The Challenge of Automotive Photorealism in Unreal Engine 5
The gleam of a perfectly rendered supercar, the subtle metallic sheen that shifts with the light, the depth of a flawless clear coat – achieving this level of visual fidelity for automotive assets in real-time engines like Unreal Engine 5 is often considered the holy grail for 3D artists and game developers. While standard Physically Based Rendering (PBR) workflows provide a solid foundation, they often fall short when replicating the intricate nuances of high-end vehicle paint and materials.
Default Unreal Engine 5 materials can create convincing surfaces, but automotive finishes demand a more sophisticated approach. The unique interplay of light with multiple paint layers, metallic particles, and clear coats requires a deep understanding of material properties and advanced shader construction. This guide delves into those advanced techniques, empowering you to unlock hyper-realism and elevate your automotive visualizations to cinematic quality.
The Challenge of Automotive Photorealism in Unreal Engine 5
At first glance, setting up a car material in Unreal Engine 5 seems straightforward. You plug in your albedo, normal, roughness, and metallic maps, and you get a decent result. However, anyone who has closely examined real-world car paint understands that it’s far more complex than a single PBR layer. This is where standard PBR workflows, while excellent for many assets, often fall short for high-end automotive materials.
The inherent difficulty lies in the multi-layered structure of automotive paint. A car’s finish isn’t just a surface; it’s a carefully engineered stack of primers, base coats, metallic or pearl flakes, and multiple clear coats, each interacting with light in unique ways. Simply applying a generic metallic-roughness PBR setup will miss the crucial depth, sub-surface reflections, and complex highlights that define a truly photorealistic car paint UE5 finish.
Beyond Basic PBR: Understanding the Nuance
Real automotive paint exhibits phenomena like depth refraction within the clear coat, subtle color shifts due to metallic flakes, and dynamic reflections that change based on viewing angle. These details are essential for visual authenticity. Without specialized Unreal Engine 5 materials and an advanced automotive shader setup, your car models might look good, but they won’t truly fool the eye into believing they’re real.
Achieving this level of realism requires us to dissect the physical properties of car paint and rebuild them digitally, layer by layer. This involves leveraging custom material functions, carefully tuned PBR parameters, and a keen eye for how light behaves on such complex surfaces.
Deconstructing Automotive Paint: Layers of Light
To accurately simulate automotive paint, we must first understand its real-world composition. It’s not a single solid surface but a sophisticated sandwich of layers, each contributing to its final appearance. Translating these physical properties into material parameters is the core of creating a Physically Based Rendering (PBR) automotive material that truly shines.
Typically, a high-quality automotive finish consists of:
- Primer: A base layer for adhesion and corrosion protection. We rarely simulate this directly, as it’s covered.
- Base Coat: Provides the primary color. This can be a solid color, metallic, or pearl.
- Metallic/Pearl Flakes: Tiny particles embedded within or on top of the base coat, responsible for sparkle and color shift effects.
- Clear Coat: A transparent, highly reflective layer that protects the base coat, provides depth, and contributes significantly to the overall gloss and reflections. Often applied in multiple layers.
- Imperfections: Micro-scratches, dust, smudges, and the subtle “orange peel” texture.
Base Coat: The Foundation of Color
The base coat is where the primary color of the vehicle resides. For solid colors, this is relatively straightforward, mainly defined by the Base Color input in your material. The roughness here would be quite high, as it’s typically a matte finish before the clear coat is applied. For metallic or pearl paints, the base color also dictates the tint of the flakes embedded within or above it.
When preparing textures for your base coat, consider variations. Even a solid color isn’t perfectly uniform across the entire car; subtle gradients or wear can add realism. This foundational layer sets the stage for all the complex light interactions to follow.
The Magic of Metallic & Pearl Flakes
The introduction of metallic flake shader effects is where automotive paint truly deviates from standard PBR. These tiny particles, often aluminum or mica, reflect light directionally, creating a sparkling, shimmering effect that changes with the viewing angle. This is not just a texture but a complex micro-facet structure.
To simulate this, we need to generate or sample normals that represent these flakes. A common technique involves using a noise texture (like Voronoi or Perlin noise) to create a pattern of varying orientations, then transforming these into normal map data. These flake normals are then blended with the car’s primary normal map. Parameters like flake density, size, and tint (often derived from the base coat color) are crucial for convincing results. The reflectivity of these flakes also plays a significant role, often requiring a higher metallic value in their specific masked areas.
