Mastering Automotive Paint Shaders: Achieve Photorealism for Renders & Real-time Engines
Mastering Automotive Paint Shaders: Achieve Photorealism for Renders & Real-time Engines
Few elements contribute as significantly to the visual impact of a 3D automotive render or game asset as a meticulously crafted paint shader. The subtle interplay of light, reflection, and color on a car’s surface is what truly sells its photorealism. Yet, achieving this elusive quality can be one of the most challenging aspects of 3D modeling and rendering.
From the deep, lustrous clear coat to the subtle sparkle of metallic flakes, automotive paint is a complex material. Replicating it accurately demands a deep understanding of its physical properties and how to translate those into robust PBR materials. Whether you’re aiming for breathtaking offline renders or high-performance real-time environments, mastering these techniques is paramount. This guide will take you through the science and art of creating automotive paint shaders that captivate and convince.
Deconstructing Car Paint Physics: The Science of Shine
Before diving into shader node networks, it’s crucial to understand the real-world physics of automotive paint. It’s not a single monolithic layer, but a sophisticated sandwich of materials, each contributing to its unique optical properties. A typical automotive finish comprises several distinct layers, working in concert to create that iconic sheen and depth.
At its base is the primer, a foundational layer ensuring adhesion and a uniform surface. Above this lies the base coat, which provides the primary color of the vehicle. This is where components like metallic flake shaders or pearlescent pigments are suspended, creating unique visual effects. The way these tiny particles catch and reflect light is a key factor in perceived realism.
The outermost and perhaps most critical layer is the clear coat. This transparent, highly reflective layer protects the base coat and provides the deep gloss and smoothness that define a premium finish. The clear coat’s interaction with light is heavily governed by Fresnel reflectance, meaning its reflectivity increases dramatically at glancing angles. This phenomenon is essential for replicating the distinct “wet look” of car paint.
Understanding Key Optical Properties
Two optical properties are particularly vital for automotive paint:
- Fresnel Reflectance: As mentioned, this describes how the reflectivity of a surface changes with the viewing angle. Surfaces become more reflective when viewed at shallow angles (grazing angles) and less reflective when viewed head-on. For car paint, especially the clear coat, an accurate Fresnel curve is non-negotiable for achieving convincing reflections and depth.
- Anisotropic Reflections: While not always present, Anisotropic reflections are critical for certain paint finishes or for simulating micro-scratches or brush strokes. Anisotropy causes reflections to stretch or blur in a particular direction, rather than scattering uniformly. This effect can also be subtly present in metallic paints where the flakes might align somewhat, causing directional highlights.
Grasping these physical principles is the first step towards building shaders that accurately simulate how light interacts with the car’s surface, forming the bedrock for true photorealism.
The Foundation: PBR Materials for Automotive Excellence
Physically Based Rendering (PBR materials) has revolutionized the way 3D artists approach material creation, ensuring consistent and realistic lighting across various rendering environments. For automotive paint, PBR is not just a choice; it’s a necessity. It provides a robust framework for replicating the complex light interactions of real-world materials by adhering to real-world physics.
PBR workflows rely on a set of standardized maps and values that define a material’s properties. These typically include Albedo (or Base Color), Metallic, Roughness, Normal, and sometimes Ambient Occlusion and Height maps. Each map tells the renderer how light should behave when hitting that specific part of the surface, ensuring that your car paint looks correct under any lighting condition, from a bright studio setup to an overcast outdoor scene.
Key PBR Channels for Car Paint
- Albedo/Base Color: This map defines the diffuse color of the car paint, representing the underlying pigment without any reflections or lighting information. For a pure metallic paint, this channel is often set to black, with color handled by the reflections. However, for car paint with a clear coat, the albedo provides the base color that shows through the transparent clear coat.
- Metallic: This channel dictates whether a surface is metallic or dielectric. For the clear coat itself, this value will be 0 (dielectric). For the metallic flakes within the base coat, this will be closer to 1. The key is understanding that car paint is a layered material where some layers are metallic and others are not.
- Roughness (or Glossiness): Perhaps the most influential map for car paint’s visual character. Roughness determines the spread and sharpness of reflections. A perfectly polished clear coat will have extremely low roughness values (approaching 0), leading to sharp, mirror-like reflections. Subtle variations in roughness can simulate orange peel, dust, or minor imperfections, adding crucial realism.
- IOR (Index of Refraction): While not always a direct map, IOR is a crucial parameter for dielectric materials like the clear coat. It defines how much light bends when entering the material and directly influences the strength of Fresnel reflectance. For car paint clear coats, common IOR values range from 1.4 to 1.5.
