Beyond Photorealism: Optimizing High-End Automotive 3D Models for Real-Time Game Engines
Beyond Photorealism: Optimizing High-End Automotive 3D Models for Real-Time Game Engines
The pursuit of photorealism in 3D automotive modeling has reached breathtaking levels, with artists crafting vehicles that are virtually indistinguishable from their real-world counterparts. From intricate interior stitching to microscopic paint imperfections, these models are masterworks of detail and precision. However, translating these high-fidelity creations, often boasting millions of polygons and dozens of 4K textures, directly into a real-time game engine presents a formidable challenge. The demands of interactive experiences, where frame rates must remain high and loading times minimal, require a paradigm shift from pure visual fidelity to strategic optimization.
For 3D artists, game developers, and automotive designers, the goal isn’t just to make a car look good; it’s to make it look exceptional while performing flawlessly in a dynamic, real-time environment. This means understanding and implementing advanced techniques for transforming heavy studio assets into lightweight, game-ready models without compromising their visual integrity. This comprehensive guide delves into the essential strategies for **game asset optimization**, ensuring your high-end automotive 3D models deliver both stunning visuals and silky-smooth **real-time performance**.
The Fundamental Challenge: Balancing Fidelity and Real-Time Performance
High-end automotive models, whether destined for marketing renders, film VFX, or detailed design reviews, are typically built with an abundance of geometric detail and complex material setups. This level of detail, while stunning in static renders, becomes a significant performance bottleneck in a real-time game engine. Every polygon, every texture sample, and every shader instruction contributes to the processing load on the GPU and CPU.
The primary culprits impacting **real-time performance** are excessive **polygon count reduction**, high draw calls, and inefficient texture usage. A car model with millions of polygons, multiple UV sets, and numerous materials can easily cripple even powerful gaming hardware, leading to low frame rates, stuttering, and an overall poor player experience. The art of optimization lies in intelligently reducing these computational demands while preserving the perceived visual quality that makes a car feel premium and authentic. This careful balance is at the heart of creating compelling **automotive game assets**.
Achieving this balance is crucial. Players expect immersive environments and vehicles that react instantly to their inputs. Compromising on performance to maintain unnecessary detail is a trade-off that rarely pays off. Instead, a methodical approach to **game asset optimization** ensures that resources are allocated where they matter most, providing a stunning visual experience that runs fluidly across a range of hardware.
Strategic Polygon Count Reduction and Level of Detail (LODs)
One of the most impactful steps in optimizing high-end automotive models for real-time engines is managing their geometric complexity. Raw CAD data or subdivision surfaces designed for rendering can easily exceed performance budgets. The solution lies in strategic **polygon count reduction** and the intelligent implementation of **Level of Detail (LODs)**.
Intelligent Retopology and Decimation
The first step often involves retopology. This process reshapes the mesh to create a cleaner, more efficient topology, typically with all-quads, which is ideal for deformation, UV mapping, and baking. Manual retopology offers the most control, allowing artists to dictate edge flow and polygon density precisely. Tools like TopoGun, ZBrush’s ZRemesher, or Maya’s Quad Draw are invaluable here.
For parts that don’t deform or are less critical for close-up viewing, automated decimation tools can be effective. However, decimation must be used judiciously, as it can introduce triangulation, reduce shading quality, and complicate UV mapping if not managed properly. The goal is to reduce polygons aggressively in flat areas while preserving curvature and sharp edges.
Target polygon counts vary significantly based on the platform, genre, and role of the vehicle. A hero car in a racing game might aim for 80,000-150,000 triangles for its highest LOD, while background traffic might be as low as 5,000-15,000 triangles. It’s important to establish these targets early in the production pipeline.
Mastering Level of Detail (LODs) Generation
**Level of Detail (LODs)** are an indispensable technique for managing geometric complexity dynamically. Instead of rendering a single, high-resolution model at all distances, LODs allow the game engine to swap in simpler versions of the model as the car moves further from the camera. This dramatically reduces the polygon count of objects outside the player’s immediate focus, saving significant GPU resources.
