From Studio Render to Game Engine: Optimizing High-Poly Automotive Models for Unreal Engine 5
From Studio Render to Game Engine: Optimizing High-Poly Automotive Models for Unreal Engine 5
The allure of a pristine 3D automotive model, meticulously crafted with millions of polygons and breathtaking detail, is undeniable. These studio-grade assets, often developed for photorealistic renders, cinematics, or industrial design visualization, represent the pinnacle of digital craftsmanship. However, the journey from a high-fidelity rendering suite to a real-time game engine like Unreal Engine 5 is fraught with technical challenges. Directly importing these heavy models into a game environment will inevitably lead to plummeting frame rates, excessive memory usage, and a compromised user experience.
The fundamental difference lies in their intended purpose. Studio renders compute each frame offline, taking minutes or even hours to achieve perfection. Game engines, on the other hand, must render dozens or even hundreds of frames per second, in real-time, on diverse hardware. This distinction necessitates a rigorous optimization pipeline for any automotive game assets. This article will guide you through the essential techniques for transforming your beautiful, high-poly automotive models into lean, performant assets ready to shine in Unreal Engine 5, without sacrificing their visual integrity. We’ll delve into everything from geometry reduction to advanced material setup, ensuring your vehicles look stunning while running smoothly.
The High-Poly Hurdle: Bridging the Gap Between Design and Real-Time
When you acquire or create a high-fidelity 3D model, especially for automotive design, it often boasts an impressive polygon count – sometimes millions of triangles. While this level of detail is perfect for static hero shots or close-up inspections in a design review, it becomes a severe bottleneck in a real-time environment like Unreal Engine 5. Each polygon contributes to draw calls, requires memory, and demands processing power from the GPU. Multiply that by dozens or hundreds of vehicles, environmental assets, characters, and visual effects, and you quickly hit performance limitations.
The performance implications are significant. Excessive geometry leads to a high number of vertices and triangles that the GPU must process every frame. This can cause “GPU-bound” scenarios where the graphics card struggles to keep up, resulting in low frame rates and stuttering gameplay. Furthermore, large file sizes impact loading times and memory footprint, especially crucial for open-world games or simulations with many unique assets. Therefore, effective polycount optimization is not just a recommendation; it’s a critical requirement for creating production-ready automotive game assets that deliver a smooth, engaging experience.
Core Optimization Strategies: Sculpting Performance
The heart of preparing high-poly automotive models for game engines lies in intelligently reducing their polygon count while preserving visual fidelity. This involves a combination of careful planning and technical execution.
Retopology: The Art of Clean Geometry
Retopology is arguably the most powerful and often necessary technique for optimizing high-poly models. It involves creating new, lower-polygon mesh topology over an existing high-polygon mesh. The goal is to produce a clean, quad-based mesh that is significantly lighter, has better edge flow for animation or deformation, and is ideal for UV unwrapping and texture baking. While more time-consuming than automatic decimation, retopology offers unparalleled control over the final mesh quality.
- Why it’s crucial: High-poly sculpts or CAD conversions often have messy, triangulated, or uneven topology. Retopology provides a clean, artist-friendly mesh that is efficient for rendering and allows for precise control over detail areas.
- Process: Artists typically use tools like Maya’s Quad Draw, Blender’s Retopoflow add-on, or ZBrush’s ZRemesher (often followed by manual cleanup). The workflow involves tracing new polygons, primarily quads, over the high-poly surface, paying close attention to silhouette, creases, and areas that require animation or deformation (like doors or suspension components).
- Benefits: Superior deformation, cleaner UVs, significantly reduced polycount, and better compatibility with game engine rendering pipelines.
Decimation: A Quick-Fire Alternative
Decimation, or automatic mesh reduction, is a faster but less precise method of reducing polygon count. Tools like ZBrush’s Decimation Master, Blender’s Decimate modifier, or integrated functionality in game engines can automatically reduce the number of triangles in a mesh based on specified criteria (e.g., target triangle count or percentage reduction). While it can be a quick solution, especially for less prominent assets or distant objects, it often sacrifices topological cleanliness and can introduce undesirable triangulation or pinching.
- When to use it: Best suited for static background elements, models that will only be seen from a distance, or parts of a vehicle that are always hidden (e.g., inner engine components that are never exposed). It can also be used as a first pass before manual cleanup.
- Limitations: Can destroy clean edge flow, make UV unwrapping difficult, and potentially lead to shading artifacts if not carefully managed. It’s rarely ideal for hero assets or models requiring animation.
