The CAD-to-Game Engine Challenge: Bridging the Fidelity Gap
The sleek lines, intricate details, and flawless finishes of a meticulously designed automotive concept are a testament to engineering and artistry. These designs often originate in CAD software, built with precision for manufacturing. However, when it comes to bringing these breathtaking vehicles into the dynamic, interactive world of real-time applications like video games, simulators, or virtual showrooms, a significant challenge arises: the vast disparity between CAD data and game engine requirements.
Simply importing a CAD model directly into a game engine is rarely a viable option. The sheer geometric complexity, the inherent data structures, and the massive polygon counts designed for static renders or manufacturing precision simply choke real-time performance. This guide will walk you through the essential process of transforming high-fidelity automotive CAD data into optimized, game-ready car models, ensuring both visual fidelity and optimal performance. We’ll explore the sophisticated techniques involved in this critical automotive CAD data conversion, preparing your assets for the fast-paced demands of modern game engines.
The CAD-to-Game Engine Challenge: Bridging the Fidelity Gap
At its core, the problem lies in the fundamental difference between how CAD software and game engines represent geometry. CAD applications, such as CATIA, SolidWorks, or Fusion 360, are designed for engineering precision. They primarily utilize NURBS (Non-Uniform Rational B-Splines) or parametric solids, which define surfaces mathematically, allowing for infinite detail and perfect curvature without explicit polygon counts. When exported, these NURBS surfaces are often tessellated into incredibly dense polygonal meshes, far exceeding what real-time engines can handle efficiently.
Understanding CAD Data Structures: NURBS vs. Polygons
NURBS models offer unparalleled accuracy and flexibility for design and manufacturing. They are resolution-independent, meaning you can generate a mesh with any desired level of detail from the same underlying mathematical surface. This is ideal for manufacturing where precision is paramount.
Game engines, by contrast, rely exclusively on polygonal meshes (triangles and quads). Each vertex, edge, and face contributes to the engine’s processing load. A CAD export, even with an optimized tessellation, can result in millions of polygons for a single car model. This creates an impossible bottleneck for real-time rendering, where frames must be processed in milliseconds.
Performance Bottlenecks in Real-time Environments
The excessive polygon count from raw CAD data leads to several critical performance issues. High vertex counts overload the GPU, increasing draw call counts and memory usage. This translates directly into low frame rates, stuttering, and an overall poor user experience, especially in environments with multiple vehicles or complex scenes.
Beyond geometry, CAD models often come with complex material definitions and lack the optimized UV layouts essential for efficient texture mapping in game engines. Addressing these bottlenecks is central to real-time vehicle optimization, making the conversion process an art form that balances visual integrity with computational efficiency.
The Art of Automotive CAD Data Conversion: Initial Steps
The journey from CAD to game-ready asset begins with careful data preparation and initial optimization. This phase lays the groundwork for all subsequent steps, ensuring you have a clean, manageable starting point.
Data Import and Initial Cleanup
The first step involves importing the CAD data into a 3D modeling package like Blender, Maya, or 3ds Max. Common CAD export formats include STEP, IGES, or SAT, which typically convert to dense meshes upon import. It’s crucial to ensure your import settings are configured to produce a manageable mesh, even if it’s still high-poly.
Once imported, the model often requires significant cleanup. This includes removing redundant geometry, fixing non-manifold edges, consolidating overlapping meshes, and deleting internal components that won’t be visible in-game. Automotive CAD models frequently contain intricate internal mechanisms not relevant for external visualization, and these must be identified and purged.
Strategic Decimation and Triangulation
Before moving to full retopology, a preliminary decimation pass can be beneficial, especially for less critical parts or as a starting point for manual retopology. Decimation algorithms reduce polygon count by merging vertices or collapsing edges, but they must be used judiciously to avoid destroying critical surface curvature or sharp edges. The goal here isn’t to create the final low-poly model, but to make the high-poly source more manageable.
Many CAD exports will result in meshes with N-gons (polygons with more than four sides) or a mixture of quads and triangles. For game engines, a clean all-quad or all-triangle mesh is preferred. A careful triangulation can prepare the model for subsequent vehicle retopology, ensuring consistent geometry for baking and shading.
