Deconstructing the Complexity: The Anatomy of Automotive Paint
The gleam of a perfectly rendered automobile can instantly elevate a 3D scene from good to breathtaking. That deep, lustrous finish, the subtle play of light across its curves, and the intricate dance of metallic flakes beneath a glassy clear coat – these are the hallmarks of studio-quality automotive visuals. Yet, achieving this level of realism in a 3D environment, particularly within real-time engines like Unreal Engine 5, often proves to be one of the most challenging aspects of vehicle rendering. Basic Physically Based Rendering (PBR) setups, while foundational, simply scratch the surface of what’s needed to truly capture the magic of automotive paint. This article dives deep into the advanced techniques required to move beyond basic PBR and craft a truly photorealistic automotive shader, whether you’re working in Unreal Engine 5 or a high-end offline renderer. We’ll explore the intricate layers that make up real-world car paint, demystify the advanced PBR clear coat and metallic flake effect tutorial, and provide strategies for consistency across different rendering pipelines.
Our goal is to equip 3D artists, game developers, and automotive designers with the knowledge to create stunning vehicle materials that stand up to the closest inspection. From understanding the physics of light interaction with layered paints to optimizing your assets for real-time performance, prepare to unlock the secrets of exquisite car paint rendering. For those looking for exceptional base models to apply these techniques to, remember that 88cars3d.com offers a vast collection of high-quality 3D car models, providing the perfect canvas for your material artistry.
Deconstructing the Complexity: The Anatomy of Automotive Paint
Before we can replicate automotive paint in a digital environment, we must first understand its physical composition. Real-world car paint is far more than a simple colored surface; it’s a meticulously engineered system of multiple, distinct layers, each contributing unique optical properties. Mastering this automotive material layering is paramount for achieving a truly photorealistic automotive shader.
The Substrate and Primer
Beneath everything lies the vehicle’s body panel, typically steel or aluminum. This raw metal is first coated with a primer layer. The primer serves several critical functions: corrosion resistance, adhesion for subsequent paint layers, and creating a smooth, uniform surface for the color coat. Its reflectivity and absorption characteristics can subtly influence the final depth and hue of lighter topcoats, though its direct visual impact is usually minimal once fully covered.
The Base Coat: Color and Character
The base coat is where the primary color of the vehicle resides. This layer can be solid, metallic, or pearlescent. A solid base coat contains opaque pigment particles that give the car its core color. Metallic base coats incorporate tiny, reflective aluminum flakes or mica particles. These flakes are suspended within the paint and are responsible for the sparkling effect and shifting reflections that characterize many automotive finishes. Pearlescent paints use mica flakes coated with titanium dioxide or iron oxide, which refract and reflect light in various ways, producing iridescent or color-shifting effects depending on the viewing angle.
Metallic and Pearl Flakes: The Sparkle and Shift
This is arguably the most challenging aspect to simulate accurately. The metallic flake effect tutorial often focuses on the interaction of light with these microscopic particles. Flakes vary significantly in size, shape, and density. Larger flakes create a more prominent sparkle, while smaller, denser flakes contribute to a smoother, more uniform metallic sheen. The orientation of these flakes is often somewhat random but can be influenced by the application process, leading to subtle anisotropic reflections. Their ability to reflect light back to the viewer at different angles is crucial for the paint’s dynamic appearance, changing intensity and color as the car moves or the camera angle shifts.
The Clear Coat Layer: Depth, Gloss, and Protection
The clear coat is the outermost, transparent layer and is arguably the most significant contributor to the paint’s visual appeal. It provides a deep, wet look, intense specular reflections, and crucial protection against UV radiation, scratches, and chemical erosion. This layer is essentially a very thin, highly polished glass-like surface. Its primary PBR characteristics are its high metallic value (effectively 1.0, though we treat it as a separate layer) and extremely low roughness, yielding sharp, mirror-like reflections. The clear coat also exhibits an effect known as “orange peel,” a subtle, undulating texture resembling an orange skin, caused by the paint drying and curing process. This micro-surface variation, though often imperceptible from a distance, plays a critical role in how light interacts with the surface and diffuses reflections, preventing a perfectly flat, sterile look.
