The High-Fidelity Dilemma: Bridging the Gap to Real-Time
The sleek lines, intricate details, and flawless finishes of a high-fidelity 3D car model are a sight to behold in a static render. They captivate audiences in cinematic presentations, product visualizations, and marketing campaigns. However, the journey from these render-quality masterpieces to optimized, interactive assets within a real-time game engine is often fraught with significant technical challenges.
Game developers, 3D artists, and automotive designers frequently grapple with the immense polygon counts and complex material setups inherent in high-detail models. While offline renders can take minutes or hours per frame, real-time applications demand 60 frames per second or more, forcing a critical balance between visual fidelity and performance. This isn’t just about making the car look good; it’s about making it run flawlessly without stuttering or bogging down the entire game. How do we take a stunning, multi-million polygon vehicle and transform it into a game-ready asset that maintains its photorealistic appeal in a dynamic, interactive environment?
This comprehensive guide will take you beyond the render, delving into the essential techniques and workflows for optimizing high-detail 3D car models. We’ll explore everything from fundamental retopology techniques and texture baking to advanced Level of Detail (LOD) strategies and shader optimization, ensuring your automotive creations not only look incredible but perform exceptionally in any modern game engine.
The High-Fidelity Dilemma: Bridging the Gap to Real-Time
The world of offline rendering operates on a different set of rules than real-time game engines. In offline rendering, an artist’s primary goal is maximum visual quality. This often translates to incredibly dense meshes, intricate geometries for every curve and panel gap, and a reliance on ray tracing to calculate light bounces, reflections, and refractions with extreme precision. Such models can easily exceed several million polygons, feature dozens of separate objects, and employ complex procedural materials.
While breathtaking, this level of detail is simply unsustainable for real-time automotive rendering. Game engines must process and display every frame in milliseconds, meaning every polygon, every texture, and every shader instruction contributes to the overall frame budget. An unoptimized, high-poly car model imported directly into a game engine would instantly cripple performance, leading to low frame rates, excessive memory usage, and a poor user experience. The core challenge lies in retaining the aesthetic integrity and photorealistic qualities of the original high-detail model while drastically reducing its computational footprint.
This necessitates a systematic approach to game asset optimization, focusing on intelligent polygon reduction, efficient UV layouts, and the strategic use of texture maps to fake high-frequency details. It’s about working smarter, not harder, to deliver stunning visuals within strict performance constraints.
The Cornerstone: Retopology Techniques for Performance
The first and arguably most critical step in transforming a high-detail automotive model into a game-ready asset is retopology techniques. Retopology involves creating a new, optimized mesh on top of an existing high-polygon model. This process fundamentally changes the geometry, aiming for a clean, quad-based topology that is significantly lighter and more efficient for real-time rendering, while still accurately representing the surface details of the original.
Why Retopologize High-Poly Car Models?
- Polygon Count Reduction: This is the primary goal. A high-poly car might have millions of polygons; a game-ready version typically aims for tens of thousands, or a few hundred thousand for ultra-high-quality hero assets.
- Clean Topology for Deformation: While car bodies don’t typically deform much, clean topology ensures consistent shading and facilitates better UV unwrapping. For animated parts like doors or suspensions, good edge flow is essential.
- Efficient UV Mapping: A clean, uniform quad mesh is far easier to unwrap efficiently, minimizing distortion and maximizing texel density.
- Optimized for Game Engines: Game engines prefer meshes with predictable edge flow and fewer, larger triangles for better culling and processing efficiency.
Manual Retopology Best Practices for Automotive Assets
While automated solutions exist, manual retopology, or at least manual refinement, is crucial for automotive models due to their precise curves and hard surfaces. The goal is to capture the silhouette and major surface changes with the fewest possible polygons.
- Prioritize Quads: Aim for an all-quad mesh as much as possible. Triangles are fine for flat, non-deforming areas, but quads offer better control and predictability.
- Follow Edge Flow for Major Contours: Pay close attention to the body lines, panel gaps, wheel arches, and major stylistic creases of the car. These define the vehicle’s shape, and your new topology should follow these lines precisely. This helps in maintaining crisp edges even with a lower poly count.
- Maintain Crucial Silhouette Details: Ensure that the low-poly mesh accurately represents the overall shape of the car from various angles. Subtleties like fender flares or slight indentations need to be preserved in the new topology.