Mastering the High-Poly to Low-Poly Workflow: Vehicle Retopology for Performance
Retopology is the cornerstone of creating game-ready car models from dense CAD data. It involves rebuilding the mesh with a dramatically lower polygon count while meticulously preserving the silhouette and surface detail of the original high-poly model. This is where the magic of the high-poly to low-poly workflow truly comes to life.
Manual Retopology Techniques for Automotive Surfaces
Manual retopology offers the highest level of control and is often preferred for critical automotive surfaces. It involves tracing new, optimized geometry over the high-poly source. Key principles include:
- Edge Flow: Ensure edge loops follow the natural contours and creases of the car body. This is crucial for deformation (e.g., suspension, damage) and for clean normal map baking.
- Strategic Detail Placement: Concentrate polygons where visual detail is paramount, such as headlights, grilles, wheel wells, and sharp body lines. Flatter, less detailed areas can use sparser geometry.
- Quad Dominance: Aim for an all-quad mesh where possible. Quads deform better, are easier to work with, and simplify UV mapping. Triangles are acceptable in very flat areas or where geometric constraints demand them.
- Maintaining Silhouette: Regularly check your low-poly model’s silhouette against the high-poly to ensure no critical curves or shapes are lost.
Tools like Blender’s Retopoflow, Maya’s Quad Draw, or ZBrush’s ZRemesher (with careful settings) can assist in this process. For the highest quality automotive assets, a significant portion of the work will be manual to ensure impeccable topology.
Automated vs. Manual Approaches
While fully automated retopology tools have improved, they often struggle with the complex, distinct shapes of automotive designs. They can generate messy edge flow, especially around junctions and sharp creases, which can lead to baking artifacts or poor deformation. They are best used as a starting point or for less critical, less visible components.
A hybrid approach often yields the best results: use automated tools for initial passes on simpler parts, then refine extensively with manual techniques. The expertise required for this phase is significant, which is why resources like 88cars3d.com exist, offering pre-optimized, high-quality models that have already undergone this rigorous process.
Essential Considerations for Topology Flow
Proper topology for automotive models means understanding how light interacts with surfaces. Edge loops should define where reflections break, flow smoothly around curves, and terminate cleanly. Consider areas like door seams, fender flares, and hood lines – these demand precise edge flow to maintain their integrity.
Think about the intended use: Will the doors open? Will the wheels turn? Good topology anticipates these animations, ensuring the mesh deforms predictably. This foresight in vehicle retopology saves countless hours in later stages of production.
Elevating Visuals with PBR Texture Baking and UV Mapping
With a clean, low-poly mesh in hand, the next critical step is to transfer the intricate surface details from the original high-poly CAD model onto textures. This process, known as texture baking, allows the low-poly model to appear as detailed as its high-poly counterpart without the associated performance cost. Central to this is intelligent UV mapping and PBR texture baking.
Efficient UV Mapping Strategies for Cars
UV mapping is the process of flattening your 3D model’s surfaces into a 2D space, creating a map for your textures. For complex automotive models, efficient UV mapping is paramount:
- Strategic Seam Placement: Place UV seams in inconspicuous areas, such as along natural breaks in the geometry (e.g., door edges, undercarriage, inside wheel wells). Minimize visible seams on large, smooth panels.
- Maximizing UV Space: Arrange UV islands (the flattened pieces of your model) to utilize as much of the 0-1 UV space as possible. This ensures optimal texture resolution and reduces wasted pixels.
- Uniform Texel Density: Strive for consistent texel density across all major parts of the car. This means that details will appear equally sharp regardless of where they are on the model. Use a checker pattern to visualize texel density.
- Overlapping UVs (Judiciously): For parts that are identical and share the same material (e.g., left and right headlights, identical wheel spokes), you can overlap their UVs to save texture space. Be cautious, as this means they will share the same baked detail.
Consider breaking the car into logical UV sets for different material types (e.g., body paint, glass, tires, interior) to simplify texturing and optimize draw calls. This is a common practice for high-quality game-ready car models.