A typical automotive asset might have 3-5 LOD levels. LOD0 (the highest detail) is used when the car is very close to the camera. LOD1, LOD2, and subsequent levels progressively reduce polygon count by 50-75% at each step. This process involves careful planning to ensure smooth transitions between LODs, avoiding noticeable popping as models swap.
- LOD0 (Hero Mesh): Full detail, 80k-150k triangles (or more for ultra-high-end titles). Used for close-ups, interior views.
- LOD1: Reduced detail, ~50% of LOD0. Subtle details removed, curvature preserved.
- LOD2: Significantly reduced, ~25% of LOD0. Smaller details baked into normal maps, simplified silhouettes.
- LOD3 (Shadow/Distance Mesh): Minimal geometry, ~5-10% of LOD0. Primarily used for shadows or extreme distances where only a silhouette is visible.
Automated tools within game engines (like Unreal Engine’s Static Mesh LODs) or DCC software (like Maya’s Reduce tool) can assist with LOD generation. However, manual refinement is often necessary to ensure aesthetic integrity and prevent shading artifacts. It’s crucial to ensure that the UVs remain consistent across LODs, especially if you plan to share texture maps, which is almost always the case.
Mastering PBR Material and Texture Optimization
Beyond geometry, textures and materials are powerful drivers of visual fidelity and, consequently, performance. High-resolution textures, numerous material channels, and inefficient UV layouts can quickly strain memory and increase draw calls. Effective **PBR material optimization** is critical for striking the right balance.
Efficient UV Unwrapping for Games
**UV unwrapping for games** requires a strategic approach. Unlike offline rendering where UV space might be less constrained, real-time engines demand efficient packing, minimal seams, and consistent texel density. The goal is to maximize the use of texture space while ensuring clean texture sampling.
- Consolidated UVs: Grouping UVs for different parts of the car onto fewer UV sheets (atlases) reduces the number of materials and, crucially, draw calls. For example, all interior elements might share one texture atlas, and exterior body panels another.
- Texel Density: Maintain a consistent texel density across all visible parts of the car. Critical areas (like the hood or doors) may receive slightly higher density, but avoid extreme variations. Tools can help visualize and standardize texel density.
- Minimizing Seams: While seams are inevitable, place them strategically in less visible areas (e.g., under the chassis, along hard edges). This helps prevent noticeable texture stretching or discontinuities.
- Second UV Channel for Lightmaps: Game engines often require a separate UV channel specifically for lightmaps. This channel must have completely non-overlapping UV islands to prevent lighting artifacts. We’ll delve into this more later.
Texture Atlases and Baking High-Poly Details
Texture atlases are powerful tools for **PBR material optimization**. By consolidating multiple small textures into one larger sheet, you reduce the number of texture samples and material slots, leading to fewer draw calls and improved performance. For an automotive model, separate atlases might be used for the body, interior, chassis, and wheels.
Baking is where the millions of polygons from your high-detail model truly earn their keep. Rather than rendering all that geometry in real-time, we bake its surface details onto much lower-polygon meshes using various texture maps:
- Normal Maps: The most crucial map, capturing fine surface details like panel lines, bolts, and subtle bumps from the high-poly mesh onto the low-poly’s normal information. This creates the illusion of depth without adding geometry.
- Ambient Occlusion (AO) Maps: Captures areas where light is blocked, simulating soft shadows in crevices and corners, adding depth and realism.
- Curvature Maps: Useful for edge wear effects or procedural texturing, indicating convex and concave areas.
- Height Maps: Can be used for parallax occlusion mapping to add more perceived depth without geometry.
When starting with a high-quality model from resources like 88cars3d.com, you have an excellent base from which to bake these essential maps onto your optimized game mesh. This workflow is incredibly efficient, leveraging detailed source assets to produce game-ready results.
Texture Resolutions, Formats, and Compression
Texture resolution directly impacts memory usage. While 4K (4096×4096) textures are common for hero assets, consider if every map truly needs to be that high. A general rule of thumb is to use the smallest resolution that still looks good at the closest viewing distance. For example, less prominent parts of the car might use 2K or even 1K textures.
