Mastering Next-Gen Automotive Paint: Achieving Photorealism in Real-Time Game Engines
Mastering Next-Gen Automotive Paint: Achieving Photorealism in Real-Time Game Engines
The shimmering allure of a perfectly rendered car paint job is often the first thing that captivates an audience. From a classic muscle car glistening under neon lights to a futuristic concept vehicle reflecting a bustling city, the quality of automotive paint can make or break the illusion of reality. However, achieving this level of photorealism in a **real-time game engine** like **Unreal Engine 5** presents a unique set of challenges that traditional offline renderers don’t fully encounter.
We’re no longer content with simple metallic shaders; today’s audiences demand a level of **visual fidelity** that mimics the complexities of multi-layered automotive finishes. This isn’t just about color; it’s about depth, intricate reflections, subtle flake patterns, and the way light plays across curved surfaces. For 3D artists, game developers, and automotive designers, mastering these nuances is crucial for creating truly believable vehicles.
This comprehensive guide will deconstruct the science and art behind **next-gen automotive paint**. We’ll delve into the sophisticated techniques required to create stunning **automotive materials**, explore advanced **PBR shader** setups, and discuss crucial **game asset optimization** strategies. By the end, you’ll have a robust understanding of how to achieve unparalleled realism for your vehicles within the demanding constraints of real-time environments. If you’re looking for high-quality, optimized models to start with, 88cars3d.com offers an excellent range of meticulously crafted assets.
The Unforgiving Lens: Real-Time vs. Offline Automotive Rendering
Automotive paint is notoriously difficult to render convincingly. Its optical properties are incredibly complex, involving a delicate interplay of diffuse color, metallic or pearlescent flakes, and a translucent clear coat that acts as a protective, reflective, and refractive layer. Offline renderers like V-Ray or Arnold can spend minutes or even hours per frame, calculating billions of ray bounces to accurately simulate these phenomena. They don’t shy away from complex global illumination, caustic effects, and highly detailed sub-surface scattering.
In contrast, **real-time rendering** operates under strict performance budgets. Every millisecond counts. This means we can’t afford the luxury of exhaustive ray tracing for every light bounce. Instead, game engines rely on highly optimized algorithms, clever approximations, and physically based rendering (PBR) principles to achieve convincing results with a fraction of the computational cost. While modern engines like **Unreal Engine 5** boast incredible capabilities, including hardware-accelerated ray tracing via Lumen, the core challenge remains: how do we achieve offline-quality visuals within real-time performance limits?
The key lies in understanding the fundamental layers of automotive paint and translating those physical properties into a performant **PBR shader** that can run efficiently. This often involves a blend of advanced texture work, sophisticated material graphs, and sometimes even **custom shader development** to push the boundaries of realism.
Deconstructing Automotive Paint: A Multi-Layered PBR Approach
At its core, automotive paint isn’t a single material but a stack of distinct layers, each contributing to the final appearance. Understanding this layered structure is fundamental to building a robust **PBR shader**. This approach ensures that our **automotive materials** behave physically accurately under various lighting conditions.
The Essential Layers of Automotive Paint:
- Primer Coat: While often invisible, the primer provides a smooth, uniform base for subsequent layers. In real-time, its primary impact is on subtle surface roughness if the top coats are thin.
- Base Coat (Color Coat): This layer defines the primary color of the vehicle. It often contains metallic flakes or pearlescent pigments suspended within the paint, which contribute significantly to the paint’s “sparkle” and color shift. This layer is primarily responsible for diffuse reflection and the initial metallic glint.
- Clear Coat: This is arguably the most critical layer for visual realism. It’s a thick, transparent resin layer applied over the base coat, providing protection, deep gloss, and significant reflectivity. The clear coat’s smoothness, thickness, and refractive properties are paramount for accurate reflections and depth. This is where **clear coat layering** truly comes into play.
Each of these layers has distinct PBR properties (albedo, metallic, roughness, normal, etc.) that interact. The clear coat, being transparent and reflective, acts as a window to the base coat beneath it. Its reflections are governed by Fresnel equations, meaning the reflectivity changes with the viewing angle. This intricate interplay is what gives automotive paint its characteristic depth and dynamic appearance, crucial for achieving high **visual fidelity**.
