The Intricate Physics of Automotive Paint: Beyond Standard PBR
Achieving truly hyper-realistic automotive visuals in real-time has long been the holy grail for 3D artists, game developers, and automotive designers alike. While Physically Based Rendering (PBR) revolutionized material authoring, simply adhering to standard PBR principles often falls short when replicating the nuanced complexity of a car’s paint job. The intricate interplay of clear coats, metallic flakes, and subtle subsurface scattering demands an approach that goes “beyond PBR.”
Unreal Engine 5, with its cutting-edge rendering capabilities like Lumen and Nanite, coupled with powerful Ray Tracing, provides an unparalleled environment to push these boundaries. This guide will delve deep into mastering the art and science of creating an advanced, customizable Unreal Engine 5 car paint shader, transforming your digital vehicles into indistinguishable replicas of their real-world counterparts. Prepare to unlock a new level of realism for your automotive projects, whether you’re showcasing concept cars or developing next-generation racing titles.
The Intricate Physics of Automotive Paint: Beyond Standard PBR
Automotive paint is far more than just a single color layer; it’s a sophisticated system of stratified materials, each contributing to its unique appearance. Understanding these layers is fundamental to developing a compelling PBR material workflow for vehicles.
Clear Coat: The Glossy Guardian
The outermost layer is the clear coat, a transparent, high-gloss finish that protects the underlying color. Its primary characteristics are its extreme specularity and a strong Fresnel effect, meaning reflections are more intense at glancing angles. The clear coat’s roughness determines how sharp or diffused reflections appear, and even microscopic variations in its surface can subtly distort the environment it reflects.
Base Coat: Color and Depth
Beneath the clear coat lies the base coat, which provides the primary color of the vehicle. This layer can range from a simple solid color to a complex mixture incorporating various optical effects. Crucially, the clear coat interacts with the base coat, refracting light into it and scattering it back out, contributing to a sense of depth that a simple opaque surface lacks.
Metallic Flakes: Sparkle and Sheen
One of the most defining characteristics of modern automotive paint is the inclusion of tiny metallic or pearlescent flakes within the base coat. These flakes are typically microscopic, irregularly shaped particles that reflect light in a direction-dependent manner, causing the paint to shimmer and change appearance as the viewing angle or light source moves. This phenomenon is critical for creating a convincing metallic flake texture. The size, density, orientation, and reflectivity of these flakes all play a role in the final look, from a fine sparkle to a coarse, glittery finish.
Pearl and Iridescent Effects: Shifting Hues
Some advanced paints feature pearlescent pigments that produce a color-shifting effect, often seen in high-end luxury vehicles. These pigments work on principles of light interference, similar to soap bubbles or oil slicks, causing the paint to display different hues depending on the angle of observation. Simulating this requires a multi-layered approach, often involving complex Fresnel calculations and color ramps.
Subtle Subsurface Scattering: A Touch of Softness
While not as prominent as in skin or wax, some automotive paints, particularly solid, non-metallic finishes, can exhibit a minuscule amount of subsurface scattering. This effect contributes to a softer, less plastic appearance, especially in brighter colors where light penetrates the top layers and scatters internally before exiting. Incorporating even a subtle hint of this can elevate realism.
Building Your Advanced Unreal Engine 5 Car Paint Shader
Creating a truly advanced automotive paint material in Unreal Engine 5 requires moving beyond the default PBR material setup. We’ll construct a layered shader that mimics the real-world physics discussed above, giving us granular control over each component. This will be your custom Unreal Engine 5 car paint shader masterpiece.
Layering the Paint Components
The core of our shader will be a layered approach. Think of it as stacking materials:
- Clear Coat Layer: This is the uppermost, highly reflective, transparent layer.
- Base Coat Layer (with Metallic Flakes): This sits underneath, providing the primary color and the sparkle.
- Optional Primer/Substrate Layer: For advanced damage systems, this can be exposed beneath chipped paint.
We will use a series of ‘Lerp’ (Linear Interpolate) nodes, often driven by masks or custom logic, to blend these layers effectively. The Clear Coat will heavily rely on Fresnel for its blend factor, ensuring it’s most prominent at glancing angles.
Implementing the Clear Coat
For the clear coat, we will set a very low roughness value (typically 0.0-0.1) and a high metallic value (1.0) on a dedicated branch of our material graph. The key is to blend this perfectly shiny, metallic-looking layer over our base coat using a Fresnel exponent or a custom ‘Fresnel’ node. This ensures realistic clear coat reflections. The ‘Reflectance’ value (or Specular in older terms) should be set appropriately for automotive clear coats, often around 0.04 for non-metals.
Crafting the Metallic Flake Base Coat
This is where the magic happens for the metallic flake texture. Instead of a simple base color, we’ll create a more complex network:
- Base Color Input: The primary color of the paint.
