The Science of Automotive Paint: Beyond Basic PBR
The pursuit of photorealism in automotive rendering is an unending journey, one where every subtle glint and reflection plays a critical role. For 3D artists, game developers, and automotive designers, capturing the intricate beauty of car paint is often the ultimate test of their technical and artistic prowess. Traditional Physically Based Rendering (PBR) principles, while foundational, often fall short when attempting to replicate the multi-layered complexity of real-world automotive finishes.
From the deep luster of a glossy clear coat to the mesmerizing sparkle of metallic flakes, car paint is a symphony of light interaction. Thankfully, modern real-time engines like Unreal Engine 5 (UE5) and Unity’s High-Definition Render Pipeline (HDRP) offer robust toolsets capable of achieving breathtaking fidelity. This comprehensive guide will demystify the process, walking you through the creation of cutting-edge automotive paint shaders, enabling you to unlock next-gen photorealism for your vehicle assets. To truly appreciate the shaders you’ll craft, remember that high-quality vehicle models are essential, and you can find an exceptional selection at 88cars3d.com.
The Science of Automotive Paint: Beyond Basic PBR
Before diving into engine-specific implementations, it’s crucial to understand the physical properties that make automotive paint unique. While standard PBR materials rely on parameters like Albedo (color), Metallic (dielectric or metallic), Roughness (micro-surface imperfections), and Normal (surface detail), car paint introduces a layered complexity that demands a more nuanced approach. It’s not just a single surface, but a sophisticated sandwich of materials.
At its core, a typical automotive finish consists of at least two distinct layers: a base coat and a clear coat. Understanding these components is the first step toward a realistic PBR car paint setup.
The Base Coat: Color and Core Character
The base coat is the primary color layer. This is where the car gets its fundamental hue—be it a vibrant red, a deep blue, or a classic black. While seemingly straightforward, the base coat also dictates the initial level of roughness and can contain subtle imperfections that break up perfectly uniform reflections. In many modern paints, this layer also houses the metallic or pearl flakes, which are critical for the paint’s unique shimmer.
The Clear Coat: Depth, Gloss, and Protection
Above the base coat lies the clear coat, a transparent layer of high-gloss polyurethane. This is arguably the most defining characteristic of automotive paint, responsible for the deep reflections, the wet look, and the protection against environmental elements. The clear coat has its own set of PBR properties, including a distinct roughness value (usually very low for a highly polished surface) and its own normal map to simulate micro-scratches or orange peel texture. Achieving clear coat realism is paramount for photorealistic results.
Metallic and Pearl Flakes: The Dazzling Effect
Many automotive paints incorporate microscopic metallic or pearlescent flakes suspended within either the base coat or a dedicated middle layer. These flakes catch and reflect light at various angles, creating a characteristic sparkle, known as an anisotropic effect. Recreating a compelling metallic flake shader is a significant challenge, requiring careful manipulation of normals and specialized texture work to simulate countless tiny, reflective particles without excessive performance cost. Pearl flakes, often made of mica, offer a softer, iridescent shimmer that changes color with viewing angle.
By treating these components as distinct, albeit interconnected, layers, we can begin to build complex layered materials that accurately simulate the physics of real-world car paint.
Crafting the UE5 Car Paint Shader: A Layered Approach
Unreal Engine 5’s Material Editor is a node-based powerhouse, allowing for incredible flexibility in shader creation. Its native support for clear coat and a robust material layering system makes it an excellent choice for developing a sophisticated UE5 car paint shader.
Base Coat Setup: The Foundation
Start by creating a new Material in UE5. The base coat will form the foundation of our material. You’ll typically connect your primary color texture (Albedo) to the ‘Base Color’ input. For the ‘Roughness’ input, use a texture map that defines the underlying sheen. Even for a brand-new car, slight variations in roughness can add realism. A subtle normal map applied to the base layer can also simulate very fine texture or imperfections beneath the clear coat, adding to the depth of your PBR car paint setup.
Implementing the Clear Coat: The Shine and Depth
The clear coat is where much of the magic happens for automotive paint in UE5. The engine’s Master Material comes with dedicated ‘Clear Coat’ inputs, simplifying the process dramatically. To activate the clear coat, ensure your material’s ‘Shading Model’ is set to ‘Clear Coat’.
- Clear Coat Weight: Connect a scalar value (usually 1) to this input to enable the clear coat effect. You might use a texture map here if you want to selectively apply or reduce clear coat, for example, on damaged areas.
- Clear Coat Roughness: This is critical for clear coat realism. A low value (e.g., 0.02 – 0.05) will give you a highly polished, mirror-like finish. Use a texture map for subtle variations, simulating micro-scratches or dust buildup.
