The Core Challenge: Bridging the Fidelity-Performance Gap
The allure of a high-performance sports car, a rugged off-roader, or a classic cruiser in a virtual world is undeniable. Modern game engines promise unparalleled visual fidelity, blurring the lines between cinematic renders and real-time gameplay. However, bringing ultra-high-detail 3D automotive models, often designed for offline rendering or film production, into the demanding environment of a real-time game engine like Unreal Engine or Unity presents a significant technical hurdle.
The challenge isn’t just about making a car *look* good; it’s about making it perform flawlessly at 60 frames per second or higher, across various hardware configurations. This requires a meticulous approach to automotive 3D model optimization, transforming hundreds of thousands or even millions of polygons into a lean, game-ready asset without sacrificing the visual splendor. This post dives deep into the strategies and workflows necessary to bridge this gap, ensuring your high-detail vehicles are not just photorealistic but also highly performant.
The Core Challenge: Bridging the Fidelity-Performance Gap
At first glance, dropping an exquisitely detailed CAD model or an offline-rendered automotive asset into a game engine might seem like a straightforward path to realism. However, the computational demands for real-time rendering are vastly different from those for pre-rendered cinematic sequences. Offline renders can take minutes or hours per frame, whereas game engines must render dozens of frames per second, each within milliseconds.
This fundamental difference highlights the need for a specialized game asset pipeline. Unoptimized models contribute to excessive draw calls, increased memory footprint, slower shader compilation, and ultimately, poor frame rates. Even powerful hardware can struggle with scenes teeming with unoptimized, high-poly vehicles. Our goal is to achieve visual fidelity comparable to offline renders while adhering to strict performance budgets, a task that requires careful planning and execution from geometry to materials and textures.
Understanding Real-Time Constraints
- Polycount: High polygon counts directly correlate with rendering cost. Each vertex and polygon needs to be processed, transformed, and rendered.
- Draw Calls: Every unique mesh, material, and light source adds to the number of draw calls, which can quickly bottleneck the CPU.
- Texture Memory: Unoptimized textures, especially high-resolution ones, consume vast amounts of GPU memory, impacting load times and overall performance.
- Shader Complexity: Complex materials with numerous instructions can slow down GPU rendering, particularly in areas with many overlapping transparent surfaces.
Mastering Automotive 3D Model Optimization: Geometry
The first and most critical step in preparing a high-detail car for real-time engines is geometry optimization. This involves reducing polygon count while preserving the silhouette and essential surface details. This is where intelligent retopology for games and strategic polycount reduction truly shine.
Intelligent Retopology and Polycount Reduction
Retopology is the process of creating a new, optimized mesh on top of an existing high-polygon model. For automotive assets, this isn’t just about blindly reducing polygons; it’s about creating clean, efficient edge loops that facilitate deformation (if applicable, though less common for rigid car bodies) and efficient UV mapping. A well-retopologized mesh will have evenly distributed quads where possible, with triangles primarily used in flat, non-deforming areas.
For a realistic car, target polycounts can vary significantly based on the intended use and platform. A hero vehicle might aim for 80,000-150,000 triangles, while background vehicles could be as low as 10,000-30,000. These numbers include the body, wheels, and basic interior/underbody.
Key Retopology Techniques:
- Manual Retopology: This is often the most precise method for complex automotive surfaces. Tools like Blender’s Retopoflow, Maya’s Quad Draw, or TopoGun allow artists to meticulously trace the surface of the high-poly model, creating a new mesh with optimized topology.
- Decimation: Automated decimation tools (e.g., in ZBrush, MeshLab, or even Blender’s Decimate modifier) can quickly reduce polygon count. However, they often produce triangulated meshes with suboptimal edge flow, requiring cleanup. It’s best used as a starting point or for very distant LODs.
- Targeted Optimization: Focus on areas that contribute most to polycount without adding significant visual detail. Smooth, flat surfaces often have excessive subdivisions. Conversely, critical curves and edges need enough polygons to maintain their shape.
- Separation of Components: Break the car into logical components (body, doors, hood, trunk, wheels, interior elements). This allows for targeted optimization and easier management of materials and collision meshes. For high-quality base meshes, always consider resources like 88cars3d.com, which can provide a great starting point for such separation and optimization.
