooth, mirror-like finish, while increasing it will simulate slight imperfections, dust, or an aged, less polished surface. This independent control is vital for differentiating the gloss of the clear coat from the underlying base.
Mastering Advanced Clear Coat, Flakes & Imperfections in UE5
Once the basic PBR layers are understood, the next step is to add the nuanced details that elevate “good” car paint to “hyper-realistic.” This involves going beyond simple solid colors and incorporating the microscopic elements that define high-end automotive finishes. This is where `shader graph development` truly shines.
Implementing Realistic Metallic Flake Effects
Metallic and pearl paints derive their distinctive sparkle and depth from tiny particles suspended within the base coat. Simulating this `metallic flake effect` convincingly is often the biggest hurdle for artists.
The challenge lies in depicting countless microscopic flakes, each reflecting light independently. A common and effective method is to use a specially crafted normal map or a combination of normal and roughness maps. This texture doesn’t represent surface bumps, but rather the orientation of millions of tiny reflective facets.
Here’s a basic approach:
- Create a Flake Normal Map: Generate a high-frequency noise pattern (like a cellular or Worley noise) and convert it into a normal map. This can be done in Substance Designer, Photoshop, or even directly within the UE5 material editor using noise nodes. Experiment with different noise types to find the right sparkle pattern.
- Scale and Tile: Tile this normal map over the surface, often at a very high frequency to simulate microscopic flakes. Use parameters to control the tiling scale, allowing for different flake sizes.
- Rotate/Animate (Optional): For added realism, you can subtly rotate or pan the flake normal map using a ‘Panner’ node. This mimics how flakes might be oriented differently or shift slightly, adding to the dynamic sparkle as the camera moves.
- Influence Specular/Roughness: Blend this flake normal map with your base normal map. You can also use the grayscale output of your noise to drive subtle variations in roughness, making certain flakes appear slightly more or less reflective.
- Color Tint (for Pearl): For pearl effects, you can also use the flake mask to subtly tint the reflections of the flakes, creating iridescent shifts in color.
Controlling parameters like flake density, size, and sparkle intensity through material instances is key to achieving a range of metallic finishes.
Building Multi-Layered Clear Coats
While UE5 provides a single clear coat layer, real car paint sometimes has multiple sub-layers or requires more nuanced control than a single roughness value can offer. We can simulate more complex clear coats by blending additional effects.
For instance, you might want to simulate a very thin, slightly different protective film on top of the main clear coat, or add subtle wear and tear. This can be achieved by blending a second specular lobe (using a custom PBR approach for a second clear coat layer if needed, though this is more complex and usually unnecessary given UE5’s built-in feature) or, more simply, by modulating the existing clear coat’s roughness and normal.
Using an ‘Add’ node to combine multiple normal maps (one for primary clear coat, another for fine scratches) before plugging into Clear Coat Normal, or using a ‘Lerp’ node to blend between different clear coat roughness values based on a mask, can create convincing effects. This allows you to simulate deeper paint depth or localized wear.
Adding Subtle Imperfections with Custom Normal Maps
Perfect surfaces rarely exist in the real world, and this holds true for car paint. A completely pristine surface can often look artificial. Introducing subtle imperfections is crucial for true realism.
These imperfections include:
- Orange Peel: A very fine, wavy texture that’s an inherent part of the paint application process.
- Micro-scratches/Swirl Marks: Especially visible under direct light, these fine scratches are common from washing and polishing.
- Dust/Fingerprints: Localized imperfections that break up the perfect `clear coat reflectivity`.
`Custom normal maps` are the primary tool for these details. You can create a tileable normal map for subtle orange peel or swirl marks in software like Substance Designer. This normal map should be very subtle and tiled at a fine frequency. Blend it with your existing clear coat normal map using an ‘Add’ node, ensuring the strength is low enough not to look exaggerated.
For more specific imperfections like dust or larger scratches, you can create unique normal maps and blend them in using masks. For instance, a dirt mask can be used to increase the clear coat roughness and introduce a dust normal map in specific areas. The key is subtlety; these details should only be noticeable upon close inspection or under specific lighting angles. This attention to minute detail transforms a digital model into something tangible and real, especially for assets found on resources like 88cars3d.com.
Step-by-Step Shader Graph Development: Crafting Modular Car Paint in UE5
Developing a robust car paint material requires a structured approach within the `UE5 material editor`. We aim for a modular, flexible material that can be easily tweaked via material instances without recompiling the shader, enabling rapid iteration and customization for `Unreal Engine 5 car materials`.
Setting Up the Master Material Structure
Let’s begin by creating a new master material.
- Create New Material: Right-click in your Content Browser > Material > Name it `M_CarPaint_Master`.