- Clear Coat Normal: Connect a separate normal map here to represent details *on* the clear coat, such as fine scratches, swirls, or the characteristic “orange peel” texture found on factory paint jobs. This normal map should be subtle to avoid an overly bumpy look.
- Clear Coat IOR: The Index of Refraction (IOR) dictates how light bends as it passes through the clear coat. For automotive clear coats, a value around 1.5 is standard, though you can experiment to find what looks best in your specific lighting environment.
By carefully balancing these parameters, you can achieve a truly stunning and physically accurate clear coat effect that adds immense depth to your vehicle models.
The Metallic Flake Shader: The Dazzling Sparkle
This is often the most complex part of creating an automotive paint shader. While Unreal Engine’s clear coat model is excellent, adding convincing metallic flakes usually requires a custom approach or specialized Material Functions. The goal is to simulate millions of tiny, reflective particles without actually modeling them.
- Flake Texture: Start with a high-frequency noise texture or a custom flake pattern. This texture will serve as a mask for our flakes.
- Normal Manipulation: One common technique for a metallic flake shader is to use the flake texture to perturb the normal vector just before it reaches the material’s output. This makes individual “flakes” reflect light differently, giving them a sparkling appearance. Multiply the normal map of the flakes by a small scalar value and add it to the base normal.
- Anisotropy (Optional but Recommended): For advanced control, consider creating a custom material function that simulates anisotropic reflections. This involves modifying the specular lobe based on the tangent direction, mimicking how elongated flakes would reflect light.
- Color and Intensity: You can modulate the color and intensity of the flakes, making them brighter or tinting them subtly, perhaps based on a Fresnel effect to make them pop more at grazing angles.
Remember that performance for game assets is crucial. Avoid overly complex calculations for flakes if you’re targeting real-time rendering optimization. A well-designed texture with subtle normal perturbation often yields excellent results without a heavy performance hit.
Layered Materials for Complex Effects
For even greater realism and versatility, leverage UE5’s layered materials system. This allows you to blend multiple materials (e.g., base paint, dirt, scratches, decals) using masks. Create separate material functions for dirt, dust, and wear. Then, use a Material Layer Blend node to combine them, driving the blend amount with hand-painted masks or procedural textures. This is incredibly powerful for adding environmental wear and tear to your vehicle, creating dynamic and realistic surfaces.
Developing Unity HDRP Automotive Material with Shader Graph
Unity’s High-Definition Render Pipeline (HDRP), coupled with Shader Graph, offers a powerful, visual environment for creating a sophisticated Unity HDRP automotive material. Shader Graph democratizes shader development, allowing artists to build complex visual effects without writing a single line of code.
Setting Up the Basic HDRP Material
Begin by creating a new Shader Graph (PBR Master Node). The default PBR Master Node provides all the standard inputs for an effective PBR car paint setup. Connect your Albedo texture to the Base Color input, and your metallic map (if any) to the Metallic input. For roughness, Unity HDRP uses ‘Smoothness’, which is essentially the inverse of roughness. Therefore, a low roughness value (high gloss) will correspond to a high smoothness value.
Achieving Clear Coat Realism in Shader Graph
HDRP offers excellent built-in support for clear coats via the PBR Master Node. Simply enable the ‘Clear Coat’ checkbox on the Master Node, and additional inputs will become available. This feature is crucial for clear coat realism.
- Coat Strength: A value of 1.0 will apply a full clear coat. You can use a texture mask here to control its presence.
- Coat Smoothness: Similar to the main smoothness, this controls the glossiness of the clear coat layer. For a pristine finish, keep this value very high (e.g., 0.95 – 1.0).
- Coat Normal: Connect a separate normal map to this input. This map will define the micro-surface details of the clear coat, such as faint scratches or the orange peel effect. Ensure this map is subtle to avoid an overly exaggerated look.
- Coat IOR: Similar to UE5, set this to around 1.5 for a physically accurate clear coat.
By adjusting these parameters within Shader Graph, you can create a highly convincing clear coat that provides the necessary depth and reflective qualities characteristic of real-world automotive paint.
Implementing Dynamic Metallic Flakes
Creating a compelling metallic flake shader in Shader Graph involves a similar philosophy to UE5, focusing on normal manipulation to simulate the reflections of tiny particles. This technique is key to achieving a vibrant and realistic automotive paint effect within HDRP.
- Flake Noise: Generate a high-frequency noise pattern using a ‘Voronoi’ or ‘Gradient Noise’ node. This will be the base for your flake distribution.
- Normal Distortion: Use this noise pattern to perturb the surface normal. A common technique is to add the noise (after normalizing its range) to the object’s tangent space normal. Multiply the noise by a small scalar value to control the intensity of the flake effect.
- Fresnel Effect: To make the flakes more visible at grazing angles, you can blend your flake effect with a Fresnel node. This mimics how flakes embedded in a clear coat would appear more prominent when viewed from an angle.