- Even Texel Density Consideration: As you retopologize, mentally prepare for UV mapping. Try to keep polygons roughly uniform in size to simplify UV layout and ensure consistent texture resolution across the model.
- Strategic Edge Loops: Use edge loops sparingly but effectively. Add extra loops where curvature changes drastically or where you need to preserve a sharp edge. Avoid unnecessary loops on flat surfaces.
Automated vs. Manual Approaches in the High-Poly to Low-Poly Workflow
Tools like ZBrush’s ZRemesher or Blender’s QuadriFlow can provide a good starting point for retopology, especially for organic shapes. However, for the precision of automotive design, they often require significant manual cleanup. The best high-poly to low-poly workflow typically involves using automated tools to get a rough base and then meticulously refining it manually in tools like Maya (with Quad Draw), Blender (with the Retopoflow add-on), or 3ds Max.
Efficient UV Unwrapping and PBR Texture Baking
Once you have a clean, optimized low-poly mesh, the next crucial step is preparing it for textures. This involves efficient UV unwrapping and the powerful technique of normal map baking, along with other essential maps for Physically Based Rendering (PBR).
Strategic UV Unwrapping
UV unwrapping is the process of flattening your 3D mesh into a 2D space, allowing you to paint or apply textures to it. A good UV layout is critical for texture quality and performance.
- Maximize UV Space: Utilize as much of the 0-1 UV space as possible. Larger islands mean higher texture resolution.
- Minimize Seams: While seams are inevitable, place them strategically where they are least visible (e.g., hidden under the chassis, along panel gaps, or under trim pieces). Fewer, longer seams are generally better than many small, scattered ones.
- Consistent Texel Density: Ensure that the pixel density (texels per unit area) is relatively consistent across all parts of your car model. This prevents some areas from looking blurry while others appear overly sharp. Use checkerboard patterns to visualize this.
- UDIMs for Extreme Detail (Optional): For exceptionally high-resolution hero vehicles, UDIMs (U-Dimension) can be used. This technique spreads the UVs across multiple UV tiles, each getting its own texture set, allowing for incredibly high detail without creating monstrously large single texture files.
The Power of Texture Baking
Texture baking is where you transfer the fine surface details, shading information, and material properties from your high-polygon model onto the low-polygon mesh using various texture maps.
- Normal Map Baking: This is arguably the most vital step. A normal map baking process projects the high-frequency surface details (like small scratches, bolts, or subtle curves) of the high-poly model onto a texture map. When applied to the low-poly model, this normal map fakes the illusion of those details by manipulating how light interacts with the surface, making a flat surface appear intricately detailed without adding a single polygon.
- Ambient Occlusion (AO) Maps: AO maps capture localized shadow information, simulating soft shadows where surfaces are close together (e.g., inside crevices, around badges). Baking AO provides a cheap, pre-calculated shadow pass that adds depth and realism to the model without real-time computations.
- Curvature Maps: These maps identify concave and convex areas of the mesh. They are incredibly useful for procedural texturing in game engines, allowing artists to add edge wear, dirt accumulation in crevices, or color variations based on the surface’s curvature.
- Other Maps: You might also bake position maps (for world-space effects), thickness maps (for subsurface scattering on glass/lights), or even material ID maps to easily isolate different material zones in a texture painting application.
Baking Process Considerations
- Cage Creation: When baking, it’s crucial to use a “cage” or “envelope.” This is an expanded version of your low-poly mesh that encompasses the high-poly model, ensuring that all details are correctly projected without errors.
- Resolution: Choose appropriate texture resolutions (e.g., 2K, 4K, 8K) based on the asset’s importance and the target platform’s memory budget.
- Anti-Aliasing: Use anti-aliasing during baking to reduce jagged edges and produce smoother normal maps.
- Tangent Space: Ensure consistency in tangent space calculations between your baking software and your game engine to avoid lighting artifacts.
Achieving Real-Time Photorealism with PBR Materials
With an optimized mesh and baked texture maps, the next frontier is material creation. Physically Based Rendering (PBR) has become the industry standard for achieving real-time automotive rendering photorealism in game engines. PBR systems simulate how light behaves in the real world more accurately, resulting in materials that react consistently under various lighting conditions.