Mastering PBR Principles for Photorealistic Automotive Shaders
Physically Based Rendering (PBR) provides a robust framework for creating realistic materials, but achieving a truly photorealistic automotive shader demands a deeper understanding and application of its principles, especially when dealing with complex layered materials like car paint. Moving beyond the default metallic-roughness setup is key to unlocking the true potential of your automotive renders.
Beyond Basic Metallic-Roughness: Understanding IOR and F0
While most PBR workflows rely on Metallic and Roughness maps, the underlying physics involves the Index of Refraction (IOR) and Fresnel reflectance at normal incidence (F0). For non-metals (dielectrics), which includes the clear coat, the F0 value typically ranges from 0.02 to 0.05 (or 2-5% reflectance at a perpendicular angle). For car paint’s clear coat, an F0 of around 0.04 (or 4%) is a good starting point, corresponding to an IOR of approximately 1.5. Understanding this helps in fine-tuning your clear coat’s reflectivity, especially in offline renderers where direct IOR inputs are common. In Unreal Engine 5, the Clear Coat input provides a dedicated F0 control.
Advanced Roughness Mapping: Micro-Scratches, Dust, and Subtle Wear
A perfectly uniform roughness map often looks artificial. Real-world car paint, even brand new, exhibits micro-imperfections. Advanced roughness maps are essential for breaking up specular highlights and adding visual realism. This includes subtle variations caused by polishing swirls, micro-scratches from washing, dust accumulation, and environmental wear. These details should be extremely fine and often procedural, or sourced from high-resolution surface scans. Using multiple roughness layers, perhaps one for overall gloss and another for subtle wear patterns, can greatly enhance depth. The goal is to avoid a perfectly smooth surface, as even microscopic variations contribute to how light scatters and reflects.
Normal Mapping for Subtle Surface Detail: Orange Peel and Minor Imperfections
The “orange peel” effect is a critical, yet often overlooked, detail of automotive paint. It’s a subtle, bumpy texture on the clear coat surface, visible under grazing angles of light. This isn’t damage; it’s an inherent characteristic of sprayed and cured paint. A subtle normal map, often procedural noise or a dedicated orange peel texture, applied to the clear coat layer, can dramatically enhance realism. The strength should be very low, just enough to slightly distort reflections without making the surface look rough. Beyond orange peel, subtle normal maps can also introduce minor dents, panel gaps, or manufacturing imperfections, though these are typically handled by the underlying mesh’s normal maps rather than the paint material itself.
Anisotropy: Capturing Directional Reflections
Anisotropy describes reflections that stretch or deform based on the viewing angle and the direction of surface microscopic grooves. While less pronounced on standard clear coats, metallic and pearlescent flakes often exhibit anisotropic properties, especially when viewed from specific angles. The metallic flakes themselves can create a subtle anisotropy as light reflects off their elongated surfaces. Some specialized paints, like brushed metals or certain matte finishes, also feature significant anisotropy. While full anisotropic shaders can be computationally expensive, approximating this effect through custom shader logic or specific normal map manipulations can significantly enhance the fidelity of a photorealistic automotive shader, particularly for unique paint finishes.
Building Studio-Quality Car Paint in Unreal Engine 5: The Clear Coat Revolution
Unreal Engine 5 has evolved significantly, offering powerful tools for creating highly realistic materials in real-time. For automotive paint, the engine’s built-in clear coat features are a game-changer, allowing for incredibly convincing PBR clear coat rendering. This step-by-step guide will walk you through constructing an advanced Unreal Engine 5 car paint material, focusing on custom clear coat shaders and sophisticated flake mapping.
Setting Up the Base Material Graph: The Foundation
Begin by creating a new Material in UE5. Set its Shading Model to ‘Default Lit’ or ‘Clear Coat’. ‘Clear Coat’ is specifically designed for this purpose and simplifies the layering. If using ‘Default Lit’, you’ll utilize the Clear Coat input pins. Your base setup will involve:
- Base Color: This is the primary color of your vehicle. You can use a simple Vector3 parameter for solid colors or a texture map for complex base patterns.
- Metallic: For most car paints, the base coat will have a metallic value between 0.0 (for solid colors) and 1.0 (for highly metallic paints). If your flakes are handled separately in the clear coat, the base metallic can be lower.
- Roughness: This controls the diffuse scattering of the base color. A value close to 0.0 implies a highly polished surface beneath the clear coat.