Crafting the Base Coat: The Foundation of Realism
The base coat sets the primary color and often the “sparkle” of the paint. It’s more than just a flat color; it contains the microscopic elements that truly bring the paint to life. Simulating these elements correctly is essential for compelling **automotive materials**.
Metallic Flakes: The Sparkle of Authenticity
Metallic flakes are tiny aluminum particles suspended in the base coat. Their orientation and size dictate how light reflects off the paint, creating a characteristic glitter. To simulate this in **Unreal Engine 5** and other engines:
- Normal Map Detail: A carefully crafted normal map can simulate the varying orientations of the flakes, faking microscopic surface irregularities that catch the light. This often involves using a subtle noise pattern or a specific flake texture as a normal map.
- Anisotropy: Real-world metallic paint exhibits subtle anisotropic reflections due to the directional alignment of flakes from the spray gun. While full anisotropy might be handled by the clear coat, subtle base coat anisotropy can enhance realism. This can be achieved with tangent maps that guide the direction of reflections.
- Masking & Blending: Flake intensity can vary. Using texture masks to control the distribution and density of flakes can add variation, preventing a uniform, synthetic look.
The key is to avoid an overly uniform or “noisy” look. The flakes should appear subtle and organic, only revealing their full effect when light hits them at specific angles, dramatically boosting **visual fidelity**.
Pearlescent and Chromaflair Effects: The Shifting Hues
Pearlescent paints, often called “mica” paints, contain ceramic flakes that refract and reflect light, creating a subtle, multi-colored shimmer or color shift depending on the viewing angle. Chromaflair paints take this further, exhibiting dramatic color changes across the spectrum.
Implementing these effects typically involves:
- Angle-Dependent Color Blending: Using a Fresnel node or dot product between the camera vector and surface normal, you can drive a lerp (linear interpolate) between different colors. As the viewing angle changes, the base color subtly shifts.
- Reflective Color Overrides: Instead of just shifting the diffuse color, you might alter the reflective color properties of the base coat based on view angle, causing the metallic sheen itself to change hue.
- Texture-Driven Masks: Complex pearlescent effects might use a specific texture that encodes color shifts or iridescence patterns, which is then blended based on lighting and viewing conditions within your **PBR shader**.
These techniques add a layer of sophistication, making the **automotive materials** react more dynamically to light and camera movement, characteristic of real-world custom finishes.
The Clear Coat Conundrum: Mastering Reflection and Refraction
The clear coat is the hero of automotive paint realism. It provides the deep, mirror-like reflections and the subtle depth that separates a good render from a great one. Mastering **clear coat layering** is paramount for achieving **visual fidelity**.
Clear Coat Layering and IOR
Physically, the clear coat is a separate, transparent layer applied over the base coat. In a **PBR shader**, this means we need to simulate its own distinct reflective properties. Modern game engines, including **Unreal Engine 5**, often have a dedicated clear coat shading model or allow for layered materials.
- IOR (Index of Refraction): The clear coat is typically a polymer or resin. Its IOR (around 1.5-1.6 for common automotive clear coats) dictates how light refracts through it and, more importantly for reflections, influences the strength of the Fresnel effect. A higher IOR means stronger reflections at grazing angles.
- Roughness: The smoothness of the clear coat is directly controlled by its roughness value. A perfectly smooth clear coat (low roughness) will yield sharp, mirror-like reflections. Introduce slight roughness variations for micro-scratches or dust.
- Layering: The clear coat effectively sits on top of the base coat. In material graphs, this means computing the base coat’s appearance, and then applying the clear coat’s reflections and translucency on top, often by blending two distinct shading models or material layers.
Anisotropic Reflections for Depth and Sheen
One of the most defining characteristics of a highly polished car surface is anisotropy. This refers to reflections stretching or “streaking” along the direction of polish or manufacturing, rather than reflecting uniformly in all directions. For automotive paint, this is particularly noticeable on curved panels where the clear coat has been buffed or where metallic flakes are aligned.
