Beyond Default: Crafting Hyperrealistic Automotive Paint in Unreal Engine 5
Beyond Default: Crafting Hyperrealistic Automotive Paint in Unreal Engine 5
There’s an undeniable allure to a perfectly rendered car, its surfaces reflecting the world with a mirror-like gleam, the metallic flakes in its paint shimmering under the light. For automotive designers, game developers, and 3D artists, achieving this level of visual fidelity in Unreal Engine 5 isn’t just a desire—it’s a necessity. While UE5’s default materials offer a robust foundation for many assets, they often fall short when it comes to the intricate physics and layered complexities of genuine automotive paint. The subtle nuances that transform a good render into a truly breathtaking one demand a more sophisticated approach, moving beyond simple PBR textures to custom-built shaders.
Imagine showcasing a concept car or an in-game vehicle with paint that not only looks real but *feels* real, capturing every highlight, every shadow, and every microscopic imperfection. This isn’t just about making it shiny; it’s about replicating the multi-faceted interaction of light with various paint layers. In this comprehensive guide, we’ll peel back the layers of real-world automotive paint and dive deep into crafting a custom, physically accurate automotive paint shader within Unreal Engine 5. We’ll explore the technical intricacies, from simulating a flawless clear coat to embedding subtle metallic flakes, ensuring your vehicles achieve truly photorealistic rendering. To get started with a high-quality base, consider exploring the exceptional models available at 88cars3d.com, providing the perfect canvas for your shader masterpieces.
The Illusion of Reality: Why Default UE5 Materials Struggle with Automotive Paint
Unreal Engine 5’s default material system is powerful and versatile, built upon the principles of Physically Based Rendering (PBR). For most common assets—wood, metal, plastic, fabric—the standard PBR workflow of defining Base Color, Metallic, Roughness, Specular, and Normal maps works exceptionally well. However, automotive paint is anything but common. It’s a complex, multi-layered material designed for both aesthetics and protection, and its visual properties defy simple categorization.
The primary limitation of a standard UE5 material is its single-layer approach. Real-world automotive paint, by contrast, is a composite material, typically consisting of several distinct coats: a primer, a color base coat (which may contain metallic or pearlescent pigments), and crucially, a transparent clear coat on top. Each of these layers interacts with light differently, contributing to the final appearance in unique ways. A default material struggles to independently control the reflectivity of the clear coat, the underlying color, and the sparkle of any embedded particles.
For instance, applying a generic ‘metallic’ property to a base material might give a metallic sheen, but it won’t accurately simulate the distinct refraction and reflection properties of a thick, glossy clear coat over a separate metallic pigment layer. The result is often a flat, plastic-like appearance that lacks the depth, the subtle light scattering, and the sharp, environment-reflecting qualities that define true car paint. Achieving photorealistic rendering demands a breakdown of these layers and their individual responses to light.
Deconstructing Automotive Paint: The Physics Behind the Sheen
Before we can build a compelling automotive paint shader in Unreal Engine 5, we must understand the real-world physics that govern its appearance. Think of car paint not as a single surface, but as a miniature optical system. This system is generally comprised of three main functional layers, each playing a critical role in the final look:
The Primer and E-Coat (Foundation)
- Purpose: These initial layers are primarily for corrosion protection and adhesion for subsequent coats. While not directly contributing to the aesthetic finish, they provide a smooth, uniform base.
- Visual Impact: Minimal direct visual impact, but an uneven primer would affect the smoothness of all layers above it. For our shader, we generally don’t need to simulate these explicitly, but their assumed presence underpins the evenness of the base coat.
The Base Coat (Color and Flakes)
- Purpose: This layer provides the vehicle’s primary color. It can be a solid color, or it can contain special pigments for unique visual effects.
- Types:
- Solid Colors: Pigments that absorb certain wavelengths and reflect others, giving the desired hue.
