Understanding the Science Behind Automotive Paint Photorealism
The gleam of a perfectly rendered car paint finish in a virtual environment can be as captivating as the real thing. It’s the moment when polygons transform into polished metal, reflections dance across curves, and a 3D model truly comes to life. However, achieving this level of photorealism, especially with complex automotive finishes, is one of the most significant challenges for 3D artists and game developers.
Automotive paint is not just a simple color; it’s a intricate system of layers, pigments, and metallic or pearl flakes, all sealed under a pristine clear coat. Replicating this complexity in real-time engines like Unreal Engine 5 requires a deep understanding of physics, PBR principles, and advanced material authoring techniques. Whether you’re working on an architectural visualization, a cinematic, or a cutting-edge game, mastering this art is crucial.
This ultimate guide will take you on a deep dive into the science of automotive paint and provide a comprehensive, step-by-step approach to crafting an exquisite Unreal Engine 5 car paint shader. We’ll explore everything from understanding the physical properties of paint layers to building robust master materials, creating convincing metallic flake effects, and optimizing your automotive rendering workflow for unparalleled photorealism. For those looking to apply these techniques to truly stunning base models, remember that 88cars3d.com offers a premium selection of high-quality automotive 3D assets.
Understanding the Science Behind Automotive Paint Photorealism
Before we even open Unreal Engine, it’s vital to grasp the real-world physics that make automotive paint so visually appealing. A car’s finish isn’t a single uniform layer but a sophisticated stack of materials, each contributing to its unique appearance and light interaction. This multi-layered structure is the secret to its depth and reflectivity.
The Anatomy of Real-World Automotive Paint
Typically, a car’s paint job consists of several distinct layers, applied with precision:
- Primer: This initial layer prepares the metal surface, promoting adhesion and preventing corrosion. While not directly visible, it affects the base color’s underlying tone.
- Base Coat (Color Coat): This is where the primary color of the vehicle resides. It can be a solid, opaque color or contain fine metallic or pearlescent particles that add sparkle and depth.
- Metallic/Pearl Flakes: These microscopic particles are suspended within the base coat, sometimes even in an intermediate layer. Metallic flakes are typically aluminum or mica, while pearl flakes are often ceramic-based. They are responsible for the paint’s characteristic “sparkle” and the way it shifts color and brightness depending on the viewing angle. This is a critical component for achieving a convincing metallic flake effect.
- Clear Coat: This is the outermost, transparent protective layer. It provides gloss, depth, and protection against UV light and abrasions. The clear coat is paramount for clear coat realism, as it dictates how light reflects, refracts, and scatters across the surface, giving the paint its wet, glassy look. Modern clear coats can even be multi-layered themselves for enhanced durability and depth.
PBR Principles for Automotive Materials
Physically Based Rendering (PBR) is the cornerstone of achieving photorealism in modern game engines. For PBR automotive materials, adherence to these principles is non-negotiable. PBR ensures that materials react to light in a way that mimics real-world physics, regardless of the lighting environment.
- Energy Conservation: Light energy should never be created or destroyed. What is not reflected diffusely must be reflected specularly, and vice-versa. This ensures realistic metallic and non-metallic material interactions.
- Diffuse Reflection: This describes the light scattered equally in all directions, giving the material its base color. For automotive paint, the base coat primarily drives this.
- Specular Reflection: This is the directional reflection of light, responsible for highlights and reflections. The clear coat, and to a lesser extent, metallic flakes, contribute significantly to specular reflections.
- Roughness/Smoothness: This parameter controls the sharpness or blurriness of reflections. A perfectly smooth clear coat will have sharp reflections, while a slightly scuffed or dirty one will show blurrier reflections.
- Metallic: This parameter defines whether a material behaves like a metal or a dielectric (non-metal). While automotive paint has metallic flakes, the overall surface (the clear coat) behaves as a dielectric, reflecting light with a specific Fresnel response. The metallic flakes themselves will have metallic properties.
- Fresnel Effect: Light reflects more strongly at grazing angles than when viewed head-on. The clear coat’s Fresnel response is crucial for its realistic appearance, especially at the edges of curved surfaces.