- Set Material Domain: Open the material. In the Details panel, ensure the Material Domain is ‘Surface’ and the Blend Mode is ‘Opaque’. Set Shading Model to ‘Default Lit’ (or ‘Clear Coat’ if you want a dedicated clear coat shader, but Default Lit with Clear Coat input is usually sufficient).
- Add Core Inputs: Create the following ‘Parameter’ nodes (Right-click > Search ‘Parameter’):
- `VectorParameter` for Base Color (default white or gray).
- `ScalarParameter` for Metallic (default 0 or 1, depending on typical use).
- `ScalarParameter` for Roughness (default 0.5 for diffuse, lower for clear coat).
- `TextureSampleParameter2D` for Base Normal Map.
- `ScalarParameter` for Clear Coat (set to 1 for enabled).
- `ScalarParameter` for Clear Coat Roughness (default 0.05 for glossy).
- `TextureSampleParameter2D` for Clear Coat Normal Map.
- `ScalarParameter` for Clear Coat Strength (controls intensity of clear coat effect, usually 1).
- Connect Inputs: Wire these parameters directly to their corresponding inputs on the main Material node.
For modularity, consider wrapping complex parts like flake generation or imperfection blending into Material Functions. This keeps your main graph clean and allows reuse across multiple materials.
Integrating Clear Coat Logic
The built-in clear coat feature is a powerful tool.
- Connect your `Clear Coat` ScalarParameter to the Clear Coat input on the main Material node.
- Connect your `Clear Coat Roughness` ScalarParameter to the Clear Coat Roughness input.
- Connect your `Clear Coat Normal Map` TextureSampleParameter2D to the Clear Coat Normal input. Remember to set the sampler type for normal maps to ‘Normal’ in the texture sample node details.
- Adjust the default values of these parameters to represent a good starting point for a glossy car paint.
Implementing Metallic Flakes
This is where the `shader graph development` gets interesting.
- Flake Normal Texture: Create a `TextureSampleParameter2D` for your `Flake Normal Map`.
- Tiling Control: Use a `TextureCoordinate` node. Multiply its UVs by a `ScalarParameter` (e.g., `FlakeTiling`) to control the flake size/density.
- Blending Flakes: Blend this flake normal map with your `Clear Coat Normal Map`. A good way to do this is using an `Add` node. However, to control the flake intensity, you might want to multiply the flake normal map by a `ScalarParameter` (e.g., `FlakeStrength`) before adding it. Be cautious not to overdo the strength, or it will look too bumpy.
- Connect to Clear Coat Normal: Plug the output of this blend into the Clear Coat Normal input. This means your flakes will be rendered *through* the clear coat, which is physically accurate.
- Flake Reflection (Optional but Recommended): For even better `metallic flake effect`s, you can use the output of your flake normal map (or the noise used to create it) to subtly drive metallic and roughness values *before* the clear coat. This makes the underlying flakes appear more metallic and reflective. Use a `Lerp` node to blend between your base metallic/roughness and a flaked version based on the flake noise.
Exposing Parameters for Customization
To make your material artists-friendly and efficient, expose all key variables as parameters.
Every `VectorParameter`, `ScalarParameter`, and `TextureSampleParameter2D` you create automatically becomes editable in a Material Instance. Organize these parameters into groups (e.g., “Base Coat,” “Clear Coat,” “Flakes,” “Imperfections”) by setting the ‘Group’ property in the Details panel for each parameter node. This ensures a clean and intuitive interface for anyone using your master `Unreal Engine 5 car materials`.
Once your master material is complete, right-click it in the Content Browser and select ‘Create Material Instance’. This instance will inherit all the logic but allow you to modify the exposed parameters without recompiling the shader, significantly speeding up your workflow for `real-time vehicle rendering` and asset development.
Optimization & Integration: Peak Performance for Real-Time Vehicle Rendering
A hyper-realistic car paint shader is only useful if it performs well within your project. `Real-time vehicle rendering` demands efficiency, and Unreal Engine 5 provides several features to help optimize your `PBR automotive shaders` while maintaining visual fidelity, whether for `game asset development` or cinematic virtual production.
Nanite and Lumen Integration
While car paint materials themselves aren’t directly optimized by Nanite (which focuses on mesh geometry), Nanite’s ability to handle incredibly dense meshes allows you to use high-polygon car models without performance penalties. This frees up budget for more complex materials.
Lumen, UE5’s global illumination system, is incredibly impactful for car paint. Lumen accurately calculates indirect lighting and reflections, which are crucial for `clear coat reflectivity`. The way light bounces off surfaces and interacts with the environment is fundamental to how car paint looks. Ensure your scene is well-lit with high-quality HDRI sky lights and strategically placed Lumen lights to maximize the visual impact of your shaders. Lumen’s real-time nature makes iterating on lighting and paint appearance much faster.