LODs (Levels of Detail): Dynamic Performance Scaling
One of the most effective strategies for polycount optimization in game engines is the implementation of LODs (Levels of Detail). This technique involves creating multiple versions of a single asset, each with a progressively lower polygon count. As the camera moves further away from the asset, the game engine automatically switches to a lower-detail LOD, thereby reducing the number of polygons rendered and improving performance without a noticeable visual drop-off.
- How it works: Typically, you’ll have an LOD0 (the highest detail model, seen up close), LOD1, LOD2, and so on, with each subsequent LOD having significantly fewer polygons. The engine uses screen-space metrics to determine when to transition between these versions.
- Creation: LODs can be created manually (by carefully reducing geometry, often through retopology or manual decimation) or semi-automatically using tools within 3D software or directly within Unreal Engine 5. Manual creation ensures better quality control, especially for critical automotive game assets.
- Importance: LODs are indispensable for environments with many vehicles or large open worlds. They allow for incredible visual fidelity up close while maintaining high frame rates when vehicles are in the distance, striking a perfect balance between performance and visual quality.
UV Mapping & Texture Baking: Visual Fidelity without the Vertices
Once your geometry is optimized, the next crucial step is to prepare it for texturing. This involves creating efficient UV maps and then leveraging the power of texture baking to transfer high-detail information from your original high-poly model onto your newly optimized low-poly mesh.
Efficient UV Mapping for Automotive Models
UV mapping is the process of unfolding the 3D surface of your model into a 2D space, allowing you to apply textures. For automotive game assets, clean and efficient UVs are paramount. Poor UVs lead to distorted textures, wasted texture space, and potential issues with lighting and shadows.
- Clean and Non-Overlapping: Ensure all UV islands are unique and do not overlap. Overlapping UVs, while sometimes used for tiling textures, can cause issues with baked lighting, unique detail maps, and certain material effects.
- Texel Density: Maintain a consistent texel density across your model. This means that important areas (like the car body or visible interiors) should have more pixel detail per unit of surface area than less important or hidden areas. Tools within your 3D software can help visualize and normalize texel density.
- Material Zones: It’s often beneficial to separate different material types into their own UV maps or distinct UV islands. For instance, the car body might have one set of UVs, glass another, and tires a third. This allows for dedicated texture sets and more efficient material setup in Unreal Engine 5.
- Seam Placement: Strategically place UV seams in less visible areas, such as along sharp edges, under the car, or within crevices, to minimize visible texture stretching or discontinuities.
The Power of Baking Textures
Baking textures is a cornerstone of game asset creation. It allows you to project the intricate surface details and shading information from your original high-poly model onto your optimized low-poly mesh without adding a single polygon. This technique maintains visual richness while keeping the game engine’s geometry budget low. The primary maps you’ll bake include:
- Normal Maps: This is arguably the most important baked map. A normal map uses RGB data to simulate the direction of surface normals, making a low-poly surface appear to have high-poly details like bolts, panel lines, or subtle curves. It’s crucial for preserving the sculpted look of your vehicle.
- Ambient Occlusion (AO) Maps: AO maps simulate soft self-shadowing that occurs in crevices and corners where light struggles to reach. Baking an AO map from the high-poly model captures these subtle shadows, adding depth and realism to your low-poly asset.
- Roughness Maps: Part of the PBR textures pipeline, a roughness map defines how rough or smooth a surface appears, influencing how light scatters and reflects. While often painted, baking can capture initial variations based on the high-poly’s micro-details.
- Metallic Maps: Another key PBR component, the metallic map indicates which parts of the surface are metallic (typically 1 for metal, 0 for non-metal). Baking can help define these zones accurately if they are part of the high-poly’s material definition.
- Curvature/Cavity Maps: These maps identify concave and convex areas, useful for adding edge wear, dirt, or other procedural details in your texturing software.
Tools like Substance Painter, Marmoset Toolbag, or even Blender’s internal baking tools are commonly used for this process. The result is a set of textures that, when applied to your low-poly mesh, make it look significantly more detailed than its polygon count suggests.
Crafting Realistic PBR Materials in Unreal Engine 5
With your optimized mesh and baked textures in hand, the next step is to bring your vehicle to life in Unreal Engine 5 using physically based rendering (PBR) materials. PBR textures are designed to react to light in a way that mimics real-world physics, leading to incredibly realistic and consistent visuals across different lighting conditions.
Understanding PBR Workflows (Metallic-Roughness)
Unreal Engine 5 primarily uses the Metallic-Roughness PBR workflow. This approach relies on a specific set of texture maps to define how light interacts with your material:
- Base Color (Albedo): This map defines the fundamental color of the surface, stripped of any lighting information.