Baking Normal Maps and Ambient Occlusion
Normal maps are arguably the most important texture baked from the high-poly model. They store surface angle information, allowing a low-poly surface to simulate the fine details (screws, panel gaps, subtle curvatures) of a much higher-poly mesh. When light hits a surface with a normal map, it reacts as if those high-poly details were truly there, creating an illusion of depth.
Ambient Occlusion (AO) maps simulate soft shadows caused by ambient light being blocked by nearby surfaces. Baking an AO map from the high-poly model captures these subtle contact shadows, adding a layer of realism and depth that significantly enhances the visual quality of the low-poly asset. This map is often multiplied over other base color textures.
Other Essential Texture Maps (Metallic, Roughness, Color ID)
For physically based rendering (PBR), several other maps are crucial:
- Metallic Map: Defines which parts of the surface are metallic (usually binary: 0 or 1, non-metal or metal).
- Roughness Map: Controls how rough or smooth a surface appears, influencing how light reflects off it. A low roughness value means a highly reflective, polished surface (like car paint), while a high value indicates a diffuse, matte surface (like a tire).
- Color ID Map: Not directly rendered, but invaluable during the texturing process. It’s a flat color map where different parts of the car (body, trim, glass) are assigned unique colors. This allows for quick and precise mask generation in texturing software like Substance Painter.
The quality of your baked textures directly impacts the final look of your asset. A clean bake without artifacts is essential for a professional finish.
Achieving Optimal Performance with Game-Ready Car Models: LODs and Materials
Beyond the core geometry and textures, truly optimizing automotive assets for real-time environments involves strategic use of Level of Detail (LODs) and finely tuned PBR materials. These techniques ensure the car looks great up close but remains performant when viewed from a distance.
Implementing Multi-Level LODs for Scalability
Level of Detail (LODs) are different versions of your model, each with varying polygon counts and texture resolutions. The game engine automatically switches between these LODs based on the asset’s distance from the camera. This is a fundamental technique for real-time vehicle optimization.
- LOD0 (Highest Detail): Used when the car is closest to the camera. This is your primary low-poly, highly detailed model.
- LOD1, LOD2, etc. (Decreasing Detail): Progressively lower polygon counts. Details like internal components or fine panel lines might be removed, and fewer texture sets might be used. For very distant LODs, the car might even be represented by a simple box or a billboard sprite.
- Draw Distance: Carefully set the distances at which the engine switches between LODs. Too close, and performance suffers; too far, and pops in quality become noticeable.
Creating effective LODs involves careful decimation and cleanup for each stage, ensuring a smooth transition between them. High-quality assets, such as those available on 88cars3d.com, often come with pre-configured LODs to streamline development.
Crafting Realistic PBR Materials for Automotive Assets
PBR (Physically Based Rendering) materials are crucial for achieving photorealistic results in modern game engines. For automotive assets, specific material types require careful setup:
- Car Paint: Automotive paint is complex, often involving a metallic base coat, a colored translucent layer, and a clear coat. Simulating this typically involves a metallic/roughness workflow, using a low roughness value for gloss, and often an additional clear coat shader layer if supported by the engine. Custom shaders might be required for advanced effects like flakes or iridescent paint.
- Glass: Requires transparency, accurate reflections, and sometimes refraction. Use specific glass shaders with appropriate roughness and metallic values (typically non-metallic).
- Tires: Typically a rough, dark rubber material. A combination of normal maps for tread detail, an ambient occlusion map, and a roughness map will define its appearance.
- Chrome/Metals: High metallic value, very low roughness for polished chrome, with varying roughness for brushed or worn metals.
Attention to these material details is what truly brings a game-ready car model to life, making it believable within the game world.
Enhancing Draw Call Efficiency
Beyond polygon count, draw calls significantly impact performance. Each time the CPU tells the GPU to render a batch of triangles, it’s a draw call. Reducing draw calls is critical:
- Material Instancing: Use material instances to create variations of a base material without creating entirely new materials, reducing shader permutations.
- Combine Meshes: Where appropriate, combine static meshes that share the same material and don’t need independent interaction (e.g., small interior components). Be mindful of UV space if combining meshes that were previously on separate texture sheets.
