The Quest for Realism: Understanding High-End Automotive Models
The pursuit of photorealism in digital art has always pushed the boundaries of technology. For automotive artists and designers, the dream of rendering breathtaking, high-fidelity car models in real-time environments, completely indistinguishable from real life, has long been the ultimate goal. However, bridging the chasm between the immense detail of cinematic or CAD-level automotive models and the performance demands of a real-time engine like Unreal Engine 5 presents a unique and significant challenge.
Traditional workflows often involved painstaking manual optimization, compromising visual fidelity to achieve acceptable frame rates. But with the advent of revolutionary technologies in Unreal Engine 5, the landscape has shifted dramatically. This guide delves into the strategies and techniques required to unlock true photorealism, transforming high-end 3D automotive models into stunning, performant game-ready assets for advanced automotive visualization and interactive experiences. We’ll explore everything from meticulous pre-engine preparation to leveraging UE5’s groundbreaking features for unparalleled real-time rendering.
The Quest for Realism: Understanding High-End Automotive Models
High-end automotive 3D models are a marvel of digital craftsmanship. Often originating from CAD data or meticulously sculpted by artists, these models are characterized by an incredibly high polygon count, intricate surface details, and a faithful reproduction of every curve, panel gap, and component. While perfect for offline renders and close-up cinematic shots, their sheer geometric complexity makes them notoriously difficult to integrate directly into real-time environments without significant optimization.
The challenge lies in the fundamental difference between offline rendering and real-time rendering. Offline renderers can spend minutes or hours calculating light bounces, reflections, and geometric intersections for a single frame. Real-time engines, conversely, must render 30, 60, or even 120 frames per second. This necessitates highly efficient geometry, optimized materials, and clever rendering techniques to maintain fluidity.
Directly importing a multi-million polygon CAD model into a game engine typically results in abysmal performance. Even modern GPUs struggle to process such an immense volume of data on a per-frame basis. This is where the concept of game-ready assets becomes critical. It’s not just about reducing poly count; it’s about intelligent data structuring, efficient UVs, and materials that accurately represent physical properties without being computationally expensive. Understanding the initial state of your high-end model and planning its transformation is the first step toward achieving the desired visual fidelity within performance constraints.
Pre-Engine Preparation: Crafting Optimal 3D Automotive Models
Before any model touches Unreal Engine 5, crucial work must be done in your preferred 3D software (Maya, 3ds Max, Blender, etc.). This foundational preparation ensures that your model is clean, efficient, and primed for the engine’s advanced features. Neglecting these steps can lead to performance bottlenecks, visual artifacts, and a convoluted workflow down the line.
Optimizing Mesh Topology for Performance and Detail
Even with Nanite, good mesh topology remains paramount for a robust and flexible workflow. While Nanite can handle immense polygon counts, a clean, well-structured mesh in your DCC (Digital Content Creation) software provides several advantages. It allows for easier modifications, cleaner UV unwrapping, and better baking of normal maps and other textures.
- Polygon Reduction: Identify areas where detail can be reduced without compromising the silhouette or overall form. While Nanite tolerates high poly counts, judicious reduction where appropriate can still improve editing performance in your DCC and reduce file sizes.
- Triangulation vs. Quads: For most real-time engines, meshes are ultimately triangulated upon import. While working with quads is generally preferred for modeling and subdivision, ensure that your mesh triangulates cleanly. Avoid long, thin triangles or non-planar quads that can cause rendering issues.
- Edge Flow and Hard Edges: Good edge flow is essential for proper shading and normal map baking. Define hard edges clearly where sharp transitions are needed, as this influences how normals are calculated and how the model looks when lit.
- Baking High-Detail to Normal Maps: For very fine surface details like intricate panel lines, logos, or subtle imperfections, consider baking these details from a high-poly sculpt onto a lower-poly mesh’s normal map. This is a classic optimization technique that remains relevant, even with Nanite.
Flawless UV Mapping for Texturing Excellence
UV mapping is the process of flattening your 3D model’s surface into a 2D space, allowing textures to be applied accurately. Clean, efficient UVs are non-negotiable for high-quality PBR materials and optimal texture usage.
