The Science Behind Automotive Paint: A PBR Perspective
The gleam of a perfectly rendered car paint job is often the first thing that captivates an audience, whether in a high-octane game, a sleek product configurator, or a photorealistic automotive advertisement. Replicating the complex interplay of light, reflection, and depth found in real-world automotive finishes within a real-time engine like Unreal Engine 5 is one of the most demanding yet rewarding challenges for 3D artists. Unlike offline renderers, which can afford extensive computation, real-time environments demand efficiency without compromising visual fidelity.
Achieving truly Unreal Engine 5 Photorealistic Car Paint transcends mere texture application. It requires a deep understanding of physics, material science, and the sophisticated capabilities of the UE5 rendering pipeline. This guide will walk you through the advanced techniques and principles needed to master complex shaders, enabling you to create stunning high-end automotive assets that stand out. We’ll explore everything from the foundational science of paint layers to the intricacies of metallic flakes and the crucial role of environmental lighting.
The Science Behind Automotive Paint: A PBR Perspective
To accurately recreate car paint in a digital environment, we must first understand its physical properties. Real-world automotive paint is a marvel of industrial chemistry, typically composed of multiple distinct layers, each contributing to the final look. These layers interact with light in specific ways, and understanding them is crucial for effective Physically Based Rendering (PBR) in the UE5 Material Editor.
- Primer: The initial layer, often gray or black, provides a smooth surface for subsequent layers and prevents corrosion. While not directly visible, its underlying tone can subtly influence the final paint color.
- Base Coat: This layer provides the primary color of the vehicle. It can be solid, metallic, or pearlescent. The base coat dictates the diffuse color and, crucially for metallic and pearlescent paints, contains the reflective particles that give the paint its characteristic sparkle and shift.
- Clear Coat: A transparent, highly glossy layer applied over the base coat. This is where the majority of the specular reflections occur, giving car paint its signature wet look and depth. It also protects the underlying layers from UV radiation and scratches.
In PBR workflows, we translate these physical properties into specific material parameters: Base Color, Metallic, Roughness, Specular, and Normal. The base color primarily comes from the base coat. Metallic flakes in the base coat drive the ‘Metallic’ input, while the glossiness of the clear coat directly influences the ‘Roughness’ value. For real-time automotive rendering, accurately simulating these layers is paramount, and Unreal Engine 5 provides robust tools to do so.
Translating Layers to UE5 Material Inputs
The core PBR inputs in the UE5 Material Editor are designed to represent these real-world properties:
- Base Color: This will be the primary color of your vehicle. For solid paints, it’s straightforward. For metallic or pearlescent paints, this represents the color of the underlying pigment, *before* the metallic flakes add their reflective qualities.
- Metallic: A value between 0 (dielectric) and 1 (metal). While car paint isn’t a solid metal, the metallic flakes embedded within it *are*. We’ll use this input to drive the metallic flake effect, often through a mask or a specialized shader.
- Roughness: Controls the microsurface detail, dictating how blurry or sharp reflections appear. A perfectly smooth clear coat will have a very low roughness value, while a weathered or matte finish will have a higher one.
- Specular: For most PBR workflows, Specular is typically left at its default value (0.5 for dielectrics). However, for advanced car paint, especially with the clear coat system, Unreal Engine’s dedicated ‘Clear Coat’ inputs become more relevant.
- Normal: Normal maps add fine surface detail without increasing polygon count. For car paint, this can include subtle imperfections, orange peel effects, or even the aggregated normals of metallic flakes.
The beauty of the UE5 PBR system is its consistency. By adhering to these physical principles, your materials will react predictably and realistically under various lighting conditions, making your automotive visualization projects truly shine.
Deconstructing the Clear Coat Shader: The Foundation of Shine and Depth
The clear coat is arguably the most critical component in achieving Unreal Engine 5 Photorealistic Car Paint. It’s the transparent top layer that provides depth, intense reflections, and that characteristic “wet” look. Unreal Engine 5 features a dedicated clear coat system that simplifies its implementation, making it far more accessible than building it from scratch with complex shader networks.
The `Clear coat shader` in UE5 works by adding a second specular lobe on top of your base material. This means the engine calculates two sets of reflections: one for the underlying base coat (which might be metallic or diffuse) and one for the glossy, transparent clear coat. This layering is what gives car paint its unique visual depth, allowing you to see through the clear coat to the underlying color and metallic flakes.
Implementing the Clear Coat in UE5
Within the UE5 Material Editor, you’ll find dedicated inputs for the clear coat on the main material node:
- Clear Coat: This is a scalar input (0 to 1) that controls the strength or presence of the clear coat. A value of 1 means a full, opaque clear coat, while 0 means no clear coat effect.