- Specular: Keep this at the default 0.5 for PBR accuracy, unless you have specific reasons to alter it.
Implementing a Custom Clear Coat Shader: Leveraging UE5’s Power
The true magic of an Unreal Engine 5 car paint material lies in its clear coat implementation. UE5 provides dedicated inputs for this:
- Clear Coat: Enable this input on your material. This value (0-1) controls the strength of the clear coat layer. Set it to 1 for full clear coat effect.
- Clear Coat Roughness: This is critical. For a glossy finish, this value should be very low (e.g., 0.01 – 0.05). You can add subtle noise (a small tiled normal map or procedural noise) to this value to simulate orange peel.
- Clear Coat Normal: Connect a separate normal map here for details that only affect the clear coat, like orange peel. This allows the clear coat’s micro-surface details to be distinct from the underlying body panel’s normal map.
- Clear Coat Specular (F0): This controls the reflectivity of the clear coat at normal incidence. A value around 0.5 (corresponding to an IOR of approx. 1.5) is typical for automotive clear coats.
For more control, consider creating a Material Function for your clear coat logic. This allows you to encapsulate the orange peel noise, roughness variations, and F0 controls into a reusable module.
Flake Mapping for Ultimate Realism: A Metallic Flake Effect Tutorial
Creating convincing metallic flakes is crucial for an Unreal Engine 5 car paint material. This often involves a combination of normal mapping and custom reflection manipulation.
Procedural vs. Texture-based Flakes:
- Texture-based: Pre-rendered flake normal maps can offer fine control but often show tiling. Use very large, non-repeating textures or multiple overlapping textures with different scales and rotations.
- Procedural: This is often superior for flexibility and avoiding tiling artifacts.
Steps for a Metallic Flake Effect Tutorial in UE5:
- Generate Flake Normals: Use a ‘Noise’ node (e.g., ‘Perlin Noise’ or ‘Voronoi’) to generate a grayscale pattern. Use a ‘NormalFromHeightmap’ node to convert this into a normal map. Adjust parameters like scale, intensity, and distribution for different flake sizes and densities.
- Control Flake Density and Size: Multiply your noise texture by a parameter to control density. Use power nodes or remapping functions to fine-tune flake size and distribution.
- Blend Flake Normals with Base Normals: Use a ‘BlendAngleCorrectedNormals’ node to combine your flake normal map with your clear coat normal map (which might contain orange peel). This ensures the flakes are embedded within the clear coat’s surface.
- Apply to Clear Coat: Connect the blended normal map to the ‘Clear Coat Normal’ input.
- Enhance Reflection: For additional sparkle, you can experiment with modifying the ‘Clear Coat Roughness’ or even contributing subtly to the ‘Base Color’ or ‘Emissive Color’ based on the flake normal’s angle to the camera and light, though this can be complex and expensive. A simpler approach is to use the clear coat normal and a low roughness to let the flakes catch light vividly.
- Adding Color Shift (for Pearlescent): For pearlescent effects, you can blend multiple base colors based on the camera angle (using a Fresnel function) or use ‘Custom Output’ nodes to influence reflectivity with a subtle color tint based on the flake normal and light direction.
Enhancing Depth with Translucency and Subsurface Scattering (Niche)
While not standard for most automotive paints, certain specialty finishes (e.g., candy paints, very deep layered effects) might benefit from minimal subsurface scattering or translucency. This simulates light penetrating the paint layers and scattering before returning, adding an extra dimension of depth. However, this is computationally expensive and should be used sparingly, if at all, for general automotive paint as the clear coat handles most light interaction.
Decals and Wear: Layering Imperfections
Beyond the base paint, vehicles often have decals, dirt, or wear. Utilize UE5’s material layering capabilities (e.g., using ‘Lerp’ nodes with alpha masks) to blend in these details. For dirt, use a grunge texture to modify roughness and base color. For scratches, use a normal map for the scratch itself and modify roughness/metallic values along the scratch path for increased reflectivity or exposure of primer.
Optimizing Automotive Materials for Real-time Performance in UE5
Creating a visually stunning Unreal Engine 5 car paint material is only half the battle; ensuring it performs well in real-time is equally crucial, especially for game development or interactive experiences. Game asset optimization for vehicles requires careful consideration of shader complexity, texture usage, and material instancing.