- Clean, Non-Overlapping UVs: Ensure all UV islands are unique and do not overlap. Overlapping UVs lead to texture bleeding and incorrect lighting.
- Consistent Texel Density: Strive for a relatively consistent texel density across your model. This ensures that texture resolution appears uniform, preventing blurry areas or overly pixelated sections. Larger, more prominent parts of the car (hood, doors) may require slightly higher texel density.
- Multiple UV Channels: While the primary UV channel (UV0) is for texture mapping, a second UV channel (UV1) is often used for lightmap baking in Unreal Engine, especially for static scene elements surrounding the car. Ensure this channel is clean and non-overlapping as well.
- Seam Placement: Strategically place UV seams in less visible areas, such as along natural panel lines or hidden edges, to minimize their visual impact.
Setting Up PBR Materials in Your DCC Software
PBR materials (Physically Based Rendering) are the cornerstone of achieving photorealism. They simulate how light interacts with surfaces in a physically accurate way, leading to more believable results regardless of the lighting environment. Setting up initial PBR values in your DCC software provides a strong starting point for translation into Unreal Engine 5.
- Understanding PBR Maps: Familiarize yourself with the core PBR texture maps:
- Base Color/Albedo: Represents the diffuse color of a surface without any lighting information.
- Metallic: A grayscale map (0 for dielectric, 1 for metallic) indicating whether a surface is metallic or not.
- Roughness: A grayscale map (0 for perfectly smooth, 1 for completely rough) determining how scattered reflections are.
- Normal: A map that fakes surface detail by altering the direction of surface normals.
- Ambient Occlusion (AO): A grayscale map that simulates subtle self-shadowing in crevices and corners.
- Emissive: For glowing elements like headlights or taillights.
- Material IDs and Grouping: Assign clear material IDs to different parts of your car (e.g., body, glass, tires, interior plastics). This makes it easier to assign and manage materials once imported into Unreal Engine.
- Export Format: Ensure your textures are saved in appropriate formats (e.g., .PNG for color, normal, AO; .TGA for opacity where needed). When sourcing models, remember that high-quality assets like those found at 88cars3d.com often come with well-prepared PBR texture sets, streamlining this process significantly.
Unleashing Unreal Engine 5’s Power: Nanite and Lumen
Unreal Engine 5 brought forth a revolution in real-time rendering with its groundbreaking technologies: Nanite and Lumen. These features are game-changers for automotive visualization, allowing artists to achieve unprecedented levels of detail and dynamic global illumination without the traditional performance penalties.
The Nanite Workflow: Detail Without Compromise
Nanite is Unreal Engine 5’s virtualized micropolygon geometry system. It intelligently processes and streams only the necessary detail to the screen, allowing artists to import incredibly high-polygon models – even raw CAD data – without explicit LOD optimization. This means the multi-million polygon automotive models that previously brought engines to their knees can now run smoothly, maintaining cinematic fidelity.
- Importing with Nanite: When importing your static mesh into Unreal Engine 5, simply check the “Build Nanite” option. UE5 automatically processes the mesh, creating a highly optimized representation.
- Benefits for Automotive Visualization: Nanite eliminates the need for manual retopology and traditional LODs for static meshes, allowing artists to retain every subtle curve, sharp edge, and intricate detail of their high-end car models. This is particularly transformative for automotive visualization, where even the smallest deviation from the original design can be critical.
- Considerations: While Nanite handles geometry wonderfully, it has some limitations. It currently doesn’t support skinned meshes (for animation), displacement maps, or meshes with custom vertex data. For these, traditional LOD optimization techniques are still necessary. Ensure transparent materials and instances are set up correctly when using Nanite meshes, as there can be specific considerations for their rendering order.
Lumen for Dynamic Global Illumination
Lumen is Unreal Engine 5’s fully dynamic global illumination and reflections system. It calculates how light bounces around the scene and interacts with surfaces in real-time, delivering stunningly realistic lighting without the need for baked lightmaps. For automotive visualization, Lumen is essential for achieving that crucial sense of physical presence and depth.
- Enabling Lumen: Lumen is enabled by default in new Unreal Engine 5 projects. You can verify its settings in Project Settings > Engine > Rendering > Global Illumination and Reflections.