The Multi-Layer Clear Coat Effect
Perhaps the most critical component for photorealistic car paint UE5 is the clear coat. Real-world clear coats are often applied in multiple passes, creating depth and a distinct reflective surface. In Unreal Engine 5, the standard material supports a single clear coat layer through its dedicated ‘ClearCoat’ and ‘ClearCoatRoughness’ inputs.
However, to achieve a true multi-layer clear coat effect, we often need to get more creative. One effective technique is to simulate a second clear coat layer through careful blending and custom calculations within the material graph. This might involve using a second layer of reflections and subtly adjusting roughness and specular values. The Fresnel effect is paramount here, ensuring that reflections intensify at grazing angles, accurately mimicking real-world clear coats.
Imperfections for Authenticity
No real car is perfectly flawless. Adding subtle imperfections like micro-scratches, dust, smudges, and the characteristic “orange peel” texture dramatically enhances authenticity. Orange peel is a slight, ripple-like texture in the clear coat, a byproduct of the painting process. It can be simulated using a subtly noisy normal map or by slightly varying the roughness of the clear coat across the surface.
Mask textures can be used to blend in localized dirt, scratches, or water spots, giving the vehicle a history and preventing it from looking too “digital.” These small details are often the difference between a good render and a breathtaking one. When building your automotive assets, consider high-quality models from resources like 88cars3d.com, which often come with carefully prepared UVs ready for such detailed texture work.
Advanced Material Graph & Custom Material Functions in UE5
Building a sophisticated automotive shader demands a modular and organized approach. This is where custom material functions UE5 become indispensable. They allow you to encapsulate complex logic into reusable nodes, simplifying your main material graph and promoting efficiency.
The goal is to construct an automotive shader setup that can be easily tweaked via Material Instances, allowing for variations in color, flake properties, and clear coat characteristics without recompiling the entire shader.
Building a Modular Automotive Shader
Start with a master material that incorporates all the necessary logic. Use Material Function Call nodes to bring in your custom clear coat and metallic flake calculations. This keeps the main material graph clean and readable. The primary inputs for your master material will typically include:
- Base Color Texture: For the underlying paint color.
- Normal Map: For general surface details.
- Metallic/Pearl Flake Texture: To control flake distribution or density.
- Roughness Map: For varied surface shininess.
- Clear Coat Parameters: Roughness, intensity, and potential normal maps for orange peel.
- Flake Parameters: Size, density, color tint, intensity.
Implementing the Multi-Layer Clear Coat
For a truly convincing multi-layer clear coat effect, we’ll leverage UE5’s built-in ClearCoat input and enhance it. The engine’s ClearCoat input simulates a single clear coat. To get a second layer, you can create a custom material function that takes your base material’s output, calculates its reflection and roughness properties, and then blends a second layer on top. This secondary layer would have its own roughness and Fresnel parameters.
Here’s a simplified conceptual workflow for a custom clear coat function:
- Input Base Material Attributes: Connect your base color, metallic, roughness, and normal map outputs from your primary material calculations.
- First Clear Coat (UE5 Built-in): Set the ‘ClearCoat’ input to 1 and ‘ClearCoatRoughness’ to a low value (e.g., 0.02-0.05) for a glossy finish. Add a subtle normal map here for orange peel if desired.
- Second Clear Coat (Custom):
- Calculate a new reflection vector based on the surface normal.
- Use a Fresnel node (e.g., ‘Fresnel’ or ‘Power’ node with ‘DotProduct’ for exponent) to control the intensity of the second reflection layer based on viewing angle.
- Blend this reflection with a subtle color or a light falloff, adjusting its roughness to be slightly higher than the first clear coat (e.g., 0.08-0.15) to simulate depth.
- Mask and blend this secondary layer over your primary clear coat output.
- Output: Connect the final blended result to your material’s output pins.
This approach allows for distinct roughness values and depth perception between the two layers, giving that sought-after “wet look.”
Crafting the Metallic Flake Shader
The metallic flake shader is another prime candidate for a custom material function. The core idea is to generate a normal map that simulates the random orientation of tiny metallic flakes. This can be achieved:
- Noise Texture Generation: Use a high-frequency noise texture (e.g., Perlin noise, Voronoi noise, or even a pre-baked flake normal map) that represents the surface of the flakes.
- Normal Transformation: Convert this texture into normal data using ‘NormalFromHeightmap’ or similar nodes.
- Flake Masking: Use another texture or procedural noise to mask where flakes appear. This controls flake density.