- Normal Map: Used to add fine surface details without increasing polygon count. For car paint, a subtle normal map can simulate the “orange peel” effect common on factory finishes, or even microscopic scratches and swirls that catch the light.
By accurately defining these parameters across the different layers of the car paint, you can construct a robust PBR material that stands up to scrutiny, ensuring your automotive models, like those found on 88cars3d.com, look their absolute best.
Crafting Advanced Layered Shaders in Offline Renderers
Offline renderers like V-Ray, Octane, and Redshift offer immense power and flexibility for creating sophisticated shader node networks. The key to photorealistic car paint in these environments is a layered approach, mimicking the real-world structure of paint. This typically involves blending multiple shader components to represent the base coat and the clear coat, with special attention paid to metallic flakes and reflection properties.
Base Coat: Color and Flakes
The base coat provides the primary color and often contains the sparkling metallic or pearlescent pigments. To simulate this:
- Core Color: Start with a diffuse or base color component. This sets the primary hue of your paint.
- Metallic Flakes: This is where Metallic flake shaders come into play. Many advanced renderers offer dedicated flake components or allow you to build them procedurally. These typically involve:
- Flake Density: How many flakes are visible per unit area.
- Flake Size: The perceived size of individual flakes.
- Flake Color/Reflectivity: Often a subtle tint or a pure white/grey reflection.
- Flake Anisotropy: Some flake shaders allow for a degree of Anisotropic reflections from the flakes themselves, simulating their slight alignment or elongated shape.
- Randomization: Crucial for realistic distribution and rotation of flakes.
- Blending: The flakes are typically blended additively over the base color, affecting only the specular response, not the diffuse color.
The goal here is to create a dynamic shimmer that changes with the light and camera angle, rather than a static texture.
Clear Coat: The Glossy Protector
The clear coat is a dielectric (non-metallic) layer with very specific Clear coat properties. It sits on top of the base coat and provides the deep reflections and depth. Here’s how to build it:
- Separate Layer: Create a distinct specular/reflection layer. This should be a pure white or very light gray reflection color, as clear coats are achromatic in their reflections.
- Roughness: Apply a very low roughness value (high gloss) to this layer for crisp, mirror-like reflections. Subtle variations (a subtle noise map) can simulate the aforementioned “orange peel” effect.
- IOR and Fresnel: Ensure the clear coat material uses an accurate IOR (typically 1.4-1.5) to drive the Fresnel reflectance. This will make the reflections stronger at glancing angles and weaker when viewed head-on, allowing the base color to show through.
- Layering with Base Coat: The clear coat is blended over the base coat, usually as a transparent reflective layer that allows the base material to show through according to the Fresnel effect.
For dedicated V-Ray car paint shaders, V-Ray often has a specialized material (VRayCarPaintMtl) that simplifies this layering by integrating base color, flakes, and clear coat into a single, optimized node, offering controls for flake size, density, and clear coat thickness.
Fine-tuning Reflections and Microfacet Details
Achieving truly convincing automotive paint goes beyond just the base and clear coat. Attention to micro-details is essential:
- Orange Peel: A subtle normal map with a fine, uneven bump texture can replicate the slightly irregular surface of real-world paint, breaking up perfect reflections and adding realism. This is usually applied to the clear coat layer.
- Subtle Scratches/Swirls: A very subtle grunge or scratch map, often plugged into the roughness channel or as a very minor normal map, can hint at wear without making the paint look damaged. This should be extremely subtle and mostly visible in specific highlight areas.
- Anisotropic Clear Coat: While less common for factory finishes, some custom paints or the directionality of polishing can introduce anisotropy into the clear coat itself. If needed, incorporate an anisotropic reflection model for the clear coat and control its direction with a texture or vector input.
Experimenting with these micro-details and observing real-world references are key to pushing your shaders from good to exceptional. High-quality models from 88cars3d.com provide an excellent canvas for testing these intricate shader setups.
Optimizing Automotive Paint for Real-time Engines
Bringing high-fidelity automotive paint shaders into real-time engines like Unreal Engine 5 or Unity HDRP presents a unique set of challenges. While the principles of PBR materials remain, performance is paramount. Complex shader node networks that work flawlessly in offline renderers need to be adapted and optimized to maintain smooth frame rates without sacrificing too much visual quality.
Shader Complexity vs. Visual Fidelity
The balance between visual accuracy and performance is a constant tightrope walk in real-time. Every node in your material graph contributes to the shader’s instruction count, which directly impacts GPU performance. This means simplifying calculations, reusing textures, and avoiding computationally expensive operations where possible. Channel packing textures (e.g., storing metallic, roughness, and ambient occlusion in the R, G, and B channels of a single texture) is a common optimization to reduce texture lookups and memory footprint.
