The Science Behind the Shine: Deconstructing Real-World Car Paint
In the realm of 3D automotive modeling, achieving a truly convincing, high-end look for vehicles transcends mere accurate geometry. While a perfectly sculpted chassis from resources like 88cars3d.com provides an impeccable foundation, it’s the meticulous crafting of the car paint shader that elevates a model from good to breathtakingly photorealistic. The subtle interplay of light, reflections, and intricate subsurface details in a vehicle’s finish is what breathes life into a digital render, making it virtually indistinguishable from a real-world photograph.
For 3D artists, game developers, and automotive designers, the challenge lies in replicating this complex optical phenomenon with precision. Standard PBR materials offer a great starting point, but the unique layered structure and dynamic properties of car paint demand an advanced approach. This deep dive will explore the art and science of crafting sophisticated car paint shaders, moving beyond basic setups to unlock hyper-realism for your high-end 3D automotive models.
The Science Behind the Shine: Deconstructing Real-World Car Paint
Before we can digitally recreate car paint, we must understand its physical composition. Real car paint is not a single, monolithic layer but a sophisticated stack of distinct coatings, each contributing to its final appearance. This layered architecture is crucial for achieving truly photorealistic rendering.
Base Coat: Color and Opacity
The foundation is the base coat, which provides the primary color of the vehicle. This layer typically contains pigments that define the hue, saturation, and lightness. Its properties are generally diffuse, absorbing or reflecting light based on its color. In PBR terms, this translates directly to the ‘Base Color’ parameter, often with a relatively low ‘Metallic’ value if it’s a solid, non-metallic paint.
The Magic of Metallic and Pearl Flakes
Nestled within or atop the base coat, metallic or pearl flakes are responsible for the dazzling sparkle and color shift seen in many modern car finishes. These tiny, reflective particles, made of aluminum or mica, catch and scatter light at different angles. This is where the complexity begins, as their orientation, size, density, and reflectivity profoundly influence the final aesthetic. This effect is a cornerstone of any complex car paint shader.
The Protective Clear Coat: Depth and Gloss
The outermost layer is the clear coat – a transparent, highly reflective resin that protects the underlying paint layers. This is what gives car paint its deep, glossy, mirror-like appearance. It’s a dielectric material, meaning it reflects light based on its Fresnel effect and internal roughness, while also allowing light to pass through to interact with the layers beneath. The clear coat is paramount for realistic reflections and highlights, making it a critical component of a robust clear coat shader.
Building the Foundation: Base Layer and Primary PBR Parameters
Our journey to hyper-realism begins with setting up the foundational PBR parameters. While seemingly straightforward, correctly defining these values is essential for a believable start, especially when working with high-quality models found on 88cars3d.com.
Defining Base Color and Roughness
The base color texture or value will dictate the primary hue of your car. For a solid color, a single RGB value suffices. For more complex finishes, a subtle gradient or variation map might be introduced. Roughness is equally important here. Even the underlying base coat isn’t perfectly smooth; it has a degree of microscopic unevenness. A slight roughness value (e.g., 0.2-0.4 for a matte base) will prevent it from looking overly pristine before the clear coat is added. The ‘Metallic’ input for the base layer is usually set to 0, as true metallicity will come from our flake layer.
Understanding Metallic Workflow for Car Paint
In a standard metallic-roughness PBR workflow, a value of 1 in the ‘Metallic’ channel indicates a pure metal, while 0 indicates a dielectric (non-metal). Car paint is a bit of a hybrid. The base layer is dielectric (0 metallic), but the flakes embedded within are metallic. The clear coat on top is also dielectric. This layering approach is why a simple metallic map often isn’t sufficient for the metallic flake effect. We need a more advanced, layered PBR materials setup.
The Sparkle and Depth: Crafting the Metallic Flake Effect
This is arguably the most visually striking and technically challenging aspect of car paint. Replicating the metallic flake effect requires a sophisticated shader graph approach that simulates millions of tiny, reflective particles. The goal is to make these flakes glint and change color with viewing angle and light direction, just like in reality.
