The Unseen Art: Why Automotive Material Realism is Paramount in Unreal Engine 5
The pursuit of hyper-realism in digital automotive representation is a relentless journey for 3D artists, game developers, and automotive designers alike. From captivating promotional renders to immersive in-game experiences, the visual fidelity of a vehicle hinges almost entirely on the quality of its materials. Yet, few elements present a greater challenge than crafting studio-quality car paint and other intricate automotive surfaces within a real-time engine like Unreal Engine 5.
The complexity isn’t just about color; it’s about the subtle dance of light across a metallic flake, the depth of a clear coat, the nuanced roughness of rubber, and the intricate refractions of glass. Achieving this level of authenticity in a real-time environment demands a deep understanding of Physically Based Rendering (PBR) principles and Unreal Engine 5 materials. This guide will equip you with the technical knowledge and practical steps to unlock that hyper-realism, transforming your digital vehicles into indistinguishable counterparts of their physical inspirations. Get ready to elevate your automotive visualization workflow.
The Unseen Art: Why Automotive Material Realism is Paramount in Unreal Engine 5
In the competitive landscape of virtual production, game development, and high-end automotive visualization, mere “good enough” materials simply won’t cut it. Modern audiences, accustomed to cinematic-quality visuals, expect nothing less than perfection. For automotive assets, this translates directly to the believability of every surface.
Consider the impact of a vehicle’s appearance. A car’s paint isn’t just a color; it’s a testament to craftsmanship, reflecting its environment and conveying a sense of luxury or performance. Flawed materials immediately break immersion, diminishing the perceived value and authenticity of even the most meticulously modeled vehicle. This is especially true for high-end game assets and professional automotive renders.
The challenge intensifies with Unreal Engine 5’s real-time capabilities. While offering incredible power, it also demands intelligent material construction to maintain both visual fidelity and optimal performance. Mastering these nuances ensures your vehicles stand out, whether they’re speeding through an open-world game or being showcased in a cutting-edge virtual showroom. A strong foundation in Unreal Engine 5 materials is critical for any serious automotive artist.
Deconstructing Hyper-Realism: Mastering PBR for Automotive Surfaces
At the heart of any realistic material in Unreal Engine 5 lies Physically Based Rendering (PBR). PBR isn’t just a buzzword; it’s a methodology that accurately simulates how light interacts with surfaces, resulting in materials that behave realistically under any lighting condition. For automotive surfaces, a precise understanding of PBR automotive shaders is non-negotiable.
Car paint, in particular, is a multi-layered marvel that requires careful deconstruction. It’s not a single material but a stack of distinct optical properties:
The Anatomy of Car Paint: Layers of Light Interaction
- Base Coat (Color Layer): This is the initial layer, providing the primary color. It can be a simple diffuse color or have a subtle metallic sheen itself, determining the initial reflection and absorption properties of the paint. Its roughness dictates how spread out these base reflections are.
- Metallic Flakes Layer: Embedded within or just above the base coat, these microscopic flakes are responsible for the distinctive sparkle and shift in hue seen in many automotive finishes. These flakes are highly reflective and often exhibit anisotropic behavior, meaning their reflections change based on the viewing angle and direction of light. Capturing this car paint metallic flake effect is paramount for realism.
- Clear Coat Layer: This is the transparent, protective top layer that gives car paint its deep, glossy appearance. It acts as an additional reflective and refractive surface, adding a secondary layer of specular highlights and reflections. The clear coat’s thickness, roughness, and Index of Refraction (IOR) are crucial for achieving clear coat realism. It also introduces subtle light absorption, which can affect the final color.
Beyond Paint: Other Critical Automotive Materials
While car paint often steals the show, other materials are equally vital for overall vehicle authenticity:
- Glass: Achieving realistic glass involves more than just transparency. Accurate refraction is key, as light bends when passing through the material. Tint, reflections, and subtle dirt or smudges on the surface also contribute to believability.
- Tire Rubber: This material is characterized by its deep, dark color, unique roughness, and subtle surface texture. Overly shiny or flat rubber immediately looks fake. Details like tire sidewall imperfections, tread patterns, and subtle dirt accumulation are crucial for game asset fidelity.
