Understanding PBR Fundamentals for Automotive Paint
The pursuit of photorealism in digital automotive models has long been a holy grail for 3D artists, game developers, and automotive designers. While 3D model accuracy is paramount, it’s often the nuanced surface details that truly sell the illusion. A generic, basic shader simply won’t cut it when aiming for the exquisite, dynamic look of real-world vehicle finishes.
In the realm of virtual cars, nothing commands attention quite like a meticulously crafted paint job. Imagine the glint of sunlight off a polished surface, the subtle shift in color as you walk around the vehicle, and the microscopic imperfections that hint at a tangible reality. Achieving this level of detail requires moving beyond simple diffuse and specular maps and delving deep into the sophisticated capabilities of game engines like Unreal Engine 5.
This comprehensive guide will take you on a technical journey to master Unreal Engine 5 car paint, pushing the boundaries of what’s possible in real-time rendering photorealism. We’ll explore the science behind automotive finishes, dissect the powerful Material Editor, and implement advanced techniques to create truly hyperrealistic materials for your next project, whether it’s for game assets or high-fidelity automotive visualization.
Understanding PBR Fundamentals for Automotive Paint
Before we dive into Unreal Engine 5’s Material Editor, it’s essential to grasp the core principles of Physically Based Rendering (PBR). PBR isn’t just a buzzword; it’s a methodology that ensures materials react to light in a way that mimics real-world physics, leading to consistent and believable results across various lighting conditions. For PBR automotive materials, this foundation is non-negotiable.
Automotive paint is a complex material, typically composed of multiple layers, each contributing to its unique appearance. Understanding these layers is key to replicating them digitally with accuracy. PBR helps us define parameters for each layer, ensuring energy conservation and realistic light interaction.
The Layered Structure of Automotive Paint
A typical car paint finish isn’t a single, homogenous layer. Instead, it’s a sophisticated stack designed for aesthetics, protection, and durability. Here’s a breakdown:
- Primer Coat: Applied directly to the bare metal or composite body, the primer creates a smooth, uniform surface for subsequent layers and promotes adhesion. While often unseen, it impacts the overall smoothness.
- Base Coat: This is where the primary color of the vehicle resides. It can be a solid color, metallic (containing reflective flakes), or pearlescent (containing mica flakes for iridescent effects). The metallic and roughness properties of this layer are crucial.
- Metallic Flakes: Embedded within or just above the base coat, these microscopic flakes (often aluminum) are responsible for the sparkling, anisotropic reflectivity characteristic of many modern car paints. Their size, density, and orientation heavily influence the final look.
- Clear Coat: This is the outermost, transparent layer, a crucial element for any clear coat shader. It provides depth, gloss, UV protection, and resistance to scratches and environmental damage. The clear coat acts as a separate reflective surface, often with its own roughness and normal map details (like “orange peel”).
Translating Layers to PBR Parameters
In Unreal Engine 5, we translate these real-world layers into PBR parameters:
- Base Color: Primarily driven by the base coat, this defines the diffuse color of the material.
- Metallic: For metallic paints, this parameter will be set to a value near 1.0, indicating that the material is a metal. The metallic flakes themselves contribute heavily here.
- Roughness: This controls the microscopic surface imperfections that scatter light. A value of 0 is perfectly smooth (like a mirror), while 1 is completely rough. The clear coat will have a very low roughness, while older or worn paint might have higher roughness.
- Specular: While less frequently manually adjusted in modern PBR workflows (as it’s often derived from metallic/roughness), it controls the intensity of non-metallic reflections. For insulators like paint, it’s typically a low, constant value.
- Normal: Normal maps define surface detail at a microscopic level, guiding how light reflects across the surface. This can represent the car’s underlying geometry, subtle imperfections, or the “orange peel” effect on the clear coat.
- Clear Coat and Clear Coat Roughness: These are dedicated inputs in Unreal Engine’s main material node, allowing for a separate, layered reflection over the base material. This is where the magic of the clear coat shader truly shines.
The UE5 Material Editor Workflow: Building Your Custom Paint Shader
Unreal Engine 5’s Material Editor is a node-based visual programming environment, offering incredible flexibility and power to craft complex shaders. Our goal is to create a robust and customizable Unreal Engine 5 car paint shader that encapsulates all the PBR principles we just discussed. This detailed material editor workflow will guide you through the process.