Simulating Flake Distribution and Orientation
Flakes are rarely perfectly aligned. They have a degree of randomness in their orientation. We can simulate this using a high-frequency noise texture (like a Perlin or Worley noise) to drive the normal map of the flake layer. This noise should be very fine-grained, representing the micro-surface of the flakes. You might also use a dedicated flake normal map generated from specialized software or even a procedural pattern within your shader.
Implementing the Flake Reflection Logic
The flakes are metallic, meaning they reflect light purely based on their base color (which can be desaturated or slightly tinted for aluminum flakes) and their normal. The key here is to make these reflections visible only from certain grazing angles, and to control their intensity. This often involves:
- Layering: The flake reflections need to be added on top of the base color.
- Masking: Use a noise texture as a mask to control where flakes appear, giving them a randomized distribution rather than a uniform sheen.
- Fresnel Effect: While the clear coat will have its own strong Fresnel, individual flakes also exhibit a form of Fresnel reflection, becoming more reflective at grazing angles. You can apply a slight Fresnel falloff to the flake reflections themselves.
- Anisotropy (Optional but Advanced): For certain types of metallic paints, flakes can be slightly elongated or oriented, leading to anisotropic reflections – a stretched highlight. This is more complex to implement but adds another layer of realism.
Shader Graph Techniques for Flakes
In a typical shader graph (e.g., Unreal Engine’s Material Editor or Unity’s Shader Graph), you would:
- Generate a Flake Normal: Use a noise node, transform it to tangent space, and blend it with the object’s original normal.
- Calculate Flake Reflection: Use the transformed flake normal to sample a reflection vector. Multiply this by a desaturated color for the flakes.
- Create a Flake Mask: Use another noise texture (perhaps with a different scale) and a ‘Step’ or ‘Power’ node to create sharp, small dots representing individual flakes.
- Combine Layers: Lerp (linear interpolate) between the base color and the flake reflection, using the flake mask as the alpha. This entire flake system then gets blended with the base coat before the clear coat is applied.
- Controlling Flake Intensity: Parameters for flake size, density, and reflectivity should be exposed for artistic control.
This metallic flake effect is crucial for making the paint dynamic and engaging, especially under varying lighting conditions, a must for high-end automotive visualization.
The Mirror-Like Sheen: Achieving a Physically Accurate Clear Coat Shader
The clear coat is the final, transparent layer that gives car paint its signature gloss, depth, and highly reflective surface. Implementing a physically accurate clear coat shader is vital for photorealistic rendering.
Layered PBR Materials: The Core Principle
Most modern PBR rendering engines support some form of layered material or dual-specular model. The clear coat is essentially a separate dielectric layer applied over your base paint (which now includes the metallic flakes). This means it has its own independent set of PBR parameters.
Clear Coat Parameters
- Clear Coat Roughness: This is arguably the most critical parameter. A perfectly clean, new car might have a roughness value as low as 0.01-0.03 for its clear coat, leading to razor-sharp reflections. Older or less polished cars will have higher roughness values, resulting in softer, more diffused reflections.
- Clear Coat Normal: While often assumed to be perfectly smooth, even clear coats have micro-scratches and imperfections. A subtle normal map (e.g., a tiny noise map or a surface imperfection map) on the clear coat layer can break up perfect reflections and add realism.
- Clear Coat IOR (Index of Refraction): For car paint clear coats, a typical IOR value ranges from 1.45 to 1.55. This value dictates the strength of the Fresnel effect – how much light is reflected at different viewing angles. Higher IOR means stronger reflections, especially at grazing angles.
- Clear Coat Weight/Amount: This parameter controls the blending of the clear coat layer. For full clear coat, it should be 1.