- Flake Properties: Control parameters like flake size (by tiling the noise), flake intensity (by multiplying the normal contribution), and flake color (by tinting the metallic reflection, often slightly brighter and with a subtle tint of the base color).
- Blending: Blend this flake normal map with your primary surface normal map. The blending method is crucial; a ‘BlendAngleCorrectedNormals’ node often works well, preserving details from both.
The output of this custom function would be a modified normal that goes into your material’s normal input, contributing to the distinct metallic sparkle.
Integrating Wear and Tear
Authentic vehicles show signs of life. Integrating wear and tear involves using mask textures to blend different material properties. For instance:
- Dirt/Dust: Use an ambient occlusion map or a custom dirt mask to blend in areas with increased roughness and a desaturated base color, simulating accumulated grime.
- Scratches: A grayscale scratch texture can be used to locally increase metallic values (exposing bare metal) and slightly alter roughness or normal maps.
- Smudges: Subtle fingerprints or water marks can be blended in with slightly different roughness values, making areas appear less clean.
Vertex painting on your 3D model can also be used for localized wear, giving artists direct control over where dirt or scratches appear. This adds a layer of artistic storytelling to your PBR automotive asset.
Lighting, Reflections, & Optimization for Hyper-Realism
Even the most advanced Unreal Engine 5 materials won’t look photorealistic without proper lighting and reflections. Automotive surfaces are highly reflective, making environmental interaction absolutely critical. Furthermore, for game assets, performance must always be considered alongside visual fidelity.
Leveraging Real-Time Ray Tracing Reflections
Real-time ray tracing reflections in Unreal Engine 5 are a game-changer for automotive visualization. Unlike traditional screen-space reflections (SSR) or reflection captures, ray tracing generates accurate, physically correct reflections of the entire scene, including off-screen elements. This is especially vital for the curved, highly polished surfaces of a car, where environmental reflections play a massive role in defining its shape and material.
To enable ray tracing:
- Go to Project Settings > Engine > Rendering.
- Under ‘Ray Tracing’, enable ‘Ray Tracing’ and ‘Support Hardware Ray Tracing’.
- Restart the editor.
- In your post-process volume, ensure ‘Reflections’ > ‘Type’ is set to ‘Ray Tracing’.
While powerful, ray tracing can be performance-intensive. Use it judiciously, perhaps for hero shots, cinematics, or as an optional quality setting for high-end systems in games.
Static & Dynamic Reflection Captures
Even with ray tracing, reflection captures still have a role. They provide a fallback for non-ray tracing setups and can contribute to overall scene lighting. Sphere Reflection Captures are good for general ambient reflections around a specific point, while Box Reflection Captures are ideal for capturing reflections within an enclosed space (like a garage or studio) with correct parallax.
Place them strategically, ensuring their influence radii cover your vehicle. Blend weight can be adjusted to balance their contribution with ray-traced reflections. For dynamic environments or rapidly moving vehicles, updating these captures can be costly; prioritize static captures or rely more heavily on ray tracing.
Achieving Photorealistic Illumination
Lighting is the soul of any render. For cars, a combination of lights is usually required:
- HDRI Backdrop: An essential starting point for environment lighting. A high-quality HDRI provides realistic ambient light and reflections, grounding your car in a believable space.
- Directional Light: Represents the sun. Use it to create strong, clear shadows and define the car’s primary forms. Adjust its intensity and color temperature for mood.
- Sky Light: Captures the distant lighting from the sky and injects it into the scene. Crucial for realistic ambient bounce light and filling in shadows.
- Rect Lights: Used as studio lights, window lights, or for targeted highlights on the car’s body panels. Mimic softboxes or light strips for professional-looking reflections.
Don’t forget post-processing. Adjust exposure, contrast, color grading, and add subtle bloom or depth of field to enhance the cinematic quality of your automotive shader setup.
Optimization Strategies for Game Assets
While visual fidelity is key, performance is paramount for PBR automotive assets in game engines. Here’s how to keep things efficient:
- Material Instances: Always create Material Instances from your master materials. This allows you to modify parameters without recompiling shaders, saving VRAM and improving iteration times.
- Texture Resolution & Streaming: Use appropriate texture resolutions. 4K or 8K for primary surfaces might be acceptable for hero assets, but scale down for less visible parts. Enable texture streaming to manage memory usage.
