The Foundation of Realism: Why PBR Texture Baking is Indispensable for Automotive Models
The quest for photorealism in 3D automotive models is a continuous journey, pushing the boundaries of artistry and technical prowess. From cutting-edge game engines to advanced visualization configurators, viewers demand vehicles that look indistinguishable from their real-world counterparts. However, achieving this level of visual fidelity, especially with intricate car designs, often comes at the cost of performance. High-polygon models, while rich in detail, can cripple real-time applications.
This is where PBR (Physically Based Rendering) texture baking steps in as an indispensable technique. It’s the bridge between stunningly detailed high-resolution meshes and optimized, performance-friendly assets. By projecting complex geometric information onto a simplified low-polygon mesh, artists can deliver breathtaking visual quality without sacrificing interactivity. This definitive guide will take you through the entire PBR workflow for automotive models, from initial preparation to advanced optimization, ensuring your creations truly shine.
The Foundation of Realism: Why PBR Texture Baking is Indispensable for Automotive Models
In the realm of 3D automotive rendering, the difference between a good model and a great one often lies in its textures and materials. PBR texture baking is a non-negotiable step for anyone serious about producing photorealistic vehicles for real-time environments. It allows artists to capture the nuances of high-detail geometry – every curve, rivet, and emblem – and transfer it onto a lighter, more efficient mesh.
Consider the intricate details of a car’s bodywork: the subtle panel gaps, the sharp creases, the intricate grilles, and the complex interior components. Replicating all this through raw geometry alone would result in models with millions, if not billions, of polygons, making them impractical for games, virtual reality, or even interactive product configurators. PBR texture baking effectively fakes this geometric detail using various texture maps, allowing a simpler low-poly version of the car to appear as detailed as its high-poly counterpart.
This process is crucial for creating game-ready assets that maintain visual integrity across different platforms and hardware. By offloading geometric complexity to textures, we dramatically reduce polygon counts, leading to faster render times, smoother frame rates, and a more immersive user experience. It’s the cornerstone of efficient and stunning real-time visualization.
Preparing Your Automotive Model: Retopology, UVs, and Cage Setup
Before you can bake, your models need meticulous preparation. This involves creating a clean, optimized low-polygon version of your detailed high-poly model and setting up its UVs correctly. This foundational work directly impacts the quality and efficiency of your baked textures.
Retopology for Automotive Precision
Retopology is the process of creating a new, optimized mesh that closely follows the silhouette and forms of your high-poly model. The goal is to achieve a polygon count that balances visual fidelity with performance, using clean edge flow that supports deformation and texturing. For automotive models, this means carefully tracing the curves, hard edges, and panel lines that define the vehicle.
When retopologizing a car, pay close attention to areas that define its iconic shape: fenders, doors, hood, roof, and intricate grille designs. Good topology ensures that your normal maps will look crisp and accurate, avoiding unsightly artifacts or stretching. While manual retopology offers the most control, especially for complex automotive forms, automated tools can provide a starting point. Always prioritize quad-based topology for better subdivision and deformation, and keep a consistent mesh density where possible.
Flawless UV Mapping for Textural Integrity
UV mapping is the process of unfolding your 3D mesh into a 2D space, allowing textures to be applied. For automotive models, flawless UVs are paramount for several reasons. Car surfaces often feature large, relatively flat panels (like the hood or doors) that require uniform texel density to prevent texture stretching or pixelation. Intricate details like badges, grilles, or interior elements also need dedicated UV space to capture their fidelity.
When unwrapping, minimize seams where possible, especially on highly visible body panels, to avoid baking artifacts. Where seams are unavoidable, place them strategically along natural breaks in the geometry or areas less visible to the viewer. It’s common practice to separate different components (e.g., body, wheels, interior, glass) into distinct UV islands or even separate texture sets. This allows for better texture optimization and more efficient material application during the material authoring phase.
