The High-Poly Hurdle: Bridging CAD and Real-Time
The quest for photorealism in real-time experiences has always pushed the boundaries of technology. For automotive enthusiasts, designers, and game developers, the dream of showcasing incredibly detailed vehicles with breathtaking fidelity, interactively and smoothly, is a powerful motivator. However, this dream often clashes with the harsh realities of performance optimization. High-fidelity automotive designs, frequently originating from CAD data with millions of polygons and intricate surface details, present an enormous challenge when translated into performance-optimized, game-ready assets for real-time engines.
Traditional workflows required aggressive polygon reduction techniques, complex LOD (Level of Detail) systems, and baking intricate details onto lower-poly meshes. This often meant sacrificing visual fidelity to achieve acceptable frame rates. But what if you didn’t have to compromise? What if you could maintain stunning photorealism while delivering exceptional performance? Unreal Engine 5 (UE5) has emerged as a revolutionary platform, offering powerful tools like Nanite and Lumen global illumination that fundamentally transform how we approach high-poly automotive optimization. This article will dive deep into leveraging these innovations, coupled with practical techniques for advanced PBR material setup for vehicles, to establish a professional workflow from source CAD data to truly game-ready automotive models.
The High-Poly Hurdle: Bridging CAD and Real-Time
Automotive design often begins in CAD (Computer-Aided Design) software, where engineers and designers craft vehicles with meticulous precision. These models are built for manufacturing accuracy, not real-time rendering. They typically feature an astounding number of polygons, often in the tens of millions for a single car, along with non-manifold geometry, overlapping surfaces, and internal components that are never seen but still contribute to computational load. Directly importing such data into a game engine is an immediate recipe for disaster, leading to crippling frame rates and excessive memory consumption.
The fundamental issue lies in the disparity between CAD’s mathematical precision (NURBS, Bezier surfaces) and a game engine’s polygon-based rendering. An effective automotive CAD conversion process is paramount. This initial stage often involves tessellating NURBS surfaces into polygons, a step where polygon counts can explode if not carefully managed. Furthermore, CAD models frequently include hidden screws, bolts, and complex assemblies that need to be culled or simplified for real-time applications. The sheer density and often messy topology of raw CAD data demand a specialized approach to create high-quality, game-ready automotive models.
For artists and developers seeking a head start, or those needing access to expertly prepared vehicle models, resources like 88cars3d.com offer a vast library of high-quality automotive models that have often undergone initial optimization, making the transition to game engines smoother and more efficient.
Unreal Engine 5’s Game-Changing Technologies: Nanite and Lumen
Unreal Engine 5 fundamentally shifts the paradigm for handling high-fidelity assets, especially in real-time automotive rendering. Its two flagship technologies, Nanite and Lumen, are at the core of achieving unparalleled visual quality with remarkable performance. These tools empower creators to bypass many traditional optimization bottlenecks, allowing for an unprecedented level of detail in game-ready automotive models.
Nanite Workflows: Unlocking Detail Without Compromise
Nanite is Unreal Engine 5’s virtualized micropolygon geometry system. It allows developers to import film-quality assets with millions or even billions of polygons directly into the engine, rendering them in real-time without manual LODs. For high-poly automotive models, this is revolutionary. Instead of spending weeks on manual retopology and creating multiple LODs, artists can now often import their high-resolution meshes directly.
Nanite intelligently streams and processes only the necessary detail based on screen space, effectively eliminating traditional polygon count concerns. This means that intricate car grilles, detailed engine components, and subtle body panel curvatures can all be rendered with their full geometric fidelity, contributing significantly to the photorealism for vehicles. While Nanite handles the bulk of polygon reduction techniques automatically at render time, it’s still beneficial to ensure your source mesh has good topology (e.g., triangulated, no N-gons) for optimal performance and fewer artifacts, especially for meshes that might also interact with traditional rendering pipelines or physics.
Lumen Global Illumination: Real-Time Photorealism
Lumen is Unreal Engine 5’s fully dynamic global illumination and reflections system. It calculates indirect lighting and reflections in real-time, eliminating the need for pre-baked lighting solutions common in previous engine generations. For real-time automotive rendering, Lumen is a game-changer. Vehicles are highly reflective objects, and their appearance is heavily dependent on accurate environmental lighting and reflections. Lumen delivers this with stunning accuracy, creating convincing bounced light, realistic shadows, and dynamic reflections that update instantly as the vehicle moves or the environment changes.
The interplay of light on a vehicle’s sophisticated paint job, the subtle interplay of reflections on its windows, and the ambient bounce light illuminating its interior all contribute to its perceived quality. Lumen allows for incredibly realistic lighting scenarios without the performance overhead or lengthy bake times associated with static lighting, making it an indispensable tool for achieving true photorealism for vehicles in UE5. This dynamic lighting system complements Nanite’s ability to render high geometric detail, creating an environment where both high-fidelity models and realistic lighting work in harmony.