- Enhancing Photorealism: Lumen realistically simulates indirect lighting, soft shadows, and color bleeding, making car paint materials look incredibly rich and reflective. The environment’s lighting dynamically impacts the car’s appearance, leading to truly immersive scenarios.
- Impact on Reflections: Lumen also contributes significantly to screen-space reflections and global illumination reflections, ensuring that the car’s highly reflective surfaces accurately mirror its surroundings. This is critical for conveying the quality of car paint and chrome details.
Refining Visuals: Materials, Textures, and Advanced Optimization
While Nanite handles geometry and Lumen takes care of lighting, the final layer of photorealism comes from meticulously crafted materials and intelligent texture management. This is where your automotive model truly comes to life in Unreal Engine 5.
Translating and Enhancing PBR Materials in UE5
The PBR materials set up in your DCC need to be accurately translated and potentially enhanced within Unreal Engine. UE5’s material editor is incredibly powerful, allowing for complex shaders.
- Importing Textures: Import all your PBR texture maps (Base Color, Normal, Metallic, Roughness, AO, Emissive) into Unreal Engine. Ensure their compression settings are appropriate for their usage (e.g., BC1/DXT1 for color, BC5/DXT5 for normal maps).
- Creating Master Materials: Develop a robust master material for each broad category (e.g., car paint, glass, rubber, interior fabric). This master material contains all the complex logic and parameters.
- Sophisticated Car Paint Shaders: Automotive paint is notoriously complex. Recreate it by combining multiple layers:
- Base Color: The primary color.
- Metallic Flakes: Use a normal map with fine noise or procedural flakes and control their size, density, and anisotropy.
- Clear Coat: Implement a clear coat layer (via two-sided foliage material or custom shader code) with its own normal, roughness, and IOR (Index of Refraction) for realistic reflections and specular highlights.
- Dirt/Grime Layers: Add subtle procedural dirt or grunge maps for an extra layer of realism.
- Material Instances: From your master materials, create material instances. These allow you to adjust parameters (like base color, roughness values, flake intensity) without recompiling the entire shader, offering incredible flexibility and iteration speed for different car colors and finishes.
- Glass, Tires, and Interior: Pay special attention to unique materials. Glass requires accurate transparency, refraction, and reflectivity. Tires need a detailed rubber texture with subtle anisotropic properties. Interior materials should reflect various fabrics, leathers, and plastics with appropriate roughness and normal map details.
Strategic LOD Optimization for Non-Nanite Assets
While Nanite handles most of your high-poly static meshes, LOD optimization (Level of Detail) remains crucial for several categories of assets, particularly animated components, transparent meshes that Nanite doesn’t fully optimize, and smaller props within your scene. These traditional game-ready assets benefit immensely from manual or automated LODs.
- Animated Parts: Wheels, steering wheels, doors, or any parts that will be animated or interactable should typically not be Nanite meshes. For these, create multiple LOD levels (e.g., LOD0 for close-up, LOD1 for mid-range, LOD2 for distant) with progressively reduced polygon counts.
- Transparency and Decals: Meshes with complex transparency or decals often perform better without Nanite or require specific material setups. Plan for their LODs as well.
- Automatic LOD Generation: Unreal Engine provides tools for automatic LOD generation within the static mesh editor. While convenient, always inspect the results and manually tweak them for optimal visual quality and performance.
High-Quality Texture Management
Effective texture management is key to visual fidelity and performance. Large textures consume significant GPU memory.
- Resolution Considerations: Use appropriate texture resolutions. A 4K texture might be essential for the main body panels, but a 512×512 texture might suffice for small, less prominent interior buttons.
- Texture Compression: Leverage Unreal Engine’s texture compression settings (e.g., BC1, BC3, BC4, BC5) to reduce memory footprint without sacrificing too much visual quality.
- Texture Atlases: Combine multiple smaller textures into a single larger texture atlas where appropriate. This can reduce draw calls and improve rendering efficiency.
Beyond the Basics: Advanced Automotive Visualization Techniques
To truly push the boundaries of automotive visualization and deliver breathtaking real-time rendering experiences, several advanced techniques can be integrated into your Unreal Engine 5 workflow.