Building a PBR-Compliant Automotive Paint Master Material in UE5
Creating a robust and flexible automotive paint material in Unreal Engine 5 begins with a master material. This approach allows you to define complex logic once and then create numerous variations through material instance parameters without recompiling shaders. This is the heart of an efficient automotive rendering workflow.
Setting Up the Master Material Structure
Start by creating a new Material in Unreal Engine and name it something descriptive, like “M_CarPaint_Master.” Open the material editor and set the ‘Shading Model’ to ‘Default Lit’ or ‘Clear Coat’ if you’re using Unreal’s built-in clear coat feature, which we will leverage.
The goal is to expose key parameters that artists can easily tweak in a material instance. This enhances usability and iteration speed dramatically. Our custom shader graphs UE5 will become a powerhouse of creativity.
Implementing the Base Color Layer
The base color is the foundation of your paint. It can be a simple uniform color or a more complex gradient, influenced by ambient occlusion or light direction for added realism.
- Base Color Parameter: Create a ‘Vector3 Parameter’ node, name it “BaseColor,” and connect it to the Base Color input of your main material node. Give it a default value, like a neutral gray.
- Adding Subtle Variation (Optional): For extra depth, you might blend your BaseColor with a subtly tinted noise texture or a masked gradient. This prevents a perfectly flat, unrealistic look. Use a ‘Lerp’ node with a low alpha value to blend this subtle variation.
- Metallic Property for the Flakes: While the clear coat is dielectric, the metallic flakes within the base coat need to contribute to the metallic property. We’ll handle this in conjunction with the flake effect. For now, understand that the overall material will generally have a low metallic value due to the clear coat.
Integrating the Clear Coat Layer
Unreal Engine 5 provides an excellent ‘Clear Coat’ shading model that simplifies the process of achieving realistic reflections and depth. This is where clear coat realism truly shines.
- Enabling Clear Coat: In your material’s ‘Details’ panel, change the ‘Shading Model’ to ‘Clear Coat’. You will now see ‘Clear Coat’ and ‘Clear Coat Roughness’ inputs appear on your main material node.
- Clear Coat Value: Connect a ‘Scalar Parameter’ named “ClearCoatStrength” to the ‘Clear Coat’ input. A value of 1.0 indicates a full clear coat. You can adjust this for varying levels of gloss.
- Clear Coat Roughness: Connect another ‘Scalar Parameter’ named “ClearCoatRoughness” to the ‘Clear Coat Roughness’ input. Values closer to 0.0 give a perfectly smooth, mirror-like finish, while higher values introduce blurriness. Even pristine clear coats benefit from a tiny amount of roughness (e.g., 0.01-0.02) to avoid looking too perfect.
- Clear Coat Normal: For truly advanced clear coat effects, you can connect a separate normal map to the ‘Clear Coat Normal’ input. This allows for microscopic imperfections or a subtle orange peel effect on the clear coat itself, independent of the base layer’s normal map.
Crafting Realistic Metallic Flake Effects
The metallic flake effect is arguably the most challenging and crucial aspect of achieving photorealistic automotive paint. It’s what gives paint its ‘sparkle’ and dynamic appearance as light hits it from different angles. This will extensively use custom shader graphs UE5.
The Anatomy of a Flake Simulation
Realistic flakes have several key characteristics:
- Random Distribution: Flakes are randomly scattered, not in a uniform pattern.
- Varying Size: Flakes come in different sizes, contributing to a natural look.
- Orientation: Each flake has a unique orientation, causing light to glint off it at different angles.
- Reflectivity: Flakes are highly reflective, behaving like tiny mirrors.
- Color Shift: Pearl flakes, in particular, can exhibit subtle color shifts.
Procedural Flake Generation in Custom Shader Graphs UE5
We’ll simulate flakes using a combination of noise textures and carefully crafted logic within our master material.
- Generating Flake Distribution:
- Start with a ‘Texture Coordinate’ node.
- Add a ‘Panner’ node to simulate movement (if desired, or just for more random sampling over the surface).