Essential Optimization Strategies Beyond Nanite
While Nanite handles geometric complexity with incredible efficiency, a comprehensive Unreal Engine 5 optimization strategy for automotive assets extends beyond just mesh import. Other aspects like texture memory, draw calls, and material complexity still require careful consideration to ensure smooth performance across various target platforms.
Strategic Polygon Reduction Techniques
Even with Nanite, not every part of an automotive model benefits from being a Nanite mesh. Components that require complex deformations (e.g., suspension, specific interior elements that might animate) or very simple static meshes (e.g., small props in the environment) might be better off as traditional static meshes with optimized polygon counts. For these instances, strategic polygon reduction techniques are vital.
- Manual Retopology: For crucial deformable parts or sections requiring clean UV layouts for unique textures, manual retopology in a DCC (Digital Content Creation) tool like Blender, Maya, or 3ds Max remains the gold standard. This ensures clean, quad-based topology suitable for animation and efficient rendering.
- Decimation Tools: For static elements that aren’t Nanite-enabled or sections that are far from the camera, automatic decimation tools (e.g., ZRemesher in ZBrush, Decimate Modifier in Blender, ProOptimizer in 3ds Max) can significantly reduce polygon counts while preserving visual fidelity to an acceptable degree.
- Detail Prioritization: Focus detail where it matters most. Exterior body panels, wheels, and visible interior elements demand higher poly counts, while hidden engine parts or chassis components can be heavily simplified.
Efficient UV Mapping for Automotive Models
Clean and efficient UV mapping is critical for applying high-resolution PBR materials for vehicles without distortion or wasted texture space. Even with Nanite, textures remain a primary driver of visual fidelity. Poor UVs lead to blurry textures or require larger texture sizes than necessary, impacting performance.
- Non-Overlapping UVs: Ensure all UV islands are unique and do not overlap to prevent texture bleeding and allow for proper baking of ambient occlusion and normal maps.
- Texel Density: Maintain consistent texel density across the model, prioritizing higher density for visible areas (e.g., main body panels) and lower density for less visible parts (e.g., undercarriage).
- UDIM Workflows: For extremely high-resolution automotive models, consider using UDIMs (UV Dimension) to spread textures across multiple UV tiles. This allows for incredibly detailed textures (e.g., 8K or 16K per tile) without creating a single monolithic texture that becomes unmanageable. UE5 supports UDIMs natively.
Bake it Right: Normal, AO, and Cavity Maps
Baking details from a high-poly source mesh onto a lower-poly target mesh is a time-honored technique for optimizing game-ready automotive models. Even with Nanite, baking remains valuable for certain situations:
- Normal Maps: Captures high-frequency surface details (e.g., rivets, subtle panel lines, fabric weaves) from a high-poly mesh onto the normal map of a lower-poly mesh, adding visual complexity without increasing polygon count.
- Ambient Occlusion (AO) Maps: Provides subtle shadowing in crevices and recessed areas, enhancing realism and depth.
- Cavity/Curvature Maps: Useful for driving wear and tear effects in PBR materials, highlighting edges or recesses where dirt might accumulate.
Crafting PBR Materials for Vehicles in UE5
Physically Based Rendering (PBR) is the cornerstone of modern real-time graphics, and mastering PBR materials for vehicles in Unreal Engine 5 is essential for achieving photorealism. Automotive materials, particularly car paint, are notoriously complex, requiring careful attention to detail.
Understanding Automotive Paint Shaders
Realistic car paint goes far beyond a simple base color. It’s a multi-layered material with unique properties:
- Base Coat: Consists of a base color, metallic map (indicating the presence and intensity of metallic flakes), and roughness map (determining how shiny or matte the underlying paint is).
- Clear Coat: This is a crucial second layer of specular reflection, representing the glossy protective layer over the base paint. It has its own roughness, specular tint, and thickness parameters. A slight normal map on the clear coat can simulate micro-scratches, adding to the realism.
- Flake Effects: Many modern car paints feature metallic flakes. These can be simulated using a custom shader that incorporates a small, high-frequency normal map and adjusts metallic and roughness values based on viewing angle, creating the characteristic sparkle.
- Subtle Variations: Real car paint is never perfectly uniform. Introducing subtle variations in roughness, color, or even a slight grunge map can break up uniformity and enhance realism.