Shader Complexity and Instruction Count
Every node and operation in your material graph contributes to the shader’s instruction count. Higher instruction counts lead to more GPU processing time and lower frame rates. When building your automotive paint material:
- Profile Your Shader: Use UE5’s Shader Complexity view mode (accessible via the ‘View Mode’ dropdown in the viewport) to identify expensive areas. Red and white areas indicate high instruction counts.
- Simplify Where Possible: Can a complex series of math operations be replaced with a lookup texture? Can a multi-layer blend be simplified for distant LODs?
- Use Material Functions Wisely: While functions help organization, they don’t always reduce instruction count unless the function itself is optimized.
- Avoid Unnecessary Per-Pixel Calculations: Calculations that don’t need to be done for every pixel (e.g., constant values, simple camera vectors) should be optimized.
Texture Resolution and UV Management
Textures are a major component of material performance. For a high-quality Unreal Engine 5 car paint material:
- Appropriate Resolutions: Use resolutions that match the model’s detail and expected viewing distance. A 4K base color for a close-up hero car might be appropriate, but 2K or 1K could suffice for less prominent vehicles. Normal maps often benefit from higher resolution than base color for fine detail.
- Texture Compression: Ensure textures are imported with appropriate compression settings (e.g., BC1/DXT1 for diffuse, BC5/DXT5 for normal maps).
- Mip Maps: Always use mip maps. They significantly reduce texture sampling overhead at a distance.
- Efficient UV Layouts: Ensure your car model has a clean and efficient UV layout. Maximize UV space usage without excessive stretching. Consider using multiple UV channels: one for base paint, one for decals, another for ambient occlusion or wear.
- Texture Atlases: For multiple small details or variations, using texture atlases can reduce draw calls.
Material Instances for Variation and Efficiency
Material instances are your best friend for game asset optimization for vehicles. Instead of creating a new material for every color or slight variation (e.g., red car paint, blue car paint), create a master material with exposed parameters (color, flake density, roughness range). Then, create material instances from this master material. Each instance uses the same shader code, but with different parameter values, drastically reducing compile times and memory footprint.
LODs for Paint Materials: Simplifying for Distance
Level of Detail (LOD) is crucial for performance. As a vehicle moves further from the camera, its material doesn’t need to be as complex. For car paint materials:
- Simplify Flakes: At further LODs, you can disable complex flake calculations or replace detailed flake normal maps with simpler ones.
- Reduce Texture Resolution: UE5’s automatic mip mapping helps, but you can also use different material instances with lower-resolution textures specifically for lower LODs.
- Bake Down Details: For the most distant LODs, intricate orange peel or micro-scratches might be baked into a simpler roughness map or even removed entirely.
Bridging the Gap: Consistency Between Offline Renderers and UE5
For many automotive designers and visualization artists, workflows often involve both high-end offline renderers (like V-Ray, Arnold, or Octane) for marketing collateral and real-time engines like Unreal Engine 5 for interactive experiences or configurators. Ensuring visual consistency for an offline renderer car paint material when transferring to UE5 is a significant challenge, but adhering to robust physically based rendering advanced techniques can greatly smooth the transition.
PBR Workflow Parity: Adhering to Standards
The core principle for consistency is to strictly adhere to PBR guidelines across all platforms. This means using physically accurate values for metallic, roughness, and IOR. Avoid “cheating” with non-PBR values in one renderer that won’t translate well to another. Your base color should represent diffuse albedo, not diffuse+specular. Roughness maps should be linear and correctly represent micro-surface detail. The more disciplined you are with a pure PBR workflow, the easier the translation will be.
Texture Map Calibration and Color Spaces
Texture maps are the language of PBR materials. Ensuring they are correctly calibrated and interpreted by different renderers is paramount:
- Linear Color Space: All non-color data maps (Roughness, Metallic, Normal, Height, etc.) must be treated as sRGB Off (linear) in Unreal Engine 5. Base Color (Albedo) maps are typically sRGB On. Ensure your textures are saved and imported with the correct gamma settings in your DCC application and renderers.
- Normal Map Tangent Space: Ensure consistency in how normal maps are generated and interpreted. Unreal Engine uses MikkTSpace by default, which is common in many tools. Verify your offline renderer uses a compatible tangent space.