- Connect this to a ‘Noise’ or ‘Voronoi’ texture node. A Voronoi noise is excellent for generating cellular patterns that can represent individual flakes.
- Use the output of the Voronoi noise (e.g., ‘Cells’ or ‘Fractal’) and apply a ‘Power’ node or ‘OneMinus’ followed by ‘Power’ to adjust the flake density and sharpness. Higher power values will make flakes sharper and more defined.
- Controlling Flake Size and Density:
- Create ‘Scalar Parameters’ for “FlakeScale” (controlling texture coordinate tiling) and “FlakeDensity” (controlling the threshold for the noise output).
- Use ‘Multiply’ nodes with these parameters to drive the noise generation.
- Adding Flake Normals:
- This is crucial for the glinting effect. Use another instance of the same noise texture, but interpret its output as a normal map.
- A common technique is to take the X and Y components of the noise output (e.g., from a ‘Component Mask’ node) and feed them into a ‘MakeFloat3’ node, setting the Z component to a constant value like 1.0 (or a parameter for depth).
- Normalize this vector using a ‘Normalize’ node to ensure it behaves as a proper normal vector.
- Use a ‘BlendAngleCorrectedNormals’ node to combine this flake normal with your base material’s normal map (or a flat normal if no base normal is used). This blended normal output will go into the main material’s ‘Normal’ input. This makes each flake appear to have its own orientation, catching light uniquely.
- Flake Color and Metallic Contribution:
- Create a ‘Vector3 Parameter’ for “FlakeColor.”
- Use a ‘Lerp’ node to blend between your BaseColor and FlakeColor, using the flake distribution mask (from step 1) as the alpha.
- For the ‘Metallic’ input of your main material node, you can drive it with a ‘Lerp’ between 0 (dielectric for the clear coat) and 1 (metallic for the flakes), again using the flake distribution mask. This ensures only the flakes contribute to metallic reflections.
- Flake Roughness:
- Flakes are generally very smooth. You might use a ‘Lerp’ node to blend between your base roughness and a very low roughness value (e.g., 0.01) for the flake areas, using the flake mask as alpha. This ensures flakes have sharp, bright reflections.
Advanced Techniques for Unrivaled Clear Coat Realism
Achieving truly convincing clear coat realism goes beyond simply using Unreal’s Clear Coat shading model. It involves simulating subtle physical phenomena and adding imperfections that break up visual perfection, making the material believable.
Simulating Multi-Layered Clear Coats
Real-world clear coats often have multiple layers, creating a sense of immense depth. While Unreal’s ‘Clear Coat’ model is a single layer, we can creatively simulate additional depth.
- Custom Fresnel Control: You can create your own Fresnel logic using ‘DotProduct’ nodes (between CameraVector and PixelNormalWS) and ‘Power’ nodes. Blend this custom Fresnel with the default Clear Coat strength, or use it to subtly modulate roughness. This allows for finer control over reflections at grazing angles, enhancing perceived depth.
- Dual Clear Coat Setup (Advanced): For extreme depth, some artists experiment with two clear coat material layers, although this can be resource-intensive. A more practical approach in a single material is to use a masked blend between slightly different clear coat roughness and normal values, giving the impression of an underlying, slightly less perfect layer beneath a pristine top layer. This requires sophisticated use of layered materials UE5 concepts within a single graph.
Anisotropic Reflections for Specialized Finishes
Certain high-end or custom automotive paints exhibit anisotropic reflections, where highlights stretch in a specific direction. This is often seen on brushed metals or specific paint application techniques.
- Anisotropy Input: Unreal Engine’s ‘Default Lit’ and ‘Clear Coat’ shading models don’t directly expose an anisotropy input in the main material node. To achieve this, you typically need a custom shading model or to use ‘Clear Coat’ and rely on a very fine normal map that stretches reflections.
- Normal Map for Anisotropy: Create a normal map that has long, thin, parallel grooves. Blend this normal map into your overall material normal. The strength and direction of these ‘grooves’ will dictate the anisotropy. This method works well for simulating subtle directional effects in the clear coat.