Implementing Fresnel for Dielectric Reflections
The Fresnel effect is paramount for dielectric materials like clear coats. Light reflects off a surface differently depending on the angle at which it hits. At shallow or grazing angles, almost all light is reflected (like looking at a calm lake surface from a low angle). At head-on angles, more light passes through. Your shader graph will automatically handle this if you’re using a standard clear coat input in your material setup (e.g., ‘Clearcoat’ and ‘Clearcoat Roughness’ in Unreal Engine or Unity’s HDRP/URP Lit shader). However, understanding its role is key to tweaking parameters effectively.
Anisotropy in Clear Coat (Advanced)
While often subtle, a slight anisotropic reflection can be present in car clear coats, especially if the paint was buffed or polished in a particular direction. This causes highlights to stretch perpendicular to the direction of the polishing marks. Implementing this is a more advanced technique, often requiring a dedicated anisotropic BRDF (Bidirectional Reflectance Distribution Function) or complex normal manipulation, but it can add another layer of fidelity for high-end automotive visualization.
Optimizing for Performance and Quality: Real-Time vs. Offline Rendering
The approach to crafting advanced car paint shaders differs significantly depending on whether your target is real-time interaction (game engines) or high-fidelity offline renders (architectural visualization, film). Both require careful consideration of resource management and render fidelity.
Real-Time Rendering Optimization (Unreal Engine, Unity)
For engines like Unreal Engine and Unity, real-time rendering optimization is paramount. Complex shaders can quickly become performance bottlenecks. Here’s how to balance realism with frame rate:
- Shader Complexity: Every instruction in your shader graph adds to computation time. While we’ve discussed complex techniques, aim for efficiency. Consolidate math operations where possible.
- Texture Resolution: Use appropriate texture resolutions. 4K or 8K textures might be overkill for certain maps on a car that will be viewed from a distance, or they might be crucial for close-ups on 88cars3d.com models. Implement LODs (Level of Detail) for textures where performance is critical.
- Instancing and Material Instances: Leverage material instancing. Create a master car paint material and then create instances for different colors or variations. This reduces shader permutations and improves draw call performance.
- Baked Reflections: For certain static environments, consider baking reflection probes or planar reflections instead of relying solely on real-time ray tracing or screen-space reflections, which can be expensive.
- Clear Coat Implementation: Utilize the engine’s built-in clear coat features (e.g., Unreal Engine’s clear coat shading model). These are highly optimized for real-time performance. Avoid trying to manually layer too many custom reflection passes if the engine provides an optimized solution.
- LODs for Models: Beyond shaders, ensure your high-end 3D automotive models have appropriate LODs. A distant car doesn’t need the full shader complexity.
Offline Renderers (V-Ray, Arnold, Cycles)
Offline renderers prioritize accuracy and visual fidelity over real-time performance. Here, you have more freedom to push the boundaries of your complex car paint shaders:
- Physically Accurate Shading: Offline renderers excel at physically based calculations. Leverage features like true multi-layered materials, spectral rendering (if available), and advanced microfacet BRDFs.
- Ray Tracing Depth: Increase reflection and refraction ray depths to capture more bounces and intricate interactions within the clear coat and flakes.
- Sub-surface Scattering (SSS): While not typically a primary component of car paint, very specific types of pearlescent paints might benefit from extremely subtle SSS effects.
- Advanced Texture Mapping: Utilize very high-resolution textures for all maps (color, roughness, normal, imperfection). The renderer can handle the detail.
- Sample Rates: Increase rendering samples for reflections, refractions, and global illumination to eliminate noise and achieve a clean, photorealistic rendering.
- Dedicated Car Paint Shaders: Some offline renderers (like V-Ray) offer dedicated car paint materials or layered materials that simplify the setup of flakes and clear coat layers, often with optimized calculations.
For both real-time and offline, remember that your ultimate goal is compelling automotive visualization. Choose the techniques that best serve that goal within your technical constraints.
The Devil’s in the Details: Imperfections, Lighting, and Environment for Photorealistic Rendering
Even the most advanced car paint shader will fall flat without the supporting elements that ground it in reality. True photorealistic rendering demands attention to imperfections, lighting, and environmental context.
