Deconstructing Next-Gen Automotive Paint: The Layers of Realism
The allure of a perfectly rendered automobile, gleaming under a virtual sun, is a powerful motivator for 3D artists and automotive designers alike. Achieving this level of photorealism in a real-time engine, especially with something as complex as car paint, presents a unique and rewarding challenge. It’s not just about creating a nice-looking texture; it’s about simulating the intricate interplay of light with multiple layers of paint, clear coat, and metallic particles, all while maintaining optimal performance.
For too long, photorealistic car paint was the exclusive domain of offline renderers. However, with the advent of Unreal Engine 5 (UE5) and its powerful rendering capabilities, including advanced global illumination and hardware ray tracing, we can now bring stunning, next-gen automotive paint effects to real-time applications. This guide will deconstruct the complexities of automotive paint, walk you through building a robust car paint shader in UE5’s Unreal Engine material editor, and reveal crucial techniques for balancing visual fidelity with real-time performance.
Our journey will cover everything from the foundational principles of Physically Based Rendering (PBR) to the nuances of creating convincing metallic flakes texture and exquisite clear coat reflections. By the end, you’ll be equipped to craft automotive materials that not only look breathtaking but also run smoothly, pushing the boundaries of automotive visualization.
Deconstructing Next-Gen Automotive Paint: The Layers of Realism
Automotive paint is far more than just a single color; it’s a sophisticated system of layers, each contributing to its unique optical properties. Understanding these layers is fundamental to replicating them accurately within a real-time engine like Unreal Engine 5.
At its core, a typical automotive finish consists of:
- Primer: A foundational layer, usually unseen, that provides adhesion and corrosion resistance.
- Base Coat (Color Coat): This is the layer that defines the vehicle’s primary color. It often contains fine metallic or pearlescent particles that contribute to its sparkle and color shift.
- Clear Coat: A transparent, highly reflective layer applied over the base coat. It provides depth, gloss, UV protection, and resistance to scratches. This layer is paramount for those characteristic clear coat reflections that truly sell the realism.
For next-gen automotive paint, we focus heavily on accurately simulating the base coat and, especially, the clear coat. The interaction of light with these layers, combined with the embedded metallic flakes, creates the distinctive look we’re after. This is where Physically Based Rendering (PBR) becomes our guiding principle. PBR ensures that materials react to light in a predictable and consistent manner, leading to more believable results regardless of lighting conditions.
PBR Fundamentals for Car Paint
In a PBR workflow, materials are defined by properties like Base Color (Albedo), Metallic, Roughness, Specular, Normal, and optionally, Clear Coat. For a car paint shader:
- Base Color: This will be the primary color of the paint, modulated by the metallic flakes.
- Metallic: Automotive paint, especially modern finishes, is inherently metallic due to the embedded flakes. This property needs to be set appropriately, typically to a value closer to 1 (pure metallic) for the flake layer, and 0 for the clear coat.
- Roughness: This controls the micro-surface detail and how blurred or sharp reflections appear. A low roughness value results in a highly reflective, mirror-like surface, crucial for the clear coat.
- Specular: While often tied to metallic in UE5’s default PBR setup, understanding its role in non-metallic surfaces helps in tweaking the clear coat’s reflectivity.
- Normal: Used to add fine surface details or even simulate the directionality of brush strokes or imperfections. For metallic flakes, a normal map can help define their individual glint.
The goal is to recreate these optical phenomena accurately. The subtle sparkle from metallic flakes texture, the crispness of reflections, and the nuanced falloff of gloss all rely on a solid understanding of these PBR concepts.
Building Your Base: The Core Car Paint Shader in Unreal Engine 5
Let’s dive into the Unreal Engine material editor and begin constructing our car paint shader. We’ll start with the base principles and then progressively add complexity.
Setting Up the Master Material
A good practice is to create a master material that can be instanced for various colors and properties. This allows for quick iteration and efficient management of multiple car paint types.
- Create a New Material: Right-click in your Content Browser -> Material. Name it `M_CarPaint_Master`.
- Set Material Domain: In the Details panel of the material, ensure “Material Domain” is set to “Surface” and “Blend Mode” to “Opaque.”
- Shader Model: For maximum fidelity, especially with ray tracing, ensure “Shader Model” is set to “Default Lit” or “Clear Coat.” UE5’s default lit material already has a dedicated Clear Coat input, which simplifies our task considerably.
Defining the Base Color and Metallic Layer
The first step is to establish the primary color and metallic properties of the paint.
- Base Color Input:
- Create a “Vector Parameter” node (hold ‘3’ and click). Name it `BaseColor_Param`. Connect it to the Base Color input of your material. This allows us to easily change the paint color via material instances.