- Tangent Space Manipulation: For full control, advanced users might delve into custom tangent space manipulation within the custom shader graphs UE5. This involves rotating the tangent basis based on a texture or procedural noise, directly influencing how reflections are stretched.
Adding Realism with Imperfections: Dirt, Dust, and Scratches
Perfect surfaces rarely exist in the real world. Adding subtle imperfections is key to breaking the “CGI look” and enhancing believability.
- Dirt/Dust Layer:
- Use a grunge texture or procedural noise as a mask.
- Lerp between your clean paint parameters and a “dirty” set of parameters (e.g., darker Base Color, higher Roughness, muted Specular).
- Apply this dirt preferentially to concave areas using Ambient Occlusion maps or curvature maps, blending them with your grunge mask.
- Scratches and Swirl Marks:
- Create or find scratch normal maps and roughness maps. These should be subtle.
- Blend these maps into your main normal and roughness outputs using a ‘Lerp’ node with a scratch mask as the alpha.
- Scratches typically increase roughness and can subtly alter the normal.
- Combine multiple scratch maps with different scales and rotations for natural variation.
- Rain Streaks/Water Spots: For dynamic scenes, consider adding shader logic to simulate rain streaks or dried water spots that affect clear coat roughness and reflections. This might involve animated textures or world-position based masks.
Optimizing the Automotive Rendering Workflow for Photorealism
A great shader is only part of the equation. To truly master automotive rendering workflow, you need to manage your materials efficiently and set up your scene and post-processing correctly.
Material Instance Management
Our master material is built for flexibility. Now, let’s leverage it fully:
- Creating Instances: Right-click on your master material and select ‘Create Material Instance’. This creates a lightweight asset that inherits all the logic but allows you to override exposed parameters.
- Organizing Parameters: In the master material, organize your material instance parameters into logical groups (e.g., “Base Color,” “Flakes,” “Clear Coat,” “Imperfections”). This makes the material instance incredibly user-friendly for artists.
- Applying Instances: Apply these material instances directly to your vehicle meshes. You can quickly iterate through hundreds of color combinations, flake types, and clear coat finishes without recompiling the shader, making the design process incredibly fluid.
Lighting Environment Setup
The best material will look flat in poor lighting. Lighting is critical for showcasing the nuances of your Unreal Engine 5 car paint shader.
- High Dynamic Range Images (HDRIs): HDRIs are excellent for realistic environmental lighting and reflections. They provide a rich, coherent lighting solution that perfectly mimics real-world scenarios. Use an ‘HDRI Backdrop’ actor or an ‘Sky Light’ with a captured HDRI cube map.
- Physically Accurate Light Sources: Supplement HDRIs with directional lights (sun), spot lights (headlights/rim lights), and rectangular lights (studio softboxes). Ensure these lights have realistic intensities and temperatures.
- Reflection Captures and Planar Reflections:
- ‘Sphere Reflection Captures’ and ‘Box Reflection Captures’ provide environment reflections for static objects. Place them strategically around your car.
- ‘Planar Reflections’ are crucial for perfectly sharp, localized reflections on flat or near-flat surfaces (like the ground beneath the car). These are expensive but offer unmatched fidelity for specific areas.
- Real-Time Ray Tracing: For the ultimate in reflection and global illumination realism, enable ‘Hardware Ray Tracing’ in your project settings. Ray-traced reflections provide physically accurate bounces, eliminating screen-space artifacts and significantly enhancing depth and realism on metallic and clear coat surfaces.
Post-Processing Effects for the Final Polish
Post-processing is the final layer of polish, adding cinematic qualities and unifying your scene.
- Color Grading: Adjust exposure, contrast, saturation, and white balance to achieve the desired mood and look. Use a ‘Look-Up Table (LUT)’ for advanced color grading.
- Bloom: Adds a soft glow to bright areas, enhancing the perception of light intensity and specular highlights on the paint. Use it subtly to avoid blowing out details.
- Vignette: Darkens the edges of the screen, drawing the viewer’s eye towards the center and the vehicle.