- Flake Normal Map: A tileable normal map specifically designed to represent the microscopic reflections from individual flakes. This is crucial for breaking up reflections.
- Flake Intensity/Color: A parameter to control how much the flakes contribute to the overall color and brightness, allowing for subtle metallic to glittery effects.
- Anisotropy: To simulate the elongated reflections often seen on metallic surfaces, especially when flakes are aligned. This can be achieved using a custom node or by manipulating the Normal and Tangent inputs.
The metallic flakes themselves are not geometry; they are an optical illusion created by manipulating the base color, metallic, and roughness inputs based on a texture or procedural noise pattern and the flake normal map. This ensures a compelling PBR material workflow that accurately represents the material.
Custom Nodes for Advanced Control
Unreal Engine’s material editor is incredibly powerful, and leveraging custom nodes (HLSL snippets) can give you unparalleled control. For automotive paint, these can be used to:
- Advanced Fresnel: Implement more complex Fresnel equations for precise clear coat behavior.
- Procedural Flake Generation: Generate noise patterns that look like metallic flakes, offering more flexibility than simple textures.
- Anisotropic Flake Calculation: Precisely control the anisotropic reflections based on flake orientation.
- Dirt/Wear Masking: Blend in dirt, scratches, or wear effects based on custom mask textures or procedural gradients.
By exposing parameters for these effects, artists can quickly iterate and fine-tune the paint’s appearance without diving deep into the shader graph every time.
Crafting the Perfect Metallic Flake Texture and Clear Coat
The visual fidelity of your automotive paint hinges on the quality and subtlety of your metallic flake texture and the accuracy of your clear coat reflections. These elements are key differentiators between good and great.
Generating Realistic Metallic Flake Textures
Metallic flakes are not uniform; they vary in size, shape, and orientation. Replicating this requires thoughtful texture generation:
- Procedural Noise: Using noise functions within the material editor (e.g., ‘Perlin Noise’ or ‘Voronoi Noise’) can create organic-looking flake patterns. You can use this noise to drive subtle variations in the metallic, roughness, and even normal inputs.
- Normal Maps for Flakes: Rather than just color, creating a normal map that simulates the tiny, faceted surfaces of individual flakes is paramount. This can be done in tools like Substance Designer or Photoshop by converting high-frequency noise patterns into normal information. This normal map should be blended with your main car body normal map, perhaps with a low opacity, to ensure the flakes don’t overwhelm the underlying sculpted detail.
- Flake Distribution: Control the density of flakes. Some paints have sparse, large flakes, while others have a dense, fine metallic shimmer. This can be controlled with a mask or a parameter that scales the effect of your flake texture.
Remember that the flake effect should be subtle. Overly prominent flakes can quickly break realism.
Achieving Pristine Clear Coat Reflections
The clear coat is the mirror to your environment, and its reflections are a primary indicator of realism. Here’s how to perfect them:
- Accurate Fresnel: Ensure your Fresnel logic correctly drives the reflectivity of the clear coat based on the viewing angle. A common approach is using a ‘Power’ node on the ‘Dot Product’ of the camera vector and the normal, then clamping the result.
- Roughness Variation: While car paint is generally very smooth, microscopic imperfections or dust can introduce subtle variations in roughness. A very fine noise texture (with extremely low intensity) can be used to slightly modulate the clear coat’s roughness, preventing a perfectly uniform, sterile look.
- High-Quality Reflection Captures: For static elements, ensure you have well-placed and high-resolution Reflection Capture Actors. For dynamic objects and environments, Real-Time Ray Traced Reflections (covered next) are transformative.
- Anisotropic Highlights: While mainly for the flakes, the clear coat itself can sometimes benefit from subtle anisotropic control if simulating a brushed or directional finish. This is less common for standard car paint but valuable for custom finishes.
The quality of reflections is also heavily dependent on the lighting setup. A bland environment will result in bland reflections, regardless of your shader’s complexity.
Leveraging Unreal Engine 5’s Cutting-Edge Rendering Features
Unreal Engine 5 is engineered for next-generation realism, and its flagship features are indispensable when striving for Ray Tracing automotive fidelity and optimized real-time rendering performance.
Ray Tracing Automotive: The Game Changer
Ray Tracing is arguably the most impactful feature for achieving hyper-realistic automotive visuals. It fundamentally changes how light interacts with your vehicle, especially for reflections and global illumination. The traditional screen-space reflections (SSR) and baked lightmaps often fall short for the dynamic, pristine surfaces of a car.
- Ray Traced Reflections (RTR): This is paramount for car paint. RTR generates geometrically accurate reflections of the entire scene, including off-screen objects, dynamic elements, and other vehicles. This means your car’s clear coat will reflect its surroundings, other cars, and even the driver’s interior with stunning accuracy. This eliminates the “screen-space” limitation, where objects not visible on screen cannot be reflected.