Interior Materials and Glass
The interior of a vehicle is a tapestry of diverse materials, each requiring a specific PBR setup:
- Leathers and Fabrics: These materials benefit from detailed normal maps capturing their texture, along with appropriate roughness maps to simulate their varied sheen. A subtle subsurface scattering effect can add realism to certain leathers.
- Plastics and Metals: Varying degrees of roughness and metallic properties are key. Different plastic types (soft-touch, hard textured) will have distinct PBR values.
- Realistic Glass Shaders: Automotive glass requires careful handling of refraction, reflection, and absorption. Use a translucent material with appropriate IOR (Index of Refraction) values, tint color, and roughness to simulate smudges or dirt. Consider applying subtle normal maps for fingerprints or streaks.
Tire Materials and Decals
Tires are often overlooked but contribute significantly to a vehicle’s grounded appearance:
- Rubber Texture: Tires typically feature a deep, dark base color with a relatively high roughness. Normal maps are essential for rendering tread patterns and sidewall details without excessive geometry.
- Wear and Tear: Realistic tires show wear. Incorporate roughness variations to simulate worn patches, dirt, and dust accumulation, especially in the treads.
- Decals: Logos, warning labels, and other graphics can be applied using decal materials in UE5, blending seamlessly with the underlying tire material.
A Professional Workflow: From CAD to Game-Ready Automotive Models
Establishing a robust workflow is paramount for efficient Unreal Engine 5 optimization and producing high-quality game-ready automotive models. This process bridges the gap between raw engineering data and polished real-time assets.
Data Acquisition and Initial Cleanup (CAD to DCC)
The first step involves getting the CAD data into a usable format for 3D content creation software:
- Import Formats: Start by importing CAD data (e.g., STEP, IGES, SolidWorks, CATIA files) into a dedicated CAD conversion tool or directly into your DCC software (Maya, Blender, 3ds Max) if it supports relevant plugins. Exporting to universal formats like FBX or OBJ from CAD can also be an option, but often results in triangulation and high poly counts.
- Initial Cleanup: Once imported, the model will likely be messy. Perform crucial cleanup operations:
- Weld Vertices: Merge overlapping vertices that may result from tessellation.
- Fix Normals: Correct inverted normals to ensure proper shading.
- Remove Internal Geometry: Delete all geometry that will never be visible (e.g., the inside of bolted connections, hidden engine parts). This significantly reduces polygon count.
- Material ID Assignment: Group materials by assigning different material IDs to logical parts (body, glass, tires, interior elements). This makes texturing in UE5 much easier.
- Leverage Pre-Optimized Models: To bypass much of this initial, often tedious work, consider sourcing high-quality, pre-optimized automotive models. Websites like 88cars3d.com provide a range of meticulously prepared 3D vehicle assets, which can significantly accelerate your project timeline and ensure a higher standard of starting quality.
Optimization in DCC Software (Maya, Blender, 3ds Max)
With the cleaned data, further optimization takes place in your preferred DCC application:
- Retopology and Decimation: Apply the polygon reduction techniques discussed earlier. Use manual retopology for hero parts and automatic decimation for less critical or Nanite-bound components.
- UV Unwrapping: Create clean, efficient UV maps for all textured parts, ideally using UDIMs for large, high-detail areas.
- Baking: Bake normal, AO, and any other relevant maps from the high-detail meshes onto your optimized target meshes where traditional optimization is still beneficial.
- Pivot Points and Hierarchies: Ensure correct pivot points for movable parts (wheels, doors) and establish a logical scene hierarchy for easy import and animation in UE5.
Import and Setup in Unreal Engine 5
Bringing your optimized assets into the engine and configuring UE5’s powerful features:
- FBX Export Settings: Export your model from the DCC tool as an FBX file, ensuring proper scale, unit settings, and embedding of media (like textures if desired, though often managed separately).
- Importing Meshes as Nanite: During import into UE5, enable Nanite for all high-poly static meshes that can benefit from it. Configure import settings like material merging and UV generation as needed.
- Material Instance Creation: Set up your base PBR materials in UE5 (e.g., a master car paint material, a master glass material). Then, create material instances for each specific part of your vehicle, allowing you to easily adjust parameters (color, roughness, flake intensity) without recompiling shaders.
- Setting up Lumen: Ensure Lumen global illumination and reflections are enabled in your project settings. This will automatically enhance the real-time automotive rendering of your vehicle.
- Collision Generation: Create appropriate collision meshes for your vehicle, either convex hulls for simpler parts or custom collision meshes for complex shapes.
Performance Profiling and Iteration
Optimization is an iterative process. Always test and refine:
- UE5 Profilers: Utilize Unreal Engine 5’s built-in profiling tools like ‘Stat GPU’, ‘Stat RHI’, ‘Stat Nanite’, and ‘Stat Lumen’ to identify performance bottlenecks. Monitor draw calls, shader complexity, texture memory usage, and Nanite overhead.