- Metallic Colors: Contain tiny, reflective metal flakes (often aluminum) suspended within the pigment. These metallic flakes scatter and reflect light, creating a sparkling, anisotropic effect that shifts with the viewing angle.
- Pearlescent/Mica Colors: Contain mica particles coated with various metal oxides. These create a “color-shift” or “interfere” effect, where the hue subtly changes depending on the angle of light and observation.
- Visual Impact: Defines the core color and, if present, the sparkle and depth provided by flakes. The base coat typically has a matte or semi-gloss finish *before* the clear coat is applied.
The Clear Coat (Gloss, Protection, and Depth)
- Purpose: A transparent, high-gloss layer applied over the base coat. It provides UV protection, scratch resistance, and the characteristic deep, wet look of car paint.
- Physics: This is where most of the primary reflections occur. The clear coat acts like a thick pane of glass, reflecting the environment sharply, and allowing light to refract through it to interact with the base coat below. The smoothness of this layer dictates the sharpness of reflections.
- Visual Impact: Responsible for the intense specular highlights, the sharp reflections of the environment, and the sense of depth in the paint. Micro-scratches and imperfections on the clear coat heavily influence its roughness and the quality of its reflections. This is the heart of the clear coat effect.
Understanding these layers is fundamental to building a robust automotive paint shader. Each element – the base color, the specific properties of metallic flakes, and the dominant clear coat effect – must be individually controlled and then blended in a physically accurate manner using PBR materials principles to achieve truly convincing photorealistic rendering.
Building Your Custom Automotive Paint Shader in Unreal Engine 5: The Foundation
Now, let’s translate this real-world understanding into a practical workflow within Unreal Engine 5. We’ll start by establishing the basic structure of our custom material, treating it as a layered system rather than a monolithic surface.
1. Create a New Material
- Right-click in your Content Browser and select Material. Name it something descriptive, like
M_AutomotivePaint_Custom. - Open the material editor. By default, you’ll see a single material node with various inputs. This is our foundation.
2. The Core PBR Setup for the Base Coat
Even though we’re layering, the base coat still adheres to PBR principles for its underlying properties. We’ll begin by defining its color and general reflectivity before the clear coat is added.
- Base Color: This will be the primary hue of your car. You can use a
Vector3parameter (for easy color adjustment) or a texture map. For hyperrealism, even solid colors benefit from subtle variations or a very fine noise texture. - Metallic: For a non-metallic base coat, set this to
0. If you’re incorporating flakes (which we will), this property often pertains more to the flakes themselves, or a combined averaged metallic value. For now, assume a non-metallic base for simplicity before we add complex flakes. - Roughness: The base coat, before clear coat, is typically quite rough (matte). A value around
0.7-0.9is a good starting point. This will be dramatically overridden by the clear coat, but it’s important for the underlying layer’s light interaction. - Specular: Keep this at the default
0.5for dielectrics. - Normal: A simple flat normal map is often sufficient for the base coat itself, or even just a constant
(0,0,1)vector if no surface imperfections are needed at this layer.
These inputs will connect directly to the main Material Output node initially. We’re essentially building the “undercoat” that will then be covered by our custom clear coat system. This initial setup is crucial for setting up a robust PBR materials pipeline within your automotive paint shader.
Mastering the Clear Coat Effect: Depth and Reflection
The clear coat is arguably the most critical component for achieving a realistic automotive finish. It’s responsible for the deep reflections, the wet look, and the characteristic sheen. Unreal Engine 5 provides a specific input for a clear coat layer, which simplifies some aspects, but we’ll often need to augment it for true realism.