Integrating Imperfection Maps for Realism
Nothing screams “CG” louder than a perfectly pristine, untouched surface. Real cars, even brand new ones, accumulate micro-scratches, dust, fingerprints, and smudges. Integrating these imperfections is crucial for breaking up perfect reflections and adding believable wear.
- Micro-scratches: Use a fine-grained scratch normal map (and optionally a roughness map) on your clear coat layer. These should be subtle, only visible at certain angles, and perhaps concentrated around door handles or areas of frequent contact.
- Dust and Grime: Create subtle dust masks (often driven by ambient occlusion or dirt masks) to increase roughness and slightly tint the surface in crevices or less exposed areas.
- Water Spots/Smudges: Procedural textures or custom maps can simulate dried water spots or oily smudges, further disrupting perfect reflections.
- Fingerprints: For extreme close-ups, subtle fingerprint masks can be overlaid on the clear coat roughness and normal.
These maps don’t have to be perfect; even subtle variations in roughness, driven by a grunge texture, can make a huge difference in the perceived realism of your complex car paint.
Mastering Lighting and Environmental Setup
A car paint shader is merely a reactive surface; its beauty is entirely dependent on the light it receives. The right lighting setup is non-negotiable for high-end automotive visualization.
- HDRI (High Dynamic Range Image) Lighting: This is the cornerstone of realistic automotive lighting. HDRIs provide both illumination and highly detailed reflections, perfectly simulating real-world environments. Use a high-quality HDRI (4K resolution or higher) for your environment. Rotate the HDRI to find the most flattering reflections and highlights on your car.
- Area Lights and Backlights: Supplement your HDRI with strategic area lights to emphasize curves, create crisp highlights, or provide fill light. Backlights are excellent for defining the car’s silhouette and adding dramatic rim lighting, especially on the glossy clear coat.
- Reflection Probes/Planar Reflections: In real-time engines, ensure your reflection probes are strategically placed and updated to capture the environment accurately. Planar reflections can be used for ground reflections, adding significant realism.
- Camera Settings: Don’t overlook the camera. Depth of field, a slight chromatic aberration, and a touch of lens flare can all enhance the photographic realism of your renders. Match real-world camera settings (focal length, aperture) for a more grounded look.
- Ground Plane and Scene Elements: Even a simple ground plane with a subtle texture or wetness map will dramatically improve how your car sits in the scene and how its reflections interact with the environment. Add subtle foreground or background elements to enhance context without distracting from the vehicle.
The synergy between your advanced car paint shader and a thoughtfully crafted lighting and environment setup is what ultimately unlocks that elusive level of photorealistic rendering.
Conclusion: The Pursuit of Perfection
Crafting advanced car paint shaders for high-end 3D automotive models is an intricate dance between art and technical mastery. It requires a deep understanding of real-world physics, meticulous attention to detail, and a command of your chosen rendering tools. From deconstructing the layered anatomy of car paint to implementing sophisticated metallic flake effects and physically accurate clear coat shaders, every step contributes to the final illusion of reality.
By leveraging PBR materials, mastering the shader graph, and making informed decisions about real-time rendering optimization versus offline fidelity, you can elevate your automotive visualization projects to new heights. Remember that imperfections, carefully chosen lighting, and a compelling environment are the final ingredients in achieving truly hyper-realistic results.
The journey to perfection in 3D car paint is ongoing, but with these advanced techniques, you’re well-equipped to create stunning, lifelike vehicles that captivate your audience. Ready to bring your vision to life? Explore the exquisite range of high-quality 3D automotive models available at 88cars3d.com, and apply these advanced shading principles to make them shine like never before.
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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
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
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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
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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
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
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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
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
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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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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
Texture: Yes
Material: Yes
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Mercedes-Benz SLK 350 2005 3D Model
Texture: Yes
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Mercedes-Benz SL 65 AMG 3D Model
Texture: Yes
Material: Yes
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