- Chrome & Metals: Highly reflective, often with a near-zero roughness. PBR values for metals are straightforward: Metallic set to 1, and Base Color determining the tint of the reflection (e.g., a slightly yellowish white for gold, pure white for chrome).
- Plastics & Interiors: These materials encompass a wide range of roughness values, from matte dashboards to semi-gloss trim. Subtle normal mapping for texture and wear, combined with accurate PBR parameters, brings interior details to life.
By dissecting each material into its PBR components, you gain the control needed to meticulously recreate its real-world counterpart within Unreal Engine 5 materials.
Crafting the Foundation: Step-by-Step UE5 Master Material Setup for Car Paint
Building a robust and flexible master material is the cornerstone of an efficient automotive visualization workflow in Unreal Engine 5. This approach allows you to create countless variations of car paint from a single base, minimizing overhead and maximizing iteration speed. Let’s dive into setting up a powerful PBR automotive shader.
Building the Base Layer: The Core of Your Paint
Start by creating a new Material in Unreal Engine 5. This will be our master car paint material. We’ll expose parameters for easy modification via material instances.
- Base Color: Add a ‘Vector Parameter’ node named ‘BaseColor’. Connect it to the ‘Base Color’ input of your main material node. This will control the primary hue of your paint.
- Metallic: For most car paints (especially metallic ones), set this to 1. Add a ‘Scalar Parameter’ named ‘Metallic’ and set its default to 1. Connect it to the ‘Metallic’ input. Even non-metallic paints have a base metallic sheen.
- Roughness: This controls how blurry or sharp reflections appear on the base coat. Add a ‘Scalar Parameter’ named ‘BaseRoughness’ with a default value around 0.2-0.4 (or whatever suits your base color). Connect it to the ‘Roughness’ input.
Introducing Metallic Flakes: The Sparkle of Realism
The metallic flake effect is crucial for distinguishing quality car paint. Unreal Engine 5 doesn’t have a built-in “flake” parameter, so we simulate it using normal maps and custom logic.
- Flake Normal Map: Create a tileable normal map texture that represents tiny, scattered flakes. You can generate this procedurally in Substance Designer or find suitable assets. Add a ‘Texture Sample’ node for this normal map and expose it as a ‘Texture Parameter’ (e.g., ‘FlakeNormalMap’).
- Flake Tiling & Strength: To control the size and density, use a ‘TexCoord’ node multiplied by a ‘Scalar Parameter’ (e.g., ‘FlakeTiling’) for the UVs of your normal map. For strength, linearly interpolate (LERP) between your original normal and the flake normal using a ‘Scalar Parameter’ (e.g., ‘FlakeIntensity’) as the alpha. Connect this to the ‘Normal’ input of your material.
- Anisotropic Effect (Optional but Recommended): For advanced car paint metallic flake, consider adding an ‘Anisotropy’ effect. This often involves feeding a tangent-space normal map (derived from the flake direction) and a ‘Scalar Parameter’ for ‘Anisotropy’ into a custom node or a more complex PBR shader setup. While more involved, this truly elevates the clear coat realism.
The Clear Coat Layer: Depth and Sheen
Unreal Engine 5 has a dedicated ‘Clear Coat’ input on its main material node, making this layer relatively straightforward.
- Enable Clear Coat: In the material’s ‘Details’ panel, find ‘Shading Model’ and select ‘Default Lit’ or ‘Clear Coat’. Ensure ‘Clear Coat’ is enabled.
- Clear Coat Roughness: Add a ‘Scalar Parameter’ named ‘ClearCoatRoughness’ (default 0.04-0.08 for glossy paint) and connect it to the ‘Clear Coat Roughness’ input. This controls the sharpness of reflections on the very top layer.
- Clear Coat Normal: Typically, you’d feed the same normal map used for the base coat (or a slightly blurred version) into the ‘Clear Coat Normal’ input to ensure consistency. You can LERP between a flat normal and a subtle secondary normal map for micro-scratches.
- Clear Coat Amount: Add a ‘Scalar Parameter’ named ‘ClearCoatAmount’ (default 1.0). This controls the presence of the clear coat effect. While often 1.0, it allows for creative control over the clear coat depth.