The Critical Role of the Baking Cage
The baking cage, often referred to as a projection cage or envelope, is a slightly expanded version of your low-poly mesh. Its purpose is to define the maximum distance and direction from which the high-poly mesh’s details are projected onto the low-poly mesh. A correctly set up cage is crucial for successful normal map baking and other map generations.
If the cage is too tight, it might miss details from the high-poly model. If it’s too loose, it can capture details from unintended areas or result in overlapping projections, especially on complex automotive forms with tight spaces or overlapping panels. Many software packages allow you to adjust the inner and outer ray distances, giving you fine control over the projection. For parts that are extremely close to each other, like an engine bay or specific interior components, it might be necessary to “explode” the mesh (temporarily separate parts) for baking, then reassemble them afterward.
Mastering PBR Map Generation: Unlocking Detail and Material Properties
Once your models are prepared, the real magic of PBR baking begins: generating the various texture maps that define the visual characteristics of your automotive asset. These maps work in concert to create a believable PBR material, simulating everything from fine surface details to ambient lighting.
The Indispensable Normal Map
The normal map is arguably the most critical map in the PBR baking process. Its primary function is to simulate the fine surface details of your high-poly model onto your low-poly mesh without adding actual geometric complexity. It stores directional information about the surface normals, telling the renderer how light should react to what appears to be a bumpy or detailed surface, even if it’s perfectly flat geometry.
During normal map baking, the high-poly mesh’s surface normal data is captured and encoded into an RGB image. The red, green, and blue channels correspond to the X, Y, and Z axes of the surface normals. The accuracy of this map dictates how sharp or smooth your baked details appear. Proper tangent space alignment between your modeling software and baking software is essential to avoid lighting artifacts and seams. Tools like Substance Painter, Marmoset Toolbag, and Blender provide robust normal map baking capabilities.
Capturing Global Illumination: Ambient Occlusion (AO)
The ambient occlusion map simulates the subtle self-shadowing that occurs when ambient light is blocked from reaching parts of a surface. It adds a crucial layer of depth and realism by darkening crevices, corners, and areas where geometry is close together. For automotive models, AO enhances the appearance of panel gaps, the recesses around headlights, and the intricate details within grilles, making them feel more grounded and integrated.
Baking AO involves casting rays from the low-poly mesh into the surrounding environment, detecting how much of the hemisphere above each point is obstructed. Areas with less obstruction receive more ambient light (lighter values), while obstructed areas receive less (darker values). The strength and radius of the AO effect can be adjusted during baking to suit the scale and type of detail you want to emphasize. An accurately baked AO map is a fundamental component of any convincing PBR material.
Enhancing Material Definition: Curvature & Position Maps
Beyond normal and AO, several other utility maps significantly aid in advanced material authoring and texturing:
- Curvature Map: Also known as a ‘cavity’ or ‘edge’ map, this map identifies convex and concave areas of your mesh. Convex areas (edges) are often highlighted, while concave areas (crevices) are darkened. This is incredibly useful for adding realistic wear, dirt accumulation, or edge highlight effects in texturing applications. For a car, it can define where paint might chip or where dust might settle along body lines.
- Position Map: This map stores the world-space position of each vertex, typically color-coded across the X, Y, and Z axes. It’s valuable for creating gradient masks, tri-planar mapping, or applying effects based on the model’s orientation in space. For instance, you could use a Z-axis gradient to apply rust near the bottom of a vehicle.
Streamlining Material Authoring: ID & Thickness Maps
These maps are invaluable for breaking down complex models and applying specific material properties:
- ID Map (Material ID Map): This map assigns a unique color to different material zones or components on your model. During baking, you can assign different colors to various parts of your high-poly model (e.g., red for rubber, blue for chrome, green for paint). When baked, this map acts as a mask, allowing you to quickly select and apply materials to specific areas in your texturing software, dramatically speeding up the PBR workflow.
- Thickness Map (Substance/Bent Normal): This map calculates the thickness of the mesh, often used to drive subsurface scattering effects or simulate light interaction with transparent/translucent materials. For automotive rendering, a thickness map can be crucial for achieving realistic car paint clear coats, subtle light diffusion in plastics, or even the translucency of certain types of glass.