- Value Ranges: Confirm that your roughness, metallic, and other scalar maps have consistent value ranges (e.g., 0-1) across both environments.
Clear Coat Translation Challenges: Matching Thickness and Roughness
The PBR clear coat is often the trickiest element to match. While UE5 has a dedicated clear coat input, offline renderers typically use multi-layered materials or specialized clear coat shaders. Focus on matching the refractive index (IOR) and roughness values. The ‘Clear Coat Specular’ in UE5 correlates to the F0 value (or IOR) in offline renderers. Experiment with small roughness adjustments to compensate for differing micro-facet models between engines. If your offline clear coat has a ‘thickness’ or ‘absorption’ parameter, you might need to approximate this in UE5 by subtly darkening the underlying base color or using a custom translucent layer, though this is rare for standard automotive paint.
Replicating Metallic Flakes: Procedural vs. Baked Textures
For metallic flakes, the approach depends on complexity:
- Baked Flakes: If your offline renderer uses a complex procedural flake generator, you might bake the resulting normal map (and potentially a subtle roughness map) from your offline renderer. This texture can then be used in Unreal Engine 5. Be mindful of texture resolution and tiling artifacts.
- Procedural Flakes (UE5): Alternatively, you can recreate the flake effect procedurally directly in Unreal Engine 5 using its noise nodes and ‘NormalFromHeightmap’ as described in our metallic flake effect tutorial. This offers greater flexibility and avoids baking issues but requires recreating the logic. The goal is to visually match the sparkle and density.
Lighting Environment Considerations: HDRI Consistency
Lighting is paramount for material perception. Ensure you are using comparable lighting environments. If using HDRI maps in your offline renderer, use the exact same HDRI in Unreal Engine 5 (often as a Sky Light source). Differences in intensity, color temperature, or even the placement of small light sources can drastically alter how the automotive paint material appears, leading to perceived inconsistencies even if the material itself is identical.
Conclusion: The Art and Science of Automotive Material Layering
Achieving studio-quality automotive paint in Unreal Engine 5 and offline renderers is a blend of scientific accuracy and artistic sensibility. It requires a deep understanding of PBR clear coat principles, meticulous automotive material layering, and a keen eye for subtle details like metallic flake effects and orange peel. We’ve journeyed through deconstructing real-world paint, mastering advanced physically based rendering advanced techniques, building complex materials in UE5, and ensuring visual consistency across different rendering pipelines.
The pursuit of photorealistic automotive shaders is an ongoing process of refinement and experimentation. While the technical steps are crucial, it’s the artistic application of these techniques – understanding where to add subtle imperfections, how to control flake brilliance, and how light interacts with every curve – that truly elevates your work. Remember that a great material starts with a great model; you can find exceptional 3D car models ready for your advanced material work at 88cars3d.com.
Keep pushing the boundaries of realism, leverage the power of tools like Unreal Engine 5, and never stop observing the world around you. Your dedication to these advanced techniques will undoubtedly result in breathtaking automotive visualizations that truly capture the essence and allure of finely crafted vehicles.
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Volkswagen New Beetle 2000 3D Model
Texture: Yes
Material: Yes
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Volkswagen Jetta 2005 3D Model
Texture: Yes
Material: Yes
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Volkswagen Golf 3-Door 3D Model
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Material: Yes
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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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Material: Yes
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Volkswagen Passat CC 3D Model
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Material: Yes
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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
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
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Material: Yes
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Volvo S80 2011 3D Model
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Volkswagen Touran restyle-006 3D Model
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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
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Mazda Familia 3D Model
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GAS 21 3D Model
Texture: 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
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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
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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
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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
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Material: Yes
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Mercedes-Benz S500 3D Model
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Mercedes-Benz S55 W220 AMG 1999 3D Model
Texture: Yes
Material: Yes
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Mercedes-Benz CLA45 AMG 2017 3D Model
Texture: Yes
Material: Yes
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Mercedes-Benz CL65 C215 AMG 3D Model
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Material: Yes
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Mercedes-Benz A45 2021 3D Model
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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
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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
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Material: Yes
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Mercedes-Benz B-Klasse 2023 3D Model
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Material: Yes
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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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Material: Yes
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Mercedes-Benz E-Class S211 3D Model
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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
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Mercedes-Benz CLS 500 3D Model
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