- For advanced setups, you might use a texture map here, perhaps generated in Substance Painter, for custom patterns or decals under the clear coat.
- Metallic Input:
- Create a “Scalar Parameter” node (hold ‘1’ and click). Name it `Metallic_Param`. Connect it to the Metallic input.
- For a standard metallic car paint, this value will typically be high, around 0.8-1.0. This tells the renderer that the surface behaves like a metal underneath the clear coat.
- Roughness Input:
- Create another “Scalar Parameter” node, `Roughness_Param`. Connect it to the Roughness input.
- This initial roughness controls the diffuse reflection of the base coat. It’s usually higher than the clear coat’s roughness, as the clear coat is the primary reflective layer. Think values around 0.2-0.4.
Implementing the Metallic Flakes Texture
This is where the magic of next-gen automotive paint truly begins to shine. Simulating the tiny, reflective metallic flakes embedded in the base coat adds incredible depth and realism.
- Generate Flake Pattern:
- Use a “Texture Sample” node with a tiling noise texture. A simple grayscale Perlin noise or even a dot pattern can work. Experiment with different noise types to find what you like.
- Alternatively, you can generate a procedural flake pattern using combinations of “Noise” nodes and “Perlin Noise” nodes.
- Control Flake Size and Density:
- Add a “Multiply” node to control the tiling of your flake texture. Connect a “Scalar Parameter” (e.g., `FlakeTiling`) to one input of the multiply and a “TextureCoordinate” node to the other.
- To control density, use a “Power” node or “Lerp” (Linear Interpolate) with a “Constant” to adjust the contrast of your flake texture. A higher power or specific threshold will make flakes appear denser or sparser.
- Applying Flakes to Reflectivity:
- The flakes mainly affect the specular component. Multiply your flake texture (after tiling and density adjustment) by your `Metallic_Param` and feed it into the Metallic input. This makes the flakes highly metallic, while the areas between them are less so.
- For a more advanced look, you can also use the flakes to subtly modify the Base Color (e.g., a slight brightening where flakes are present) and even generate a normal map for individual flake glint.
- Flake Normal Map (Optional but Recommended):
- To give the flakes a sense of 3D depth and directional glint, you can derive a normal map from your flake pattern.
- Connect your adjusted flake texture to a “NormalFromHeightmap” node. Adjust the strength parameter.
- Blend this generated normal map with a flat normal (or another normal map if your base mesh has one) using a “BlendNormal” node. Connect the output to the Material’s Normal input.
Remember that the metallic flakes texture should be subtle. Overly large or bright flakes can quickly break the illusion. Experiment with various noise patterns and parameters to find the sweet spot for your desired look.
The Art of the Clear Coat: Reflections and Refractions
The clear coat is arguably the most critical component for achieving truly convincing automotive visualization. It’s responsible for the deep, wet look and the sharp, environment-reflecting gloss that makes a car appear real.
Utilizing UE5’s Clear Coat Layer
Unreal Engine 5 simplifies clear coat implementation with dedicated inputs in the default lit material. This is far more efficient than trying to emulate it with complex layered materials.
- Clear Coat Input:
- Create a “Scalar Parameter” node, `ClearCoat_Param`. Connect it to the “Clear Coat” input of your material. A value of 1.0 means a full clear coat layer is present.
- Clear Coat Roughness:
- Create another “Scalar Parameter” node, `ClearCoatRoughness_Param`. Connect it to the “Clear Coat Roughness” input.
- This value will be significantly lower than your base coat roughness, typically in the range of 0.02-0.1, to simulate the highly polished, smooth surface. This low roughness is essential for crisp clear coat reflections.
- Clear Coat Normal:
- This input allows you to apply separate normal map details to the clear coat, simulating fine scratches, orange peel, or dust.
- For a pristine finish, you might leave this disconnected (using the base normal) or connect a very subtle normal map that represents microscopic surface imperfections, further enhancing realism.
Achieving Realistic Reflections
The quality of your clear coat reflections hinges heavily on your scene’s lighting and reflection captures.
- Environment Cubemaps: Ensure you have well-placed and updated Reflection Capture Actors in your scene. These provide static reflections for distant objects.
- Screen Space Reflections (SSR): Enable SSR in your Post Process Volume. While efficient, SSR only reflects what’s visible on screen, leading to artifacts at screen edges.
- Lumen Global Illumination and Reflections: UE5’s Lumen is a game-changer. It provides dynamic global illumination and high-quality reflections for many surfaces. For dynamic scenes and changing environments, Lumen is superior to static cubemaps alone. Ensure Lumen is enabled in your Project Settings and Post Process Volume.
- Ray Tracing: For the ultimate in reflection quality, enable ray tracing. This provides truly accurate, physically correct reflections. We’ll delve into optimizing ray tracing performance later, but for reflections, it’s unparalleled.
