The Core Challenge: Why Automotive Rendering Demands Perfection
The pursuit of hyperrealism in digital art is an ongoing journey, particularly when it comes to rendering complex subjects like automobiles. For senior artists, the challenge isn’t just about creating beautiful images, but achieving cinematic quality with efficiency and fidelity. Traditional rendering pipelines often involve lengthy bake times, limiting iteration and creativity. However, the landscape has dramatically shifted with the advent of Unreal Engine 5, bringing groundbreaking technologies like Lumen and Nanite to the forefront.
This guide delves deep into leveraging these powerful tools for unparalleled Unreal Engine 5 automotive rendering. We’ll explore how to transform high-fidelity car models into breathtaking real-time visualizations, addressing the unique demands of automotive surfaces and lighting. Prepare to unlock a workflow that merges artistic vision with cutting-edge technology, pushing the boundaries of what’s possible in interactive and cinematic automotive experiences.
The Core Challenge: Why Automotive Rendering Demands Perfection
Automotive rendering stands apart in the world of 3D visualization. Vehicles are sophisticated machines, meticulously designed with sleek curves, reflective surfaces, and intricate details. Every facet, from the subtle metallic flakes in the paint to the precise refractions through glass, is subject to intense scrutiny from designers, enthusiasts, and consumers alike.
Achieving truly photorealistic results requires an exacting approach to materials, lighting, and geometric fidelity. Even minor inaccuracies in reflections or shadows can instantly break the illusion of reality. This is where the power of Unreal Engine 5 automotive rendering shines, offering solutions that meet these demanding standards for both static renders and dynamic real-time vehicle visualization.
Viewer Scrutiny and Surface Complexity
Unlike organic subjects, automotive designs are often perceived with an engineer’s eye. Gaps between panels, surface imperfections, or incorrect material responses are immediately noticeable. The interplay of light across highly reflective and often curved surfaces demands an illumination system that is both accurate and performant.
This level of detail is critical for design reviews, marketing assets, and even next-generation games where players expect to see their dream cars rendered with impeccable fidelity. Unreal Engine 5 provides the robust framework necessary to tackle these complexities head-on, delivering results that blur the line between virtual and reality.
Bridging the Gap to Virtual Production Automotive
Beyond traditional still renders, the rise of virtual production automotive workflows further amplifies the need for real-time fidelity. Imagine designers iterating on concepts in a virtual studio, or filmmakers shooting commercials with digital cars that blend seamlessly with live-action footage. Unreal Engine 5 makes this not just possible, but practical, by providing tools that are both artist-friendly and production-ready.
High-quality base models are crucial for this process. Resources like 88cars3d.com offer an excellent starting point, providing meticulously crafted, production-ready vehicles that save significant time and ensure a foundation of excellence for any project.
Unleashing Lumen: Mastering Global Illumination for Automotive Realism
Global Illumination (GI) is the backbone of realistic lighting, simulating how light bounces and interacts within an environment. For automotive rendering, where indirect lighting and reflections play a pivotal role in defining shape and material, a robust GI solution is indispensable. Unreal Engine 5’s Lumen system is a game-changer, providing dynamic, hardware-agnostic Lumen global illumination that adapts in real-time.
Unlike pre-baked lighting solutions, Lumen instantly updates GI and reflections when lights move, geometry changes, or materials are adjusted. This interactive feedback loop is invaluable for artists meticulously crafting the perfect automotive scene.
Lumen’s Approach to Indirect Lighting and Reflections
Lumen uses a software ray-tracing approach coupled with screen traces to gather diffuse and specular GI. This hybrid method ensures a comprehensive understanding of light interaction, even on highly complex and reflective surfaces characteristic of automobiles. It accurately simulates how light from the environment bounces onto the car, illuminating its underside or interior, and how light from the car itself might subtly reflect onto the ground.
For reflections, Lumen provides high-quality software ray-traced reflections, crucial for the mirror-like finishes found on car paint and chrome. These reflections capture the environment and other objects in the scene with impressive fidelity, even across multiple bounces.
Optimizing Lumen Settings for Automotive Scenes
While Lumen is powerful out-of-the-box, fine-tuning its settings can yield even more stunning results for real-time vehicle visualization. Access Lumen settings via Project Settings > Engine > Rendering > Global Illumination and Reflections.
- Lumen Global Illumination Method: Ensure “Lumen” is selected.
- Reflections Method: Set to “Lumen.”
- Lumen Scene Detail: Increase this for more precise GI and reflections, especially for intricate automotive details. Be mindful of performance.