Most game engines support texture compression formats (e.g., BC1-BC7 for DirectX, ASTC for mobile) that significantly reduce memory footprint on the GPU. These are typically lossy, so quality should be checked after compression. Texture formats should also be optimized; for instance, storing metallic, roughness, and AO maps into different channels of a single RGB texture (a “packed” texture) can save memory and improve sampling efficiency, which is a key aspect of **PBR material optimization**.
Crafting Efficient Collision Meshes and Lightmap UVs
Beyond visual representation, game engines require additional data for physics interactions and lighting. Two critical components for **automotive game assets** are collision meshes and dedicated lightmap UVs.
Collision Mesh Generation
A common mistake is to use the visual mesh for collision detection. While technically possible, it’s incredibly inefficient. The high polygon count of the visual mesh would overwhelm the physics engine, leading to poor performance and unstable simulations. Instead, a simplified, invisible mesh known as a **collision mesh generation** is used specifically for physics calculations.
Collision meshes prioritize accuracy over visual detail. They need to represent the overall shape of the vehicle accurately enough for realistic collisions with the environment and other vehicles. There are several approaches:
- Simple Primitives: For very basic collision, a series of boxes, spheres, or capsules can approximate the car’s shape. This is the least accurate but most performant option, often used for background vehicles.
- Convex Hulls: Many game engines can generate convex hulls around an object. A convex hull is the smallest convex shape that contains a given object. Multiple convex hulls can be used to approximate more complex shapes. This is a good balance between performance and accuracy for solid objects like a car’s body.
- Custom Low-Poly Meshes: The most accurate and flexible approach involves creating a custom, low-polygon mesh that precisely wraps the car’s silhouette. This mesh typically has only a few hundred to a couple of thousand triangles, optimized for clean intersections and stability. It’s often created by simplifying the LOD1 or LOD2 visual mesh and cleaning up interior geometry.
The choice depends on the fidelity required for physics. For player-controlled vehicles, a custom low-poly mesh or a combination of convex hulls offers the best results. It’s crucial to ensure that the collision mesh accurately represents the car’s physical boundaries, preventing “phantom” collisions or objects passing through the vehicle.
Dedicated Lightmap UVs
For baked static lighting in game engines, a separate UV channel is essential: the lightmap UVs. These UVs dictate how lightmaps (textures that store pre-calculated lighting information) are applied to your model. Unlike your primary texture UVs, which can have overlapping islands for repeating textures, lightmap UVs must be completely unique and non-overlapping for every surface of the mesh.
Why non-overlapping? If UV islands overlap in the lightmap channel, lighting information from one part of the model would incorrectly bleed onto another, creating artifacts. Therefore, when creating lightmap UVs:
- No Overlapping: Every face must have a unique position in UV space.
- Slight Padding: Leave a small amount of space (padding) between UV islands to prevent lighting bleed due to texture filtering.
- Optimal Packing: Pack the UV islands as efficiently as possible within the 0-1 UV space to maximize lightmap resolution and minimize wasted texture space.
- Minimal Distortion: While not as critical as for diffuse textures, try to minimize distortion in lightmap UVs to prevent stretched shadows.
Many DCC tools and game engines have automated features for generating lightmap UVs, but manual cleanup is often required for optimal results, especially for complex automotive shapes. This secondary UV channel is critical for visually convincing static lighting and another aspect of optimizing your **automotive game assets**.
Engine Integration and Performance Tweaks
Once your **automotive game assets** are meticulously optimized, the final stage involves integrating them into your chosen game engine and performing final performance tweaks to ensure peak **real-time performance**.
Import Settings and Material Setup
Upon importing your model, pay close attention to engine-specific import settings. Ensure correct scale, pivot points, and up-axis. Material setup is equally important: use PBR shaders designed for real-time rendering. Connect your baked normal maps, ambient occlusion, metallic, roughness, and albedo (base color) textures to the appropriate slots. For additional realism and flexibility, consider using material instances.
Material instances allow you to create variations of a base material (e.g., different paint colors, levels of wear) without creating entirely new materials, which saves on draw calls and memory. This is a powerful form of **PBR material optimization** as it allows for significant visual variety from a single optimized master material.