- Color and Metallic Contribution: You can also feed the flake pattern into the Metallic or Base Color inputs, or even modulate the smoothness, to give the flakes a distinct metallic sheen.
Remember to keep an eye on shader complexity for real-time rendering optimization, especially if you’re developing for games. Simpler flake patterns can still be highly effective without taxing performance.
Advanced Layering for Imperfections
Shader Graph excels at creating layered materials. You can use ‘Lerp’ (Linear Interpolate) nodes to blend different material properties based on mask textures. For instance, to add dirt or scratches:
- Create separate branches in your graph for clean paint and for dirt.
- Use a mask texture (e.g., a grunge map, scratch texture) to drive the ‘T’ input of a Lerp node.
- Connect the clean paint properties to the ‘A’ input and the dirt properties (e.g., darker Base Color, higher Roughness/lower Smoothness) to the ‘B’ input.
- Feed the output of the Lerp node into the Master Node’s respective inputs.
This allows for incredibly realistic wear and tear, making your vehicle models feel lived-in and authentic. For instance, you could layer in dust, rain streaks, or chipped paint effects, each driven by its own mask and material properties.
Optimizing for Real-Time Rendering & Performance
While achieving photorealism is the primary goal, it’s equally important to consider real-time rendering optimization, especially for game assets. An exquisite shader is useless if it grinds your frame rate to a halt.
Texture Optimization: Resolution and Compression
High-resolution textures consume significant memory and bandwidth. Use appropriate resolutions for each map (e.g., 4K for hero assets, 2K or 1K for less prominent vehicles). Implement efficient texture compression (e.g., BC7 for high quality, BC1 for color maps, BC5 for normal maps). Channel packing, where different grayscale maps (like roughness, metallic, ambient occlusion) are stored in the red, green, and blue channels of a single texture, significantly reduces texture overhead for both UE5 car paint shader and Unity HDRP automotive material setups.
Shader Complexity Management: Node Count and Instructions
Every node and instruction in your shader graph adds to the computational cost. Keep your shader graphs as lean as possible. Utilize material functions or sub-graphs to encapsulate reusable logic. For variations, consider using static switches in UE5 or keywords in Unity HDRP to compile different shader versions, rather than evaluating all branches at runtime. This can dramatically improve performance by eliminating unused instructions. Monitor the shader complexity visualizer in UE5 and the statistics panel in Unity’s Shader Graph to identify bottlenecks.
Mastering Lighting and Reflection Probes
Even the most perfect car paint shader will look flat under poor lighting. High Dynamic Range (HDR) environment maps are crucial for realistic reflections, providing a rich spectrum of light data. Proper setup of reflection probes (Sphere Reflection Captures in UE5, Reflection Probes in Unity HDRP) is equally vital. Ensure they are strategically placed and cover the entire vehicle, capturing dynamic environmental reflections. Without accurate reflections, your clear coat realism and metallic flake shader effects will be severely diminished.
Post-Processing Effects: The Final Polish
Post-processing effects are the final layer of polish that can elevate your automotive renders. Bloom adds a subtle glow to bright highlights, enhancing the wet look of the paint. Screen Space Reflections (SSR) provide real-time reflections on nearby surfaces, though they have limitations. Ambient Occlusion (AO) adds contact shadows, grounding the vehicle in its environment. Film Grain and Color Grading can further refine the mood and cinematic quality of your scene.
Substance Painter Automotive Workflow Integration
Substance Painter is an indispensable tool in a modern Substance Painter automotive workflow. It allows artists to texture models with incredible detail, generating the PBR maps necessary for both Unreal Engine and Unity HDRP. Integrating it correctly is key to a streamlined and efficient process.
Baking Essential Maps
The first step in Substance Painter is to bake essential mesh maps from your high-poly model onto your low-poly game mesh. This includes: Normal Map (for detailed surface geometry), Ambient Occlusion (for subtle contact shadows), Curvature (useful for edge wear), Thickness, and Position maps. These maps provide the foundation for intelligent material layering within Substance Painter.
Layering Materials for Car Paint
Substance Painter’s layer stack is perfect for building a complex car paint material. Start with your base coat, applying the primary color and initial roughness. Then, add a clear coat layer on top, defining its distinct roughness and normal characteristics. For the metallic flake shader effect, you can use generators and filters to scatter metallic particles. Many smart materials are available that emulate metallic flakes, allowing you to quickly iterate on different flake sizes, densities, and colors.
Furthermore, Substance Painter excels at adding wear and tear. You can create separate layers for dirt, dust, scratches, and chipped paint. Use smart masks and generators to procedurally create these effects based on the baked maps (e.g., dirt accumulating in crevices using AO, edge wear based on curvature). This modular approach, leveraging layered materials, provides unparalleled control and flexibility.