The combination of these techniques, especially with low `ClearCoatRoughness_Param`, will give you the stunning, mirror-like reflections characteristic of high-end automotive visualization.
Optimizing for Excellence: Real-Time Performance
Achieving photorealism is one half of the equation; the other is ensuring smooth, real-time rendering optimization. Complex car paint shaders, especially with ray tracing, can be demanding. Here’s how to keep things running efficiently.
Shader Complexity Analysis
The Unreal Engine material editor provides powerful tools to analyze material performance.
- Shader Complexity Viewmode: In the viewport, switch to “Shader Complexity” (Show -> Visualize -> Shader Complexity). This visualizes how expensive your materials are to render. Green is good, red is bad. Aim to keep your car paint in the green to light yellow range.
- Material Stats: Within the material editor, click “Stats” (or “Window” -> “Stats”). This panel shows detailed information about shader instruction count, texture lookups, and parameter usage. High instruction counts can indicate an expensive shader.
Strategies for Real-Time Rendering Optimization
- Minimize Overdraw: Complex transparency or overlapping surfaces increase overdraw. While car paint is opaque, be mindful of any overlapping decals or layers you might add later.
- Texture Optimization:
- Proper Compression: Ensure your textures (especially the metallic flakes texture) are using appropriate compression settings (e.g., BC1/DXT1 for diffuse, BC3/DXT5 for normals with alpha, BC5/DXT5 for pure normal maps).
- MipMaps: Always generate MipMaps for textures. This allows the engine to use lower-resolution versions of textures for objects further away, significantly reducing memory bandwidth and improving performance.
- Power of Two Resolutions: Use textures with dimensions that are powers of two (e.g., 256×256, 1024×1024, 2048×2048).
- Shader Complexity Reduction:
- Static Switches: Use “Static Switch Parameter” nodes in your master material. These allow you to conditionally compile parts of your shader, creating different shader permutations based on a boolean parameter. For example, you could have a “SimpleFlakes” vs. “AdvancedFlakes” switch, or toggle specific effects for different quality settings.
- Material Functions: Encapsulate reusable logic in Material Functions. While not directly a performance boost in terms of instruction count, they keep your main material graph clean and easier to manage, reducing errors.
- Avoid Unnecessary Operations: Every math operation, texture lookup, or if-statement adds to shader complexity. Be judicious with your node usage.
- Level of Detail (LODs) for Meshes and Materials:
- Mesh LODs: Generate or create LODs for your car mesh (e.g., using the “AutoLOD” feature in UE5’s Static Mesh Editor). Lower LODs have fewer polygons.
- Material LODs: You can create simpler material instances to be applied to lower mesh LODs. For example, at LOD1, your paint might still have flakes; at LOD2, it might just be a flat metallic material; and at LOD3, it might just be a basic PBR material without a clear coat layer. Use “Material Instance Constant” and assign them in the mesh editor for each LOD.
Ray Tracing Performance Considerations
Ray tracing performance is a hot topic. While it offers unparalleled visual quality, it can be demanding. Balance is key.
- Enable Only Necessary Features: In your Post Process Volume, enable ray-traced reflections, shadows, and ambient occlusion only where needed. For car paint, ray-traced reflections are paramount.
- Reflection Bounces: Limit the number of reflection bounces in your Post Process Volume. One or two bounces are often sufficient for convincing clear coat reflections without a huge performance hit.
- Samples Per Pixel: Adjust the “Samples Per Pixel” for reflections. Lower values mean more noise but better performance. You can often compensate for noise with denoising algorithms.
- Denoising: UE5’s built-in denoisers are crucial for maintaining performance with ray tracing. Ensure they are enabled and tuned in your Project Settings and Post Process Volume.
- Ray Tracing Quality Switch: For varying hardware, use a “Ray Tracing Quality Switch” node in your material. This allows you to render a simpler shader path for ray tracing if performance becomes an issue, or to disable specific effects for ray-traced passes.
- Optimized Car Models: Starting with a well-optimized mesh from a resource like 88cars3d.com provides a strong foundation. These models are often designed with performance in mind, which becomes even more critical when combined with demanding shaders and ray tracing.
Beyond the Basics: Advanced Automotive Paint Effects
With our foundation in place, let’s explore how to create some truly advanced and specific automotive paint effects that elevate your automotive visualization.
Pearlescent and Chameleon Paint
These paints exhibit a color shift depending on the viewing angle. This effect is achieved by manipulating the Base Color or Specular color based on the Fresnel effect.
- Fresnel Effect: Use a “Fresnel” node. This node outputs a value based on the angle between the camera and the surface normal (0 at direct angle, 1 at grazing angles).
