Bridging the Gap: The High-Fidelity to Real-Time Challenge
The allure of a pristine vehicle, gleaming under studio lights, is undeniable. For automotive enthusiasts, designers, and gamers alike, the dream is to experience that same showroom-quality fidelity within interactive, real-time environments. However, translating an exquisite, multi-million polygon CAD model or a cinematic VFX asset into a game engine like Unreal Engine 5 without sacrificing visual integrity is a monumental challenge. It’s a delicate balance between breathtaking realism and optimal performance.
Traditional high-fidelity models, designed for offline rendering, often possess an astronomical polygon count, unoptimized UVs, and complex material setups that are simply unsuitable for real-time applications. Attempting to drop such an asset directly into an engine would cripple frame rates and lead to visual glitches. This guide aims to demystify the process, providing a comprehensive roadmap to take your automotive models from static perfection to dynamic, photorealistic assets, ready to shine in any game engine. We’ll explore the essential techniques that bridge this gap, ensuring your vehicles achieve showroom quality even under the demanding constraints of a real-time game asset pipeline.
Bridging the Gap: The High-Fidelity to Real-Time Challenge
The fundamental difference between high-fidelity automotive models used for design validation or cinematic rendering and those destined for real-time game engines lies in their underlying construction and purpose. CAD (Computer-Aided Design) models, often created in software like CATIA, SolidWorks, or Alias, prioritize precision, accuracy, and manufacturing feasibility. They are typically NURBS-based, converting to incredibly dense meshes when triangulated, often exceeding tens of millions of polygons. Similarly, models built for offline VFX renders might feature intricate sub-division surfaces, complex procedural textures, and an emphasis on every minute detail, regardless of polygon count.
Real-time game engines, on the other hand, operate under strict computational budgets. Every vertex, every triangle, and every texture lookup contributes to the frame time. Rendering engines like Unreal Engine 5 are incredibly powerful, but they still demand optimized assets to maintain interactive frame rates. Unoptimized models lead to severe performance bottlenecks, visual artifacts, and a compromised user experience. This is why a direct import of a CAD or VFX model rarely yields acceptable results for real-time automotive visualization.
The challenge isn’t merely about reducing polygon count; it’s about intelligently reconstructing the model to retain visual fidelity while adhering to performance budgets. This involves a suite of techniques that optimize geometry, streamline texturing, and ensure efficient rendering. Without this crucial optimization phase, the dream of photorealistic cars in a real-time environment remains just that—a dream. For artists seeking a head start, resources like 88cars3d.com offer high-quality, pre-optimized automotive models, a testament to what’s achievable with proper techniques.
Foundational Optimization: Retopology and UV Mapping
The journey from a high-fidelity model to a real-time game asset invariably begins with Retopology and efficient UV mapping. These two processes form the bedrock upon which all subsequent optimizations and visual enhancements are built. Without a clean, optimized mesh and a well-organized UV layout, achieving photorealism and efficient performance in a game engine is an uphill battle.
The Art of Retopology for Automotive Models
Retopology is the process of creating a new, lower-polygon mesh over the surface of a high-polygon source model. For automotive assets, this is critical because CAD and subdivision surfaces, while visually smooth, produce meshes with uneven polygon distribution and excessive vertex counts unsuitable for real-time rendering. The goal of retopology is to produce a clean, quad-based mesh that accurately represents the silhouette and major surface details of the original, but with a significantly lower polygon count and optimal edge flow.
When retopologizing a car, specific considerations come into play. Hard surfaces with sharp angles (like door edges, body lines, or headlight surrounds) require sufficient edge loops to maintain their crispness. Conversely, large, smooth panels (like roofs or hoods) can be represented with fewer polygons. Tools like TopoGun, Blender’s Retopoflow, or ZBrush’s ZRemesher can assist, but often a hybrid approach—starting with automatic tools and then manually refining—yields the best results. Manual retopology allows for precise control over edge flow, which is crucial for potential deformation (though less common for rigid car bodies) and, more importantly, for clean Normal map baking. A well-retopologized mesh is not only performant but also easier to UV unwrap and texture.
Efficient UV Layouts for Texture Fidelity
Once the retopologized mesh is complete, the next crucial step is creating efficient UV maps. UV mapping is the process of flattening the 3D surface of your model into a 2D space, allowing you to apply 2D textures. Good UVs are paramount for maximizing texture resolution, minimizing distortion, and ensuring that your PBR materials look consistent and high-quality in-engine.