- Chromatic Aberration: A subtle lens effect that separates colors at the edges of objects. Use sparingly for a filmic look.
- Screen Space Reflections (SSR) vs. Ray-Traced Reflections: While ray tracing is superior, SSR can still provide good performance for less critical reflections. Understand the trade-offs and use them appropriately.
- Exposure Control: Ensure your scene’s exposure is balanced. ‘Auto Exposure’ can be useful but often requires fine-tuning to prevent over or under-exposure, especially with highly reflective surfaces.
Enhancing Realism with High-Quality 3D Models
Even the most advanced Unreal Engine 5 car paint shader cannot overcome the limitations of a low-quality 3D model. The underlying geometry and texture work are fundamental to photorealism. A meticulously crafted model provides the perfect canvas for your paint material.
- Mesh Topology: Clean, subdivision-ready topology with smooth, flowing curves is essential. Poor topology leads to shading artifacts and jagged reflections, no matter how good your material is.
- UV Mapping: Properly laid out UVs are crucial for applying textures like dirt, decals, or subtle paint imperfections without stretching or seams.
- Normal Maps: High-quality normal maps capture fine surface details, like panel gaps or micro-surface variations, that contribute significantly to realism.
- Attention to Detail: Beyond the main body, ensure details like headlights, grilles, wheels, and interior elements are modeled and textured with similar care. Consistency in quality across all elements elevates the entire presentation.
Finding such high-quality assets can be a challenge. Fortunately, resources like 88cars3d.com specialize in providing premium, production-ready 3D car models that serve as an ideal foundation for your photorealistic rendering projects. With a robust model from 88cars3d.com, you can fully unleash the potential of your custom car paint shaders.
Conclusion
Mastering photorealistic automotive paint in Unreal Engine 5 is a journey that blends artistic vision with technical expertise. From dissecting the physics of real-world paint layers to meticulously crafting custom shader graphs UE5 and fine-tuning your rendering environment, every step contributes to the final illusion of reality.
We’ve covered the critical aspects: understanding PBR automotive materials, building a flexible master material, creating a captivating metallic flake effect, pushing the boundaries of clear coat realism, and optimizing your entire automotive rendering workflow. Remember the power of material instance parameters for iteration and the subtle art of using layered materials UE5 for adding depth and imperfections.
Now, it’s your turn to experiment. Take these techniques, delve into Unreal Engine, and start crafting breathtaking automotive visuals. The path to photorealism is iterative, requiring patience and a keen eye for detail. To ensure your efforts are built upon the strongest foundation, explore the exquisite collection of high-quality 3D car models available at 88cars3d.com, and bring your automotive visions to life with unparalleled realism.
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Material: Yes
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Volkswagen Lupo 3D Model
Texture: Yes
Material: Yes
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Volkswagen Passat B5 2000 3D Model
Texture: Yes
Material: Yes
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Volkswagen Passat CC 3D Model
Texture: Yes
Material: Yes
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Volkswagen Golf V 2006 3D Model
Texture: Yes
Material: Yes
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Volvo S60 R-Design 2024 3D Model
Texture: Yes
Material: Yes
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Volkswagen Passat 2025 3D Model
Texture: Yes
Material: Yes
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Volkswagen Passat Variant B6 2005 3D Model
Texture: Yes
Material: Yes
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Volkswagen Phaeton W12 2004 3D Model
Texture: Yes
Material: Yes
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Volkswagen Scirocco 2015 3D Model
Texture: Yes
Material: Yes
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Volvo S60 2024 3D Model
Texture: Yes
Material: Yes
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Volkswagen Polo 3D Model
Texture: Yes
Material: Yes
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Volkswagen Golf 5-Doors 2018 3D Model
Texture: Yes
Material: Yes
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Volvo C70 T5 2000 3D Model
Texture: Yes
Material: Yes
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Volvo S40 Sedan 2004 3D Model
Texture: Yes
Material: Yes
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Volvo C30 BEV 2012 3D Model
Texture: Yes
Material: Yes
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Volvo C70 1998 3D Model
Texture: Yes
Material: Yes
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Mazda B-Series 3D Model
Texture: Yes