Understanding PBR Principles
PBR is based on two core principles: energy conservation and physically plausible parameters. Instead of diffuse, specular, and gloss maps, PBR utilizes a set of standardized maps:
- Base Color (Albedo): Defines the diffuse color of a surface without any lighting information.
- Metallic: A grayscale map indicating whether a material is metallic (white) or dielectric (black).
- Roughness: A grayscale map that controls the microsurface detail, determining how blurry or sharp reflections appear. Low roughness means sharp reflections (like polished chrome); high roughness means diffuse reflections (like matte paint).
- Normal Map: As discussed, fakes high-frequency surface detail.
- Ambient Occlusion (AO): Provides localized shadowing for added depth.
- Emissive: For glowing elements like headlights or interior lights.
- Opacity/Alpha: For transparent or cutout elements (windows, grilles).
By using these consistent PBR textures, your car models will look correct and convincing regardless of the lighting environment in your game.
Crafting Automotive Paint Shaders
Automotive paint is notoriously complex due to its layered structure (base coat, metallic flakes, clear coat). Replicating this in a game engine requires a sophisticated PBR setup:
- Layered Materials: Many engines allow for layered materials or material functions to simulate the distinct layers of car paint. You might have a base layer for color and metallic flakes, topped with a clear coat layer for reflectivity and gloss.
- Metallic Flake Simulation: Achieving realistic metallic flake often involves a custom normal map or a procedural texture that simulates small, reflective particles embedded within the paint. This requires careful tweaking of roughness and metallic values.
- Clear Coat: The clear coat is essentially another reflective layer on top of the base paint. This can be simulated using a secondary specular lobe or by layering materials with specific roughness and IOR (Index of Refraction) values.
- Anisotropy: For specific polished metal parts (like brushed aluminum trim), anisotropy is crucial. This effect simulates light stretching across the surface in a particular direction, often driven by a tangent map.
Material Instancing for Efficiency
Once you’ve created a master material for your car paint or other common materials, utilize material instancing. This allows you to create countless variations (different paint colors, roughness levels, etc.) from a single parent material. Instances inherit the core shader instructions but allow parameters to be adjusted, significantly reducing draw calls and compilation times, which is vital for game asset optimization.
Unreal Engine Optimization & Real-Time Setup
While PBR principles are universal, their implementation and subsequent optimization are engine-specific. Let’s look at strategies within Unreal Engine, a powerhouse for real-time automotive rendering.
Importing and Initial Setup
- FBX Import Settings: When importing your FBX file (containing your low-poly mesh and skeletal animation if any), pay attention to settings like “Combine Meshes,” “Generate Missing Collisions,” and “Import Materials.” For complex cars, often it’s best to import as separate meshes and combine strategically later.
- Scale and Pivot: Ensure your model’s scale is correct (usually 1 unit = 1cm in Unreal) and that the pivot point is at a logical location (e.g., the center of the car at ground level) for easy manipulation.
Shader Complexity and Material Performance
Unreal Engine offers powerful visualization tools to identify performance bottlenecks.
- Shader Complexity Viewmode: This invaluable tool (Alt+8) highlights areas of your scene based on the instruction count of their shaders. Red indicates highly complex, expensive shaders. Aim for green or blue for optimal performance. Simplify materials by reducing unnecessary nodes, using textures instead of complex procedural math, and leveraging material instances.
- Reducing Instruction Count: Every node in your material graph contributes to the shader’s instruction count. Optimize by using cheaper operations, baking complex calculations into textures where possible, and using static switches to disable features you don’t need at runtime.
Lighting and Reflection Environment for Automotive Realism
Lighting is paramount for car realism. Unreal Engine offers several options:
- HDRI Importance: High Dynamic Range Image (HDRI) skyspheres are essential for accurate ambient lighting and reflections, especially for highly reflective surfaces like car paint and glass.
- Reflection Captures: For static elements, place Sphere or Box Reflection Captures around your vehicle to provide plausible reflections. However, these are static.
- Screen Space Reflections (SSR): Good for dynamic, real-time reflections but are limited to what’s on screen and can have artifacts.
- Ray Tracing (if applicable): If targeting high-end hardware, real-time ray tracing (for reflections, shadows, global illumination) offers unparalleled realism but comes with a significant performance cost.