Minimizing Draw Calls and Instancing
Draw calls are instructions from the CPU to the GPU to render a batch of triangles. High draw calls can bottleneck the CPU. To minimize them:
- Texture Atlases: As discussed, consolidating textures onto atlases helps reduce the number of materials, which in turn reduces draw calls.
- Material Instancing: Using instances of a master material reduces the need for the engine to switch between different shader programs.
- Static Batching/Instancing: For multiple identical objects (like a fleet of identical cars or environmental props), game engines can often batch them together into a single draw call. This is incredibly efficient. Ensure your assets are set up to allow for static or dynamic instancing.
Culling and Level Streaming
Game engines employ various culling techniques to avoid rendering objects that aren’t visible:
- Frustum Culling: Automatically hides objects outside the camera’s view frustum.
- Occlusion Culling: Hides objects that are blocked by other objects, even if they are within the camera’s frustum. Properly set up environments with occlusion volumes can yield significant performance gains.
For large open-world games, level streaming allows you to load and unload portions of the environment (including cars) dynamically as the player moves through the world, preventing the entire game world from being loaded into memory at once. This contributes to overall **real-time performance** by keeping memory footprints manageable.
Profiling and Iteration
Optimization is an iterative process. Use the game engine’s profiler tools (e.g., Unreal Insights, Unity Profiler) to identify performance bottlenecks. Monitor frame rates, draw calls, CPU/GPU times, and memory usage. If a particular car model is causing performance spikes, revisit its geometry, textures, or material setup. Small tweaks can often lead to significant improvements. High-quality base models from 88cars3d.com provide an excellent foundation, but final performance always requires diligent in-engine profiling.
The Iterative Process of Automotive Game Asset Development
Developing game-ready automotive models is not a linear path but an iterative journey of creation, optimization, and refinement. It demands a holistic understanding of 3D art, game development pipelines, and performance budgets. Starting with extremely high-quality source models, such as those found at 88cars3d.com, gives you a strong foundation from which to begin the optimization process. These models provide the detailed geometry and reference necessary for precise retopology and accurate texture baking.
The journey from a multi-million polygon CAD model to a high-performing in-game asset involves numerous decisions at each stage of **game asset optimization**. Whether it’s carefully reducing **polygon count reduction**, meticulously creating **Level of Detail (LODs)**, mastering **PBR material optimization**, perfecting **UV unwrapping for games**, or generating robust **collision mesh generation**, each step contributes to the final experience.
Embrace the continuous feedback loop between your 3D software and the game engine. Test your assets frequently in-engine, analyze performance metrics, and be prepared to go back and refine. As game engines evolve, so do optimization techniques, making ongoing learning and adaptation crucial for any serious developer or artist.
Conclusion
Optimizing high-end automotive 3D models for real-time game engines is a challenging but immensely rewarding endeavor. It’s the critical bridge between stunning offline renders and engaging, interactive experiences. By strategically applying techniques for polygon reduction, smart LODs, efficient PBR materials, clever UV layouts, and robust collision meshes, artists and developers can deliver vehicles that not only look incredible but also perform flawlessly.
Remember, the goal isn’t just to strip away detail, but to intelligently manage complexity, leveraging the power of texture baking and engine features to maintain visual fidelity at a fraction of the computational cost. Mastering these optimization techniques is paramount for creating truly immersive and responsive driving experiences.
Ready to accelerate your game development projects with meticulously crafted vehicles? Explore the vast collection of high-quality, game-ready automotive 3D models available at 88cars3d.com. Whether you need a base mesh for optimization or a fully textured asset, our library provides the perfect starting point for bringing your virtual automotive visions to life.
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Volvo S60 R-Design 2024 3D Model
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Material: Yes
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Volkswagen Passat 2025 3D Model
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Material: Yes
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Volkswagen Passat Variant B6 2005 3D Model
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Material: Yes
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Volkswagen Phaeton W12 2004 3D Model
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Material: Yes
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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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Material: Yes
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Volkswagen Golf 5-Doors 2018 3D Model
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Material: Yes
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Volvo C70 T5 2000 3D Model
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Volvo S40 Sedan 2004 3D Model
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Material: Yes
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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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Material: 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
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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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Material: Yes
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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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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
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Material: Yes
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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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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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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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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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Material: Yes
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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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