For car paint, approximating the multi-layered nature efficiently is key. Instead of distinct, fully-featured layers, real-time shaders often use clever blends and masking to achieve a similar visual effect with fewer instructions. This might involve blending a base metallic material with a clear coat effect controlled by Fresnel, all within a single material graph.
Implementing Car Paint in Unreal Engine 5
Unreal Engine offers powerful tools for creating sophisticated Unreal Engine automotive materials. Its material editor, combined with features like Material Functions and Layered Materials, allows for both modularity and optimization:
- Layered Material System: Unreal Engine’s native Layered Material system is ideal for car paint. You can create separate material functions for your base coat (color + flakes) and clear coat, then blend them. This allows for clear organization and efficient updates.
- Base Coat with Flakes:
- The base color is straightforward.
- Metallic flake shaders in Unreal can be implemented using a customized reflection lobe or by subtly manipulating the roughness and normal maps. A common technique involves a small, tiled normal map or a procedural noise texture that perturbs the surface normals, creating tiny, sparkling reflections. You can also use a texture with high-frequency noise and plug it into the Clear Coat Roughness or even Metallic output, scaled by a parameter.
- Adjusting the metallic parameter for the base coat to reflect the embedded flakes.
- Clear Coat Properties:
- The clear coat is often applied as a separate translucent or masked layer, or more commonly, approximated directly in the main material graph.
- Leverage the built-in Clear Coat input in Unreal’s main material node. This allows you to define a separate clear coat roughness and normal map, with the engine handling the complex layering and Fresnel reflectance for you, without the heavy cost of a full second render pass.
- Ensure the Clear Coat IOR is set appropriately (around 1.4-1.5).
- Use subtle normal maps for orange peel effect on the clear coat.
- Reflections: Real-time reflections are critical. Utilize Unreal’s Screen Space Reflections (SSR), Lumen (for global illumination and reflections), and if available, Hardware Ray Tracing for the highest fidelity reflections. Ensure your car material properly interacts with these systems by having accurate roughness and metallic values.
Considerations for Unity HDRP
Similar principles apply to Unity’s High Definition Render Pipeline (HDRP). HDRP’s Lit Shader is highly capable and supports many PBR features. For custom car paint, you would typically:
- Use the Lit Shader as a base, or create a custom shader graph in Shader Graph.
- Implement metallic flakes by modifying the normal map, roughness, or using custom code in Shader Graph to add subtle sparkly reflections.
- Control Clear coat properties via the dedicated Clear Coat inputs in the Lit Shader or build a custom clear coat effect within Shader Graph, leveraging Fresnel nodes.
- Optimize textures and material complexity for best performance, similar to Unreal.
- Utilize HDRP’s powerful reflection probes and Screen Space Global Illumination (SSGI) for dynamic and accurate reflections.
The goal in both engines is to create a visually convincing representation of multi-layered car paint using the most performant methods available, leveraging built-in features and smart shader design.
Advanced Paint Effects and Troubleshooting Common Pitfalls
Mastering standard automotive paint is just the beginning. The world of car finishes offers a palette of exotic options, from matte to chameleon, each requiring a nuanced approach to PBR materials. Furthermore, even experienced artists encounter common hurdles in achieving that perfect look.
Beyond Standard Finishes: Matte, Chameleon, and Pearlescent
- Matte Paint: Achieving a realistic matte finish is often simpler than gloss. The primary adjustment is to drastically increase the roughness value of the clear coat (or the entire material, if no distinct clear coat is used). A very high, uniform roughness (e.g., 0.7-0.9) will scatter light broadly, preventing sharp reflections and giving the desired frosted appearance. Ensure there’s still a subtle Fresnel effect, as even matte surfaces become slightly more reflective at grazing angles.
- Chameleon/Flip-Flop Paint: These paints show different colors depending on the viewing angle. This effect is achieved by manipulating the reflection color or base color based on the Fresnel effect or the camera/light angle. In Shader node networks, you can use the Fresnel falloff or a dot product of the camera vector and normal, then remap this value to blend between two or more distinct colors or reflection tints. The roughness of the clear coat will still dictate the sharpness of this color shift.
- Pearlescent Paint: Similar to metallic but with finer, often iridescent particles. Instead of pure metallic flakes, pearlescent effects often involve a slight color shift in the reflection, or even a subtle translucency in the base coat that filters light, creating a deep, glowing quality. This can be achieved by tinting the clear coat’s reflection color or by using a gradient map driven by viewing angle for the base coat’s color.
