The Challenge of High-Fidelity in Real-Time
The allure of photorealistic automotive experiences in real-time environments is undeniable. From captivating virtual production sets to interactive automotive configurator readiness, the demand for stunningly accurate vehicle models that perform flawlessly in game engines like Unreal Engine 5 has never been higher. However, bridging the gap between high-fidelity source data – often originating from intricate CAD designs or cinematic offline renders – and the demands of a real-time rendering pipeline presents a significant challenge.
Raw CAD data, engineered for precision and manufacturing, is inherently unsuitable for direct import into game engines. Similarly, models built for static renders, with their unconstrained polygon counts and complex material setups, will grind even the most powerful real-time engine to a halt. This article delves into the essential techniques and best practices for transforming these high-end automotive models into optimized, visually spectacular Unreal Engine 5 assets, ready for any real-time application.
The Challenge of High-Fidelity in Real-Time
At first glance, the intricate detail of a modern vehicle’s CAD file or a meticulously rendered cinematic model seems like a dream come true for real-time applications. However, beneath the surface lies a fundamental incompatibility. CAD data, generated from NURBS (Non-Uniform Rational B-Splines), defines surfaces mathematically rather than with polygons. When converted to polygons, these surfaces often result in astronomically high poly counts, non-manifold geometry, and inefficient mesh structures designed for engineering, not rendering.
Cinematic models, while polygon-based, are typically built without the stringent performance constraints of real-time engines. Artists have the luxury of pushing polygon counts into the tens of millions, using complex shader networks, and baking fewer details, knowing that render times are measured in minutes or hours, not milliseconds. In contrast, real-time rendering demands that every frame be processed in a fraction of a second, necessitating extreme efficiency in mesh density, material complexity, and texture resolution.
The goal, therefore, is to achieve photorealistic game assets that maintain visual integrity while adhering to strict performance budgets. This involves a systematic approach to cleaning, optimizing, and adapting the original data. Without proper CAD data optimization, even a single automotive model can cripple a real-time scene, making smooth interaction or high frame rates impossible. This is where strategic optimization becomes the backbone of successful real-time integration.
Strategic Mesh Optimization: Taming the Poly Count
The cornerstone of preparing high-end automotive models for Unreal Engine 5 is strategic mesh optimization. This process is far more nuanced than simply reducing polygons; it’s about intelligent reduction that preserves crucial details and silhouette while significantly improving performance. This is where understanding polygon reduction and efficient retopology techniques comes into play.
Polygon Reduction Techniques for Automotive Models
When dealing with automotive CAD data, the initial polygon count can be astronomical. Effective polygon reduction aims to drastically lower this count without sacrificing the vehicle’s characteristic curves and hard-surface precision. The choice between manual and automated methods often depends on the source data’s quality and the desired level of control.
- Manual Retopology: This is the most labor-intensive but also the most precise method. Artists manually redraw a clean, quad-based mesh over the high-polygon source. This allows for optimal edge flow, perfectly placed detail loops, and a mesh that animates and deforms cleanly if needed. For critical areas like body panels, wheel arches, and interior elements, manual retopology ensures the highest quality.
- Automated Decimation Tools: Software like ZBrush’s Decimation Master, Maya’s Reduce, or Blender’s Decimate modifier can quickly reduce polygon counts. These tools are excellent for less critical components or as a starting point for further manual cleanup. However, they can sometimes create undesirable triangulation, uneven polygon distribution, or remove subtle details, requiring careful oversight and selective application.
- Targeting Key Components: It’s important to recognize that not all parts of a car require the same polygon density. The main body panels, which define the vehicle’s silhouette, will demand a higher poly count than, say, an engine component that’s rarely seen up close. Distribute polygon budgets intelligently, focusing detail where it matters most to the viewer.
- Maintaining Silhouette: During reduction, constantly check the model’s silhouette from various angles. Aggressive reduction can quickly lead to flat spots or jaggy edges, especially on curved surfaces. Prioritize edge loops that define sharp creases and smooth transitions.