- Ray Traced Global Illumination (RTGI): RTGI calculates how light bounces around the scene, illuminating indirect areas and adding incredible depth and realism. For automotive, this means subtle color bleeding from the road onto the car’s underside, and more natural illumination in shadowed areas, enhancing the overall scene’s believability.
- Ray Traced Ambient Occlusion (RTAO): RTAO generates highly accurate contact shadows, adding depth and definition where surfaces meet. This is critical for areas like door seams, wheel wells, and panel gaps, making the car feel grounded and physically present.
- Ray Traced Shadows: Provides sharp, physically accurate shadows with proper penumbra, lending a higher degree of realism than traditional shadow maps.
While Ray Tracing is performance-intensive, its visual benefits for automotive rendering are transformative, making it an essential component for high-fidelity projects.
Lumen: Dynamic Global Illumination
Lumen, Unreal Engine 5’s default global illumination and reflections system, works wonderfully in conjunction with or as an alternative to Ray Tracing for many scenarios. While Ray Tracing offers pixel-perfect reflections, Lumen provides robust, real-time indirect lighting and reflections for dynamic environments without needing baked lightmaps. For dynamic automotive showrooms or open-world games, Lumen ensures that your car paint reacts naturally to changes in lighting and environment, from time-of-day cycles to moving light sources. It creates a cohesive lighting environment that beautifully illuminates your carefully crafted Unreal Engine 5 car paint shader.
Nanite: Unprecedented Geometric Detail
Nanite, UE5’s virtualized micropolygon geometry system, allows artists to import film-quality assets with billions of polygons directly into the engine without performance concerns. For automotive models, this means:
- High-Fidelity Models: You can use incredibly detailed CAD data or scanned models without polygon budget worries. This ensures every curve, seam, and subtle surface variation on your vehicle, like those available at 88cars3d.com, is accurately represented, providing a perfect canvas for your advanced paint shader.
- Precision for Reflections: The more accurate the underlying geometry, the more precise and believable your Ray Traced and Lumen reflections will be. Smooth, high-resolution surfaces are essential for pristine clear coat reflections.
- Optimized Performance: Despite the high detail, Nanite automatically optimizes geometry at render time, ensuring excellent real-time rendering performance even with complex models.
Optimizing Real-Time Rendering Performance
Achieving hyper-realism shouldn’t come at the cost of playability. Optimizing real-time rendering performance is crucial:
- Shader Complexity: While complex, your car paint shader should be as efficient as possible. Profile your material using Unreal Engine’s shader complexity viewmode to identify bottlenecks. Consolidate operations where possible.
- Texture Resolution: Use appropriate texture resolutions. While high-res is good, excessively large textures can impact memory and VRAM. Use texture streaming.
- Ray Tracing Settings: Fine-tune Ray Tracing quality settings. You might not need full-resolution reflections for all surfaces or many bounces for GI. Experiment to find the sweet spot for your target platform.
- LODs for Materials: For objects viewed from a distance, consider simpler versions of your car paint material via material LODs, reducing shader complexity when details aren’t visible.
- Post-Processing Optimization: Be mindful of expensive post-processing effects. Use only what is necessary to enhance your scene.
Texture Creation in Substance Painter for Automotive Surfaces
While much of the magic for car paint happens within the Unreal Engine 5 material editor, tools like Substance Painter are indispensable for generating the underlying textures and detailing surfaces. Mastering Substance Painter automotive workflows can significantly enhance your final results.
Smart Materials and Layering for Base Paint
Substance Painter excels at creating reusable “Smart Materials.” Develop a base car paint Smart Material that includes:
- Base Color Layer: Your primary paint color.
- Metallic Flake Layer: Use a fill layer with a fine noise mask and adjust metallic/roughness values. You can procedurally generate fine normal map details here to simulate the metallic flake texture, then bake this into a composite normal map for UE5.
- Clear Coat Properties: While the clear coat will primarily be driven by the UE5 shader, you can use a top layer in Substance Painter to define its base roughness and normal detail that will be exported.
- Edge Wear/Dirt Layers: Utilize Substance Painter’s powerful generators and smart masks to add subtle edge wear, dirt accumulation in crevices, or water streaks, which add authenticity and history to the vehicle.
Baking High-Quality Maps
Before texturing, ensure you have baked essential maps from your high-poly model to your low-poly game mesh:
- Normal Map: Captures all the fine surface details, panel lines, and subtle curvatures.
- Ambient Occlusion Map: Provides crucial contact shadows that enhance depth.
- Curvature Map: Essential for generating edge wear masks.
- ID Map: For easy selection of different material zones (e.g., body, trim, glass, interior).