- Clear Coat Roughness: Similar to the base roughness, this controls the glossiness of the clear coat layer. A very low value (e.g., 0.02-0.05) will yield a mirror-like finish, essential for high-end automotive assets. Higher values will simulate matte or satin clear coats.
- Clear Coat Normal: This input allows you to apply a separate normal map specifically to the clear coat layer. This is invaluable for simulating subtle surface imperfections like orange peel, fine scratches, or dust, adding another layer of realism without affecting the underlying paint.
The Fresnel effect is inherently handled by the clear coat system. This phenomenon ensures that reflections are stronger when viewed at glancing angles and weaker when viewed head-on, mimicking how light interacts with real-world surfaces. This physically accurate behavior contributes significantly to the realism of your real-time automotive rendering.
Advanced Clear Coat Techniques
To push the boundaries of your `Clear coat shader`, consider these advanced techniques:
- Layered Roughness: Instead of a single uniform `Clear Coat Roughness` value, use textures or procedural noise to create subtle variations. This can simulate areas of micro-scratches or areas that have been polished differently, enhancing realism.
- Custom Clear Coat Normals: Create highly detailed normal maps that capture the nuanced imperfections of a real car finish. This might include a subtle “orange peel” texture (a common factory finish), or fine swirls from polishing. These details become particularly visible in reflections, making a huge difference in an automotive visualization.
- Clear Coat Tint: While typically transparent, a clear coat can have a very subtle color tint, especially in older or specialized paints. This can be achieved by multiplying a subtle color value into the clear coat’s output or by adjusting the material’s overall tint in a post-process.
By leveraging the `Clear coat shader` effectively and paying attention to its interaction with lighting, you can achieve a level of realism that was once exclusive to offline renderers. This dedicated feature in UE5 is a game-changer for high-quality automotive assets.
Mastering the Metallic Flake Effect: Adding Sparkle and Dimension
Beyond the clear coat, the `Metallic flake effect` is perhaps the most distinctive characteristic of modern car paint. These tiny, reflective particles embedded within the base coat catch the light at different angles, creating a sparkling, dynamic shimmer that shifts with the viewing angle. Replicating this phenomenon accurately in real-time automotive rendering is a hallmark of truly Unreal Engine 5 Photorealistic Car Paint.
The challenge lies in simulating millions of microscopic flakes without incurring an exorbitant performance cost. We can’t render individual flakes, so we rely on clever shader tricks to create the *illusion* of flakes. The key is to manipulate the normal and metallic properties of the base coat based on a procedural pattern.
Techniques for Simulating Metallic Flakes
Within the UE5 Material Editor, there are several approaches to generate a convincing `Metallic flake effect`:
- Procedural Normal Map Generation: This is the most common and effective method. We use noise patterns to create an ‘aggregate normal map’ for the flakes.
- Voronoi Noise: A popular choice for its cell-like, irregular patterns, which can resemble individual flakes. Generate a Voronoi texture, extract components (e.g., cell borders), and use these to drive normal map calculations.
- Perlin or Gabor Noise: These can create more subtle, randomized patterns suitable for very fine or dispersed flakes.
- World Space Normals: Crucially, these flake normal maps should often be generated or applied in world space rather than UV space. This prevents stretching on complex geometry and ensures the flakes appear consistent regardless of UV layout, which is vital for high-end automotive assets.
- Driving Metallic and Roughness with Flake Masks: The areas where flakes are present should behave more like metal (Metallic=1), while the surrounding paint behaves like a dielectric (Metallic=0). A procedural noise pattern can serve as a mask to blend between these two states for the Metallic input. Similarly, areas with flakes might have slightly different roughness characteristics than the surrounding base coat.
- Anisotropy (Advanced): For certain metallic paints, the flakes might align in a particular direction (e.g., brushed metal effect). While standard UE5 materials don’t have a direct ‘anisotropy’ input for the base material, you can simulate this somewhat by manipulating the tangent basis or using custom shading models, though this significantly increases shader complexity.
The beauty of using `Advanced UE5 material instances` for flakes is the ability to expose parameters to artists. This allows for quick iteration on flake size, density, sparkle intensity, and even color tint without diving deep into the shader graph. For instance, models from 88cars3d.com, built for high fidelity, greatly benefit from these customizable material instances.
Refining the Metallic Flake Effect
To truly master the `Metallic flake effect`, consider these refinements:
- Flake Size and Density: Adjust the scale and complexity of your procedural noise to control how large and how numerous the flakes appear. Larger, sparser flakes will be more obvious, while smaller, denser flakes create a smoother, more uniform shimmer.