Ensuring Consistent Visual Quality
Even with the most advanced shaders, external factors can derail photorealism:
- High Dynamic Range (HDR) Lighting: Always use HDR environments (HDRI maps) for lighting. They provide realistic sky and environment reflections, crucial for giving the paint depth and believability. A flat, low-dynamic-range lighting setup will make even the best shader look dull.
- Color Management: Implement a robust color management workflow (e.g., ACEScg) throughout your pipeline. This ensures that colors and luminance values are accurately preserved from texturing to rendering, preventing washed-out or oversaturated results.
- Reference Images: Continuously refer to high-quality reference images of real cars in various lighting conditions. This is the single most important tool for ensuring your shader accurately captures the nuances of real paint. Compare how reflections behave, the subtle color shifts, and the overall specularity.
- Shadows and Ambient Occlusion: Realistic shadows and ambient occlusion (from your renderer or baked into textures) ground the car in the scene and enhance the perception of depth and surface contact.
Troubleshooting Common Pitfalls
- Flat Reflections: Often caused by insufficient dynamic range in your lighting, incorrect Fresnel IOR, or overly uniform roughness values. Ensure your clear coat roughness isn’t too high and that your Fresnel curve is active.
- Plastic-y Look: This usually means your reflections are too diffuse or not strong enough at grazing angles. Check your IOR, ensure the clear coat is fully reflective (white reflection color), and verify your roughness values are low enough for a glossy finish.
- Flakes Too Uniform/Sparkly: If your Metallic flake shaders look like a uniform noise pattern or glitter, experiment with randomization, density, and size. Real flakes are unevenly distributed and vary slightly in orientation.
- Incorrect Color Shift (Chameleon/Pearlescent): This often comes down to an improperly mapped angle-dependent color blend. Double-check your gradient or blend nodes and how they’re being driven by camera or normal vectors.
- Visible Seams/Artifacts: Check your UV mapping. Car paint requires clean, continuous UVs for reflections and procedural effects to flow smoothly across the surface.
Achieving automotive photorealism is an iterative process. Don’t be afraid to experiment, scrutinize your results against references, and adjust your shader node networks until every highlight and reflection sings.
Conclusion
Mastering automotive paint shaders is a journey into the intricate dance of light and material. By understanding the layered physics of real-world car paint, leveraging the power of PBR materials, and meticulously crafting your shader node networks, you can achieve a level of photorealism that truly brings your 3D vehicles to life. Whether you’re aiming for stunning offline renders with V-Ray car paint or optimizing for high-performance Unreal Engine automotive materials, the principles of accurate Fresnel reflectance, dynamic Metallic flake shaders, and pristine Clear coat properties remain your guiding stars.
The commitment to detail, from the subtle shimmer of Anisotropic reflections to the perfect balance of roughness, will set your work apart. Embrace the iterative process, constantly refer to real-world examples, and don’t shy away from experimenting with advanced effects. The automotive industry constantly pushes the boundaries of design and finish, and your 3D work should reflect that innovation.
Ready to put these advanced shading techniques into practice? Visit 88cars3d.com to explore our extensive library of high-quality automotive 3D models. These premium assets provide the perfect foundation for applying everything you’ve learned and elevating your renders and real-time projects to breathtaking new levels of realism. Start creating your next masterpiece today!
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Volkswagen Beetle 2012 3D Model
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Material: Yes
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Toyota Matrix 2005 3D Model
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Material: Yes
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Toyota Yaris Sedan 3D Model
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Material: Yes
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Volkswagen Golf R-004 2024 3D Model
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Material: Yes
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Volkswagen Golf 5 Door 2010 3D Model
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Material: Yes
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Toyota Premio 2010 3D Model
Texture: Yes
Material: Yes
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Toyota Opa 2000 3D Model
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Volkswagen Polo 5 Door 2010 3D Model
Texture: Yes
Material: Yes
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Toyota Prius 2024 3D Model
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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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Volkswagen New Beetle 2000 3D Model
Texture: Yes
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Volkswagen Jetta 2005 3D Model
Texture: Yes
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Volkswagen Golf 3-Door 3D Model
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Volvo V70 2005 3D Model
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Volkswagen Bora 2004 3D Model
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Volkswagen Lupo 3D Model
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Volkswagen Passat B5 2000 3D Model
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
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Volkswagen Phaeton W12 2004 3D Model
Texture: Yes
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Volkswagen Scirocco 2015 3D Model
Texture: 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
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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
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Mazda B-Series 3D Model
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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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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
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
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