Adding Dynamic Details: Wear and Dirt Effects
No real car stays pristine forever. Incorporating wear, grime, and dust adds another layer of clear coat realism and believability.
- Layered Materials: Use ‘Material Functions’ or ‘LERP’ nodes to blend between clean paint and a “worn” or “dirty” material. This dirty material would have increased roughness, desaturated colors, and potentially a grunge normal map.
- Masking: Control the blend using texture masks (e.g., dirt maps, grunge maps) or vertex painting. Vertex painting allows artists to manually “paint” wear and dirt onto specific areas of the mesh in the editor, providing incredibly detailed control over game asset fidelity.
- Parameters for Control: Expose parameters for ‘DirtColor’, ‘DirtRoughness’, and ‘DirtIntensity’ to dynamically adjust the level of grunge.
This modular approach to Unreal Engine 5 materials creates a powerful master shader. From this, you can generate numerous material instances, each representing a unique car paint color, flake size, or clear coat depth, all while inheriting the optimized base logic. For artists looking to apply these techniques to top-tier vehicle models, 88cars3d.com offers a premium selection of high-quality assets perfectly suited for advanced material application.
Beyond Paint: Essential Automotive Materials in UE5
While car paint is undeniably the star, a vehicle’s overall believability is a symphony of many materials working in harmony. Overlooking the quality of glass, tires, or interior elements can quickly undermine the effort put into a perfect paint job. Achieving a truly immersive automotive visualization workflow requires attention to every detail.
Realistic Glass & Headlights
Glass is notoriously difficult to get right in real-time. It requires a balance of transparency, reflection, and accurate refraction.
- Transparency & Refraction: Set the material’s ‘Blend Mode’ to ‘Translucent’. Use a ‘Scalar Parameter’ for ‘Opacity’ (usually 0.8-0.9 for car windows) and ‘Refraction’ (IOR typically around 1.5-1.6 for glass). Ensure your lighting setup, especially Lumen, interacts correctly with translucent materials.
- Tint & Reflection: Use a ‘Vector Parameter’ for ‘Base Color’ to control the tint (e.g., subtle blue or green for automotive glass). Reflections are controlled by the ‘Roughness’ and the ‘Metallic’ input (set to 0 for non-metallic glass, but reflections are still present).
- Headlights: Headlight glass often has complex internal geometry and lenses. Use a separate material instance with similar glass properties, but incorporate emissive textures for the light source itself. Projecting light with ‘Light Functions’ can add dynamic headlight beams.
Tire Rubber Fidelity
Tires are often overlooked but are crucial for grounding a vehicle in its environment. Their appearance changes significantly with wear and environment.
- Roughness & Texture: Tire rubber should have a relatively low metallic value (near 0) and a medium to high roughness (0.6-0.8 typically). Use a detailed normal map to capture tread patterns and subtle sidewall textures. A grunge map can introduce slight variations in roughness and color.
- Wear & Dirt: Blend between a clean rubber texture and a worn/dusty version. The worn version might have slightly higher roughness on the tread (from friction) and accumulated dust in the crevices, controlled by vertex painting or ambient occlusion masks. This elevates game asset fidelity.
- Subtle Color Variation: Real rubber isn’t uniformly black. Introduce very subtle desaturation or reddish-brown tones in diffuse maps to mimic natural degradation or dust accumulation.
Interior Materials (Leather, Plastics, Metals)
The interior of a car features a diverse array of materials, each requiring its own PBR treatment. Consistency across these Unreal Engine 5 materials is key for overall quality.
- Leather: Characterized by subtle normal map detail (pores, stitching), a soft roughness (often anisotropic for worn areas), and a rich base color. Use a ‘Texture Parameter’ for the normal, base color, and roughness maps.
- Plastics: Vary widely from matte to semi-gloss. Use appropriate roughness values and subtle normal mapping for surface texture (e.g., grain, soft touch). Base color dictates the plastic’s hue.
- Brushed Metals: For elements like dashboard trim or speaker grilles, brushed metal requires an anisotropic PBR automotive shader. This involves a specific normal map that defines the direction of the brushing, allowing reflections to stretch along that axis.
By giving each material type the dedicated attention it deserves, you ensure that every surface on your vehicle contributes to a cohesive and utterly convincing visual experience.