- Iterate and Refine: Based on profiling results, go back to your DCC tool or UE5 material editor to further optimize. This might involve reducing texture resolutions, simplifying material graphs, further polygon reduction techniques for non-Nanite meshes, or adjusting Nanite settings.
Conclusion
The convergence of high-fidelity automotive design and real-time performance is no longer a distant dream, but a tangible reality thanks to Unreal Engine 5. By mastering its groundbreaking technologies like Nanite workflows and Lumen global illumination, coupled with diligent polygon reduction techniques and sophisticated PBR materials for vehicles, artists and developers can now create truly photorealistic experiences. The journey from complex automotive CAD conversion to pristine game-ready automotive models is demanding, but the results are undeniably worth the effort.
Embracing these advanced techniques allows you to elevate your real-time automotive rendering projects, delivering unparalleled visual fidelity without sacrificing crucial performance. Start optimizing your automotive assets today and immerse your audience in experiences that blur the line between virtual and reality. For those looking for a head start with meticulously prepared high-quality models, remember to explore the vast selection available at 88cars3d.com, your gateway to exceptional automotive 3D assets.
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Mazda B-Series 3D Model
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Material: Yes
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Mercsedes Benz Z3-006 3D Model
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Material: Yes
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Mazda RX-7 3D Model
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Volvo VCC-003 3D Model
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Mercedes-Benz SLR McLaren 2005 3D Model
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Material: Yes
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GAZ 3110 Pickup 2000 3D Model
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Material: Yes
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Mazda 626 GF 1997 3D Model
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Volvo S80 2011 3D Model
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Volkswagen Touran restyle-006 3D Model
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Skoda Octavia Scout 3D Model
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Volkswagen Golf V 2006 3D Model
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Mazda CX-7 3D Model
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Mazda Familia 3D Model
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GAS 21 3D Model
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Mercedes-Benz SL500 AMG (R129) 3D Model
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Mercedes-Benz S-Class W221 2005 3D Model
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Material: Yes
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Mercedes-Benz E-Class W212 2009 3D Model
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Mercedes-Benz E-class Estate S212 2009 3D Model
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Material: Yes
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Mercedes-Benz 190 W201 3D Model
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Mercedes-Benz C230 SportCoupé 2005 3D Model
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Mercedes-Benz SLK 3D Model
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Mercedes 600 SEC W140 1992 3D Model
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Mercedes S-Class 2010 3D Model
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McLaren MP4-12C-001 3D Model
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Mercedes-Benz SLK 350 2005 3D Model
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Mercedes-Benz SL 65 AMG 3D Model
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Mercedes-Benz S500 3D Model
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Mercedes-Benz S55 W220 AMG 1999 3D Model
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Material: Yes
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Mercedes-Benz CLA45 AMG 2017 3D Model
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Material: Yes
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Mercedes-Benz CL65 C215 AMG 3D Model
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Material: Yes
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Mercedes-Benz A45 2021 3D Model
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Mercedes-Benz 300SL 1955 3D Model
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Material: Yes
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Mercedes-Benz 190SL 1955 3D Model
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Material: Yes
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Mercedes-Benz W124 Brabus V12 3D Model
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Material: Yes
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Mercedes-Benz SLS AMG GT3-002 3D Model
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Material: Yes
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Mercedes-Benz C-Class-001 3D Model
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Material: Yes
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Mercedes-Benz B-Klasse 2023 3D Model
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Material: Yes
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Mercedes-Benz A-Klasse W168 3D Model
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Mercedes-Benz 500SL 2000 3D Model
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Material: Yes
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Mercedes-Benz 500SEC 3D Model
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Material: Yes
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Mercedes-Benz Citan 2025 3D Model
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Mercedes-Benz C63 AMG 2012 3D Model
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Material: Yes
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Mercedes-Benz E-Class S211 3D Model
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Mercedes-Benz CLS63 AMG (C218) 2014 3D Model
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Material: Yes
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Mercedes-Benz CLS-Klasse 3D Model
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Mercedes-Benz CLS 500 3D Model
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Mercedes-Benz CL-Klasse 2001 3D Model
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Mercedes-Benz C-Klasse Sportcoupe 2000 3D Model
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Mercedes-Benz C-Klasse 204 2011 3D Model
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Mercedes-Benz C-Class Sedan 2000 3D Model
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Material: Yes
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Mercedes E-Class w124 Kombi 3D Model
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Mercedes-Benz CL6540-005 3D Model
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Mercedes E-Class w124 Coupe 3D Model
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Mercedes-Benz E-Klasse 63 AMG 3D Model
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