- Metallic: A grayscale map (0 to 1) indicating how metallic a surface is. Pure black (0) is non-metallic (dielectric), while pure white (1) is metallic. Grayscale values represent mixed materials.
- Roughness: Another grayscale map defining the microscopic surface irregularities. Black (0) represents a perfectly smooth, mirror-like surface, while white (1) is completely rough and matte.
- Normal: The baked normal map, providing fine surface detail.
- Ambient Occlusion (AO): The baked AO map, adding subtle self-shadowing.
By accurately defining these maps, especially for surfaces like car paint (which can be a complex mix of metallic flake, clear coat, and underlying color), you can achieve stunning realism. For instance, the metallic map will typically be white for chrome trim and car bodies (if the paint is metallic), and black for rubber tires or plastic components. The roughness map will have low values for glossy paint and high values for matte plastics or textured rubber.
Unreal Engine Material Optimization Strategies
While PBR provides the foundation for realism, efficiently setting up your materials in Unreal Engine 5 is crucial for performance. This falls under Unreal Engine material optimization:
- Material Instances: Always use material instances for variations of the same base material. Create a master material graph with all your PBR texture inputs and adjustable parameters (e.g., color tint, roughness multiplier). Then, create child material instances for each unique car paint, trim, or tire variation. This significantly reduces shader compilation times and memory usage compared to creating new unique materials for every variant.
- Texture Atlases: For smaller, repeated elements like bolts, interior buttons, or decals, consider creating a single texture atlas (a large texture containing multiple smaller textures). This can reduce draw calls by allowing many small elements to share one material and texture set.
- Masking and Layering: For complex effects like dirt, damage, or wear, leverage texture masks and material layering within your master material. This allows you to blend different material properties (e.g., clean paint vs. muddy paint) using a mask, providing dynamic visual variety without needing unique textures for every state.
- Shader Complexity: Monitor the shader complexity view mode in Unreal Engine. Aim for green where possible. Overly complex material graphs can be expensive. Simplify where you can, and always profile.
- Static Switch Parameters: If you have features in your material that are either on or off (e.g., a specific effect or a clear coat layer), use static switch parameters. These compile away the unused branch of the shader, making it more efficient at runtime.
UE5 Integration & Performance Tuning: Bringing it All Together
With your optimized geometry and meticulously crafted PBR textures, the final stage is to integrate your automotive game assets into Unreal Engine 5 and fine-tune them for peak performance and visual quality.
Importing Your Optimized Automotive Model
Exporting your model from your 3D software and importing it into Unreal Engine 5 requires attention to detail:
- FBX Export Settings: When exporting from your 3D application (e.g., Maya, Blender, 3ds Max), use the FBX format. Ensure you have baked tangents and normals, embedded media (textures) if convenient, and that your scale units match Unreal Engine (usually centimeters).
- Unreal Engine Import Settings: When importing the FBX into UE5, pay attention to options like “Combine Meshes” (usually uncheck if you want separate parts like doors, wheels), “Generate Missing Collisions” (can be a starting point), “Import Materials” (if you want UE to try and create basic materials), and “Import Textures.”
- Setting up LODs: After importing, navigate to the Static Mesh Editor for your car. Here, you can easily set up and manage your LODs (Levels of Detail). You can import pre-made LOD meshes, or for simpler assets, Unreal Engine can sometimes generate them automatically. Define the screen size thresholds at which each LOD should switch, ensuring a smooth transition without popping.
Collision Setup for Automotive Assets
Proper collision is vital for realistic physics, gameplay interactions, and preventing the car from falling through the world. Unreal Engine offers several options:
- Auto-Generated Simple Collision: For quick prototyping, UE5 can generate simple collision primitives (boxes, spheres, capsules). This is performant but often too imprecise for vehicles.
- Auto-Generated Complex Collision: This uses the render mesh for collision, which is highly accurate but very expensive, especially for high-poly models. Avoid for dynamic objects.
- Custom Simple Collision: The best approach for vehicles. Create a simplified, low-polygon mesh in your 3D software (using convex shapes like boxes, spheres, and convex hulls) and name it according to Unreal Engine’s naming conventions (e.g., `UCX_MyCar_01`). Import this alongside your main mesh. This provides accurate collision without the performance cost of complex geometry.
- Per-Poly Collision: Used for static objects (like walls) where precise collision is needed, but generally too expensive for dynamic vehicle interaction.
Performance Profiling and Debugging in UE5
Even after all the optimization steps, it’s essential to profile and debug your assets within Unreal Engine 5 to identify any remaining bottlenecks:
- Stat Commands: Use console commands like `stat fps` (for frame rate), `stat unit` (for CPU/GPU frame times), `stat rhi` (for draw calls, triangles), and `stat gpu` (for GPU workload breakdown). These provide invaluable data.