- Lumen Max Trace Distance: Adjust this based on your scene scale. For larger outdoor environments, a higher value might be needed to capture distant GI.
- Lumen Final Gather Quality: Boosting this can reduce noise and improve the overall smoothness of GI, though at a performance cost.
Remember that Lumen operates on a variety of surfaces. For emissive headlights or taillights, Lumen will correctly propagate their light into the scene, further enhancing realism. Experimentation is key to balancing visual quality and real-time performance for your specific hardware and project.
Nanite’s Power: Optimizing High-Fidelity Car Models for UE5
Automotive CAD data often comes with an astronomical polygon count, far exceeding the capabilities of traditional real-time engines. Manual decimation and retopology are time-consuming and can compromise precious details. This is where Nanite, Unreal Engine 5’s virtualized geometry system, steps in as a revolutionary solution for handling photorealistic car models.
Nanite intelligently processes and streams only the necessary polygon data at render time, allowing artists to import multi-million polygon models directly into the engine without performance degradation. This means you can maintain every intricate detail of your design, from sculpted body lines to detailed interior components, without worrying about draw calls or memory limitations.
Understanding Nanite Virtualized Geometry
Nanite doesn’t simplify your mesh; instead, it renders it with an unprecedented level of detail by dynamically scaling the geometric complexity based on screen space. It converts your static meshes into a highly optimized internal format, comprising clusters of triangles. At render time, Nanite only processes the clusters that are visible and contribute meaningfully to the final image, effectively eliminating LOD (Level of Detail) pop-ins and vastly improving performance with complex geometry.
This is particularly beneficial for CAD data optimization for UE5. Instead of laboriously cleaning up CAD models in external DCC tools, you can often import them directly, convert to Nanite, and let the engine handle the heavy lifting. This drastically reduces preparation time and preserves the integrity of the original design intent.
Workflow for CAD Data Optimization with Nanite
- Importing CAD Data: Utilize Unreal Engine’s Datasmith plugin for robust CAD import. Datasmith supports a wide range of formats (STEP, IGES, SolidWorks, Catia, etc.) and provides excellent tessellation and instancing capabilities. It can also preserve material assignments, which is a massive time-saver. When importing, ensure “Build Nanite Meshes” is enabled.
- Pre-Processing in DCC Tools (Optional but Recommended): While Nanite handles high poly counts, it’s still good practice to clean up your CAD data in software like 3ds Max, Maya, or Blender. Remove unnecessary internal geometry, fix flipped normals, and combine parts where logical. This can further improve performance and reduce asset size, especially if certain parts won’t be visible.
- Nanite Mesh Conversion: After importing, select your static meshes in the Content Browser, right-click, and choose “Nanite” > “Enable Nanite.” Unreal Engine will process the meshes, converting them to the virtualized geometry format. You can also adjust Nanite settings per mesh in the Static Mesh Editor, such as the “Preserve Area” parameter for more accurate small details.
- Material Considerations: Nanite meshes work seamlessly with standard PBR materials. However, certain features like WPO (World Position Offset) or tessellation are not compatible with Nanite. Plan your materials accordingly.
Leveraging Nanite means you can include highly detailed interiors, intricate engine bays, and complex undercarriage components without fear of crippling frame rates, bringing your photorealistic car models to life with unprecedented detail.
Crafting Convincing PBR Materials: The Automotive Surface Language
The visual quality of any automotive render hinges on the realism of its materials. Physically Based Rendering (PBR) is the industry standard for achieving believable surfaces, ensuring that light interacts with your digital car in a physically accurate manner. For PBR materials automotive, specific attention must be paid to properties like metallic flake, clear coat thickness, refraction, and subtle imperfections.
Unreal Engine 5’s material editor provides a powerful node-based interface to build complex shaders that perfectly replicate the look of car paint, glass, carbon fiber, and other common automotive materials. Starting with high-quality models from 88cars3d.com often means you have an excellent foundation of UVs and material IDs, streamlining this crucial step.
Automotive PBR Material Deep Dive
Car Paint (Metallic Flake & Clear Coat)
Car paint is one of the most challenging materials due to its multi-layered nature. It typically consists of a base coat (color, metallic flakes), a clear coat (gloss, reflection, protection), and sometimes even a primer layer.
- Base Color: This defines the underlying hue.
- Metallic: Set to 1 for metallic flakes, 0 for non-metallic. For flakes, you’ll often use a texture mask or procedural noise to control their distribution and size.
- Roughness: Controls the microscopic surface irregularities. A low roughness (e.g., 0.1-0.2) is typical for glossy clear coats.
