Mastering Automotive Asset Optimization: Balancing Cinematic Fidelity and Real-time Performance for Next-Gen Games
Mastering Automotive Asset Optimization: Balancing Cinematic Fidelity and Real-time Performance for Next-Gen Games
The allure of hyper-realistic vehicles cruising through vibrant virtual worlds is undeniable. Modern gaming demands automotive models that not only look stunningly lifelike in static renders but also perform flawlessly in the dynamic, interactive environments of next-generation game engines. This aspiration, however, often creates a significant technical challenge: the inherent conflict between the lavish detail of cinematic-quality 3D assets and the stringent performance requirements of real-time rendering.
Developing truly immersive experiences means striking a delicate balance. High-fidelity models, often boasting millions of polygons and intricate material layers, are perfect for pre-rendered cinematics or product visualization but can cripple a game’s framerate. The core challenge lies in maintaining visual integrity and detail while drastically reducing the computational overhead. This guide will delve deep into the art and science of automotive asset optimization, providing game developers and 3D artists with the strategies needed to create breathtaking, `game-ready automotive models` that excel in both visual fidelity and `real-time rendering performance`.
The Fidelity-Performance Paradox in Automotive Assets
Automotive design often begins with CAD data or high-polygon sculpts, intended for engineering precision, detailed marketing renders, or film-quality visuals. These source assets are a treasure trove of detail – individual bolts, complex suspension systems, meticulously modeled interiors, and flawless surface curvature. While beautiful, their sheer complexity makes them impractical for real-time game engines.
The primary culprit is excessive `poly count`. Each polygon, or more accurately, each vertex, adds to the computational burden on the GPU. Millions of polygons per car, multiplied by several cars on screen, plus environmental geometry, instantly leads to unacceptable framerates. Beyond polygon count, complex material setups, unoptimized UVs, and high-resolution textures also contribute to performance bottlenecks, manifesting as stuttering gameplay, long load times, and an overall poor user experience.
Our goal is not merely to simplify models, but to intelligently optimize them. This means performing a comprehensive `high-poly to low-poly conversion` that captures the essence of the original design without sacrificing vital visual cues. It’s about making smart compromises, ensuring that the player perceives a high level of detail even when the underlying geometry is significantly lighter. The ultimate aim is to craft `game-ready automotive models` that look and feel premium while maintaining fluid performance.
Foundational Optimization Techniques: Sculpting Performance
Effective optimization begins long before the asset enters a game engine. It involves a suite of techniques focused on geometry, texture space, and level of detail. Mastering these foundational methods is crucial for achieving high-performing, visually rich automotive assets.
Level of Detail (LOD) Optimization
One of the most powerful optimization strategies for `game-ready automotive models` is the implementation of Level of Detail (LOD). This technique involves creating multiple versions of an asset, each with a progressively lower `poly count`, and switching between them based on the camera’s distance from the object. When the car is close, the high-detail (LOD0) version is rendered; as it moves further away, the engine automatically swaps to lower-detail versions (LOD1, LOD2, LOD3, etc.), significantly reducing the computational load.
- LOD0 (High Detail): Typically used for close-ups, showcasing interiors, and primary gameplay vehicles. A target `poly count` might range from 80,000 to 120,000 triangles for a fully detailed vehicle, including wheels and interior.
- LOD1 (Medium Detail): Used when the car is at a moderate distance. Geometry for less visible parts like undercarriage or intricate engine components might be simplified or removed. Target: 30,000 to 50,000 triangles.
- LOD2 (Low Detail): For cars further away or in traffic. Silhouette is maintained, but most fine details are baked into normal maps. Target: 10,000 to 20,000 triangles.
- LOD3 (Very Low Detail/Impostor): For cars at extreme distances or in vast background traffic. Geometry is drastically simplified, often to a few thousand triangles or even a 2D impostor sprite. Target: 1,000 to 5,000 triangles.
The key is to set appropriate transition distances for each LOD. These distances should be tuned through playtesting and profiling to ensure seamless transitions and optimal `real-time rendering performance`. Automated tools exist in most DCC (Digital Content Creation) software and game engines, but manual refinement is often necessary to prevent visual popping or distortion.
Intelligent Poly Count Reduction Strategies
Beyond LODs, the initial `poly count reduction` from the source high-poly model is paramount. This process, often referred to as retopology, involves creating a new, optimized mesh on top of the high-poly version.