- GPU Visualizer: Access this tool via `stat gpu` and then `GPU Visualizer`. It breaks down GPU time by rendering passes, allowing you to pinpoint which specific materials, lights, or effects are consuming the most resources.
- Shader Complexity View Mode: Accessible from the viewport, this mode visually highlights materials that are computationally expensive. Aim for green areas; red indicates very high complexity.
- Texture Streaming: Ensure your texture streaming is optimized. Large textures can consume significant memory. Adjust streaming settings per texture if necessary.
- Iteration: Optimization is an iterative process. Continually test, profile, identify bottlenecks, make adjustments, and repeat until you achieve your target performance while maintaining visual quality.
At 88cars3d.com, we understand the delicate balance required to achieve both visual excellence and optimal performance. Our models are crafted with this pipeline in mind, providing a strong foundation for your projects.
Conclusion
Transforming high-poly automotive models from their studio render origins into game-ready assets for Unreal Engine 5 is a multi-faceted yet rewarding process. It demands a deep understanding of geometry optimization, efficient UV mapping, the power of baking textures, and intelligent material creation. By meticulously applying techniques like retopology, strategic polycount optimization, and implementing dynamic LODs (Levels of Detail), you can drastically reduce the performance footprint of your vehicles.
Furthermore, leveraging PBR textures and employing smart Unreal Engine material optimization strategies ensures that your automotive game assets retain their visual fidelity and shine with realism, even under the demanding constraints of a real-time environment. The journey from high-poly masterpiece to perfectly performing game asset is a testament to the artist’s skill and the power of modern game development tools. Embrace these techniques, and you’ll be well on your way to creating immersive and stunning automotive experiences in Unreal Engine 5.
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Volkswagen Golf 5 Door 2010 3D Model
Texture: Yes
Material: Yes
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Toyota Premio 2010 3D Model
Texture: Yes
Material: Yes
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Toyota Opa 2000 3D Model
Texture: Yes
Material: Yes
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Volkswagen Polo 5 Door 2010 3D Model
Texture: Yes
Material: Yes
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Toyota Prius 2024 3D Model
Texture: Yes
Material: Yes
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Toyota Yaris 1999 3D Model
Texture: Yes
Material: Yes
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Toyota Supra 2020 3D Model
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Material: Yes
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Volkswagen New Beetle 2000 3D Model
Texture: Yes
Material: Yes
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Volkswagen Jetta 2005 3D Model
Texture: Yes
Material: Yes
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Volkswagen Golf 3-Door 3D Model
Texture: Yes
Material: Yes
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Volvo V70 2005 3D Model
Texture: Yes
Material: Yes
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Volkswagen Bora 2004 3D Model
Texture: Yes
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Volkswagen Lupo 3D Model
Texture: Yes
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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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
Texture: Yes
Material: Yes
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Volkswagen Phaeton W12 2004 3D Model
Texture: Yes
Material: Yes
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Volkswagen Scirocco 2015 3D Model
Texture: Yes
Material: Yes
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Volvo S60 2024 3D Model
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Volkswagen Polo 3D Model
Texture: Yes
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Volkswagen Golf 5-Doors 2018 3D Model
Texture: Yes
Material: Yes
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Volvo C70 T5 2000 3D Model
Texture: Yes
Material: Yes
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Volvo S40 Sedan 2004 3D Model
Texture: Yes
Material: Yes
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Volvo C30 BEV 2012 3D Model
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Material: Yes
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Volvo C70 1998 3D Model
Texture: Yes
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Mazda B-Series 3D Model
Texture: Yes
Material: Yes
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Mercsedes Benz Z3-006 3D Model
Texture: Yes
Material: Yes
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Mazda RX-7 3D Model
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Volvo VCC-003 3D Model
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Material: Yes
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Mercedes-Benz SLR McLaren 2005 3D Model
Texture: Yes
Material: Yes
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GAZ 3110 Pickup 2000 3D Model
Texture: Yes
Material: Yes
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Mazda 626 GF 1997 3D Model
Texture: Yes
Material: Yes
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Volvo S80 2011 3D Model
Texture: Yes
Material: Yes
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Volkswagen Touran restyle-006 3D Model
Texture: Yes
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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Material: Yes
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Mazda Familia 3D Model
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Material: Yes
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GAS 21 3D Model
Texture: Yes
Material: Yes
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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
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McLaren MP4-12C-001 3D Model
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Mercedes-Benz SLK 350 2005 3D Model
Texture: 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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