Performance & Polish: Real-Time Rendering Optimization in Unreal Engine 5
Achieving hyper-realism in Unreal Engine 5 is exhilarating, but it’s equally important to ensure that fidelity doesn’t come at the cost of performance. Real-time rendering optimization is crucial, especially for interactive experiences like games or virtual configurators. High-quality PBR automotive shaders can be performance-intensive, so smart strategies are vital.
Leveraging Nanite and Lumen for Automotive Assets
Unreal Engine 5’s flagship technologies significantly impact how we approach automotive assets:
- Nanite: This virtualized geometry system allows for incredibly high-polygon models (like those often sourced from 88cars3d.com) to be rendered efficiently. It streams only the necessary detail, meaning you can import detailed CAD models or sculpted surfaces directly without traditional polygon budget constraints for static meshes. This is a game-changer for game asset fidelity, as it reduces the need for aggressive LODs on the main body of the car.
- Lumen: UE5’s global illumination and reflections system provides incredibly realistic lighting bounced around your vehicle. This makes clear coat realism and metallic flake reflections look stunningly accurate without baking lightmaps. However, Lumen can be performance-intensive, especially with complex scenes and translucent materials (like glass). Optimize by understanding Lumen’s settings and occasionally baking lighting for static elements if performance is critical.
Material Instance Optimization
The master material approach we discussed earlier is inherently optimized. Here’s why:
- Reduced Draw Calls: Using material instances based on a single master material reduces the number of unique shaders the engine has to compile and manage, improving performance.
- Efficient Iteration: Changes made to the master material propagate to all instances, saving significant time during development. Adjusting parameters on instances is also much faster than recompiling entire materials.
- Parameter Control: Expose only the necessary parameters in your master material. Avoid complex, unnecessary calculations that aren’t driven by a parameter, as these will run for every instance.
Level of Detail (LODs) and Culling
While Nanite reduces the need for manual LODs on static meshes, traditional LODs are still important for:
- Skeletal Meshes: If your car has moving parts or is destructible, it will likely be a skeletal mesh and won’t benefit from Nanite geometry directly. Implement aggressive LODs for wheels, suspension, and interior elements that are far from the camera.
- Material Complexity: You can create simpler material versions for distant LODs. For example, a distant car might not need complex car paint metallic flake calculations; a standard PBR shader will suffice.
- Culling: Ensure objects outside the camera’s frustum are properly culled. Unreal Engine does this automatically, but understand its limitations for large scenes.
Post-Processing for a Studio Look
After all the material work, post-processing is the final layer of polish, often making the difference between good and outstanding visuals in your automotive visualization workflow.
- Color Grading: Adjust saturation, contrast, and overall color balance to match a desired aesthetic or reference image. Use a ‘Lookup Table’ (LUT) for cinematic looks.
- Bloom: Adds a soft glow to bright areas, enhancing the realism of reflections and emissive elements (like headlights). Use it subtly to avoid an overexposed look.
- Depth of Field: Blurs the background or foreground, drawing the viewer’s eye to the vehicle. Essential for professional product renders.
- Screen Space Reflections (SSR): Provides accurate local reflections. Combine with Lumen’s global reflections for comprehensive reflective surfaces, enhancing clear coat realism.
By diligently applying these optimization techniques and polishing with post-processing, you can achieve breathtaking visual quality without sacrificing interactivity, making your real-time rendering optimization efforts pay off handsomely.
The Professional Workflow: Integrating External Tools for Ultimate Fidelity
While Unreal Engine 5 provides robust material creation tools, professional automotive visualization workflow often involves leveraging specialized external software. Tools like Substance Painter streamline complex texture creation, ensuring game asset fidelity and efficient production.
Substance Painter Workflow for Car Materials
Substance Painter is an industry-standard for PBR texture creation, making it an invaluable companion for crafting detailed car materials.
- Baking Essential Maps: After importing your high-poly car model (a clean mesh from 88cars3d.com is ideal), bake crucial maps like Ambient Occlusion, Curvature, and Thickness. These maps are instrumental for creating smart masks and generators in Substance Painter, allowing for procedural wear, dirt, and edge highlights.