For automotive models, UV strategies often involve:
- Minimizing Seams: Strategically place seams in less visible areas (e.g., along natural panel breaks, underneath the chassis) to avoid visual distractions.
- Maximizing UV Space: Arrange UV islands efficiently within the 0-1 UV tile to prevent wasted space and ensure optimal texture density. Overlapping UVs are generally avoided unless explicitly used for mirrored details to save texture space.
- Consistent Texel Density: Aim for a relatively consistent texel density across the entire model. This means that a texture pixel covers roughly the same real-world surface area, preventing blurry areas next to sharp ones.
- Logical Grouping: Group related parts together on UV maps (e.g., all exterior body panels on one map, interior elements on another) for easier material assignments and optimized shader performance.
- UDIMs: For extremely detailed vehicles, especially those designed for close-up shots, UDIMs (multi-tile UVs) can be invaluable. This allows for multiple texture sets across different parts of the model, enabling much higher texture resolution without compromising performance on smaller elements. Unreal Engine 5 offers robust support for UDIM workflows.
Proper UV mapping ensures that baked details and PBR materials translate perfectly from your authoring software into the game engine, forming a critical link in your game asset pipeline.
Enhancing Detail with Texture Baking and LODs
With a clean, low-polygon mesh and optimized UVs, the next phase focuses on reintroducing the intricate surface details lost during retopology and ensuring the model performs efficiently at varying distances. This is where Normal map baking and Levels of Detail (LODs) become indispensable, crucial techniques for achieving showroom-quality visuals in a real-time environment like Unreal Engine 5.
Normal Map Baking for Preserving High-Resolution Detail
Normal map baking is a cornerstone technique in game development, allowing artists to transfer the fine surface details from a high-polygon model onto a low-polygon mesh using a special texture map called a normal map. Instead of adding actual geometry, normal maps manipulate how light interacts with the surface, simulating the appearance of bumps, grooves, and sharp edges without adding a single vertex. This is absolutely critical for automotive models, where intricate panel lines, subtle surface contours, and small emblems would be prohibitively expensive to model geometrically.
The process generally involves:
- High-Poly Source: The original, unoptimized, high-detail model.
- Low-Poly Target: Your retopologized, UV-unwrapped mesh.
- Baking Software: Tools like Substance Painter, Marmoset Toolbag, or Blender’s internal baker project the surface normals from the high-poly onto the low-poly.
- Cage Setup: A critical step where a ‘cage’ (an inflated version of the low-poly mesh) is used to define the projection boundaries, preventing baking errors and ensuring accurate detail transfer.
- Output Maps: Beyond normal maps, you can also bake other useful maps like Ambient Occlusion (simulates self-shadowing), Curvature (identifies convex/concave areas), and Position maps, which are invaluable for generating advanced PBR materials.
Proper normal map baking results in a low-polygon model that visually appears as detailed as its high-polygon counterpart, delivering stunning realism with minimal performance impact. It’s a key factor in achieving that coveted automotive visualization standard in a real-time context.
Implementing Levels of Detail (LODs) for Performance Scalability
Levels of Detail (LODs) are essential for optimizing performance in large-scale environments or when a model will be viewed from varying distances. The principle is simple: as an object moves further away from the camera, it requires less geometric detail. LODs involve creating multiple versions of an asset, each with a progressively lower polygon count, and then swapping them out dynamically based on the camera’s distance to the object.
For an automotive model, a typical LOD setup might look like this:
- LOD0 (High Detail): The primary, fully optimized mesh with normal maps, visible when the car is very close to the camera. This is where your showroom quality truly shines.
- LOD1 (Medium Detail): A roughly 50-70% reduction in polygons from LOD0. Small interior details might be removed, and intricate body panel joins simplified.
- LOD2 (Low Detail): A significant polygon reduction, perhaps 70-90% from LOD0. Only the main silhouette and key features are retained. Interior might be completely removed or heavily simplified.
- LOD3 (Very Low Detail/Impostor): For extreme distances, this could be a few hundred polygons, or even an impostor (a 2D sprite or billboard) if the car is barely visible.
Most 3D software and game engines like Unreal Engine 5 offer tools for automated LOD generation through decimation. However, manual refinement or creating specific LODs for critical components (like wheels, which often have their own LOD strategy) often yields better visual quality and performance. Correctly implemented LODs ensure that your photorealistic automotive models maintain excellent visual fidelity when close, while gracefully degrading detail to preserve frame rates at a distance, making them ideal for any robust game asset pipeline.