- Sparkle Intensity: This can be controlled by modulating the normal map strength or by subtly adjusting the metallic value where flakes are present. Brighter, more defined sparkles imply larger or more reflective flakes.
- Color Variation (Pearlescent): To simulate pearlescent or “chameleon” paints, you can introduce subtle color shifts to the flake reflections based on viewing angle (using a Fresnel-like effect) or a slight tint to the metallic part of the material. This creates a mesmerizing color shift that adds immense value to automotive visualization.
Building a robust `Metallic flake effect` shader requires patience and iteration, but the visual payoff for your high-end automotive assets is immense, elevating them from good to truly exceptional.
Building Advanced UE5 Material Instances: Layering for Complexity
The true power of the UE5 Material Editor for creating Unreal Engine 5 Photorealistic Car Paint lies in its modularity. Rather than creating one monolithic shader, we combine individual components – the base coat, the metallic flakes, and the clear coat – into a sophisticated, layered system. This approach promotes reusability, simplifies debugging, and enables artists to rapidly iterate on different paint finishes through `Advanced UE5 material instances`.
The process involves encapsulating complex shader logic into Material Functions and then combining these functions within a master material. From this master material, we then create `Advanced UE5 material instances`, which are the primary assets artists will interact with.
Workflow for Layered Materials
- Create Material Functions:
- Base Color Function: Handles the primary diffuse color, potentially including options for solid, two-tone, or gradient paints.
- Metallic Flake Function: Encapsulates all the logic for generating the `Metallic flake effect` (procedural normals, metallic mask, roughness variations). It should have inputs for flake density, size, and sparkle intensity.
- Clear Coat Function: While UE5 has built-in clear coat inputs, you might create a function to manage clear coat roughness variations, normal map blending for imperfections, and tinting.
Using Material Functions ensures that complex node networks are organized and reusable. If you need to update the flake logic, you do it once in the function, and all materials using it are updated.
- Construct the Master Material:
- Create a new material and set its Shading Model to “Default Lit” or “Clear Coat” (if you want the clear coat to be the primary shader).
- Drag and drop your Material Functions into the graph.
- Connect the outputs of these functions to the appropriate inputs of the main material node (Base Color, Metallic, Roughness, Normal, Clear Coat, Clear Coat Roughness, Clear Coat Normal).
- Crucially, expose parameters from your Material Functions as Material Parameters in the master material. Use “Scalar Parameter” for values like flake density, roughness, clear coat intensity, and “Vector Parameter” for colors. Name them clearly (e.g., “Paint_BaseColor”, “Flake_Density”, “ClearCoat_Roughness”).
This master material acts as a template, defining the core logic and exposing the key controls artists will need.
- Create Material Instances:
- Right-click on your master material and select “Create Material Instance.”
- This Material Instance is where artists will make all their adjustments. They won’t touch the complex node graph; instead, they’ll modify the exposed parameters in a user-friendly interface.
- For example, an artist can create a vibrant red metallic paint by setting the “Paint_BaseColor” to red, adjusting “Flake_Density” and “ClearCoat_Roughness” to desired values. They can then create another instance for a deep blue metallic, simply by changing the color and perhaps tweaking the flake parameters.
This highly efficient workflow is ideal for projects requiring numerous car paint variations, typical in `automotive visualization` and game development. For high-end automotive assets sourced from 88cars3d.com, applying these customizable material instances allows for effortless adaptation to any project’s specific aesthetic requirements.
The power of `Advanced UE5 material instances` cannot be overstated. They streamline the asset creation pipeline, reduce material compilation times, and empower artists to achieve incredible visual variety with minimal effort, making your real-time automotive rendering projects more flexible and robust.
Environmental Lighting and Post-Processing: Elevating Your Automotive Visualization
Even the most meticulously crafted Unreal Engine 5 Photorealistic Car Paint shader will fall flat without appropriate lighting. For automotive visualization, lighting is not just about illuminating the scene; it’s about defining the shape, highlighting the curves, and bringing out the nuances of your advanced shaders. The interaction between your car paint and the environment is where the magic truly happens, especially with `HDR environment lighting`.
The Crucial Role of HDR Environment Lighting
`HDR environment lighting` (High Dynamic Range) is indispensable for realistic reflections and global illumination. An HDR image, typically a panoramic photograph of a real-world location (an overcast sky, a studio, an urban street), captures a vast range of light intensities, from dim shadows to bright suns. When used in Unreal Engine 5:
- Sky Light: The Sky Light actor in UE5 uses an HDR texture (often called an HDRI) to provide ambient light and crucial reflections. For car paint, this means that the surrounding environment is accurately reflected in the clear coat and metallic flakes, giving the car a sense of being grounded in its scene.