1. Utilizing the Clear Coat Inputs
The standard Material Output node in UE5 includes specific inputs for a clear coat:
- Clear Coat: A scalar value from 0 to 1. Set this to
1to enable the clear coat layer. - Clear Coat Roughness: This controls the glossiness and sharpness of reflections on the clear coat. A value close to
0(e.g.,0.02 - 0.08) will create a very sharp, mirror-like reflection. Higher values introduce blur and diffusion, simulating micro-scratches or dust. - Clear Coat Normal: Allows for a separate normal map to be applied specifically to the clear coat. This is vital for simulating subtle “orange peel” texture or microscopic imperfections on the surface, which are key to realistic photorealistic rendering.
2. Simulating the “Orange Peel” Effect
No real-world car paint is perfectly smooth at a microscopic level. The “orange peel” effect refers to the subtle, undulating texture visible on painted surfaces, resembling the skin of an orange. This is crucial for realism.
- Orange Peel Normal Map: Create or find a tileable normal map that simulates this texture. It should be very subtle, with small, soft bumps.
- Applying the Normal: Connect this normal map directly to the
Clear Coat Normalinput. Use aTextureCoordinatenode with a scalar parameter for tiling control, allowing you to adjust the scale of the orange peel.
3. Incorporating Micro-Scratches and Imperfections
A perfectly clean, flawless clear coat can look artificial. Real car paint accumulates micro-scratches, dust, and smudges over time, which subtly break up reflections and add character.
- Roughness Texture: Use a detailed roughness map specifically for the clear coat. This map should contain subtle variations:
- Darker areas (lower roughness) for pristine, highly reflective surfaces.
- Lighter areas (higher roughness) for micro-scratches, dust, or smudges.
- Blending Roughness: You can blend this roughness texture with a constant scalar parameter to control the overall “cleanliness” of the paint. Use a
Lerpnode to interpolate between a base roughness value and your texture-driven roughness.
4. Fresnel for Edge Reflection Intensity
The reflectivity of a dielectric (non-metal) surface like clear coat changes with the viewing angle. Reflections are strongest at grazing angles (when looking almost parallel to the surface) and weakest when looking straight on. This is governed by the Fresnel effect.
- Built-in Fresnel: UE5’s clear coat layer inherently handles Fresnel for its reflectivity. However, if you’re building a more custom layered approach, you might need to use a
Fresnelnode manually to control blending between layers or influence roughness/specular intensity based on angle. - IOR (Index of Refraction): While not directly exposed as an input for the built-in clear coat (it uses a default IOR), understanding IOR is crucial. Clear coat typically has an IOR around 1.4-1.5. This value dictates how much light refracts versus reflects, and how strong the Fresnel effect is.
By carefully controlling these inputs, particularly the Clear Coat Roughness and Clear Coat Normal, we can achieve a highly convincing clear coat effect, bringing our Unreal Engine 5 automotive paint shader closer to photorealistic rendering.
Integrating Metallic Flakes: The Sparkle and Subtlety
For metallic paints, the inclusion of metallic flakes is paramount. These tiny, reflective particles embedded within the base coat catch and scatter light, creating the characteristic sparkle and depth that differentiates metallic from solid finishes. Simulating these effectively requires a blend of texture work and material wizardry.
1. Flake Generation Technique: Texture-Based Approach
The most common and efficient way to simulate thousands of tiny flakes is through texture maps. We’ll use a normal map to represent the orientation of these flakes and potentially an opacity map to define their distribution.
- Flake Normal Map: Create a tileable texture that contains very small, bright dots or lines against a black background. Use this to generate a normal map. Each dot will act as a miniature reflective surface.
- Adjusting Flake Size and Density:
- Use a
TextureCoordinatenode with a scalar parameter (e.g., “Flake_Tiling”) to control how often the flake pattern repeats over the surface. A very high tiling value will make the flakes appear smaller and denser. - Connect this to your flake normal map.
- Use a
- Flake Opacity/Mask: Optionally, use a black and white texture (or procedural noise) to mask the distribution of flakes, making them appear more sparse or clustered in certain areas if desired.
2. Blending Flake Normals with the Base Coat
The flake normal map shouldn’t entirely replace the base coat’s normal. Instead, it should add a high-frequency detail on top.