Executing the Bake: Tools, Settings, and Best Practices
With your model prepared and an understanding of the maps you need, it’s time to execute the bake. Several industry-standard tools excel at this process, each with its strengths. Familiar options include Substance Painter, Marmoset Toolbag, Blender, and Maya’s native baking tools. While interfaces differ, the core principles remain consistent.
General Baking Process Overview:
- Load High-Poly and Low-Poly: Import both your detailed source mesh and your optimized target mesh into your baking software.
- Align Meshes: Ensure the high-poly and low-poly models are perfectly aligned in world space.
- Set Up Cages: Define the inner and outer ray distances for your projection cage, ensuring it encapsulates all high-poly detail without overlap.
- Select Maps to Bake: Choose which PBR maps you need (Normal, AO, Curvature, ID, etc.).
- Configure Output Settings: Specify texture resolution (e.g., 2048×2048, 4096×4096), output file format (PNG, TGA, EXR), and padding (the extra pixel bleed around UV islands to prevent texture seams).
- Execute Bake: Start the baking process.
When selecting your texture resolution, consider the asset’s intended use and how closely it will be viewed. For hero automotive assets in a game or configurator, 4K or even 8K textures for the main body might be appropriate. For smaller, less prominent details, 2K or 1K might suffice. Balancing quality and texture optimization is key to achieving desirable performance.
Advanced Strategies for Automotive PBR Textures and Optimization
Achieving truly unrivaled realism in automotive models goes beyond basic map generation. It involves advanced techniques for optimizing textures, intelligently authoring materials, and refining your baked assets.
Texture Optimization Techniques
Efficient texture usage is vital for game-ready assets. Even with perfectly baked maps, poor optimization can lead to bloated file sizes and slow load times. Here are some key strategies:
- Atlas Packing: Combine multiple smaller texture sets into a single, larger texture atlas. This reduces draw calls, improving rendering performance. For a car, you might combine interior fabric, plastic, and metal details into one atlas.
- Channel Packing: Take advantage of the RGB and Alpha channels of texture files to store different grayscale maps within a single image. For instance, you can pack Metallic, Roughness, and Ambient Occlusion maps into the R, G, and B channels of a single texture, respectively. This reduces the number of texture samples the GPU needs to process.
- Mipmaps: Generate mipmaps for all your textures. Mipmaps are progressively smaller versions of your texture that the engine uses based on the camera’s distance, ensuring only the necessary resolution is loaded, saving memory and improving performance.
- Compression: Utilize appropriate texture compression algorithms (e.g., DXT for diffuse/normal, BC4/BC5 for single-channel masks) to reduce file size without significant visual quality loss.
Material Authoring for Complex Automotive Surfaces
Automotive surfaces are notoriously complex, often featuring multi-layered paints, varied metallics, and distinct material properties. Effective material authoring leverages your baked maps to build these sophisticated shaders.
- Layered Car Paint: A realistic car paint shader often comprises several layers: a base color coat (with metallic flakes driven by a grunge or noise map), followed by a clear coat that provides gloss and reflections. Your baked normal map will contribute to the subtle orange peel effect common in clear coats. Ambient occlusion and curvature maps can be used as masks to subtly introduce dirt, dust, or wear around edges and crevices.
- Interiors: Car interiors are a medley of materials – leathers, fabrics, plastics, polished metals, glass. Baked ID maps become indispensable here, allowing precise masking for different material layers. The normal map defines the weave of fabric or the grain of leather, while roughness and metallic maps differentiate between various plastic finishes and chrome accents.
- Procedural Texturing with Baked Maps: In tools like Substance Painter, baked maps (AO, Curvature, Position) are powerful inputs for smart materials and generators. They allow artists to procedurally add grime to concave areas, edge wear to convex areas, or gradients based on height, all while respecting the baked details from the high-poly model.
For artists and developers seeking high-fidelity 3D models that embody these advanced PBR techniques, resources like 88cars3d.com offer an excellent starting point, providing models optimized and textured for peak realism.