Material: Yes
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Mercsedes Benz Z3-006 3D Model
Texture: Yes
Material: Yes
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Mazda RX-7 3D Model
Texture: Yes
Material: Yes
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Volvo VCC-003 3D Model
Texture: Yes
Material: Yes
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Mercedes-Benz SLR McLaren 2005 3D Model
Texture: Yes
Material: Yes
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GAZ 3110 Pickup 2000 3D Model
Texture: Yes
Material: Yes
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Mazda 626 GF 1997 3D Model
Texture: Yes
Material: Yes
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Volvo S80 2011 3D Model
Texture: Yes
Material: Yes
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Volkswagen Touran restyle-006 3D Model
Texture: Yes
Material: Yes
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Skoda Octavia Scout 3D Model
Texture: Yes
Material: Yes
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Volkswagen Golf V 2006 3D Model
Texture: Yes
Material: Yes
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Mazda CX-7 3D Model
Texture: Yes
Material: Yes
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Mazda Familia 3D Model
Texture: Yes
Material: Yes
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GAS 21 3D Model
Texture: Yes
Material: Yes
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Mercedes-Benz SL500 AMG (R129) 3D Model
Texture: Yes
Material: Yes
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Mercedes-Benz S-Class W221 2005 3D Model
Texture: Yes
Material: Yes
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Mercedes-Benz E-Class W212 2009 3D Model
Texture: Yes
Material: Yes
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Mercedes-Benz E-class Estate S212 2009 3D Model
Texture: Yes
Material: Yes
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Mercedes-Benz 190 W201 3D Model
Texture: Yes
Material: Yes
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Mercedes-Benz C230 SportCoupé 2005 3D Model
Texture: Yes
Material: Yes
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Mercedes-Benz SLK 3D Model
Texture: Yes
Material: Yes
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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
Texture: Yes
Material: Yes
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McLaren MP4-12C-001 3D Model
Texture: Yes
Material: Yes
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Mercedes-Benz SLK 350 2005 3D Model
Texture: Yes
Material: Yes
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Mercedes-Benz SL 65 AMG 3D Model
Texture: Yes
Material: Yes
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Mercedes-Benz S500 3D Model
Texture: Yes
Material: Yes
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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
Texture: Yes
Material: Yes
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Mercedes-Benz CL65 C215 AMG 3D Model
Texture: Yes
Material: Yes
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Mercedes-Benz A45 2021 3D Model
Texture: Yes
Material: Yes
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Mercedes-Benz 300SL 1955 3D Model
Texture: Yes
Material: Yes
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Mercedes-Benz 190SL 1955 3D Model
Texture: Yes
Material: Yes
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Mercedes-Benz W124 Brabus V12 3D Model
Texture: Yes
Material: Yes
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Mercedes-Benz SLS AMG GT3-002 3D Model
Texture: Yes
Material: Yes
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Mercedes-Benz C-Class-001 3D Model
Texture: Yes
Material: Yes
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Mercedes-Benz B-Klasse 2023 3D Model
Texture: Yes
Material: Yes
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Mercedes-Benz A-Klasse W168 3D Model
Texture: Yes
Material: Yes
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Mercedes-Benz 500SL 2000 3D Model
Texture: Yes
Material: Yes
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Mercedes-Benz 500SEC 3D Model
Texture: Yes
Material: Yes
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Mercedes-Benz Citan 2025 3D Model
Texture: Yes
Material: Yes
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Mercedes-Benz C63 AMG 2012 3D Model
Texture: Yes
Material: Yes
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Mercedes-Benz E-Class S211 3D Model
Texture: Yes
Material: Yes
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Mercedes-Benz CLS63 AMG (C218) 2014 3D Model
Texture: Yes
Material: Yes
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Mercedes-Benz CLS-Klasse 3D Model
Texture: Yes
Material: Yes
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Mercedes-Benz CLS 500 3D Model
Texture: Yes
Material: Yes
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Mercedes-Benz CL-Klasse 2001 3D Model
Texture: Yes
Material: Yes
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