From CAD to Cockpit: Mastering High-Fidelity Automotive Assets for Real-Time Engines
From CAD to Cockpit: Mastering High-Fidelity Automotive Assets for Real-Time Engines
The roar of an engine, the glint of chrome under virtual sunlight, the flawless curve of a fender—achieving photorealistic automotive models in real-time game engines is the holy grail for many 3D artists and game developers. Whether you’re crafting a cutting-edge racing simulation, a detailed architectural visualization, or an immersive virtual showroom, the demand for high-fidelity car models is constant. However, bridging the gap between engineering-grade CAD data and game-ready assets presents a unique set of challenges. It’s a journey from precision to performance, from static perfection to dynamic interactivity.
This technical deep dive will guide you through the intricate process of transforming complex CAD models into optimized, visually stunning automotive assets ready for real-time environments like Unreal Engine. We’ll explore the essential steps, from the initial conversion of CAD to polygonal mesh, through advanced retopology techniques and meticulous UV unwrapping for games, all the way to a robust PBR texture workflow and crucial game asset optimization. Our goal is to equip you with the knowledge to create breathtaking Unreal Engine automotive assets that perform flawlessly, ensuring your virtual vehicles are as captivating as their real-world counterparts. And for those looking for a head start, remember that 88cars3d.com offers a vast library of meticulously crafted 3D models to kickstart your projects.
Bridging the Gap: Understanding CAD Data for Real-Time Performance
At the heart of automotive design lies Computer-Aided Design (CAD) software, where engineers craft vehicles with astounding precision. These CAD programs typically use Non-Uniform Rational B-Splines (NURBS) surfaces, which are mathematical representations of geometry. NURBS are ideal for manufacturing because they allow for infinite resolution, perfectly smooth curves, and exact dimensions, ensuring every panel fits precisely.
However, real-time game engines operate on a fundamentally different principle: polygonal meshes. These meshes are collections of vertices, edges, and faces (triangles or quads) that approximate surfaces. While NURBS can represent a perfect circle with a single mathematical equation, a polygonal mesh needs hundreds or thousands of tiny polygons to approximate that same circle. This fundamental difference creates the initial hurdle in converting high-detail CAD data into assets suitable for interactive 3D environments.
The Core Discrepancy: NURBS vs. Polygons
- NURBS: Mathematical, resolution-independent, perfect for engineering precision and manufacturing. They don’t have a fixed “polygon count” until converted.
- Polygons: Discrete, resolution-dependent, essential for real-time rendering as GPUs are optimized to process these finite geometric units.
When you take a CAD model, it often contains an astronomical amount of detail, far beyond what any game engine can handle in real-time. Components like bolt threads, intricate internal engine parts, and microscopic panel gaps, while vital for engineering, are usually invisible or irrelevant in a game context. Attempting to directly import a raw CAD file into a game engine without significant processing would result in:
- Excessive Polygon Counts: Leading to massive draw calls and immediate performance bottlenecks.
- Non-Manifold Geometry: CAD systems are often less strict about “closed” volumes or overlapping surfaces, which can create rendering errors and issues for physics engines.
- Poor Topology: The triangulation from a direct conversion might be chaotic, making UV unwrapping and deformation problematic.
The performance implications are severe. Every polygon and vertex adds to the processing load. A poorly optimized asset can bring even the most powerful gaming rig to its knees. Therefore, the journey from CAD to polygonal mesh isn’t just about conversion; it’s about intelligent simplification and restructuring.
The Crucial First Step: From CAD to Polygonal Mesh Conversion
The initial conversion from NURBS to polygons is a delicate balancing act. You need to retain enough visual fidelity to accurately represent the vehicle while drastically reducing the geometric complexity. This process typically occurs in specialized CAD translation software or 3D modeling packages that can import CAD formats.
Choosing the Right Tools and Settings
Many professional 3D software packages like Autodesk Maya, 3ds Max, Blender, or specialized converters like PowerTranslator, can import common CAD formats (e.g., STEP, IGES, SAT). The key during import is to control the tessellation settings.
- Tessellation Quality: This determines how finely the NURBS surfaces are divided into polygons. A higher setting creates more polygons and smoother curves, while a lower setting reduces polygon count but can introduce faceting.
- Chord Tolerance/Angle Tolerance: These settings control how far a polygon edge can deviate from the original NURBS surface. Tighter tolerances lead to more polygons but better surface accuracy.