- Tangent Maps/Flow Maps: To achieve anisotropy, your **PBR shader** needs a ‘tangent’ direction. This can be provided via a custom tangent map (often called a flow map) that defines the direction of surface features or polishing. This map is plugged into the anisotropic input of your material.
- Microfiber/Buffing Patterns: Anisotropy isn’t always uniform. Different areas of the car might have different polishing directions. Utilizing different tangent maps or blending them strategically can add incredible detail and believability.
- Custom Shader Control: While some engines have built-in anisotropic options, for very specific or complex **automotive materials**, you might explore **custom shader development** to gain finer control over the anisotropic reflection behavior, perhaps linking it to the curvature of the mesh.
Imperfections: The Touch of Reality
A perfectly pristine surface, while appealing in an advertisement, often looks artificial in a game. Real-world car paint has imperfections: micro-scratches, dust, water spots, and the subtle “orange peel” texture from the spray process. Incorporating these elevates **visual fidelity** significantly.
- Detail Normal Maps: For the orange peel effect, a subtle, high-frequency normal map can be blended into the clear coat’s normal.
- Roughness Masks: Micro-scratches and dust don’t just change the normal; they primarily affect the roughness. Use grunge maps or procedural noise to introduce slight variations in roughness, making reflections appear broken or diffuse in certain areas.
- Grime/Dirt Maps: For a weathered look, blend in maps that simulate dirt and grime, adjusting not just roughness but also albedo and metallic values in those areas.
These imperfections, when applied subtly, ground the car in reality, preventing it from looking like a sterile, untouched render.
Advanced Shader Techniques in Unreal Engine 5
**Unreal Engine 5** offers a powerful Material Editor that provides a nodal workflow for creating complex **automotive materials**. Leveraging its advanced features is key to achieving **next-gen automotive paint**.
Leveraging Layered Materials and Shading Models
UE5’s Material Editor allows for the creation of intricate material graphs. For car paint, the ‘Clear Coat’ shading model is indispensable. It’s specifically designed to simulate a transparent, reflective layer on top of a base material. You’ll plug your base coat parameters (color, metallic flakes via normal map, base roughness) into the standard inputs, and then define separate inputs for the clear coat’s roughness, normal (for orange peel), and strength.
Furthermore, UE5’s Layered Materials system (or material functions for reusability) allows you to build modular components for different paint layers or effects. You can create a ‘Metallic Flake’ material function, a ‘Pearlescent Effect’ material function, and combine them beneath your clear coat layer, ensuring your **PBR shader** is organized and efficient.
Custom Nodes and Material Functions for Specific Effects
While UE5 provides robust tools, some specialized **automotive materials** might benefit from **custom shader development**. This doesn’t always mean writing HLSL from scratch, but rather utilizing custom expression nodes within the Material Editor or creating highly specialized Material Functions.
- Advanced Flake Distribution: For unique flake patterns or anisotropic controls beyond the default, you might use custom nodes to manipulate UVs or normals based on mesh curvature or other parameters.
- Dynamic Pearlescence: If your pearlescent effect needs to react to external factors (e.g., car damage, environmental changes), a custom function can provide the dynamic control needed.
- Procedural Imperfections: Instead of relying solely on textures, procedural noise functions (Perlin, Worley) within material functions can generate infinite variations of scratches, dust, or wear, adding significant **visual fidelity** without increasing texture memory.
Experimenting with these advanced techniques allows artists to push the boundaries of realism for their **real-time rendering** projects.
Real-Time Ray Tracing and Lumen
UE5’s Lumen global illumination and hardware-accelerated ray tracing capabilities are game-changers for reflections. While the clear coat shading model still handles local reflections, Lumen can provide stunning, accurate global reflections from the environment, further enhancing the depth and realism of your car paint. Understanding how your **PBR shader** interacts with these systems is vital for optimal results, as highly reflective surfaces will leverage them extensively.
Performance Optimization for Real-Time Game Engines
Achieving breathtaking **visual fidelity** in **Unreal Engine 5** is one thing; ensuring it runs smoothly at 60 FPS or more is another. Complex **automotive materials** can be performance heavy, making **game asset optimization** a critical step in the workflow.