- Manual Retopology: Provides the most control, allowing artists to create clean, quad-based topology that is animation-friendly and ensures proper deformation. It’s ideal for primary vehicles where visual quality and precise control are critical. For intricate areas like grilles or complex aerodynamic elements, careful manual reduction is essential to preserve their distinctive shapes.
- Automated Decimation: Tools like ZRemesher or ProOptimizer can rapidly reduce polygon count. While efficient for background assets or quick iterations, they can sometimes produce messy topology unsuitable for deformation or require significant cleanup. It’s crucial to prioritize edge flow that defines major curves and creases, ensuring the silhouette remains intact.
- Removing Hidden Geometry: Any geometry that will never be seen by the player (e.g., engine parts completely encased, interior of tires, excessively detailed suspension deep within the chassis) should be removed or greatly simplified. This is a quick win for `poly count reduction`.
- Instancing and Modularity: Reusing components like wheels, brake calipers, and interior elements (seats, steering wheel) can drastically reduce overall data size and draw calls. Create one optimized instance and reuse it across multiple vehicles or within the same vehicle.
The goal is to maintain the car’s distinctive silhouette and surface curvature with the fewest possible polygons, relying heavily on normal maps to restore fine details.
Efficient UV Unwrapping and Atlas Creation
Clean and efficient UV unwrapping is foundational for high-quality texturing and critical for `normal map baking`. Poor UVs lead to wasted texture space, resolution issues, and baking artifacts.
- Minimize Seams: Strategically place UV seams in less visible areas to reduce visual disruptions on textures.
- Uniform Texel Density: Ensure consistent pixel density across all UV shells. This prevents some areas from appearing blurry and others overly sharp.
- Maximize UV Space: Arrange UV shells efficiently within the 0-1 UV space, minimizing empty areas. Rotate and scale shells to fit snugly.
- Texture Atlases: Combine multiple smaller textures (e.g., for different car parts like interior trim, undercarriage, specific decals) into a single larger texture. This reduces draw calls, improving `real-time rendering performance`.
Well-executed UVs lay the groundwork for a streamlined `PBR material workflow` and ensure that texture details are accurately represented on your `game-ready automotive models`.
Achieving Visual Consistency: PBR and Texture Baking
Geometry optimization is only half the battle. To truly sell the realism of a vehicle, we must leverage advanced texturing techniques, particularly the `PBR material workflow` and `normal map baking`, to project high-fidelity details onto our optimized meshes.
Leveraging PBR Material Workflow for Realism
Physically Based Rendering (PBR) has become the industry standard for achieving realistic materials in games. PBR materials react accurately to light, providing a consistent look under various lighting conditions, which is crucial for dynamic game environments.
- Core PBR Maps:
- Albedo/Base Color: Defines the diffuse color of the surface without any lighting information. For car paint, this would be the base hue.
- Normal Map: Provides surface detail and faux high-poly geometry by manipulating how light reflects off the surface. This is where the magic of `normal map baking` truly shines.
- Roughness Map: Controls the micro-surface detail, determining how blurry or sharp reflections appear. A smooth, glossy car paint would have very low roughness in highlights.
- Metallic Map: Indicates which parts of the material are metallic (value of 1) and which are dielectric (value of 0). Essential for distinguishing chrome, aluminum, and painted surfaces.
- Ambient Occlusion (AO) Map: Simulates soft shadows where objects are occluded, adding depth and realism to crevices and corners.
- Layered Materials: For complex surfaces like car paint (base color, clear coat, metallic flakes), consider a layered shader approach. This allows for realistic interaction of light with different material properties, like clear coat reflections over metallic paint, which is a hallmark of high-quality `game-ready automotive models`.
A consistent and well-calibrated `PBR material workflow` is indispensable for achieving the cinematic fidelity players expect from next-gen games.
Normal Map Baking: Bridging the High-Poly to Low-Poly Gap
`Normal map baking` is perhaps the single most critical technique for maintaining detail during the `high-poly to low-poly conversion` process. It involves transferring the fine surface details from a high-resolution mesh to a lower-resolution mesh by encoding directional information into a texture.
- The Process:
- High-Poly Model: The source of intricate details (e.g., panel lines, bolts, subtle surface variations).
- Low-Poly Model: The optimized, `game-ready` mesh that will receive the baked details.
- Baking Cage/Projection Mesh: A slightly expanded version of the low-poly mesh used to define the projection distance from the high-poly. This prevents artifacts and ensures all details are captured.
- Baking Software: Tools like Substance Painter, Marmoset Toolbag, or even directly in DCC software (Blender, Maya, 3ds Max) are used to perform the bake.