- Specular: Keep at default (0.5) for PBR.
- Normal Map: Subtle normal maps can introduce microscopic imperfections or orange peel texture for added realism.
- Clear Coat: Enable the “Clear Coat” input in the material properties. Set its strength to 1, and its roughness to a very low value (e.g., 0.05-0.1) for a high-gloss finish. You can also add a subtle clear coat normal map to simulate micro-scratches.
Glass (Windshields, Windows, Headlights)
Automotive glass requires accurate refraction and reflection. Unreal Engine’s translucent materials can handle this, but performance is a consideration. For extreme realism, consider enabling Ray Tracing Refraction.
- Material Domain: Set to “Surface” and “Blend Mode” to “Translucent.”
- Lighting Mode: Choose “Surface TranslucencyVolume” or “Surface ForwardShading” for better quality.
- Refraction: Use the “Refraction” input. A value of around 1.5-1.55 is typical for glass. You can also use a Fresnel node to control reflection strength based on view angle.
- Opacity: Control the transparency.
- Color: A very subtle tint can be added to the Base Color.
- Roughness: Keep very low (0.05-0.1) for clean glass.
Carbon Fiber, Rubber & Chrome
Each material requires specific PBR values:
- Carbon Fiber: A complex texture with interwoven patterns for Base Color and Normal map. Metallic is typically 0 (non-metallic), Roughness varies from slightly rough to quite glossy depending on the clear coat. Anisotropy can also be used to simulate the directional reflections.
- Rubber (Tires): Low Metallic (0), dark Base Color, and a higher Roughness (0.7-0.9) to simulate the matte, slightly rough texture. Normal maps are essential for tread patterns and sidewall details.
- Chrome/Metals: High Metallic (1), Base Color determines the tint (e.g., pure white for polished chrome, slight yellow for gold). Very low Roughness (0.0-0.1) for polished metals.
Using material instances for variations (e.g., different car paint colors) is crucial for efficiency and iteration speed. Parent materials handle the complex logic, while instances allow artists to tweak parameters like color, roughness, and clear coat properties without recompiling shaders.
Dynamic Lighting and Environment Setup for Cinematic Shots
Lighting is the soul of any render, and for automobiles, it’s paramount. The way light defines the contours, highlights the reflections, and reveals the texture of the materials can make or break a scene. In Unreal Engine 5, combining realistic environment lighting with custom light sources allows for incredibly dynamic and cinematic automotive shots, perfect for virtual production automotive applications.
The synergy between your lighting setup and Lumen’s real-time global illumination ensures that every light source, no matter how subtle, contributes accurately to the overall scene illumination and reflections.
HDRI for Realistic Environment Lighting
High Dynamic Range Images (HDRIs) are the most effective way to light an automotive scene, especially for outdoor or studio environments. An HDRI captures the full range of light information from a real-world location, providing both direct and indirect illumination, as well as accurate reflections.
Workflow:
- Import HDRI: Import your HDRI (usually an .exr or .hdr file) into Unreal Engine as a texture.
- Create Sky Atmosphere: Add a “Sky Atmosphere” and “Directional Light” (Sun) to your scene. These provide a realistic sky and sun simulation.
- Create Sky Light: Add a “Sky Light” and set its “Source Type” to “SLS Captured Scene.” This will capture the Sky Atmosphere and your HDRI’s lighting. Alternatively, you can directly set the “Source Type” to “SLS Specified Cubemap” and assign your imported HDRI texture. Ensure “Cast Shadows” is enabled on the Sky Light if you want environment shadows from the HDRI.
- Rotate and Adjust: Rotate the Sky Light (or the HDRI cubemap within it) to achieve desired lighting angles and reflections on your car. The Directional Light should also be rotated to match the sun’s position in the HDRI for consistent shadow direction.
Lumen will take care of propagating this HDRI lighting throughout your scene, providing accurate bounce light and reflections on your car model.
Custom Lights and Studio Setups
While HDRIs provide excellent ambient lighting, custom light sources offer precise control for specific effects, such as rim lights, key lights, or simulating studio softboxes.
- Rect Lights: Ideal for mimicking studio softboxes. They have a physical size, offering soft, realistic shadows and reflections. Place them strategically around your vehicle to highlight contours and add specular interest.
- Spot Lights & Point Lights: Useful for targeted illumination, adding highlights, or accentuating details like brake calipers or interior stitching. Use IES (Illuminating Engineering Society) profiles with Spot Lights for realistic light distribution patterns from specific fixtures.