Exporting Textures for UE5 & Unity
Substance Painter offers dedicated export presets for both Unreal Engine and Unity’s HDRP. These presets automatically configure the correct texture formats and channel packing schemes (e.g., packing Metallic, Roughness, and Ambient Occlusion into separate channels of a single texture) for optimal engine performance. Always use these presets to ensure your textures are correctly interpreted by your target engine, simplifying the import process and ensuring your UE5 car paint shader or Unity HDRP automotive material renders as intended.
Troubleshooting Common Car Paint Challenges
Even with the best techniques, you might encounter issues. Here are some common problems and their solutions when working on your PBR car paint setup.
Grainy or Pixelated Reflections
This is a frequent complaint and usually stems from insufficient reflection quality. Check the following:
- Reflection Probe Resolution: Ensure your Reflection Probes (UE5) or Reflection Captures (Unity HDRP) are set to a sufficiently high resolution (e.g., 2048×2048 or higher for hero assets).
- HDR Environment Map Resolution: If using an HDRI for reflections, make sure it’s a high-resolution map (e.g., 4K or 8K).
- Screen Space Reflections (SSR) Quality: If using SSR, adjust its quality settings. Keep in mind SSR has limitations and is only effective for reflections of objects visible on screen.
- Anti-Aliasing: Ensure your anti-aliasing solution (TAA in UE5, various options in Unity HDRP) is configured correctly.
Flat or Plastic-Like Appearance
A car paint shader that looks like plastic often lacks the depth and reflectivity that defines clear coat realism. Here’s what to check:
- Roughness/Smoothness Values: Your clear coat’s roughness (or inverse smoothness) might be too high. A truly glossy clear coat should have a very low roughness value (close to 0).
- Missing Clear Coat: Double-check that the clear coat layer is properly enabled and configured in your material.
- Subpar HDR Environment: A weak or uniform lighting environment will result in dull reflections. Ensure you’re using a high-quality, rich HDR environment map.
- IOR Value: Experiment with the Clear Coat IOR. While 1.5 is standard, slight adjustments can sometimes make a difference in visual punch.
Performance Bottlenecks
If your scene’s frame rate plummets with your new car paint shader, consider these points for real-time rendering optimization:
- Overly Complex Shaders: Review your shader graph or material. Are there redundant nodes? Can you simplify calculations or use static switches? The metallic flake shader is a common culprit if over-engineered.
- Too Many High-Res Textures: Ensure all textures are at appropriate resolutions and are efficiently channel-packed.
- Dynamic Lighting: Dynamic lights (especially multiple point lights or spotlights) are costly. Consider baking lighting where possible, or reducing the number of dynamic lights affecting the vehicle.
- LODs: Implement Level of Detail (LOD) for your mesh and potentially for your materials. Simpler materials can be used for distant LODs.
Conclusion
Crafting photorealistic automotive paint shaders in modern engines like Unreal Engine 5 and Unity HDRP is a challenging yet incredibly rewarding endeavor. It’s a blend of technical understanding, artistic sensibility, and meticulous attention to detail. By understanding the layered nature of real-world car paint—from the base coat and critical clear coat realism to the intricate metallic flake shader—you can build robust and convincing materials.
Leveraging engine-specific features, optimizing for real-time rendering optimization, and integrating powerful texturing tools like Substance Painter into your Substance Painter automotive workflow are all crucial steps. Remember that the journey to next-gen photorealism is iterative, requiring continuous experimentation and refinement of your UE5 car paint shader or Unity HDRP automotive material.
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Volkswagen Scirocco 2015 3D Model
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Volvo S60 2024 3D Model
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Volkswagen Polo 3D Model
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Volkswagen Golf 5-Doors 2018 3D Model
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Volvo C70 T5 2000 3D Model
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Volvo S40 Sedan 2004 3D Model
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Volvo C30 BEV 2012 3D Model
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Volvo C70 1998 3D Model
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Mazda B-Series 3D Model
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Mercsedes Benz Z3-006 3D Model
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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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GAZ 3110 Pickup 2000 3D Model
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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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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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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
Texture: Yes
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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Mercedes-Benz A45 2021 3D Model
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Mercedes-Benz 300SL 1955 3D Model
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Mercedes-Benz 190SL 1955 3D Model
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Mercedes-Benz W124 Brabus V12 3D Model
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Mercedes-Benz SLS AMG GT3-002 3D Model
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Mercedes-Benz C-Class-001 3D Model
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Mercedes-Benz B-Klasse 2023 3D Model
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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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Mercedes-Benz 500SEC 3D Model
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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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Mercedes-Benz E-Class S211 3D Model
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Mercedes-Benz CLS63 AMG (C218) 2014 3D Model
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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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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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