- Surface Stitching: Ensure that separate NURBS patches are correctly joined into a single, cohesive mesh to avoid gaps or overlapping geometry.
It’s crucial to experiment with these settings to find the sweet spot where visual quality is maintained without exploding the polygon count. Pay close attention to critical areas like fender flares, wheel arches, and body lines where smoothness is paramount.
Addressing Conversion Artifacts
Even with careful settings, direct CAD conversions can introduce issues:
- Triangulated Meshes: Most converters output triangles, which can be less ideal for shading and manual editing than quads.
- N-gons: Polygons with more than four sides, which can cause rendering artifacts and are generally avoided in game engines.
- Overlapping Geometry: Especially where parts meet or intersect, leading to Z-fighting.
- Bad Normals: Inconsistent face orientations that cause incorrect lighting.
- Massive Poly Counts: Even a “low” tessellation can result in millions of polygons for a full car, which is still too high for a real-time asset.
The output from this stage is usually a very dense, often triangulated, and sometimes messy polygonal mesh. This is where the real optimization work begins, making it a critical step in creating efficient Unreal Engine automotive assets.
Core Optimization Strategies for Automotive Assets
Once you have your initial polygonal mesh from the CAD conversion, the heavy lifting of game asset optimization truly begins. This phase is all about reducing complexity while preserving visual fidelity. It involves a combination of artistic eye and technical precision, using various retopology techniques and smart polygon reduction strategies, including the generation of Level of Detail (LODs).
Manual Retopology for Precision
For high-fidelity automotive assets, especially the main body panels, manual retopology is often the gold standard. It allows artists to create a perfectly clean, quad-based mesh with optimal edge flow. This is crucial for:
- Clean Shading: Quads with good edge flow lead to smoother surface normals and better reflections.
- Deformation: While cars don’t typically deform like characters, certain elements (e.g., suspension, interior) might, and clean topology supports this.
- UV Unwrapping: A predictable edge flow makes the unwrapping process much cleaner and more efficient.
- Baking Quality: A clean low-poly mesh is essential for successfully baking normal maps and other details from a high-poly source.
The process involves using tools (like Maya’s Quad Draw, Blender’s Retopoflow, or ZBrush’s ZRemesher with manual guidance) to draw new polygons directly over the dense CAD-converted mesh. You essentially “trace” the essential forms, creating a new, much lighter mesh that perfectly matches the silhouette and major contours.
Automated Retopology and Polygon Reduction
While manual retopology is excellent for hero assets, it’s time-consuming. Automated solutions play a vital role, especially for less critical components or for generating base meshes for manual refinement.
- Decimation Tools: Features found in most 3D software (e.g., Blender’s Decimate modifier, ZBrush’s Decimation Master) can drastically reduce polygon count. These algorithms intelligently remove polygons while trying to preserve mesh shape. They work best on objects that don’t require specific edge flow and where uniform reduction is acceptable.
- Automated Retopology Algorithms: Tools like ZRemesher (ZBrush), Instant Meshes, or algorithms in Substance Modeler can generate cleaner quad topology automatically. They are powerful but often require careful parameter tuning and might not produce perfect results for highly complex, non-organic shapes without some manual cleanup.
When using automated reduction, always scrutinize the results for lost detail, distorted edges, or compromised curves. It’s often an iterative process, mixing automated tools with manual cleanup to achieve the desired balance.
Strategic Level of Detail (LODs) Generation
One of the most critical aspects of game asset optimization is the implementation of Level of Detail (LODs) generation. LODs are simplified versions of your 3D model that are swapped in as the object moves further away from the camera. This ensures that distant objects consume fewer resources, significantly boosting performance without a noticeable drop in visual quality for the player.
For a typical automotive asset, you might have:
- LOD0 (Hero Asset): The highest detail model, visible up close. This is your meticulously retopologized, fully textured model (e.g., 80,000-150,000 triangles for a full car, potentially more for complex interiors).
- LOD1: A slightly reduced version, where minor details are removed, and some curves are generalized (e.g., 30,000-50,000 triangles).
- LOD2: A significantly simplified version, potentially without an interior or with very basic geometry. Small details are baked into normal maps (e.g., 10,000-20,000 triangles).
- LOD3 (Distant Proxy): A very low-poly mesh, possibly just the silhouette of the car, with minimal geometry and possibly atlas textures (e.g., 2,000-5,000 triangles).