- Blend Normals Node: Use a
BlendAngleCorrectedNormalsnode. Connect your base coat’s normal (or a constant(0,0,1)if flat) to “A” and your flake normal map to “B”. - Connect to Base Normal: The output of this blend node should then feed into the Base Material’s Normal input, *below* the clear coat. Remember, the flakes are in the base coat.
3. Controlling Flake Reflectivity and Color
The metallic flakes themselves are highly reflective. We need to ensure their metallic properties are distinct.
- Metallic Value for Flakes: Create a separate metallic value for the flakes (e.g.,
0.8-1.0). - Flake Roughness: Flakes are generally quite smooth, so a low roughness value (e.g.,
0.1-0.3) will make them shiny. - Mixing with Base Coat: We need to blend the flake properties with the base color. A common technique is to use a
Lerpnode, driven by the flake mask, to blend between the base color/roughness/metallic and the flake’s respective properties. This ensures that only where a flake is present do its metallic properties take effect. - Tinting Flakes: You can multiply the flake color (often white or silver) by a subtle tint to match the overall paint color, or give it a slight contrasting hue for extra visual interest.
4. Anisotropic Reflections (Advanced)
For even greater realism, especially with directional flakes, you might want to simulate anisotropic reflections. This is where reflections stretch in a particular direction due to microscopic grooves or aligned particles.
- Anisotropy Input: UE5’s standard material doesn’t have a direct “Anisotropy” input like some dedicated hair or brushed metal shaders. To achieve this, you often need to create custom shading models or manipulate normals in a specific way.
- Normal Distortion: A common workaround is to subtly distort the normals based on a tangent map or a procedural direction, which can fake the anisotropic stretch. This is more complex and might involve custom code or material functions.
The key to believable metallic flakes is subtlety. They should sparkle without overpowering the base color or looking like glitter. Iterative tweaking of flake density, size, and reflectivity is essential for achieving a balanced, photorealistic rendering effect in your Unreal Engine 5 automotive paint shader. Many models from 88cars3d.com are prepped for such advanced material work, offering a pristine starting point.
Advanced Refinements and Real-Time Visualization
Once the core clear coat and metallic flake systems are in place, we can push the realism further with additional subtle effects and ensure optimal performance for real-time visualization.
Orange Peel and Micro-Scratches Refinement
While we touched on these, true realism lies in the details. Consider layering multiple normal and roughness maps:
- Primary Orange Peel: A very subtle, large-scale normal map.
- Secondary Micro-Texture: A much smaller, finer noise normal map to break up reflections even further at a micro-level.
- Roughness Breakdown:
- A global roughness parameter for overall shininess.
- A subtle dirt/dust mask that increases roughness in crevices or exposed areas.
- A scratch map that adds fine, linear roughness variations.
- Blending: Use
Lerpnodes with masks or procedural noise to blend these various roughness and normal layers together, creating a rich, imperfect surface that responds realistically to light.
Color Shift / Pearlescent Effects
Some paints exhibit a color shift depending on the viewing angle (e.g., “chameleon” paints or subtle pearlescent finishes). This can be achieved with a technique leveraging the Fresnel effect:
- Fresnel-driven Lerp: Use the output of a
Fresnelnode as the alpha for aLerpnode. - Color Interpolation: Connect your primary base color to “A” and your secondary (shifted) color to “B”. The Fresnel effect will then smoothly transition between these two colors based on the camera angle, simulating the pearlescent interference.
- Parameters: Expose parameters for the primary color, secondary color, and the Fresnel exponent to fine-tune the effect.
Accurate Reflections and Environmental Integration
Even the most advanced shader won’t look good without proper lighting and reflections. For photorealistic rendering and effective real-time visualization in Unreal Engine 5, consider:
- High-Quality HDRIs: Use high dynamic range image (HDRI) sky spheres or cubemaps that accurately represent your environment. The sharp reflections on the clear coat will pick up these details vividly.