Troubleshooting Common Baking Artifacts and Ensuring Quality
Even with meticulous preparation, baking artifacts can occasionally creep into your textures. Knowing how to identify and resolve them is a crucial skill for any 3D artist aiming for flawless 3D automotive rendering.
Projection Misses and Skewing
- Problem: Areas of your baked map are missing detail, or details appear stretched and distorted.
- Solution: This often points to an incorrect baking cage setup.
- Ensure your cage fully encompasses the high-poly mesh.
- Adjust the inner and outer ray distances. Sometimes increasing the “max frontal” and “max rear” distances in your baking software can help.
- Check for mesh intersections between your high-poly and low-poly.
- Verify consistent scale between both meshes.
Exploded Meshes and Intersection Issues
- Problem: Baking artifacts or black areas appear where separate parts of the high-poly model are very close or intersect.
- Solution: The baking rays from one part might be hitting another.
- “Explode” the mesh: Temporarily separate closely-fitting parts in your 3D software before baking, then reassemble them afterward.
- Bake parts separately: If exploding isn’t feasible, bake individual components (e.g., each wheel, the body, the interior) as separate texture sets.
Normal Map Artifacts
- Problem: Jagged edges, visible seams, or incorrect lighting on surfaces that should appear smooth.
- Solution:
- Tangent Space Mismatch: Ensure the tangent space calculation method in your baking software matches that of your target engine or renderer (e.g., MikkTSpace is a common standard).
- Flipped Normals: Check both your high-poly and low-poly meshes for flipped face normals. All normals should point outwards.
- Hard vs. Smooth Edges: Be mindful of your low-poly mesh’s smoothing groups or hard/soft edges. Hard edges on the low-poly will typically result in seams on the normal map if not handled correctly by the baker. Padding (pixel bleed) on your UVs can also help alleviate seam visibility.
Validating Your Baked Maps
Never assume your bake is perfect on the first try. Always take the time to inspect your baked textures thoroughly:
- Visual Inspection: Open each baked map in an image editor and look for anomalies like seams, black spots, or strange color variations.
- Real-Time Viewer: Load your low-poly model and its baked maps into a real-time viewer (like Marmoset Toolbag, Unity, or Unreal Engine). This is the best way to see how light interacts with your surfaces and identify any lighting inconsistencies caused by bad normals or AO.
- Visualization Tools: Many baking and texturing tools offer specific view modes (e.g., ‘Normal Map Debug’ in Substance Painter) to help highlight issues.
By diligently following these steps and understanding the nuances of PBR texture baking, you can unlock unparalleled realism for your automotive 3D models. It’s a skill that elevates your work from merely accurate to truly captivating, ensuring your vehicles perform efficiently while looking their absolute best.
Conclusion: The Art and Science of Automotive Realism
The journey to creating truly photorealistic automotive 3D models for real-time applications is a blend of artistic vision and technical mastery. PBR texture baking is not just a technical step; it’s a creative enabler that allows artists to imbue low-polygon meshes with the rich detail and material complexity typically reserved for offline renders. By understanding and meticulously applying the principles of the PBR workflow – from precise retopology and UV mapping to advanced normal map baking and ambient occlusion map generation – you equip yourself with the tools to deliver stunning results.
This definitive guide has walked you through the critical stages of transforming a detailed high-poly automotive model into a pristine, game-ready asset. We’ve explored the generation of essential PBR maps, delved into advanced texture optimization strategies, and provided insights into sophisticated material authoring for complex car surfaces. The continuous pursuit of perfection in 3D automotive rendering demands a keen eye for detail and a solid grasp of these technical processes.
Whether you’re crafting vehicles for the next-generation gaming experience, developing interactive configurators, or creating breathtaking visualizations, mastering PBR texture baking is an invaluable skill. If you’re looking to jumpstart your projects with exceptionally crafted, PBR-ready 3D automotive models, explore the high-quality assets available at 88cars3d.com. Elevate your creations and unlock unrivaled realism 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
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
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
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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