- LOD4 (Impostor/Billboard): For extremely distant objects, a 2D image (billboard) might be used, which is the ultimate form of optimization.
LODs can be generated manually by selectively dissolving edges or automatically using polygon reduction tools. Game engines like Unreal Engine and Unity have built-in LOD systems that handle the seamless swapping of these meshes based on screen space percentage or distance. Proper LOD setup is non-negotiable for smooth framerates in scenes with multiple vehicles.
UV Unwrapping: The Foundation for Flawless Textures
With an optimized, clean polygonal mesh, the next crucial step is UV unwrapping for games. UVs are 2D coordinates that map the 3D surface of your model to a 2D texture space. Without good UVs, even the most beautiful PBR textures will look distorted or pixelated. For automotive assets, precision in UVs is paramount due to the need for crisp decals, clear coat reflections, and accurate material transitions.
Principles of Effective UV Unwrapping
- No Overlapping UVs: Essential for unique texture baking (like normal maps or ambient occlusion) and for lightmaps in game engines. Overlapping UVs mean different parts of your 3D model share the same texture space, leading to incorrect lighting and detail.
- Minimal Distortion: The checker pattern applied to your UVs should appear as uniform squares across the model, indicating that the 3D surface is accurately flattened onto the 2D texture space.
- Consistent Texel Density: Ensure that all visible parts of your car have roughly the same texel (texture pixel) density. A small detail up close shouldn’t have fewer pixels than a large panel if they are viewed at similar distances.
- Strategic Seam Placement: Place UV seams in areas that are naturally hidden (e.g., under the chassis, along hard edges, behind panels) to minimize their visibility.
- Efficient Space Utilization: Pack your UV islands tightly within the 0-1 UV space to maximize texture resolution.
UV Strategies for Automotive Assets
Automotive models are often composed of many distinct parts (body, wheels, interior, glass, lights, engine). You have a few options for UV layout:
- Single UV Map for Entire Car: Good for smaller assets or if you need to optimize draw calls by using a single material. Requires very efficient packing and might compromise texel density on smaller parts.
- Multiple UV Maps/Texture Sets: Often the preferred method for high-fidelity cars.
- Body & Chassis: Main UV map for the primary painted surfaces.
- Interior: Separate map for the dashboard, seats, steering wheel.
- Wheels & Tires: Often grouped onto their own texture set due to their repetitive nature and specific material needs.
- Glass & Lights: Can be separate, especially for emissive lights.
- Smaller Details/Props: Can be atlased together.
When unwrapping complex curves, remember to consider how the texture will stretch. Tools that allow for precise cutting and unfolding (e.g., Maya’s 3D Cut and Sew UV Tool, Blender’s UV Editor) are invaluable. After unwrapping, always use a checker pattern to visually inspect for distortion and inconsistencies. A well-executed UV unwrapping for games stage is foundational for the subsequent PBR texturing phase.
The PBR Workflow: Achieving Photorealism in Real-Time
Physically Based Rendering (PBR) has revolutionized real-time graphics, enabling artists to create materials that react to light in a physically accurate way. This means a material will look correct under any lighting condition, significantly reducing the guesswork involved in traditional texture creation. Implementing a solid PBR texture workflow is essential for making your automotive assets truly shine in real-time engines.
Understanding PBR Principles
PBR is based on scientific principles of how light interacts with surfaces, primarily focusing on two types of interactions:
- Diffuse/Albedo: The color of the object, representing light that scatters inwards and then reflects out (color bounce).
- Specular/Reflection: Light that reflects directly off the surface (mirror-like). This is further controlled by:
- Roughness (or Glossiness): How spread out or sharp the reflections are. A rough surface scatters light more, leading to blurry reflections, while a smooth surface creates sharp reflections.
- Metallic: A binary property distinguishing between dielectric (non-metal) and metallic materials. Metals typically have a colored specular reflection and no diffuse component, while dielectrics have white specular reflections and a colored diffuse component.
Additionally, maps like Normal Maps (for surface detail without added geometry), Ambient Occlusion (for contact shadows), and Height/Displacement maps are used to further enhance realism.
Baking High-Detail Information
One of the core components of the PBR workflow is baking. This is the process of transferring high-resolution surface details (often from your dense CAD-converted model or a sculpted high-poly model) onto your optimized low-poly game mesh, effectively faking geometric complexity.