- HDRI Backdrops: Beyond lighting, an HDRI can also serve as a visually rich background, further integrating the vehicle into a realistic setting. Ensure your HDRI has a high dynamic range to produce bright, crisp reflections.
- Directional Light: A strong directional light (representing the sun) adds dramatic shadows and highlights, which are essential for defining the form of the vehicle and showcasing the specular highlights on the clear coat.
The quality of your `HDR environment lighting` directly impacts the believability of your car paint. A dull environment will result in dull reflections, no matter how good your `Clear coat shader` or `Metallic flake effect` is.
Reflections: Lumen, Screen Space, and Ray Tracing
Unreal Engine 5 offers several powerful reflection solutions that enhance the realism of car paint:
- Screen Space Reflections (SSR): A cost-effective solution, but limited to what’s visible on screen. It can produce noticeable artifacts at screen edges or for off-screen objects.
- Lumen Reflections: UE5’s default global illumination and reflection system. Lumen provides remarkably good real-time reflections and global illumination, bouncing light and reflections between surfaces in real-time. It’s a significant step up from SSR for `real-time automotive rendering`.
- Ray Tracing Reflections: For the absolute highest fidelity and physically accurate reflections, hardware-accelerated Ray Tracing is the gold standard. Ray-traced reflections capture off-screen detail, multiple bounces, and perfect accuracy, making them ideal for high-end cinematic `automotive visualization` where performance is less of a constraint than ultimate quality.
Post-Processing for Polish
Once your lighting is set and your shaders are working, post-processing effects are the final layer of polish that can elevate your scene. Apply these in the Post Process Volume:
- Exposure: Fine-tune the overall brightness of your scene to ensure reflections are neither blown out nor too dim.
- Color Grading: Adjust saturation, contrast, and color balance to achieve a desired mood or match a specific look.
- Bloom: Adds a soft glow around bright areas and reflections, enhancing the sense of light intensity, particularly effective on glossy car paint.
- Vignette: A subtle darkening around the edges of the screen can help draw attention to the center, emphasizing the vehicle.
- Ambient Occlusion: Adds contact shadows, deepening crevices and further grounding the car in its environment.
By carefully orchestrating `HDR environment lighting` and leveraging UE5’s reflection and post-processing capabilities, you can transform your raw material into a stunning, `photorealistic` automotive masterpiece.
Optimization and Fidelity: Balancing Performance for High-End Assets
Creating Unreal Engine 5 Photorealistic Car Paint involves complex shaders, intricate lighting, and high-fidelity geometry. While the goal is maximum visual quality, performance in `real-time automotive rendering` is always a consideration. Striking the right balance between fidelity and frame rate is crucial, especially for interactive experiences or games. This section focuses on optimization strategies for high-end automotive assets.
Shader Complexity and Instruction Count
Complex shaders, especially those implementing a detailed `Metallic flake effect` and a robust `Clear coat shader`, can have a high instruction count. The more instructions, the more GPU resources are consumed, potentially leading to lower frame rates.
- Material Complexity Viewer: Utilize Unreal Engine’s built-in ‘Shader Complexity’ view mode (accessible via ‘Show > Visualize > Shader Complexity’). This tool color-codes your scene based on shader instruction count, helping you identify performance bottlenecks in your materials.
- Material Functions for Efficiency: While Material Functions enhance organization, ensure they are not introducing redundant calculations. Combine common operations where possible.
- Static Switches: Use Static Switch Parameters in your `Advanced UE5 material instances` to conditionally compile parts of your shader. For example, you might have an option to enable/disable specific flake effects or clear coat imperfections based on the quality setting, compiling a simpler shader variant when needed.
- Optimized Textures: Ensure all textures (normal maps for flakes, roughness maps for clear coat) are correctly compressed and sized. Avoid overly large textures where fine detail isn’t required.
Geometry and LODs
While car paint is material-driven, the underlying geometry of the car model still impacts performance. Models from 88cars3d.com are typically optimized, but it’s good practice to understand how to manage geometry efficiently.
- Nanite: Unreal Engine 5’s Nanite virtualized micropolygon geometry system is a game-changer for high-poly assets. It allows for incredibly detailed models to be rendered efficiently, automatically handling LODs and culling unseen geometry. For `high-end automotive assets` with millions of polygons, Nanite can render them with minimal performance impact, making complex meshes viable in real-time.