- Texture Atlases: Consolidate multiple smaller textures into a single, larger texture atlas. This reduces the number of texture lookups and potentially draw calls.
These optimizations contribute to a smoother rendering pipeline, crucial for large open worlds or scenes with many vehicles.
Seamless Engine Integration: Unreal Engine Car Models and Beyond
The final stage involves bringing your meticulously optimized assets into the game engine. While the principles apply broadly to Unity and other engines, we’ll focus on Unreal Engine car models due to its prevalence in high-fidelity automotive visualization.
Importing and Setting Up Assets in Game Engines
After exporting your optimized low-poly model (typically as FBX), import it into Unreal Engine. Ensure correct scale, pivot points, and up-axis settings. Unreal Engine’s static mesh editor provides tools to inspect LODs, UVs, and collision meshes.
Once imported, apply your PBR textures to the materials. Connect your normal, roughness, metallic, and AO maps to their respective material inputs. Fine-tune material parameters like base color, emissive, and clear coat properties to achieve the desired visual fidelity. Unreal Engine’s material editor allows for highly complex and realistic car paint shaders, often utilizing layers for clear coat effects.
Physics, Collisions, and Interactive Elements
For a truly interactive experience, your car model needs physics and collision. Unreal Engine allows you to generate collision meshes automatically or import custom ones. For vehicles, a simplified convex hull or a series of primitive shapes (boxes, capsules) often suffice for physics interactions, especially for chassis collision. More detailed collision meshes might be used for specific parts like the body for precise impact detection.
Setting up vehicle physics, such as wheels, suspension, and engine parameters, is a complex topic on its own. Unreal Engine’s Chaos Vehicles or other vehicle physics systems provide robust frameworks for simulating realistic driving dynamics. Integrate any interactive elements like opening doors or animated wipers through skeletal rigging and animation blueprints.
Real-time Visualization and Optimization Best Practices
Once integrated, continuously monitor performance within the engine. Use profiling tools to identify bottlenecks related to geometry, materials, or draw calls. Further optimizations might include:
- LOD Distance Adjustments: Tweak LOD transition distances based on in-engine testing.
- Material Complexity: Simplify materials where visual impact is minimal.
- Occlusion Culling: Ensure the engine is effectively culling objects not visible to the camera.
- Shadow Optimization: Optimize shadow distances and cascades for various light sources.
Achieving a perfect balance between visual stunning and high performance is an iterative process. With expertise, a beautifully crafted automotive CAD model can be transformed into an incredible, performant asset ready for any real-time application.
Conclusion
Converting high-fidelity automotive CAD data into optimized, game-ready car models for real-time applications is a meticulous and demanding process. It requires a deep understanding of 3D modeling principles, game engine limitations, and artistic expertise to bridge the gap between engineering precision and interactive performance. From the initial automotive CAD data conversion and vehicle retopology to advanced PBR texture baking and sophisticated Level of Detail (LODs) implementation, every step is crucial for achieving both visual fidelity and optimal frame rates.
Mastering the high-poly to low-poly workflow is not just about reducing polygons; it’s about intelligent compromise, careful detailing, and strategic optimization. The result is a stunning, performant asset that can shine in any real-time environment, whether it’s an immersive game, a cutting-edge configurator, or a virtual reality experience.
For those looking to streamline their development or access professionally optimized assets, resources like 88cars3d.com offer a curated selection of high-quality, game-ready car models that have already undergone this rigorous conversion process. Save time and ensure top-tier performance by exploring their extensive library of meticulously crafted vehicles. Unlock the full potential of your automotive designs in real-time today!
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Toyota Aygo 2013 3D Model
Texture: Yes
Material: Yes
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Toyota Crown S180 2005 3D Model
Texture: Yes
Material: Yes
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Toyota Celica 2004 3D Model
Texture: Yes
Material: Yes
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Toyota Corolla AE100 1992 3D Model
Texture: Yes
Material: Yes
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Toyota Mark II X110 2000 3D Model
Texture: Yes
Material: Yes
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Toyota Corolla 2020 3D Model
Texture: Yes
Material: Yes
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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
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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Material: Yes
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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
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
Texture: Yes
Material: Yes
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GAS 21 3D Model
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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
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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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