Common maps baked from high-poly to low-poly include:
- Normal Map: The most critical, it stores surface normal directions, creating the illusion of intricate detail (e.g., panel lines, bolts, subtle surface imperfections).
- Ambient Occlusion (AO): Simulates soft contact shadows in crevices and corners, adding depth.
- Curvature Map: Identifies convex and concave areas, useful for procedural wear and edge highlights.
- Position Map: Stores object space position, useful for gradients and procedural effects.
Tools like Substance Painter, Marmoset Toolbag, or XNormal are industry standards for baking. Careful setup of the “cage” (a slightly expanded version of your low-poly mesh) is essential to ensure accurate projection and prevent artifacts.
Creating and Refining PBR Textures
After baking, you move on to painting and generating the various PBR texture maps using software like Substance Painter, Substance Designer, or Quixel Mixer. Automotive materials require specific attention:
- Car Paint: Often layered, featuring a base color (Albedo), metallic flakes (controlled by Metallic map), and a clear coat (simulated with a dedicated shader layer in-engine, often using a secondary normal/roughness map).
- Glass: Requires a high metallic value (0), low roughness (for clear glass), and often a separate opacity map. Refraction and tint are typically controlled in the engine material.
- Rubber/Tires: Low metallic, high roughness, with intricate normal map details for tread patterns and sidewall text.
- Chrome/Metals: High metallic value (close to 1), very low roughness for polished chrome.
- Interior Materials: Leathers, plastics, fabrics each require unique PBR properties and often subtle normal map details.
Focus on creating believable wear and tear, subtle variations in roughness, and realistic color values. Reference images of real cars are invaluable during this stage. The result of a strong PBR texture workflow is a set of maps that, when applied to your optimized mesh, bring your vehicle to life with stunning realism, particularly for Unreal Engine automotive assets.
Seamless Game Engine Integration and Profiling
With your highly optimized, UV-unwrapped, and PBR-textured automotive asset complete, the final stage is to integrate it into your chosen real-time engine, typically Unreal Engine or Unity. This phase involves importing, material setup, collision generation, and crucial performance profiling to ensure your beautiful car runs smoothly.
Importing and Initial Setup
The FBX format is the industry standard for importing 3D models into game engines. When exporting from your 3D software:
- Embed Media: Include textures in the FBX file if convenient, or ensure they are properly linked.
- Scale: Maintain consistent scale across all assets. Most engines prefer meters as their unit.
- Pivot Point: Ensure the pivot point of your car is at the origin (0,0,0) and correctly oriented for easy manipulation and placement.
- Normals: Ensure normals are facing outwards and correctly calculated.
- Mesh Export: Export your main mesh and all LODs as separate FBX files, or as a single FBX with multiple meshes that the engine can interpret as LODs.
Upon import into Unreal Engine (or Unity), you’ll often have options for importing materials, textures, and generating collision meshes. For high-performance vehicles, it’s often best to generate simple, custom collision meshes rather than relying solely on auto-generated complex collisions, which can be computationally expensive.
Material Creation and Shading
This is where your PBR texture maps come to life. In Unreal Engine, you’ll create master materials and instances for different parts of your car. A complex car paint material, for instance, might involve:
- Base Layer: Albedo, Metallic, Roughness, Normal maps for the underlying paint.
- Clear Coat Layer: Unreal Engine’s advanced materials support a dedicated clear coat layer, which can have its own roughness and normal map for simulating subtle orange peel or scratches.
- Flake Map: A noise texture or specific flake normal map can be blended in for metallic flake effects.
- Dynamic Parameters: Expose parameters like paint color, roughness multipliers, or metallic flake intensity to allow easy adjustments via material instances without recompiling shaders.
Glass materials will require translucency, reflection, and possibly refraction. Emissive maps are used for headlights and taillights. Optimizing your shaders by avoiding overly complex calculations and redundant instructions is crucial for achieving high-quality Unreal Engine automotive assets without sacrificing framerate.
Lighting and Reflection Probes
Even the best asset will look flat without proper lighting and reflections. For realistic automotive scenes:
- HDRI Skybox: Use a high-dynamic-range image (HDRI) for environmental lighting. This provides realistic global illumination and reflections.
- Reflection Captures/Probes: Place Sphere or Box Reflection Captures around your vehicle to generate local reflections, especially important for shiny surfaces like car paint and chrome. Ensure they are updated when the environment changes.
- Ray Tracing: If targeting high-end platforms, Unreal Engine’s hardware ray tracing can elevate reflections, shadows, and global illumination to new levels of realism.