Real-time Ray Tracing and Path Tracing
While Lumen provides excellent global illumination, Unreal Engine 5 also supports real-time hardware Ray Tracing and, for ultimate fidelity, Path Tracing. These technologies offer even more accurate reflections, shadows, and ambient occlusion.
- Hardware Ray Tracing: Enable hardware ray tracing in your project settings. This can dramatically enhance reflections on metallic surfaces, create physically accurate soft shadows, and improve ambient occlusion, especially in enclosed spaces or under the car. Use it selectively due to performance costs.
- Path Tracing: For the absolute highest visual quality, akin to offline renderers, Unreal Engine’s Path Tracer provides unbiased, physically accurate rendering. While not suitable for interactive game-ready assets at high frame rates, it’s invaluable for generating cinematic stills or video sequences directly within the engine, maintaining the highest possible fidelity.
Cinematic Camera and Lighting Setup
A photorealistic car model deserves cinematic presentation. Leveraging Unreal Engine’s camera and lighting tools is crucial.
- Physical Cameras: Use Cine Cameras for their physically accurate properties, including focal length, aperture (for depth of field), and shutter speed. This mimics real-world photography and videography.
- High Dynamic Range Image (HDRI) Lighting: Use high-quality HDRIs for environment lighting. HDRIs provide realistic lighting and reflections from a real-world scene, offering a quick and effective way to achieve believable illumination.
- Light Mix and Temperature: Experiment with different light sources (directional, spot, point, rect lights) and their temperatures. Use a three-point lighting setup as a base for showcasing your vehicle.
- Post-Process Volumes: Fine-tune the final look with post-process volumes. Adjust exposure, color grading, bloom, ambient occlusion, screen-space reflections, depth of field, and chromatic aberration to achieve the desired cinematic style.
Data Prep for Automotive Configurator and VR Experiences
For interactive applications like car configurators or VR showrooms, additional considerations are vital for your game-ready assets.
- Modular Components: If users can customize parts (wheels, interior trims, body kits), ensure these are separate, interchangeable meshes.
- Material Switching: Implement material switching logic to allow users to change paint colors, interior fabrics, or wheel finishes in real-time. This often involves creating an array of material instances and dynamically applying them.
- Collision Meshes: For interactive experiences, ensure proper collision meshes are set up for realistic physics and interaction, even if largely invisible.
- Performance Budgets: VR experiences are especially demanding. Even with Nanite and Lumen, meticulous optimization is crucial to hit the high frame rates required for comfortable VR.
Conclusion
The journey from a complex, high-fidelity 3D automotive model to a stunning, performant real-time experience in Unreal Engine 5 is a testament to both artistic skill and technological innovation. By embracing a disciplined approach to pre-engine preparation—focusing on clean mesh topology, precise UV mapping, and accurate PBR materials—artists lay the groundwork for success.
Unreal Engine 5’s revolutionary Nanite workflow liberates artists from traditional polygon constraints, allowing unparalleled geometric detail in automotive visualization. Coupled with Lumen’s dynamic global illumination, it creates an environment where real-time rendering achieves levels of photorealism previously thought impossible. Strategic LOD optimization for non-Nanite elements and sophisticated material crafting further refine the visual fidelity.
The synergy of these advanced techniques empowers designers, artists, and developers to create immersive, interactive experiences that push the boundaries of visual fidelity. Whether you’re building a high-end configurator, a cinematic short, or an interactive showroom, Unreal Engine 5 provides the tools to unlock the true potential of your automotive creations. For artists seeking a head start, remember that 88cars3d.com offers a curated selection of high-quality, pre-optimized 3D automotive models, ready to be integrated into your next groundbreaking project. Start exploring today and transform your vision into breathtaking reality.
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Toyota Yaris 2020 3D Model
Texture: Yes
Material: Yes
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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
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
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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
Texture: Yes
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Volkswagen Lupo 3D Model
Texture: Yes
Material: Yes
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Volkswagen Passat B5 2000 3D Model
Texture: Yes
Material: Yes
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Volkswagen Passat CC 3D Model
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
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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
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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
Texture: Yes
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
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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
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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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