- Reflection Captures: Place
Sphere Reflection CaptureorBox Reflection Captureactors strategically around your scene. Ensure they are updated regularly (or in real-time for dynamic scenes) to provide accurate local reflections, especially important in enclosed spaces or near complex geometry. - Lighting Setup: Utilize realistic light sources (Directional Light for sun, Sky Light for global illumination, Point Lights for specific highlights) and ensure their intensity and color temperatures are physically plausible.
Performance Considerations for Real-Time Visualization
A complex automotive paint shader can become heavy. For real-time visualization, especially in games or interactive experiences, optimization is key.
- Instruction Count: Keep an eye on the material’s instruction count in the material editor. Minimize redundant calculations.
- Texture Resolution: Use appropriate texture resolutions. While high resolution is good for detail, don’t use 4K textures where 1K or 2K would suffice for a subtle effect.
- Scalar/Vector Parameters: Utilize parameters extensively. They allow for runtime adjustments without recompiling the shader, and the engine can optimize constant values more efficiently than complex networks.
- Material Functions: Encapsulate reusable logic into Material Functions. This makes your material graph cleaner and can sometimes lead to better optimization by the engine.
By investing in these advanced techniques, your automotive paint shader will transcend the ordinary, delivering an unparalleled level of realism. These advanced shaders are perfect for models from 88cars3d.com, designed with high fidelity in mind, making them ideal for high-end rendering projects.
Conclusion: The Art and Science of Hyperrealistic Automotive Paint
Crafting hyperrealistic automotive paint in Unreal Engine 5 is a journey that marries artistic vision with a deep understanding of physics and material science. Moving “beyond default” isn’t just an option; it’s a necessity for anyone serious about achieving truly stunning photorealistic rendering and compelling real-time visualization. By deconstructing real-world car paint into its fundamental layers—the color base, the intricate metallic flakes, and the dominant clear coat effect—we gain the knowledge to rebuild it virtually with unprecedented fidelity.
We’ve walked through the step-by-step process of building a custom automotive paint shader, leveraging Unreal Engine 5’s powerful PBR materials system and extending it with advanced techniques for surface imperfections, color shifts, and flake integration. The result is a material that not only looks incredibly real but also responds dynamically to light, creating that coveted “wet look” and deep, shimmering finish.
The pursuit of realism is an ongoing process of refinement and experimentation. We encourage you to take these techniques, experiment with different parameters, explore new textures, and push the boundaries of what’s possible in Unreal Engine 5. Whether you’re showcasing concept designs, developing a next-gen game, or creating stunning cinematics, a masterfully crafted automotive paint shader will elevate your work dramatically.
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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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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
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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
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Mercedes-Benz SL500 AMG (R129) 3D Model
Texture: 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
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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
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
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Material: Yes
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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
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Material: Yes
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Mercedes-Benz CL65 C215 AMG 3D Model
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Mercedes-Benz A45 2021 3D Model
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Mercedes-Benz 300SL 1955 3D Model
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Material: Yes
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Mercedes-Benz 190SL 1955 3D Model
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Mercedes-Benz W124 Brabus V12 3D Model
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Mercedes-Benz SLS AMG GT3-002 3D Model
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Mercedes-Benz C-Class-001 3D Model
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Mercedes-Benz B-Klasse 2023 3D Model
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Mercedes-Benz A-Klasse W168 3D Model
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Mercedes-Benz 500SL 2000 3D Model
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Mercedes-Benz 500SEC 3D Model
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Mercedes-Benz Citan 2025 3D Model
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Mercedes-Benz C63 AMG 2012 3D Model
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Mercedes-Benz E-Class S211 3D Model
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Mercedes-Benz CLS63 AMG (C218) 2014 3D Model
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Mercedes-Benz CLS-Klasse 3D Model
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