These baked maps form the foundation of your PBR material workflow in Substance Painter and ensure consistent detail translation to Unreal Engine.
Creating Realistic Flake and Pearlescent Effects
Substance Painter offers powerful procedural tools to simulate flakes:
- Procedural Noise Generators: Use various grunge maps, noise generators, or even custom filters to create patterns that mimic the irregular nature of metallic flakes. These can then be used to drive subtle variations in the metallic and roughness channels.
- Micro-Normal Details: Apply micro-normal details to simulate the texture of the clear coat or the individual facets of metallic flakes. This can involve combining several noise patterns at different scales.
- Layer Blending: Experiment with different blend modes and opacities to combine your base color with flake effects, ensuring the result is subtle and believable.
Once your Substance Painter work is complete, export your textures (Base Color, Normal, ORM – Occlusion, Roughness, Metallic) in a format suitable for Unreal Engine 5. For exceptionally high-quality automotive models that benefit from these advanced texturing techniques, consider exploring the offerings at 88cars3d.com.
Studio-Quality Lighting and Presentation
Even the most advanced Unreal Engine 5 car paint shader will look flat without proper lighting. A studio-quality lighting setup is crucial for showcasing the nuances of your automotive paint and bringing out those pristine clear coat reflections.
Leveraging HDRI Lighting for Environment Reflections
High Dynamic Range Image (HDRI) environments are fundamental for realistic automotive rendering. An HDRI acts as both a light source and a reflection map, providing:
- Realistic Reflections: The detailed environment in the HDRI will be accurately reflected in the car’s clear coat, providing instant realism.
- Natural Global Illumination: The colors and intensity of the HDRI will indirectly illuminate your scene, creating believable ambient light.
- Dynamic Showcase: By rotating the HDRI, you can quickly test how your paint reacts to different lighting angles and environments without moving individual lights.
Supplement HDRIs with localized light sources for accentuation, but always start with a good environment map.
The Art of Three-Point Lighting and Beyond
While HDRIs provide the overall environment, strategic placement of additional lights will accentuate the car’s form and paint:
- Key Light: The primary light source, typically placed to highlight the main features and curves of the vehicle, casting defined shadows.
- Fill Light: A softer, less intense light used to lighten shadows created by the key light, preventing overly harsh contrast.
- Rim Light (Backlight): Placed behind and to the side of the car, creating a bright outline that separates the vehicle from the background and highlights its contours. This is excellent for showcasing the clear coat’s reflectivity.
- Additional Accent Lights: Use small, targeted lights to emphasize specific details like wheel rims, headlights, or interior elements.
Use softbox-like rectangular lights in Unreal Engine 5 to mimic real-world studio lighting setups, resulting in pleasing, elongated reflections on the car’s body panels.
Post-Processing for Cinematic Polish
No render is complete without a touch of post-processing. These effects enhance the final image, pushing it towards a cinematic quality:
- Color Grading: Adjust the overall mood and tone. A subtle cinematic LUT (Lookup Table) can instantly elevate the visual fidelity.
- Bloom: Adds a soft glow to bright areas, enhancing the perception of light sources and reflections, especially on chrome and the clear coat.
- Depth of Field (DOF): Mimics camera optics, blurring parts of the scene outside the focal plane. This draws attention to your vehicle and enhances the sense of realism.
- Vignette: A subtle darkening of the image corners, helping to focus the viewer’s eye on the center.
- Lens Flares/Dirt: Can add a realistic camera feel, though use sparingly to avoid distraction.
Experiment with these settings in your Post Process Volume to achieve that coveted studio-quality render.
Conclusion: The Road to Unrivaled Automotive Realism
Mastering hyper-realistic automotive paint in Unreal Engine 5 is an ambitious but incredibly rewarding endeavor. By moving beyond a basic PBR material workflow and deeply understanding the complex physics of clear coats, metallic flake textures, and light interaction, you can craft truly breathtaking digital vehicles. Leveraging UE5’s formidable features like Lumen, Nanite, and particularly Ray Tracing automotive, allows for unparalleled fidelity in clear coat reflections and overall illumination, all while striving for excellent real-time rendering performance.
The journey from concept to photorealism involves a meticulous process, from texture creation in Substance Painter automotive workflows to finessing every last detail within your custom Unreal Engine 5 car paint shader and perfecting your studio lighting. The tools are here; it’s now up to your creativity and technical prowess to breathe life into your digital automotive visions.
Ready to apply these advanced techniques? Start with a solid foundation. Visit 88cars3d.com to explore our extensive collection of high-quality, game-ready 3D car models. These meticulously crafted assets provide the perfect canvas for you to implement and showcase your mastery of hyper-realistic automotive paint in Unreal Engine 5. Begin your journey to unparalleled automotive realism today!
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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
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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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