- Level of Detail (LODs) for Materials: For objects that won’t benefit from Nanite, or for specific material variations, consider creating simpler `Advanced UE5 material instances` for lower LODs. For example, at a distance, the metallic flake effect might be simplified or even removed to save instructions.
Reflection and Global Illumination Settings
The choice of reflection and global illumination system heavily influences performance:
- Lumen vs. Ray Tracing: While Ray Tracing offers superior visual fidelity for `automotive visualization`, it comes with a significant performance cost. For interactive experiences or games targeting a wider range of hardware, Lumen often provides the best balance of quality and performance. Only enable full Ray Tracing for specific elements like reflections if absolutely necessary, or for non-interactive cinematic sequences.
- Reflection Captures: For static elements or when Lumen/Ray Tracing is too heavy, well-placed Reflection Capture actors can provide convincing static reflections.
For artists working with high-quality models, like those available at 88cars3d.com, implementing these optimization strategies ensures that your stunning Unreal Engine 5 Photorealistic Car Paint not only looks incredible but also performs smoothly. Balancing these elements is key to delivering professional-grade `real-time automotive rendering` experiences.
Conclusion
Mastering Unreal Engine 5 Photorealistic Car Paint is a journey that intertwines an understanding of real-world physics with advanced shader techniques. We’ve explored the foundational layers of automotive paint, delved into the intricacies of the dedicated `Clear coat shader`, and unraveled the secrets behind creating a dynamic `Metallic flake effect`. We’ve also highlighted the power of building `Advanced UE5 material instances` for a modular and artist-friendly workflow, and emphasized the critical role of `HDR environment lighting` and post-processing in bringing your `automotive visualization` to life.
The journey to photorealism in real-time automotive rendering demands attention to detail, a willingness to experiment within the UE5 Material Editor, and a deep appreciation for how light interacts with surfaces. By applying the principles and techniques discussed, you are well-equipped to create high-end automotive assets that rival offline renders.
Now is the time to put these techniques into practice. Experiment with different flake patterns, play with clear coat roughness variations, and observe how your chosen lighting environment profoundly impacts the final look. For a perfect starting point, explore the wide range of high-quality, pre-optimized 3D car models available at 88cars3d.com, ready to be enhanced with your advanced Unreal Engine 5 paint shaders. Dive in, push the boundaries, and let your automotive creations shine with unparalleled realism!
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Toyota Prius 2024 3D Model
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Material: Yes
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Toyota Yaris 1999 3D Model
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Material: Yes
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Toyota Supra 2020 3D Model
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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
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Volkswagen Golf 3-Door 3D Model
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Volvo V70 2005 3D Model
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Volkswagen Bora 2004 3D Model
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Volkswagen Lupo 3D Model
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Volkswagen Passat B5 2000 3D Model
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Volkswagen Passat CC 3D Model
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Volkswagen Golf V 2006 3D Model
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Volvo S60 R-Design 2024 3D Model
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Volkswagen Passat 2025 3D Model
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Volkswagen Passat Variant B6 2005 3D Model
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Volkswagen Phaeton W12 2004 3D Model
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Volkswagen Scirocco 2015 3D Model
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Volvo S60 2024 3D Model
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Volkswagen Polo 3D Model
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Volkswagen Golf 5-Doors 2018 3D Model
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Volvo C70 T5 2000 3D Model
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Volvo S40 Sedan 2004 3D Model
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Volvo C30 BEV 2012 3D Model
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Volvo C70 1998 3D Model
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Mazda B-Series 3D Model
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Mercsedes Benz Z3-006 3D Model
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Mazda RX-7 3D Model
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Volvo VCC-003 3D Model
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Mercedes-Benz SLR McLaren 2005 3D Model
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GAZ 3110 Pickup 2000 3D Model
Texture: Yes
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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
Texture: 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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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
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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
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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Mercedes-Benz A45 2021 3D Model
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Mercedes-Benz 300SL 1955 3D Model
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Mercedes-Benz 190SL 1955 3D Model
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Mercedes-Benz W124 Brabus V12 3D Model
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Mercedes-Benz SLS AMG GT3-002 3D Model
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Mercedes-Benz C-Class-001 3D Model
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Mercedes-Benz B-Klasse 2023 3D Model
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Mercedes-Benz A-Klasse W168 3D Model
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Mercedes-Benz 500SL 2000 3D Model
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Mercedes-Benz 500SEC 3D Model
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Mercedes-Benz Citan 2025 3D Model
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Mercedes-Benz C63 AMG 2012 3D Model
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Mercedes-Benz E-Class S211 3D Model
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Mercedes-Benz CLS63 AMG (C218) 2014 3D Model
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Mercedes-Benz CLS-Klasse 3D Model
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