Texture Management and Resolution
- Appropriate Resolutions: Don’t use 8K textures where 2K will suffice, especially for details that won’t be seen up close. Utilize texture streaming.
- Texture Formats: Use compressed formats like BC7 for most textures in UE5. Store non-color data (normal maps, roughness) in separate channels or utilize packed textures (e.g., roughness, metallic, ambient occlusion into one RGB texture) to save memory and reduce draw calls.
- Unique vs. Tiled Textures: While some base color elements might be unique, use tiled noise or detail maps for imperfections (scratches, orange peel) to reduce texture memory footprint.
Material Complexity and Instruction Count
Every node in your **PBR shader** material graph translates into shader instructions for the GPU. A complex material with many layers, blends, and mathematical operations can quickly become expensive. Monitor the instruction count in the Material Editor.
- Material Instances: Use material instances whenever possible. Instead of creating a new material for every color variation, create a master material and derive instances, exposing parameters (color, flake density, roughness) for easy, performance-friendly adjustments.
- Shader Permutations: Be mindful of static switches. While powerful for variations, too many can lead to a combinatorial explosion of shader permutations, increasing compile times and overall build size.
- Material Functions: While useful for modularity, over-nesting material functions can sometimes increase complexity. Keep them lean and focused.
Level of Detail (LODs) for Materials and Meshes
Just as you create mesh LODs, consider material LODs. For distant vehicles, you don’t need the full complexity of metallic flakes and anisotropic clear coats. You can swap to simpler materials at a distance, or even use a simpler shader path within a single material that activates based on screen size or distance. This is a crucial aspect of **game asset optimization** for **real-time rendering**.
Profiling and Debugging
Always profile your scene. Tools like the GPU Visualizer in **Unreal Engine 5** can identify which materials or draw calls are the most expensive. This allows you to target specific optimizations where they will have the most impact on **real-time rendering** performance.
For artists and developers seeking high-quality, pre-optimized vehicle assets that already adhere to these demanding standards, 88cars3d.com provides an excellent resource. Their models are crafted with real-time performance and **visual fidelity** in mind, offering a fantastic starting point for your projects.
Conclusion: The Art and Science of Automotive Realism
Mastering **next-gen automotive paint** in **real-time game engines** is a complex yet highly rewarding endeavor. It’s a delicate balance between artistic vision and technical understanding, requiring a deep dive into the physical properties of paint and the capabilities of modern rendering pipelines. We’ve explored the multi-layered nature of **automotive materials**, from the intricate dance of metallic flakes in the base coat to the critical role of **clear coat layering** and anisotropy in achieving breathtaking reflections.
By understanding and implementing advanced **PBR shader** techniques, leveraging the power of **Unreal Engine 5**’s material system, and rigorously applying **game asset optimization** strategies, you can push the boundaries of **visual fidelity** without compromising **real-time rendering** performance. The journey to photorealism is iterative, involving constant experimentation, profiling, and refinement.
The pursuit of perfect automotive paint is an ongoing challenge, but with the techniques outlined here, you are well-equipped to create stunning, believable vehicles that will captivate your audience. Continue to experiment, push the limits of your tools, and always observe real-world cars. For a head start on your projects with high-quality, meticulously optimized 3D car models, be sure to visit 88cars3d.com and explore their extensive collection. The road to realism is open – drive on!
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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
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
Material: 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
Texture: Yes
Material: Yes
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Volkswagen Golf V 2006 3D Model
Texture: Yes
Material: 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
Texture: Yes
Material: Yes
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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
Material: 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
Texture: Yes
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
Texture: Yes
Material: Yes
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Mazda Familia 3D Model
Texture: Yes
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
Texture: Yes
Material: Yes
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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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Material: Yes
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Mercedes 600 SEC W140 1992 3D Model
Texture: Yes
Material: Yes
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Mercedes S-Class 2010 3D Model
Texture: Yes
Material: Yes
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McLaren MP4-12C-001 3D Model
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Material: Yes
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Mercedes-Benz SLK 350 2005 3D Model
Texture: Yes
Material: Yes
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Mercedes-Benz SL 65 AMG 3D Model
Texture: Yes
Material: Yes
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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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