- Color Lerp:
- Define two or more “Vector Parameter” nodes for your desired color shifts (e.g., `ColorA`, `ColorB`, `ColorC`).
- Use “Lerp” (Linear Interpolate) nodes. Connect `ColorA` to A, `ColorB` to B, and the Fresnel output to Alpha.
- For more complex shifts, chain multiple Lerps or use a “Custom Expression” node with more advanced calculations.
- Connect the final Lerp output to your Base Color.
- Metallic/Roughness Adjustment: Pearlescent paints can sometimes have unique reflectivity. Experiment with subtly varying `Metallic_Param` or `Roughness_Param` based on the Fresnel output for added depth.
Matte and Satin Finishes
Creating a matte or satin finish is surprisingly straightforward once you understand the core PBR principles.
- High Roughness: The key to matte paint is a significantly higher roughness value. For the base coat, set `Roughness_Param` to a value like 0.6-0.8.
- Clear Coat Roughness: Even matte paints usually have a clear coat, but it’s a very rough one. Set `ClearCoatRoughness_Param` much higher, perhaps 0.2-0.5. This still allows for some very diffuse reflections, preventing it from looking completely flat.
- Subtle Normal Map: A very fine noise normal map can enhance the matte appearance, simulating the micro-roughness of the surface texture.
Multi-Layer (Candy) Paints
Candy paints involve a colored transparent layer over a reflective metallic base, creating incredible depth.
- Reflective Base: Start with a highly metallic, reflective base material (e.g., a polished chrome or aluminum look) using a high Metallic and low Roughness value. This is the “underlying” layer.
- Translucent Clear Coat:
- Instead of a standard opaque clear coat, you’ll simulate a colored translucent layer.
- This can be achieved by blending a colored material over your metallic base. However, for true next-gen automotive paint, the most accurate method involves custom shader logic or using layered materials in more complex ways.
- A simpler approach for the default UE5 clear coat is to introduce a subtle color shift or tint to your `BaseColor_Param` and combine it with a very reflective (low roughness) clear coat.
- For advanced users, consider using the “Material Layer Blend” system in UE5, where you can stack different material functions to create true multi-layered effects, though this adds complexity to real-time rendering optimization.
Integrating Textures from Substance Painter
For the ultimate level of detail and artistic control, especially for imperfections, decals, or specific patterns, integrating textures from tools like Substance Painter is invaluable.
- Baking Maps: In Substance Painter, bake your essential maps: Base Color, Metallic, Roughness, Normal, and any custom masks.
- Export Settings: Ensure your export preset is configured for Unreal Engine 4 (which works perfectly for UE5). This will package your maps correctly (e.g., Roughness, Metallic, Ambient Occlusion in one packed texture).
- Material Setup in UE5:
- Replace your `BaseColor_Param` with a “Texture Sample” node connected to your exported Base Color map.
- Connect your packed RMA (Roughness, Metallic, Ambient Occlusion) texture. Split the channels (R for Roughness, G for Metallic, B for AO if needed) and connect them to the respective material inputs.
- Connect your exported Normal Map to the Normal input.
- You can still use your procedural metallic flakes texture or bake a flake normal map into Substance Painter for a more cohesive workflow.
- Masks for Wear and Tear: Substance Painter excels at creating grunge, scratches, and wear. Export these as masks and use “Lerp” nodes in your Unreal Engine material editor to blend between a clean paint look and a damaged one, adding unparalleled realism.
For those looking for high-quality starting points, 88cars3d.com offers a fantastic selection of meticulously crafted 3D car models. These models provide an excellent canvas to apply these advanced paint shaders, allowing you to focus on material creation rather than intricate mesh modeling.
Conclusion
Mastering next-gen automotive paint in Unreal Engine 5 is a journey that blends technical understanding with artistic vision. We’ve explored the multi-layered nature of car paint, built a robust car paint shader from the ground up in the Unreal Engine material editor, tackled the nuances of clear coat reflections and metallic flakes texture, and delved into critical real-time rendering optimization techniques, including those for ray tracing performance.
The ability to create physically accurate and visually stunning automotive materials in real-time opens up incredible possibilities for automotive visualization, game development, and interactive experiences. It’s a testament to the power of Unreal Engine 5 and the principles of Physically Based Rendering (PBR).
Now, it’s your turn to experiment. Dive into the material editor, play with parameters, and observe how light interacts with your surfaces. The journey to photorealism is iterative, but with these techniques, you’re well on your way to crafting automotive paint that truly stands out. To put your new skills to the test, explore the vast library of high-quality, production-ready 3D car models available at 88cars3d.com – the perfect foundation for your next masterpiece.
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Volkswagen Jetta 2005 3D Model
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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
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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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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
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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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