Leveraging Ray Tracing for Ultimate Fidelity
For the absolute highest fidelity, especially in virtual production or cinematic sequences, `Unreal Engine 5 car materials` benefit immensely from hardware ray tracing.
Ray-traced reflections provide physically accurate mirror-like reflections on your clear coat, surpassing the quality of screen-space reflections. Ray-traced translucency can also enhance subtle aspects of the clear coat if you’re layering effects. While more performance-intensive, the visual payoff for `PBR automotive shaders` is substantial. Enable ray tracing in your project settings and ensure your materials are configured to utilize it (e.g., by ensuring ‘Affects Ray Tracing’ is enabled for relevant material nodes).
Material Instancing for Efficiency
As mentioned earlier, material instancing is a cornerstone of efficient `shader graph development`.
By creating child Material Instances from your master car paint material, you avoid recompiling the shader every time you want to change a color, roughness, or flake property. Each instance only stores the unique parameter values, making it incredibly lightweight and fast to render. For projects with many vehicles or numerous color variations, this is indispensable. It streamlines your `game asset development` pipeline and ensures consistent performance.
Profiling and Performance Tuning
Always profile your materials.
Use Unreal Engine’s built-in profiling tools (`Stat GPU`, `Shader Complexity` view mode) to identify bottlenecks. The `Shader Complexity` view can tell you which parts of your mesh are most expensive to render in terms of material instructions. Aim to keep instruction count as low as possible without compromising visual quality. Simplify redundant nodes, use cheaper alternatives where possible, and avoid overly complex calculations that don’t yield a noticeable visual improvement. Sometimes, a complex node network can be simplified by baking certain aspects into textures, though this reduces runtime flexibility.
Advanced Tips & Tricks for Automotive Artists in UE5
Beyond the core material setup, several other elements contribute to the final look of your car paint. These external factors can make or break the illusion of realism.
Environment Reflections (Sky Light & Reflection Captures)
Car paint is essentially a mirror. Its appearance is heavily dictated by what it reflects.
A high-quality Sky Light with an excellent High Dynamic Range Image (HDRI) is paramount. The HDRI provides rich, detailed environmental reflections that accurately represent the surroundings, dramatically enhancing `clear coat reflectivity`. Ensure your HDRI is high-resolution and provides interesting light sources and contrasts.
For localized reflections or areas where Lumen might struggle (e.g., highly occluded spots), strategically placed Reflection Captures can still be useful, although Lumen and ray tracing often supersede their necessity for dynamic objects. However, for static background elements, they can complement the global illumination system.
Post-Processing Effects
The final image can be greatly enhanced by subtle post-processing.
Bloom: A subtle bloom effect can soften bright highlights and add a photographic quality to your renders, enhancing the perception of glow from bright reflections on the paint.
Tonemapping & Color Grading: Fine-tuning the overall exposure, contrast, and color balance through post-process volumes can unify your scene and make the car paint look more integrated and aesthetically pleasing. Experiment with LUTs (Lookup Tables) for cinematic color grading.
Vignette & Chromatic Aberration: Used sparingly, these can add a subtle camera lens feel. A very slight chromatic aberration on reflections can sometimes enhance realism by mimicking optical imperfections.
Iteration and Reference
The journey to hyper-realistic car paint is iterative. Constantly refer to real-world photographs and videos of car paint under various lighting conditions. Pay attention to:
- How reflections behave on curves.
- The appearance of flakes in direct sunlight vs. shadow.
- Subtle imperfections like dust, swirl marks, or orange peel.
- The depth and richness of the clear coat.
Don’t be afraid to experiment with different noise functions for flakes, various normal map intensities for imperfections, and distinct roughness values. The `UE5 material editor` is a powerful sandbox for `shader graph development`, allowing you to constantly refine your `Unreal Engine 5 car materials`.
Conclusion
Crafting hyper-realistic car paint in Unreal Engine 5 is a nuanced art that combines a deep understanding of PBR principles with advanced shader development techniques. By meticulously building multi-layered materials, simulating realistic `metallic flake effect`s, adding subtle imperfections with `custom normal maps`, and leveraging UE5’s powerful rendering features like Lumen and ray tracing, you can achieve breathtaking fidelity in your `real-time vehicle rendering`.
The journey involves deconstructing the physics of real car paint, mastering the `UE5 material editor` for `shader graph development`, and optimizing for peak performance. The result is `Unreal Engine 5 car materials` that captivate and convince. So, dive in, experiment with these techniques, and push the boundaries of automotive visualization. For artists looking for a head start with meticulously crafted, high-quality models that serve as excellent bases for these advanced material techniques, explore the vast collection at 88cars3d.com. Elevate your `game asset development` and virtual production projects with professional-grade vehicle assets today!
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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
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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
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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
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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
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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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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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