Efficient UV Mapping for Game-Ready Meshes
Once the geometry is optimized, efficient UV mapping is paramount. UVs dictate how textures are projected onto the 3D model. Poor UVs lead to texture stretching, wasted texture space, and increased draw calls due to multiple materials. For Unreal Engine vehicle assets and Unity’s HDRP, clean UVs are non-negotiable.
Best Practices for Automotive UVs:
- Minimize Seams: Reduce the number of UV seams where possible, especially on highly visible surfaces, to prevent texture artifacts.
- Maximize Texel Density: Ensure that all parts of the model have a consistent texel density. Larger, more important surfaces (like the main body panels) should receive more UV space.
- Avoid Overlapping UVs: Unless you are intentionally using mirrored textures (e.g., for symmetrical parts where unique detail isn’t required), avoid overlapping UV islands to allow for unique baked details and lightmaps.
- Layout Efficiency: Arrange UV islands to fill the 0-1 UV space as much as possible, leaving minimal unused areas.
- Material IDs/UV Sets: For complex vehicles, you might use multiple UV sets for different material groups (e.g., body paint, glass, rubber, chrome). This can help manage texture resolution and material complexity. However, aim to combine as much as possible to reduce draw calls.
Advanced Material & Texture Pipeline for Game Engines
Beyond geometry, the realism of a car hinges on its materials and textures. Modern game engines leverage Physically Based Rendering (PBR) workflows, which require specific texture maps to accurately simulate how light interacts with surfaces. This involves a crucial PBR material conversion process and an extensive texture baking workflow.
PBR Material Conversion
PBR is a rendering paradigm that aims to simulate the physical properties of light and surfaces more accurately than older rendering methods. For game assets, this means providing textures that represent a surface’s base color (Albedo/Base Color), how metallic it is (Metallic), how rough it is (Roughness), and other properties like normal direction and occlusion.
Converting materials from an offline renderer (like V-Ray or Corona) to a game engine PBR setup requires understanding the core principles:
- Albedo/Base Color: This map represents the diffuse color without any lighting information. All shadows, highlights, and ambient occlusion should be baked into other maps, not the Albedo.
- Metallic: A grayscale map (0 to 1) indicating if a surface is a metal (white) or a dielectric/non-metal (black). Metals have no diffuse color; their color comes from reflections.
- Roughness (or Glossiness): A grayscale map defining the microsurface detail, influencing how sharp or blurry reflections appear. Rougher surfaces scatter light more diffusely.
- Normal Map: This map stores surface detail (like scratches, panel lines, or subtle dents) as vectors, faking high-resolution geometry on a low-poly mesh.
- Ambient Occlusion (AO): A grayscale map indicating areas that receive less ambient light, simulating contact shadows and crevices.
The Essential Texture Baking Workflow
Texture baking is the process of transferring detail from a high-polygon model onto the UV-mapped low-polygon model. This allows us to maintain the visual richness of the source model without the performance cost of its dense geometry. Common baking tools include Substance Painter, Marmoset Toolbag, xNormal, and Blender’s internal baker.
Key Baked Maps for Automotive Assets:
- Normal Maps (Tangent Space): This is arguably the most critical baked map. It captures the surface curvature and fine details from the high-poly model, projecting them onto the low-poly mesh’s normal vectors. This makes a smooth, low-poly surface appear incredibly detailed.
- Ambient Occlusion (AO): Baked AO provides soft, self-shadowing information in crevices and cavities. When combined with dynamic lighting, it significantly enhances realism and depth.
- Curvature Map: This map highlights convex and concave areas of the mesh. It’s often used as a mask in material editors to apply edge wear, dirt accumulation, or subtle color variations.
- Thickness/Subsurface Scattering Map: While less common for rigid car bodies, it can be useful for materials like headlights or transparent components where light penetration is important.
- World Space Normal Map: Unlike tangent space normals, these store direction in world space. Useful for certain effects or for re-baking in a different tangent space.
- ID Maps: If you have multiple material zones on your high-poly model, an ID map (a color-coded map) can be baked to quickly mask and assign materials in texturing software like Substance Painter.
Texture Packing for Unreal Engine & Unity HDRP
To optimize memory usage and reduce shader instructions, game engines often utilize texture packing, where multiple grayscale maps are combined into the red, green, blue, and alpha channels of a single texture. This is a crucial step for efficient real-time rendering performance.
Common Packing Strategies:
- ORM (Occlusion, Roughness, Metallic) Map: A standard for Unreal Engine. Ambient Occlusion goes into the Red channel, Roughness into the Green, and Metallic into the Blue.