- Shader Complexity: Complex shaders with many instructions can be expensive. Use the ‘Shader Complexity’ view mode in Unreal Engine to identify and optimize costly parts of your material graph. Custom material functions help manage complexity by keeping chunks of logic organized.
- LODs (Level of Detail): Create multiple LODs for your car models. Lower poly versions for distant views will dramatically improve performance without noticeable quality loss.
- Instanced Meshes: If you have multiple identical cars, use instanced static meshes where possible to reduce draw calls.
Balancing breathtaking visuals with smooth performance requires a continuous cycle of testing and optimization, especially when integrating real-time ray tracing reflections.
Beyond Paint: Interior & Exterior Material Nuances
While car paint is often the star, a truly hyper-realistic vehicle requires attention to every material. The interplay of different surfaces, from tires to glass and interior fabrics, creates a harmonious and believable whole. This holistic approach is essential for any high-quality game asset development.
Realistic Tire Materials
Tires are more than just black cylinders. They are complex rubber compounds with unique textural properties. A realistic tire material needs:
- Subtle Roughness Variation: Fresh rubber is slightly matte, but worn areas might be smoother. Use a detailed roughness map.
- Tread Pattern Detail: A high-resolution normal map is crucial for sharp tread patterns. Consider displacement mapping for extreme close-ups.
- Sidewall Imperfections: Small bumps, text, and manufacturing marks on the sidewall add authenticity.
- Wet Effects: For rain scenes, a custom material function can blend in a shinier, darker appearance with subtle water streaks or droplets.
Glass, Headlights, and Chrome
These reflective and refractive elements demand careful attention:
- Glass: Utilize Unreal’s transparent material settings. Apply subtle tint, and importantly, add a slight roughness variation (fingerprints, dust) for realism. Refraction is key for windshields and windows.
- Headlights: Complex. The outer lens needs accurate transparency and refraction. The inner reflector dishes require a highly polished, often chrome-like, material with accurate normal maps for their intricate patterns.
- Chrome/Metals: Differentiate between polished chrome (very low roughness, high metallic) and brushed aluminum (anisotropic reflections, higher roughness). Use clear normal maps to define the brushing direction for anisotropic shaders.
Fabric and Leather Interiors
The interior of a car is just as important as the exterior. Materials like fabric and leather require their own considerations:
- Fabric/Alcantara: Use detailed normal maps for the weave. Subsurface Scattering can add softness for materials like Alcantara, giving it a velvety, light-absorbing quality.
- Leather: Needs accurate normal and roughness maps to convey its natural grain and subtle imperfections. Subtle color variations and signs of wear (creases, slight scuffs) enhance believability.
- Stitching: Often done with a separate mesh or through very high-resolution normal maps to give it proper depth.
Every element, from a dashboard button to a seatbelt, contributes to the overall immersive experience. Leveraging high-quality models, such as those found on 88cars3d.com, can provide an excellent foundation for these intricate material setups, allowing you to focus on fine-tuning the shaders for maximum realism.
Conclusion
Achieving hyper-realistic automotive paint and materials in Unreal Engine 5 is a journey that extends far beyond basic PBR. It requires a deep understanding of physical properties, meticulous shader construction, and an artistic eye for how light interacts with complex surfaces. By mastering the techniques discussed – from deconstructing multi-layer clear coats and crafting sophisticated metallic flake shaders using custom material functions UE5, to leveraging real-time ray tracing reflections and optimizing your PBR automotive assets – you can elevate your vehicle renders to new heights.
The intricate dance between base coats, shimmering flakes, and deep clear coats is what gives a digital car its soul. With these advanced Unreal Engine 5 materials workflows, you’re not just creating a model; you’re crafting a captivating visual experience that blurs the line between the virtual and the real.
Ready to apply these techniques to truly exceptional 3D models? Explore the extensive collection of high-quality automotive assets available at 88cars3d.com. Start with a premium model, implement these advanced shader setups, and watch your renders come to life with unparalleled realism. The road to automotive hyper-realism in UE5 is challenging, but the results are undeniably rewarding.
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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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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
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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
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Mercedes-Benz S-Class W221 2005 3D Model
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Mercedes-Benz E-Class W212 2009 3D Model
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Mercedes-Benz E-class Estate S212 2009 3D Model
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Mercedes-Benz 190 W201 3D Model
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Mercedes-Benz C230 SportCoupé 2005 3D Model
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Mercedes-Benz SLK 3D Model
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Mercedes 600 SEC W140 1992 3D Model
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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
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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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