- Lumen or Alternative GI Solutions: Unreal’s Lumen global illumination system, while demanding, can provide stunningly realistic bounce light that greatly enhances the car’s appearance in a scene, dynamically reacting to changes in lighting.
Mastering these Unreal Engine optimization strategies is key to pushing the visual boundaries of your automotive projects.
Advanced Performance & Scalability: LOD Generation
Even with an optimized base mesh, a single high-quality car model can still be a drain on performance, especially when many vehicles are present in a scene, or when viewed from a distance. This is where Level of Detail (LOD) generation becomes indispensable. LODs allow you to scale the visual complexity of your assets based on their distance from the camera.
The Concept of Level of Detail (LOD)
LODs are simplified versions of your 3D model. As the camera moves further away from an object, the game engine automatically swaps out the high-detail mesh (LOD0) for a progressively lower-detail version (LOD1, LOD2, LOD3, etc.). This ensures that you’re only rendering the necessary amount of detail for what the player can actually perceive, drastically reducing polygon counts and draw calls for distant objects.
Manual vs. Automated LOD Creation
- Engine-Native LOD Tools: Most modern game engines, including Unreal Engine and Unity, have built-in tools for LOD generation. These tools can automatically generate simplified meshes by reducing polygon count and even simplifying materials. While convenient, the automated results often require manual tweaking, especially for critical assets like hero cars, to ensure that important silhouette details or small features aren’t completely lost.
- External Tools like Simplygon: For advanced or large-scale projects, dedicated LOD solutions like Simplygon offer more sophisticated control over the simplification process, ensuring better visual fidelity across LOD levels and more efficient poly reduction.
- Manual Creation for Critical Distances: For the primary LOD levels (LOD0 and LOD1), manual creation or significant manual refinement is often preferred. This ensures that the key features of the car are preserved when it’s still relatively close to the camera, preventing noticeable popping or degradation.
A typical LOD setup for a high-quality car might look like this:
- LOD0 (0-20m): Full detail, 50k-200k+ polygons, all individual parts.
- LOD1 (20-50m): Significant reduction, 20k-50k polygons, some smaller details merged.
- LOD2 (50-150m): Further reduction, 5k-20k polygons, often a single mesh or very few parts.
- LOD3 (150m+): Drastic reduction, 1k-5k polygons, potentially a simplified “box” mesh for extreme distance.
Optimizing Draw Calls and Instancing
Beyond polygon count, draw calls are another major performance killer. Each time the CPU tells the GPU to render an object, it’s a draw call. A single car made of dozens or hundreds of separate meshes (body, doors, wheels, interior components) can generate many draw calls. Reducing these is a key aspect of game asset optimization.
- Combine Meshes Strategically: For LODs, consider combining parts into a single mesh for distant views. For the closest LODs, only combine static parts that share the same material and don’t need individual interaction (e.g., small interior trim pieces).
- Hierarchical Instanced Static Meshes (HISM): For identical, non-moving parts like wheel bolts, badges, or repeating interior buttons, use HISM. This tells the engine to render multiple instances of the same mesh in a single draw call, providing enormous performance benefits.
- Texture Atlases: Combine multiple smaller textures into a single, larger texture atlas. This can reduce the number of materials used on the car, which in turn reduces draw calls.
Conclusion: The Art and Science of Game-Ready Photorealism
Transforming a high-detail 3D car model from a static render marvel into a dynamic, photorealistic game-ready asset is a testament to both artistic skill and technical mastery. It’s a journey that demands meticulous attention to detail at every stage, from the fundamental retopology techniques and the precision of normal map baking to the sophisticated setup of PBR textures and advanced LOD generation strategies. The goal is always a delicate balance: pushing the boundaries of visual fidelity without sacrificing real-time performance.
By embracing this comprehensive high-poly to low-poly workflow, game developers and 3D artists can ensure their automotive creations not only capture the essence of their high-fidelity counterparts but also deliver a smooth, immersive experience in any interactive environment. Whether you’re optimizing for Unreal Engine optimization or another real-time platform, the principles remain constant: intelligent mesh reduction, efficient material pipelines, and scalable asset management are the keys to unlocking true real-time automotive rendering photorealism.
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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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