- Mask Maps (Unity HDRP): Unity’s High Definition Render Pipeline often uses a ‘Mask Map’ where Metallic (R), Ambient Occlusion (G), Detail Mask (B), and Smoothness (A) are combined. Smoothness is typically the inverse of Roughness (1 – Roughness).
- Custom Packs: Depending on your specific material needs, you might create custom packed textures for things like emissive masks, detail normals, or grunge maps.
Optimizing for Real-Time Rendering Performance: LODs & Culling
Even with a well-optimized base mesh, a highly detailed car can still be too heavy when viewed from a distance or if many are present in a scene. This is where Level of Detail (LOD) and culling techniques become indispensable for managing real-time rendering performance.
Intelligent LOD Generation
LODs are simplified versions of your mesh that are swapped in and out based on the camera’s distance from the object. A properly implemented LOD system ensures that highly detailed models are only rendered when they are close enough to the camera for their details to be visible. As the camera moves away, progressively simpler versions are rendered, saving significant processing power.
LOD Generation Best Practices:
- Manual vs. Automated: While engines like Unreal and Unity offer automated LOD generation, manual creation or semi-automated tools (like InstaLOD or Simplygon) often yield better, more controlled results, especially for critical assets like hero vehicles.
- Progressive Reduction: Create 3-5 LOD levels.
- LOD0 (Hero): Full detail (e.g., 80k-150k tris). Used when the camera is very close.
- LOD1: Moderate reduction (e.g., 30k-60k tris). Still maintains most key features.
- LOD2: Significant reduction (e.g., 10k-20k tris). Focus on silhouette and major shapes.
- LOD3: Aggressive reduction (e.g., 3k-8k tris). Often used for distant vehicles or small background elements.
- LOD4 (Cull): Sometimes just a billboard or completely removed (culled) for extreme distances.
- Screen Size Thresholds: Configure when each LOD switches based on the object’s screen size percentage. This ensures smooth transitions.
- Material Optimization: LODs should ideally share the same materials and textures to avoid draw call increases, but simpler shaders can be used for very distant LODs.
Culling Techniques
Culling is the process of preventing objects or parts of objects from being rendered if they are not visible to the camera. This is an essential complement to LODs for further boosting performance.
- View Frustum Culling: The most basic form, where objects outside the camera’s view frustum are not rendered.
- Occlusion Culling: More advanced, this technique prevents rendering of objects that are hidden by other objects closer to the camera (e.g., a car behind a building). Both Unreal Engine and Unity have robust occlusion culling systems.
Collision & Physics: Ensuring Realistic Interaction
Beyond visual representation, cars in games need to interact realistically with the environment and other objects. This requires dedicated collision meshes and proper physics setup, which must also be optimized to avoid performance bottlenecks. These are crucial components for any game asset pipeline.
Creating Optimized Collision Meshes
A common mistake is using the visual mesh for collision detection. High-poly visual meshes are far too complex for efficient physics calculations, leading to performance drops and unstable simulations. Instead, simplified collision meshes are used.
Collision Mesh Best Practices:
- Simplified Geometry: Create a separate, low-polygon mesh specifically for collision. This mesh should approximate the car’s shape but use minimal polygons (e.g., a few hundred triangles).
- Convex Hulls: For complex shapes like a car body, it’s often best to approximate it with multiple convex hull shapes. Engines can efficiently calculate collisions with convex shapes.
- Primitive Shapes: For wheels, simple capsules or spheres are often sufficient and highly efficient.
- Naming Conventions: Follow engine-specific naming conventions (e.g., `UCX_` prefix for Unreal Engine, `_Collider` suffix for Unity) to ensure they are correctly imported and recognized as collision geometry.
- Separation for Damage: If your game features detailed damage, you might need more complex collision meshes for individual parts (doors, hood) to allow for localized deformation.
Vehicle Physics Setup
Both Unreal Engine and Unity provide robust vehicle physics systems that allow for realistic driving experiences.
- Unreal Engine Vehicle Assets (Chaos Vehicles): Unreal’s Chaos Vehicle system offers advanced physics simulation for ground vehicles. It requires careful setup of wheel colliders, suspension parameters, engine curves, and gearbox settings. Importing your optimized car model is just the first step; configuring the vehicle blueprint with correct physics data is equally vital for a convincing driving feel.