Achieving In-Engine Photorealism with PBR Materials and Lighting
Once your automotive model is geometrically optimized and detailed with baked maps, the next critical phase involves bringing it to life with PBR materials and realistic lighting. This is where the magic truly happens, transforming a technical mesh into a visually stunning, photorealistic vehicle within a real-time engine like Unreal Engine 5.
Mastering PBR Materials for Automotive Surfaces
Physically Based Rendering (PBR) materials are the industry standard for achieving realistic visuals in modern game engines. PBR shaders simulate how light interacts with surfaces in a physically accurate way, taking into account properties like roughness, metallicness, and base color. For automotive models, mastering PBR is about accurately recreating the complex interplay of light on various car surfaces:
- Car Paint: This is arguably the most complex and visually impactful material on a car. It typically involves:
- Base Color: The primary hue of the paint.
- Metallic: Controls the metallic sheen; car paint is usually metallic (value of 1) under the clear coat.
- Roughness: Varies significantly. A high-gloss clear coat will have very low roughness (0.05-0.1), while matte finishes will have much higher values.
- Normal Map: Can be used for subtle orange peel or specific flake patterns.
- Clear Coat: Modern PBR shaders in Unreal Engine 5 offer dedicated clear coat layers with their own roughness and normal properties, essential for replicating the depth and specular highlights of automotive paint.
- Flakes: For metallic or pearlescent paints, sophisticated shaders might incorporate custom flake maps or procedural flake generation for an authentic shimmer.
- Glass: Car glass requires realistic refraction, reflection, and subtle tinting. PBR glass materials often involve:
- Translucency: For light to pass through.
- Roughness: Typically very low for clean glass.
- IOR (Index of Refraction): While not a direct PBR input, it’s simulated through refraction settings in the material.
- Normal Map: For subtle imperfections or dirt.
- Tint Color: To simulate colored glass or privacy tint.
- Tires: Rubber has a distinct look. Key PBR properties include:
- Base Color: Dark gray/black.
- Roughness: Varies from relatively rough (tire tread) to slightly smoother (sidewall).
- Normal Map: Essential for tread patterns, sidewall text and branding.
- Ambient Occlusion: Baked AO helps ground the tire and add depth to intricate patterns.
- Chrome & Metals: These are highly metallic (metallic = 1) with varying degrees of roughness. Polished chrome has very low roughness; brushed metals have higher roughness, often with anisotropic shading effects.
- Interior Fabrics/Leathers: These will typically be non-metallic (metallic = 0) with roughness values that reflect their texture and sheen, often enhanced with specific normal and ambient occlusion maps.
Using material instances in Unreal Engine 5 allows for efficient iteration and variations without recompiling shaders, a crucial aspect of a streamlined game asset pipeline.
Dynamic Lighting and Realistic Reflections
Even the best PBR materials will fall flat without compelling lighting and reflections. For photorealistic automotive visualization in Unreal Engine 5, several lighting techniques are paramount:
- Global Illumination (Lumen): Unreal Engine 5’s Lumen system provides real-time global illumination and reflections, dramatically enhancing the realism of indoor and outdoor scenes. It simulates how light bounces around an environment, crucial for accurately illuminating the complex surfaces of a car.
- HDRI Lighting: High Dynamic Range Image (HDRI) environments are invaluable for providing realistic ambient light and reflections. By capturing real-world lighting information, HDRIs can instantly give your car a convincing sense of place, whether it’s parked in a studio, on a sunny street, or in a gritty urban environment.
- Directional Lights: Used to simulate sunlight or powerful studio spotlights, directional lights create sharp shadows and define the car’s form.
- Point Lights/Spot Lights: For interior lighting, accentuating specific features, or creating rim lights.
- Reflection Captures: While Lumen handles global reflections, strategically placed Reflection Capture Actors (especially for static environments) can provide localized, high-quality reflections on highly reflective surfaces like car paint and chrome. Planar Reflections are also excellent for ground reflections, enhancing the sense of realism.
The synergy between accurate PBR materials and sophisticated lighting ensures that your automotive models truly unlock showroom quality, reacting realistically to their environment and captivating the viewer.
Streamlining Your Game Asset Pipeline for Automotive Models
Creating photorealistic automotive models for real-time engines isn’t just about individual techniques; it’s about integrating them into an efficient, repeatable game asset pipeline. A well-defined workflow ensures consistency, minimizes errors, and allows for quicker iteration, crucial for meeting project deadlines and maintaining high quality standards. From model preparation to final in-engine integration, every step counts towards unlocking that showroom-quality look.