Efficient Level of Detail (LODs) Generation
Level of Detail (LODs) are an indispensable technique for maintaining high visual quality while ensuring optimal performance across varying distances. An object far from the camera doesn’t need the same geometric detail as one right in front of it. LODs allow you to swap out higher-detail meshes for lower-detail versions as the camera moves away, drastically reducing the real-time rendering burden.
- Creating LOD Meshes: Typically, you’ll generate 3-5 LOD levels. LOD0 is your highest detail mesh. LOD1, LOD2, etc., are progressively simpler versions. These can be created by further decimating your optimized mesh or, for highly critical parts, by manually creating simpler geometry.
- Setting Screen Size Thresholds: In Unreal Engine 5, LODs are assigned screen size thresholds. When an object occupies less than a certain percentage of the screen, the next lower LOD is activated. Careful calibration of these thresholds prevents noticeable popping or visual degradation. For vehicles, smooth transitions between LODs are paramount for a polished look.
- LODs and Automotive Configurator Readiness: For applications like automotive configurators, efficient LODs are critical. Users might spin a car around, zoom in on a headlight, or pull back for a full-scene view. Well-implemented LODs ensure a smooth experience without performance hitches, regardless of the user’s interaction. This is a key aspect of making models suitable for interactive presentations.
UV Unwrapping Vehicles: The Canvas for Detail
Clean and efficient UV mapping is absolutely essential for applying PBR materials automotive and ensuring textures display correctly. Without proper UVs, even the best PBR textures will appear stretched, distorted, or simply fail to apply. UV unwrapping vehicles, given their complex geometry, requires a systematic approach.
- Seamless UV Layouts: Strive for as few seams as possible, especially on large, visible panels. Where seams are necessary, try to place them in less noticeable areas (e.g., along natural panel gaps or under components).
- Consistent Texel Density: Maintain a relatively consistent texel density across the entire vehicle. This ensures that texture details appear uniform, preventing some areas from looking blurry while others are crisp. Tools can help visualize and normalize texel density.
- Maximizing UV Space: Efficiently pack your UV islands into the 0-1 UV space. Overlapping UVs can be used for mirrored parts (like left/right wheels or interior components) to save texture space, provided they don’t share unique baked details like ambient occlusion. For unique details like panel lines or logos, ensure non-overlapping UVs.
- Multiple UV Sets: Unreal Engine 5 supports multiple UV sets. UV channel 0 is typically used for texture maps (Albedo, Normal, etc.), while UV channel 1 is reserved for lightmaps. Ensure lightmap UVs are clean, non-overlapping, and have adequate padding between islands to prevent light bleeding.
Advanced Material & Texture Workflow for PBR Automotive
Once the geometry is optimized, the next critical phase is adapting materials and textures to the physically-based rendering (PBR) pipeline. This is where the vehicle truly comes to life in Unreal Engine 5, displaying realistic interactions with light. Achieving accurate PBR materials automotive is key to a believable real-time experience.
Adapting CAD Materials to PBR Standards
Raw CAD material definitions or traditional Phong/Blinn shaders from offline renders are not directly compatible with PBR. PBR materials rely on a set of standardized maps (Albedo/Base Color, Metallic, Roughness, Normal, Ambient Occlusion, Opacity) that describe how light interacts with a surface based on real-world physics.
- Understanding PBR Principles: Familiarize yourself with the core concepts. The Albedo map defines the base color without lighting information. Metallic indicates whether a surface is metallic or dielectric. Roughness describes the microsurface detail, affecting how sharp or blurry reflections appear. Normal maps add high-frequency surface detail without extra geometry.
- Translating Material Properties: You’ll need to interpret the properties from your source materials and recreate them as PBR textures. For instance, a highly reflective material in CAD might translate to a high Metallic value and a low Roughness value in PBR. Color values need to be pure diffuse colors, free of baked lighting.
- Consistent Material Libraries: Develop a library of standardized PBR materials for common automotive surfaces: various paint types, different types of glass, tire rubber, interior fabrics, plastics, and metals. This ensures consistency and efficiency across projects. Sites like 88cars3d.com often provide models with pre-configured, high-quality PBR material sets, significantly streamlining this process.
Texture Baking Strategies
Texture baking is the process of transferring surface details from a high-polygon model onto textures for a low-polygon, optimized mesh. This allows you to retain the visual richness of the original CAD or cinematic model without the geometric overhead.