Performance Profiling and Optimization
Once everything is in the engine, rigorous profiling is mandatory. Unreal Engine provides powerful tools to identify bottlenecks:
- Stat Commands: Use console commands like
stat fps,stat unit,stat gpu,stat rhito monitor performance metrics. - GPU Profiler: Helps pinpoint which rendering passes or draw calls are most expensive. Look for high draw calls (indicating too many separate meshes or materials), overdraw (where polygons are drawn multiple times), and expensive shaders.
- Texture Streaming: Ensure large textures are streamed efficiently to avoid memory spikes.
- LOD Setup Verification: Double-check that your LODs are swapping correctly at appropriate distances.
Iterative optimization is key. Reduce unnecessary polygons, simplify materials, optimize texture sizes, and ensure your collision meshes are as simple as possible. The goal is to deliver a stunning visual experience while maintaining a smooth and consistent framerate.
Conclusion
The journey from a meticulously engineered CAD model to a fully interactive, high-fidelity automotive asset in a real-time engine is a complex yet incredibly rewarding endeavor. It demands a blend of technical expertise, artistic sensibility, and an unwavering commitment to optimization. By understanding the core differences between NURBS and polygons, mastering retopology techniques, executing precise UV unwrapping for games, and embracing a robust PBR texture workflow, you can transform static engineering data into dynamic visual masterpieces.
The strategic implementation of game asset optimization, particularly through meticulous Level of Detail (LODs) generation and careful engine integration, ensures that your creations not only look incredible but also perform flawlessly in demanding real-time environments like Unreal Engine. This comprehensive approach is what truly defines professional-grade Unreal Engine automotive assets.
Don’t let the technical hurdles intimidate you. Every successful project is built on these foundational principles. If you’re eager to accelerate your automotive projects or need a head start with meticulously crafted 3D models, explore the high-quality assets available at 88cars3d.com. Start building your dream garage today and bring your virtual automotive visions to life!
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Toyota Supra 2020 3D Model
Texture: Yes
Material: Yes
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Volkswagen New Beetle 2000 3D Model
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Material: Yes
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Volkswagen Jetta 2005 3D Model
Texture: Yes
Material: Yes
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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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Material: Yes
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Volkswagen Passat CC 3D Model
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Volkswagen Golf V 2006 3D Model
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Volvo S60 R-Design 2024 3D Model
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Volkswagen Passat 2025 3D Model
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Volkswagen Passat Variant B6 2005 3D Model
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Volkswagen Phaeton W12 2004 3D Model
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Volkswagen Scirocco 2015 3D Model
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Volvo S60 2024 3D Model
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Volkswagen Polo 3D Model
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Volkswagen Golf 5-Doors 2018 3D Model
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Volvo C70 T5 2000 3D Model
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Volvo S40 Sedan 2004 3D Model
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Volvo C30 BEV 2012 3D Model
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Volvo C70 1998 3D Model
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Mazda B-Series 3D Model
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Mercsedes Benz Z3-006 3D Model
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Mazda RX-7 3D Model
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Volvo VCC-003 3D Model
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Mercedes-Benz SLR McLaren 2005 3D Model
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Material: Yes
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GAZ 3110 Pickup 2000 3D Model
Texture: Yes
Material: Yes
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Mazda 626 GF 1997 3D Model
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Material: Yes
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Volvo S80 2011 3D Model
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Volkswagen Touran restyle-006 3D Model
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Material: Yes
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Skoda Octavia Scout 3D Model
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Material: Yes
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Volkswagen Golf V 2006 3D Model
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Material: Yes
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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
Texture: Yes
Material: Yes
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Mercedes-Benz S-Class W221 2005 3D Model
Texture: Yes
Material: Yes
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Mercedes-Benz E-Class W212 2009 3D Model
Texture: Yes
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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Material: Yes
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Mercedes-Benz C230 SportCoupé 2005 3D Model
Texture: Yes
Material: Yes
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Mercedes-Benz SLK 3D Model
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Mercedes 600 SEC W140 1992 3D Model
Texture: Yes
Material: Yes
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Mercedes S-Class 2010 3D Model
Texture: Yes
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
Texture: Yes
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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Material: Yes
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Mercedes-Benz SLS AMG GT3-002 3D Model
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Material: Yes
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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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Material: Yes
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Mercedes-Benz CLS-Klasse 3D Model
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