Setting Up the Base Material
Begin by creating a new Material in your content browser (Right-click -> Material). Double-click to open it. The default Material Output node is our destination for all our inputs.
- Base Color: Create a `VectorParameter` node (hold ‘V’ and click, or search). Name it “PaintColor.” Connect its output to the Base Color input of the main Material Output node. This allows easy color changes via Material Instances.
- Metallic: Create a `ScalarParameter` node (hold ‘S’ and click). Name it “Metallic.” Connect it to the Metallic input. For most car paints, this will be a value between 0.8 and 1.0.
- Roughness: Create another `ScalarParameter` node. Name it “BaseRoughness.” Connect it to the Roughness input. This will control the underlying roughness before the clear coat.
- Specular: For non-metallic materials like paint, Specular is typically a constant, low value. Create a `Constant` node (hold ‘1’ and click) and set its value to around 0.5. Connect it to the Specular input.
- Normal: If your car model has a detailed normal map for its body (scratches, panel lines, etc.), import it and create a `TextureSample` node. Connect its RGB output to the Normal input.
At this stage, you have a basic PBR material. Now, let’s enhance it with the clear coat.
Implementing the Clear Coat Layer
The clear coat is paramount for achieving that distinctive automotive sheen. Unreal Engine 5 provides dedicated inputs for this, allowing the clear coat to have its own reflective properties separate from the base material. This is fundamental to a believable clear coat shader.
- Clear Coat Intensity: Create a `ScalarParameter` node, name it “ClearCoatIntensity,” and set its default to 1.0 (fully opaque clear coat). Connect it to the `Clear Coat` input.
- Clear Coat Roughness: Create another `ScalarParameter`, name it “ClearCoatRoughness.” This is often a very low value (e.g., 0.02 – 0.08) for a highly polished surface. Connect it to the `Clear Coat Roughness` input.
- Clear Coat Normal: The clear coat can have its own normal map, often used for subtle “orange peel” texture. Import a suitable normal map (or create one using noise). Create a `TextureSample` node, set its sampler type to “Normal,” and connect it to the `Clear Coat Normal` input. This will layer on top of the base normal.
With the clear coat implemented, your paint should immediately look more realistic, exhibiting a layered reflection effect that is characteristic of real-world car finishes.
Parameterizing for Versatility
Using `VectorParameter` and `ScalarParameter` nodes instead of direct constant values is a critical step in creating a flexible material editor workflow. Once compiled, you can right-click your material in the Content Browser and select “Create Material Instance.”
Material Instances allow artists to tweak all exposed parameters (like “PaintColor,” “Metallic,” “ClearCoatRoughness”) without recompiling the shader, enabling rapid iteration and customization. This is incredibly efficient for producing multiple car color variations or subtle paint finishes from a single master material, streamlining automotive visualization projects.
Advanced Techniques for Unrivaled Realism
To truly achieve real-time rendering photorealism, we need to go beyond the basic PBR setup. This section delves into the advanced techniques that give car paint its distinctive sparkle, depth, and nuanced imperfections.
Crafting the Metallic Flakes Effect
The `metallic flakes effect` is a cornerstone of modern car paint realism. It’s what gives metallic paints their shimmering quality, catching light at different angles. This can be achieved using a combination of texture, noise, and specific PBR logic.
- Flake Map Generation:
- Noise Texture: A simple approach is to use a `Noise` node (e.g., Fast Gradient Noise or Perlin Noise) as a starting point. Adjust its scale and frequency to create a fine-grained pattern that resembles tiny flakes.
- Custom Flake Texture: For more control, you can create a high-resolution, tileable texture in a program like Substance Designer or Photoshop, featuring small, bright spots on a dark background.
- Applying the Flakes:
- Multiply your flake map (or noise) by a `ScalarParameter` (e.g., “FlakeIntensity”).
- `Add` this result to your base Metallic value. This ensures that only the flake areas become more metallic.
- For more advanced control, you can `Lerp` (Linear Interpolate) between your base roughness and a lower flake roughness, using the flake map as the alpha. This makes flakes appear smoother and shinier.