- Baking Essential Maps:
- Normal Maps: Crucial for conveying fine surface details (like panel lines, vents, or subtle surface imperfections) without adding geometry.
- Ambient Occlusion (AO) Maps: Simulates soft self-shadowing in crevices and corners, adding depth and realism.
- Curvature Maps: Useful for edge wear effects or adding subtle variations to materials based on convexity/concavity.
- ID Maps: Color-coded maps that define different material zones on your model, making it easier to apply unique materials in Substance Painter or similar tools.
- Utilizing Dedicated Baking Software: Tools like Substance Painter, Marmoset Toolbag, or Blender’s internal baking tools are ideal for this. They offer robust projection methods, cage adjustments to prevent errors, and real-time previews.
- Optimizing Texture Resolution: Choose appropriate texture resolutions (e.g., 2K, 4K) based on the visual importance of the part and the target platform. Smaller, less visible components can often use lower resolutions, while large body panels or highly detailed interior parts might require 4K or even 8K. Be mindful of VRAM usage in the real-time rendering pipeline.
Crafting Realistic Automotive Shaders in UE5
Unreal Engine 5’s powerful material editor allows for highly sophisticated and realistic shader creation. This is where you bring your PBR textures together and add advanced effects specific to automotive surfaces.
- Advanced Paint Shaders:
- Clear Coat: Essential for automotive paint. UE5’s clear coat shading model simulates the two distinct reflection layers (base coat and clear coat) found on car paint, allowing for separate roughness and normal maps for each layer.
- Metallic Flakes: Create a subtle glitter effect for metallic paints using procedural noise textures or specialized flake maps, controlled by parameters for density, size, and sparkle.
- Realistic Glass:
- Refraction and Tint: Utilize UE5’s refraction capabilities for windows, ensuring they bend light realistically. Add subtle color tints for authenticity.
- Dirt and Imperfections: Layer grunge maps, fingerprints, and smudges using blend nodes to break up perfect reflections and add realism.
- Chrome and Other Metallic Surfaces: Ensure high metallic values and low roughness for polished chrome. For brushed metals, use an anisotropic texture or procedural noise in the roughness channel to simulate the brushed effect.
- Tire Rubber and Interior Fabrics: These often require specific normal maps for tread patterns or fabric weaves, combined with appropriate roughness and subtle color variations for a worn, realistic look. Emissive textures can also be used for lights and dashboard displays.
Seamless Integration, Performance & Validation in Unreal Engine 5
With optimized models and PBR-ready materials, the final stage is to integrate everything into Unreal Engine 5, ensuring optimal performance and maintaining visual fidelity for your intended applications. This is where the entire real-time rendering pipeline comes together.
Importing Optimized Models into UE5
The import process into Unreal Engine 5 is crucial for ensuring your assets behave as expected.
- FBX Export Settings: When exporting from your 3D software, ensure correct FBX export settings. Check units (match UE5’s centimeter scale), tangent and binormal calculation, smoothing groups, and embedded media (though often it’s better to import textures separately). Make sure your mesh normals are consistent and facing outwards.
- Unreal Engine 5 Import Settings: Upon import, UE5 offers several important options:
- Auto Generate Lightmap UVs: For most static meshes, letting UE5 generate a second UV channel for lightmaps can be a quick solution. However, for complex automotive geometry, manually created lightmap UVs (UV Channel 1) with better packing and less distortion are almost always superior for optimal baked lighting.
- Material Import Options: Decide whether to let UE5 try to create materials (often results in basic placeholders) or import just the meshes and manually create advanced PBR materials. The latter is generally preferred for high-quality automotive assets.
- Setting Up LODs: After importing your mesh, Unreal Engine’s Static Mesh Editor allows you to assign your pre-generated LODs and define their screen size thresholds. You can also let UE5 automatically generate LODs, but pre-made ones offer greater control and quality.
Ensuring Peak Real-Time Performance
Performance optimization in UE5 goes beyond just polygon count. It involves managing draw calls, shader complexity, and lighting efficiently.