Exporting and Importing into Unreal Engine 5
The transition from your 3D modeling software (e.g., Maya, Blender, 3ds Max) to Unreal Engine 5 requires careful attention to detail. The most common and recommended format for static meshes is FBX due to its robust support for geometry, UVs, normals, and material assignments.
Key considerations for export:
- Scale: Ensure your model is exported at the correct real-world scale (e.g., 1 unit = 1 cm in Unreal). This prevents scaling issues and ensures realistic physics and lighting.
- Pivot Point: Position the pivot point logically, usually at the base center of the model, for easier manipulation in the engine.
- Coordinate System: Be aware of axis differences (e.g., Z-up vs. Y-up). Most export settings can handle this, but verification is key.
- Mesh Smoothing: Ensure proper smoothing groups or hard edges are preserved, as this directly impacts how normal maps will appear.
- Material Slots: Assign distinct material slots in your DCC (Digital Content Creation) tool to allow for easier material assignment in Unreal Engine.
Upon importing into Unreal Engine 5, you’ll be presented with various options. Pay attention to:
- Normal Import Method: Ensure it matches how your normal maps were baked (e.g., Tangent Space).
- Generate Missing Collision: For basic collision. More complex collision (like for drivable cars) often requires custom collision meshes.
- Combine Meshes: Decide whether to import the car as a single mesh or multiple components (e.g., body, wheels, doors) for animation or modularity. For most cars, importing as separate, logically grouped meshes is preferable.
- LODs: Verify that any pre-generated LODs are correctly imported and configured.
A smooth import process sets the stage for efficient material creation and scene setup.
Quality Assurance and Iteration
The journey to photorealism is iterative. Once your model is in Unreal Engine 5, rigorous quality assurance and continuous refinement are essential. This involves both visual and performance checks:
- Visual Debugging:
- Material Complexity View: Use Unreal’s visualization modes to check shader complexity and identify potential overdraw issues, especially with transparent materials like glass.
- Buffer Visualizers: Examine how your PBR materials are interpreting base color, metallic, roughness, and normal maps to spot discrepancies.
- Reflection Visualizers: Ensure reflections are accurate and smooth across all surfaces.
- Shadow Visualizers: Check for shadow artifacts or pixelation.
- Performance Profiling:
- Stat Commands: Utilize Unreal’s built-in `stat fps`, `stat unit`, `stat gpu`, and `stat rhi` commands to monitor frame rates, draw calls, and GPU/CPU utilization.
- LOD Debugging: Use the ‘r.DebugLOD’ console command to visually confirm that your Levels of Detail (LODs) are switching correctly at appropriate distances.
- Polygon Count: Keep an eye on the wireframe view to ensure your polygon budget is respected.
- Iterative Refinement: Based on your QA, you’ll likely go back and forth between your 3D software and Unreal Engine 5. This could involve tweaking UVs, adjusting Normal map baking settings, optimizing material parameters, or even revisiting parts of your Retopology.
This continuous cycle of creation, testing, and refinement is fundamental to a successful game asset pipeline, ensuring that your automotive models meet the highest standards of photorealism and performance for any automotive visualization project. For those looking to streamline this process with high-quality, pre-optimized assets, 88cars3d.com offers a robust selection built with these very principles in mind.
Conclusion
Transforming ultra-high-fidelity automotive models into real-time, showroom-quality assets for game engines like Unreal Engine 5 is a complex yet immensely rewarding endeavor. It demands a meticulous approach, blending artistic vision with technical precision. By mastering Retopology, efficient UV mapping, sophisticated Normal map baking, and intelligent Levels of Detail (LODs), you lay the geometric foundation for performance and visual integrity.
The magic truly happens with the application of PBR materials, painstakingly crafted to mimic the nuances of car paint, glass, and metals, brought to life by dynamic, physically accurate lighting and reflections. Every step, from initial model preparation to final in-engine integration, forms a crucial part of an optimized game asset pipeline, ensuring that your vehicles not only look incredible but also perform flawlessly.
The journey may be challenging, but the result is an immersive, interactive experience that rivals traditional offline renders, pushing the boundaries of real-time automotive visualization. With the techniques outlined in this guide, you have the tools to unlock that coveted showroom quality, making your automotive creations shine brighter than ever before.
Ready to accelerate your projects? Explore the vast collection of high-quality, optimized automotive models available at 88cars3d.com and start bringing your photorealistic visions to life today!
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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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