- Controlling Flake Visibility with Fresnel:
- Connect a `Fresnel` node to a `Power` node (adjust power for falloff). This makes the flakes more visible at glancing angles, mimicking how real flakes catch light.
- Use this Fresnel-controlled value to `Lerp` between your base Metallic/Roughness and your flake-enhanced Metallic/Roughness.
- Anisotropic Flakes (Advanced): For a truly cutting-edge `metallic flakes effect`, consider applying a subtle anisotropic effect to the flakes. This involves modifying the clear coat normal with a custom normal map that has tangent-space information for the flakes, mimicking microscopic grooves that stretch highlights. This requires custom code or advanced shader graphs.
Iridescent Color Shifts (Flip-Flop Paint)
Many high-end car paints exhibit an iridescent or “flip-flop” effect, where the color subtly changes based on the viewing angle. This is typically achieved using a combination of Fresnel and color blending.
- Fresnel-Driven Blend: Create a `Fresnel` node. The output value will be high at glancing angles and low when looking directly at the surface.
- Color Parameters: Create two `VectorParameter` nodes: “PrimaryColor” and “SecondaryColor.”
- Linear Interpolation (Lerp): Use a `Lerp` node. Connect “PrimaryColor” to A, “SecondaryColor” to B, and the Fresnel output to the Alpha. Connect the result to your Base Color input.
- Fine-Tuning: Adjust the `Fresnel` node’s `Exponent` and `Base Reflectivity` to control the intensity and falloff of the color shift. You can also multiply the Fresnel output by a scalar to amplify or dampen the effect.
This technique adds immense depth and realism, making the Unreal Engine 5 car paint feel dynamic and alive.
Subtle Imperfections and Wear
Perfectly clean and flawless paint can look artificial. Realism often comes from subtle imperfections that hint at the material’s history and interaction with its environment. This is crucial for believable PBR automotive materials.
- Orange Peel Effect: The clear coat, despite being smooth, often has a microscopic, slightly uneven texture resembling orange peel. This can be simulated with a high-frequency, low-amplitude normal map applied specifically to the `Clear Coat Normal` input. Use a `ScalarParameter` to control its intensity.
- Micro-Scratches and Swirl Marks: These are best implemented using a detailed roughness map. Create a grayscale texture with subtle streaks and swirls. Use a `Lerp` node to blend this map with your base roughness, making the scratches slightly rougher (less reflective) than the surrounding paint. Mask these effects using an Ambient Occlusion map or custom wear masks.
- Dust and Dirt: Use grunge textures to simulate accumulation of dust or dirt, especially in crevices or on horizontal surfaces. `Lerp` between your clean paint and a dirt color/roughness, using the grunge map as an alpha. This is especially effective when combined with the model’s ambient occlusion map, suggesting dirt buildup.
- Edge Wear: For game assets, edge wear can be critical. This often involves using a curvature map (available from your 3D modeling software or baked in Substance Painter) to drive a `Lerp` between your primary paint and a worn-edge material (e.g., primer showing through).
Effective Normal Mapping
Normal maps are indispensable for adding detail without increasing polygon count. For car paint, they serve multiple purposes:
- Base Body Normals: These capture the subtle panel lines, vents, and other geometric details of the car body.
- Clear Coat Imperfection Normals: As mentioned, maps for orange peel or subtle micro-bumps on the clear coat layer.
- Blending Normals: You’ll often need to blend multiple normal maps together. Unreal Engine provides `Blend_Normal_Maps` nodes that handle this correctly, preventing lighting artifacts. Ensure your normal maps are using the correct tangent space and sampler type.
Optimization for Performance & Quality in Real-Time
Creating a visually stunning shader is only half the battle. For real-time rendering photorealism, especially in games or interactive experiences, performance is paramount. Balancing visual fidelity with efficient rendering is a key consideration for any automotive visualization project.
Material Complexity vs. Draw Calls
Every node in your Material Editor graph contributes to the shader’s instruction count. A higher instruction count means more work for the GPU. While modern GPUs are powerful, an overly complex shader on many objects can quickly degrade performance.