- Output Normal Map: A colored texture where red, green, and blue channels represent the X, Y, and Z direction of the surface normal.
- Tips for a Clean Bake:
- Matching UVs: Ensure your low-poly UVs are finalized and clean before baking.
- Exploded Meshes: When baking multiple overlapping parts (e.g., door panel, handle, window trim), explode them into separate pieces during baking to prevent projection errors, then reassemble them.
- Anti-Aliasing: Use higher anti-aliasing settings during baking to smooth out jagged edges and prevent stair-stepping artifacts.
- Tangent Space: Consistency in tangent space calculation between your baking software and game engine is crucial to avoid lighting discrepancies.
Properly baked normal maps allow a mesh with thousands of polygons to look like it has hundreds of thousands, dramatically enhancing visual fidelity without impacting `real-time rendering performance`.
Other Texture Optimization Methods
Beyond PBR and normal maps, several other texture-related optimizations contribute to overall performance:
- Texture Resolution: Use appropriate resolutions (e.g., 2K for primary body, 1K for wheels, 512px for small details) and avoid unnecessarily high resolutions. While 88cars3d.com offers models with stunning 4K and 8K textures for ultimate fidelity, always consider the target platform and specific use case for each asset.
- Texture Compression: Apply appropriate compression formats (e.g., BC1, BC3, BC4, BC5, BC7) to reduce texture memory footprint. Understanding the trade-offs between quality and file size is key.
- Mipmaps: Generate mipmaps for all textures. These are pre-calculated, progressively smaller versions of a texture used for objects at a distance, preventing aliasing and improving rendering speed by sampling from lower-resolution maps.
- Channel Packing: Combine multiple grayscale textures (like Roughness, Metallic, Ambient Occlusion) into the R, G, B, and A channels of a single texture. This reduces the number of texture lookups and draw calls, directly benefiting `real-time rendering performance`.
Engine Integration and Real-Time Performance in Unreal Engine
Once your `game-ready automotive models` are optimized and textured, the next critical step is integrating them into your chosen game engine. We’ll focus on Unreal Engine, a powerhouse for next-gen visuals, and discuss how to maximize performance while maintaining fidelity.
Importing Optimized Assets into Unreal Engine
The import process can significantly impact an asset’s final quality and performance. Adhering to best practices ensures a smooth transition from DCC software to Unreal Engine.
- FBX Export Settings: Export your models as FBX files. Ensure correct scale (usually 1 unit = 1cm for Unreal), embedded media (textures) are optional but can simplify initial import, and smooth groups are properly exported to avoid shading errors. Always check “Tangents and Binormals” to ensure consistency with your baked normal maps.
- Unreal Engine Import Options: When importing, ensure you select options like “Combine Meshes” (if appropriate for a single asset), “Generate Missing Collision” (or import custom collision meshes), and correctly assign material slots. Consider importing LODs as separate meshes or allowing Unreal to generate them.
- Master Materials and Material Instances: Set up a robust master material for automotive surfaces (e.g., car paint, glass, rubber). This master material contains all the complex shader logic. Then, create material instances from it for each specific car part (e.g., red glossy paint, matte black trim, tinted glass). Material instances allow you to quickly change parameters (color, roughness, metallic values) without recompiling shaders, leading to significant `Unreal Engine asset optimization` and iteration speed.
Unreal Engine Asset Optimization Features
Unreal Engine provides powerful built-in tools to further optimize your `game-ready automotive models` and scenes.
- LOD Generation: While you can import pre-made LODs, Unreal Engine’s built-in LOD generation tools can automatically create simplified meshes with various reduction percentages. You can visually inspect and fine-tune these within the Static Mesh Editor.
- Hierarchical LODs (HLODs): For very large open worlds with many distant vehicles or buildings, HLODs group multiple static meshes into a single proxy mesh with simplified materials. This drastically reduces draw calls for distant geometry, boosting `real-time rendering performance`.
- Nanite: With Unreal Engine 5, Nanite virtualized geometry offers a revolutionary approach to handling incredibly high-polygon assets. It intelligently streams and renders only the necessary detail, allowing millions of polygons per vehicle without explicit LODs or `poly count reduction` in many cases. While not a replacement for all optimization, especially for animated or deformable meshes, Nanite dramatically simplifies the workflow for static or mostly static high-detail parts of a car’s exterior or environment.