- Layered Texturing: Use Substance Painter’s non-destructive layer stack to build up your materials. Start with a base layer (e.g., base coat color and roughness), then add metallic flake effects, clear coat simulations, and finally, wear and tear layers.
- Metallic Flake Generation: Substance Painter offers powerful procedural generators. You can create intricate car paint metallic flake patterns using noise textures and mask generators, adjusting parameters like size, density, and shimmer. Exporting these as normal maps and height maps gives you granular control in Unreal Engine 5.
- Smart Materials for Efficiency: Create “Smart Materials” for common automotive surfaces like polished chrome, matte plastic, or worn leather. These can be reused across multiple projects, accelerating your workflow and maintaining consistent quality across all PBR automotive shaders.
- Exporting for UE5: Substance Painter has excellent export presets for Unreal Engine 5. It will package your Base Color, Normal, Roughness, Metallic, and Ambient Occlusion maps into optimized textures, ready for direct import and connection to your master material.
CAD Data Preparation and UV Unwrapping
The quality of your source model significantly impacts the final material presentation. High-quality models, such as those found on 88cars3d.com, provide an excellent foundation.
- Clean Geometry: Ensure your imported CAD data or 3D model is clean, watertight, and has optimized topology. Triangulated meshes from CAD software often need retopology or cleanup to avoid shading artifacts.
-
UV Unwrapping: Proper UVs are absolutely critical for texture mapping.
- Non-Overlapping UVs (Channel 0/1): For unique details and baked maps (like AO or normal maps from high-poly sculpts), ensure your main UV set has no overlapping faces. This is crucial for Substance Painter’s baking process.
- Tiling UVs (Channel 2/3): For materials like car paint metallic flake or fine grain textures, you might use a separate UV channel that allows textures to tile seamlessly across the surface, regardless of the mesh’s proportions.
- Lightmap UVs (Channel 1 or higher): If you’re not solely relying on Lumen and need baked lighting, a dedicated lightmap UV channel without overlaps and with sufficient padding is essential.
- Material ID Assignment: Before importing into Substance Painter or Unreal, ensure different parts of the car (body, glass, tires, interior elements) have distinct Material IDs. This allows you to easily assign specific PBR automotive shaders and apply targeted textures.
By integrating a powerful Substance Painter workflow and starting with impeccably prepared models, you ensure that your Unreal Engine 5 materials are not only visually stunning but also built upon a foundation of technical excellence.
Conclusion: Drive Your Visions to Hyper-Reality
Crafting studio-quality car paint and materials in Unreal Engine 5 is undeniably a sophisticated endeavor, demanding both artistic vision and technical prowess. We’ve journeyed through the intricacies of Physically Based Rendering, deconstructed the layered complexity of car paint, and explored the essential steps to build modular, high-fidelity materials within UE5. From the shimmering clear coat realism to the subtle glint of a car paint metallic flake, every detail contributes to the overarching sense of hyper-realism.
We’ve also covered crucial aspects of real-time rendering optimization, leveraging Unreal Engine 5’s powerful features like Nanite and Lumen, and integrated a professional Substance Painter workflow for ultimate game asset fidelity. Mastering these techniques transforms your digital vehicles from mere models into photorealistic representations, ready to shine in any automotive visualization workflow.
The path to unlocking hyper-realism is an ongoing learning process, but with the comprehensive knowledge shared here, you are well-equipped to push the boundaries of visual excellence. To begin applying these advanced material techniques to truly exceptional models, explore the high-quality, production-ready assets available at 88cars3d.com. Start creating stunning, studio-quality automotive renders and immersive experiences today.
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Volvo V70 2005 3D Model
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Volkswagen Bora 2004 3D Model
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Volkswagen Lupo 3D Model
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Volkswagen Passat B5 2000 3D Model
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Volkswagen Passat CC 3D Model
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Volkswagen Golf V 2006 3D Model
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Volvo S60 R-Design 2024 3D Model
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Volkswagen Passat 2025 3D Model
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Volkswagen Passat Variant B6 2005 3D Model
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Volkswagen Phaeton W12 2004 3D Model
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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
Texture: 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
Texture: Yes
Material: Yes
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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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Mercedes-Benz CLA45 AMG 2017 3D Model
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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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