- Instruction Count Monitoring: Keep an eye on the “Stats” panel in the Material Editor. It shows the instruction count for different shader types (vertex, pixel). Aim for a reasonable number, typically under a few hundred for pixel shaders, although complex car paint might push this.
- Static Switches: Use `Static Switch Parameter` nodes to include or exclude complex features (like the metallic flakes or iridescent effects) at compile time. This allows you to create variations (e.g., a “Performance” version and a “High Quality” version) from a single master material without increasing runtime instruction count.
- Texture Resolution: Use appropriate texture resolutions. A 4K normal map might be overkill for a detail that’s barely visible, while a small flake texture needs to tile seamlessly without noticeable repetition.
LODs and Material Instancing
Leveraging Level of Detail (LODs) and Material Instancing is crucial for scalable performance.
- Material Instances: As discussed, Material Instances are incredibly efficient. They share the same compiled shader code, reducing draw calls and memory footprint. Always use Material Instances for variations of your paint.
- LOD-Specific Materials: For distant LODs of your car models, consider creating simpler Material Instances or even entirely separate, less complex materials. For example, metallic flakes might be disabled or simplified on LODs where they wouldn’t be perceptible anyway. Use `Material Parameter Collections` or direct `SetMaterial` nodes in Blueprints to swap materials based on LOD.
Post-Processing for the Final Touch
Even the best shader benefits from a strong post-processing pipeline. Unreal Engine 5’s advanced rendering features can elevate your car paint to a cinematic level.
- Reflections:
- Screen Space Reflections (SSR): Good for immediate, local reflections.
- Ray Tracing Reflections: For truly accurate, global reflections and refractions, enable Lumen and Ray Tracing. This is a game-changer for glossy surfaces like car paint, accurately reflecting the environment and other vehicles.
- Global Illumination (Lumen): UE5’s Lumen system provides dynamic global illumination and reflections, making your car paint react beautifully to changes in environment lighting in real-time.
- Exposure: Properly calibrate your camera’s exposure to ensure the reflections and colors are neither blown out nor too dark.
- Color Grading: Use a `Look-Up Table (LUT)` or adjust `Color Grading` settings in the Post Process Volume to achieve a desired aesthetic, enhancing color vibrancy and contrast.
- Vignette & Chromatic Aberration: Used subtly, these can add a cinematic feel, but use with caution to avoid detracting from realism.
Putting It All Together: A Holistic Approach
Crafting hyperrealistic Unreal Engine 5 car paint isn’t about isolating each technique; it’s about a holistic integration of PBR fundamentals, advanced shader logic, and thoughtful optimization. Each layer and effect we’ve discussed contributes to the overall illusion of a tangible, physical surface.
Start with a solid understanding of Physically Based Rendering (PBR), then systematically build your base material, adding the critical clear coat shader. From there, layer on the sophistication: the dazzling metallic flakes effect, the elegant iridescent shifts, and the subtle imperfections that tell a story. Consistently test your materials under different lighting conditions and viewing angles to ensure they hold up to scrutiny.
Remember that the quality of your underlying 3D model is just as important as your shader. A highly detailed, well-optimized model provides the perfect canvas for your exquisite paintwork. For artists and developers looking for top-tier automotive assets, exploring the extensive library of high-quality models at 88cars3d.com can provide the ideal starting point for your next hyperrealistic project.
Conclusion
The journey to crafting hyperrealistic car paint in Unreal Engine 5 is a challenging yet incredibly rewarding endeavor. By understanding the layered nature of real-world automotive finishes and leveraging the powerful material editor workflow, you can transcend basic shaders and achieve a level of visual fidelity that truly blurs the line between virtual and reality.
We’ve explored the foundational principles of Physically Based Rendering (PBR), meticulously built a custom Unreal Engine 5 car paint shader, and implemented advanced techniques like the metallic flakes effect and subtle surface imperfections. We also touched upon crucial optimization strategies to ensure your stunning visuals run smoothly in real-time, making them perfect for both interactive experiences and high-end automotive visualization.
The tools and techniques are now at your disposal. Experiment, iterate, and push the boundaries of what’s possible in real-time rendering photorealism. Ready to elevate your automotive projects? Explore the high-quality 3D car models available at 88cars3d.com to bring your stunning paint shaders to life.
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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
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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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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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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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