- Shader Complexity: Use the “Shader Complexity” view mode in Unreal Engine to identify costly materials. Complex shaders with many instructions can be performance heavy. Simplify where possible, or use material instances to reduce permutations.
- Collision Meshes: Ensure your collision meshes are simple box, sphere, or convex hull approximations, not highly detailed versions of the visual mesh. Optimized collision is vital for physics performance.
Ensuring Visual Quality and Performance
The final step is to fine-tune your scene to achieve the desired cinematic look without compromising `real-time rendering performance`.
- Lighting: Automotive models shine under realistic lighting. Utilize dynamic lighting (Directional Light, Sky Light) for environmental illumination, and add subtle point or spot lights to highlight curves and reflections. Optimizing shadow maps (cascade settings, resolution) is crucial for performance.
- Post-Processing Effects: Effects like Screen Space Reflections (SSR), Ambient Occlusion (SSAO/GTAO), Bloom, Vignette, and Tone Mapping contribute heavily to the cinematic feel. Use them judiciously. While powerful, each effect adds overhead, so balance their intensity and quality settings.
- Performance Profiling: Regularly use Unreal Engine’s profiling tools (e.g., `stat gpu`, `stat rhi`, `stat unit`) to identify bottlenecks. This empirical data will guide your optimization efforts, revealing whether your `game-ready automotive models`, materials, or lighting are the primary performance culprits.
Advanced Strategies and Future Trends
As hardware and software continue to evolve, so do optimization techniques. Understanding upcoming trends and more advanced strategies can give you an edge.
- Data-Oriented Design (DOD): For complex vehicle systems (physics, animation, AI), adopting a DOD mindset can lead to highly efficient code that better utilizes modern CPU architectures. This is more on the programming side but heavily influences how assets are structured and accessed.
- Real-time Ray Tracing: While computationally intensive, real-time ray tracing is becoming more feasible. It offers unparalleled realism for reflections, refractions, and global illumination. Optimizing geometry and material properties for ray tracing involves different considerations than traditional rasterization, though many PBR principles still apply.
- Procedural Generation for Minor Details: Tools that procedurally generate dirt, damage, or wear can reduce the need for multiple baked texture sets, saving disk space and memory, and offering more dynamic visual variations.
- Collaboration is Key: The most successful projects involve tight collaboration between 3D artists, technical artists, and engine programmers. Artists need to understand performance budgets, and programmers need to provide tools and feedback to facilitate efficient asset creation.
By staying abreast of these advancements, you can continue to push the boundaries of automotive realism in games.
Conclusion: The Art of Balanced Realism
Achieving cinematic fidelity with real-time performance for automotive assets in next-gen games is a complex but rewarding endeavor. It requires a deep understanding of geometry optimization, intelligent texturing with `PBR material workflow`, and efficient engine integration.
From strategic `LOD optimization` and judicious `poly count reduction` to the magic of `normal map baking` and mastering `Unreal Engine asset optimization` techniques, every step in the pipeline contributes to the final result. The goal is always to create a seamless visual experience, where stunning details are perceived without any performance hitches, transforming high-poly vision into `game-ready automotive models` that truly shine.
Ready to bring your automotive visions to life without compromising on quality or performance? Explore the vast selection of expertly crafted, high-quality `game-ready automotive models` available at 88cars3d.com. Our assets are meticulously optimized to deliver exceptional visual fidelity and robust `real-time rendering performance`, making them the perfect foundation for your next project. Streamline your workflow and achieve breathtaking results by choosing models designed for excellence across all platforms. Visit 88cars3d.com today!
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Volkswagen Beetle 2012 3D Model
Texture: Yes
Material: Yes
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Toyota Matrix 2005 3D Model
Texture: Yes
Material: Yes
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Toyota Yaris Sedan 3D Model
Texture: Yes
Material: Yes
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Volkswagen Golf R-004 2024 3D Model
Texture: Yes
Material: Yes
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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
Texture: 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
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Material: Yes
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Volvo V70 2005 3D Model
Texture: Yes
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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
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
Texture: Yes
Material: Yes
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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
Material: 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
Texture: Yes
Material: Yes
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Volvo C70 1998 3D Model
Texture: Yes
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Mazda B-Series 3D Model
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Material: Yes
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Mercsedes Benz Z3-006 3D Model
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Material: Yes
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Mazda RX-7 3D Model
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Material: Yes
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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
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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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Mercedes-Benz SLK 350 2005 3D Model
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Mercedes-Benz SL 65 AMG 3D Model
Texture: Yes
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