- Unity Wheel Colliders: Unity uses `WheelCollider` components, which allow for a spring-damper suspension system and tire friction simulation. Setting up these colliders accurately, along with the main `Rigidbody` component, is key to responsive vehicle handling.
Integration & Best Practices in Unreal Engine & Unity
Once your car model is optimized, textured, and has its collision geometry, the final stage is integration into your chosen game engine. This involves correct import settings, material setup, and configuring engine-specific features for optimal performance and visual quality.
Import Settings and Asset Setup
- Scale: Ensure your model is exported and imported at the correct real-world scale (e.g., 1 unit = 1 cm in Unreal, 1 unit = 1 meter in Unity). Inconsistent scaling can wreak havoc on physics and interactions.
- Normals and Tangents: Verify that normals are correctly calculated and imported. For baked normal maps, ensuring consistent tangent space between your modeling/baking tool and the engine is crucial to avoid lighting artifacts.
- Framerates: Ensure the FBX export framerate matches the engine’s target or is set appropriately for animation data.
- Materials: After import, you’ll need to re-create your PBR materials using the baked textures. Both engines have powerful material editors that allow you to combine your Albedo, Normal, ORM/Mask maps, and other textures. Consider creating master materials for shared properties (like paint shaders with customizable color) to reduce shader complexity and simplify management of Unreal Engine vehicle assets.
Engine-Specific Vehicle Setup
Beyond just static meshes, integrating a drivable car requires utilizing the engine’s dedicated vehicle systems.
- Unreal Engine:
- Utilize the Chaos Vehicle system. This involves creating a `Skeletal Mesh` for the car (even if it’s rigid, for wheel animation), setting up `Physics Assets`, and configuring a `Vehicle Blueprint` to connect your mesh, materials, and physics parameters.
- Ensure proper `Animation Blueprints` for wheels to rotate correctly based on speed and steering input.
- Unity:
- Attach a `Rigidbody` component to the car’s root object.
- Add `WheelCollider` components to empty GameObjects positioned at each wheel’s pivot point. Configure suspension, friction, and motor/brake torque properties.
- Implement custom scripts for input, engine sounds, and more advanced driving logic.
Remember, the goal is not just to have a beautiful car model, but a beautiful *and* interactive car model that performs excellently. Companies like 88cars3d.com provide high-quality base models that are often already structured in a way that facilitates this integration and optimization process, saving valuable development time.
Future-Proofing Your Game Asset Pipeline
The journey of optimizing 3D cars for real-time engines isn’t a one-off task but an iterative process that benefits from a robust and adaptable game asset pipeline. As technology evolves and projects scale, having a forward-thinking approach is invaluable.
Non-Destructive Workflows and Version Control
Always maintain your high-poly source models, even after baking. This allows for future adjustments or re-baking if texture resolutions or requirements change. Using non-destructive workflows in your modeling and texturing software ensures flexibility.
Version control systems (like Git or Perforce) are essential for tracking changes, collaborating with teams, and reverting to previous states if issues arise. This is especially important for complex assets like vehicles, where many hands might touch different aspects of the optimization process.
Scalability and Platform Targets
Consider your target platforms early in the optimization process. A mobile game will have significantly tighter polycount and texture memory budgets than a high-end PC or console title. Building flexibility into your asset pipeline allows you to generate different LOD sets or texture resolutions for various platforms, maximizing reach without compromising core visuals.
For instance, while a detailed `PBR material conversion` might be essential for a next-gen console game, a simplified shader with fewer texture maps might be necessary for mobile. Plan your `texture baking workflow` to easily generate multiple output resolutions.
Conclusion
Bringing highly detailed 3D cars into real-time game engines is a meticulous art and science. It demands a deep understanding of automotive 3D model optimization, from intelligent retopology for games and efficient UV mapping to sophisticated PBR material conversion and a comprehensive texture baking workflow. Mastering LOD generation, robust collision setup, and best practices for Unreal Engine vehicle assets and Unity integration are all crucial for achieving both stunning visuals and fluid real-time rendering performance.
The effort invested in streamlining your game asset pipeline pays dividends in performance, visual quality, and overall project success. By adopting these advanced techniques, you can ensure your virtual vehicles not only captivate players with their photorealistic appeal but also deliver a seamless, high-performance experience. Ready to elevate your game with exceptional automotive models? Explore the premium selection of high-quality, game-ready 3D car models available at 88cars3d.com to kickstart your next project with a solid foundation.
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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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