- Draw Calls and Instancing: Reduce draw calls by combining meshes where appropriate (e.g., small interior components that are always seen together). Use instancing for repetitive elements like screws or small trim pieces to reduce draw calls significantly.
- Shader Complexity: Complex materials, especially those with many layers, instructions, and texture lookups, can increase shader complexity. Use UE5’s Shader Complexity view mode to identify and optimize expensive materials. Aim for efficiency in your material graphs.
- Lightmap Generation and Optimization: If using baked lighting, ensure lightmap resolutions are appropriate – higher for large, prominent surfaces, lower for less visible ones. Incorrect lightmap resolutions or poor UVs can lead to artifacts. Utilize Lumen for real-time global illumination where applicable, understanding its performance implications.
- Collision Meshes: Create simplified collision meshes (often primitive shapes or greatly reduced versions of your visual mesh) for physics interactions, rather than using the high-detail visual mesh, which is computationally expensive.
- Profiling Tools: Regularly use UE5’s profiling tools (Stat FPS, Stat GPU, ProfileGPU, Shader Complexity view mode) to identify bottlenecks. These tools are indispensable for understanding where your performance is being spent and guiding optimization efforts.
Maintaining Visual Fidelity for Production
The final touch involves meticulous lighting, post-processing, and rigorous validation to ensure the automotive models look their best and function correctly in various production scenarios.
- Lighting Setups:
- HDRI Backplates: Often used in virtual production and configurators, HDRI (High Dynamic Range Image) backplates provide realistic environment lighting and reflections, grounding the vehicle in its surroundings.
- Lumen and Nanite: Leverage Unreal Engine 5’s Lumen for dynamic global illumination and reflections, providing stunning visual realism. Nanite can handle incredibly high polygon counts for static meshes, but remember it doesn’t solve texture or shader complexity issues, and animated/deforming parts still require traditional mesh pipelines.
- Post-Processing Volumes: Utilize post-processing effects like color grading, bloom, ambient occlusion (SSAO), screen space reflections (SSR), and cinematic depth of field to enhance the visual appeal and achieve a desired aesthetic. Use these sparingly and purposefully to avoid over-processing.
- Validation for Virtual Production and Automotive Configurator Readiness: Thoroughly test your models in your target environment. Check for visual glitches, performance drops on different hardware, correct material behavior under various lighting conditions, and responsiveness for interactive elements. For automotive configurator readiness, ensure that all customizable parts swap out cleanly and materials apply correctly across all options. High-quality, validated models, like those available at 88cars3d.com, can significantly reduce this validation burden.
Conclusion
Transforming complex, high-fidelity automotive models from CAD or cinematic sources into performant, visually stunning Unreal Engine 5 assets is a multifaceted journey. It demands a deep understanding of CAD data optimization, meticulous polygon reduction, intelligent Level of Detail (LODs) implementation, and a robust PBR materials automotive workflow.
By mastering these techniques, you can unlock the full potential of your automotive designs within the real-time rendering pipeline, enabling breathtaking virtual experiences for everything from games to advanced automotive configurator readiness. The effort invested in clean geometry, efficient UV unwrapping vehicles, and optimized shaders pays dividends in performance, visual quality, and overall project success.
Ready to jumpstart your next automotive visualization project? Explore the extensive library of high-quality, pre-optimized 3D car models perfect for Unreal Engine 5 and other real-time applications at 88cars3d.com. Save valuable development time and achieve cinematic realism with assets built for performance.
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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
Texture: Yes
Material: Yes
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Volvo V70 2005 3D Model
Texture: Yes
Material: Yes
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Volkswagen Bora 2004 3D Model
Texture: Yes
Material: Yes
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Volkswagen Lupo 3D Model
Texture: Yes
Material: Yes
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Volkswagen Passat B5 2000 3D Model
Texture: Yes
Material: Yes
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Volkswagen Passat CC 3D Model
Texture: Yes
Material: Yes
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Volkswagen Golf V 2006 3D Model
Texture: Yes
Material: Yes
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Volvo S60 R-Design 2024 3D Model
Texture: Yes
Material: Yes
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Volkswagen Passat 2025 3D Model
Texture: Yes
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
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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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