- Light Functions: Apply textures to your lights to project custom shapes or gobos (patterns).
Remember to set your custom lights to affect Lumen’s GI, ensuring they contribute to the overall realism of the scene.
Camera Settings and Post-Processing for Cinematic Appeal
The final touch for cinematic renders comes from thoughtful camera work and post-processing effects. Use the Cine Camera Actor in Unreal Engine, which mimics real-world camera properties.
- Focal Length: Experiment with different focal lengths (e.g., 85mm or 100mm for flattering portraits, wider for environmental shots).
- Aperture (f-stop): Controls Depth of Field (DoF). A lower f-stop creates shallower DoF, blurring the background and drawing focus to the car.
- Shutter Speed & ISO: While less critical for still renders, these affect motion blur and exposure in animations.
- Post Process Volume: Essential for color grading, exposure adjustments, bloom, vignette, and ambient occlusion.
- Exposure: Fine-tune the overall brightness.
- Color Grading: Adjust saturation, contrast, and tint to set the mood.
- Bloom: Adds a soft glow to bright areas, enhancing the sense of light.
- Vignette: Subtly darkens the edges of the frame for a cinematic feel.
- Screen Space Global Illumination (SSGI): Can be used to complement Lumen for very subtle, localized GI.
- Film Grain: Adds a touch of realism, especially for older film looks.
For animations, utilize the Sequencer to orchestrate camera movements, character animations (if any), and light changes over time, bringing your virtual production automotive vision to life.
Advanced Techniques and Workflow Optimizations
While Lumen and Nanite form the bedrock of realistic Unreal Engine 5 automotive rendering, a few advanced techniques and workflow optimizations can further elevate your results and streamline your production pipeline. These strategies help tackle specific visual challenges and ensure your project runs efficiently, whether for interactive experiences or high-fidelity cinematic outputs.
Leveraging Ray Tracing for Enhanced Visuals
Although Lumen provides excellent software ray-traced reflections and GI, hardware-accelerated Ray Tracing in Unreal Engine 5 can offer even higher fidelity for specific effects. Consider integrating it selectively:
- Ray Traced Reflections: For certain shots where absolute reflection accuracy is paramount, enabling hardware ray-traced reflections on top of Lumen can provide pristine, multi-bounce reflections, particularly on highly polished surfaces.
- Ray Traced Translucency: For glass, ray-traced translucency can deliver more accurate refractions and colored transparency, crucial for visually convincing windshields and headlights.
- Ray Traced Shadows: Provides ultra-sharp, physically accurate shadows, avoiding artifacts often associated with shadow maps. This is excellent for fine details and realistic contact shadows.
Remember that hardware ray tracing is performance-intensive. Use it judiciously and primarily for high-quality renders or on systems with powerful GPUs. Lumen remains the go-to for scalable real-time performance across a broader range of hardware.
Efficient Data Import with Datasmith
For any CAD data optimization for UE5 workflow, Datasmith is your best friend. It’s more than just an importer; it’s a robust pipeline for bringing complex design data into Unreal Engine with intelligent processing.
- Scene Hierarchy Preservation: Datasmith maintains the original scene hierarchy, making it easier to manage complex assemblies like a car’s individual components.
- Material Conversion: It attempts to convert native CAD materials into basic Unreal Engine materials, saving initial setup time.
- Tessellation Control: You have control over the tessellation quality during import, allowing you to balance fidelity and file size before Nanite takes over.
- Re-import Feature: If changes are made to the source CAD file, Datasmith allows you to re-import, intelligently updating your scene without losing your work in Unreal. This is critical for iterative design workflows.
Performance Considerations Beyond Lumen and Nanite
Even with these powerful optimizations, attention to detail in other areas is vital:
- Texture Resolution: Use appropriate texture resolutions. While Nanite handles geometry, excessively large textures can still consume VRAM and impact performance. Use streaming mipmaps where possible.
- Material Complexity: Keep your material graphs as optimized as possible. Complex math operations and too many texture lookups can add up. Use Material Instances to share common logic.
- Post-Process Effects: While powerful, overuse of post-process effects can be heavy. Be selective and optimize their settings.
- Culling and LODs for Non-Nanite Objects: Not everything in your scene will be Nanite. Ensure props, characters, or smaller interactive elements have appropriate LODs and culling distances set up.
For artists working on high-end projects, starting with a solid foundation is key. Utilizing ready-made, high-quality photorealistic car models from platforms like 88cars3d.com can drastically accelerate your production timeline. These models are often pre-optimized and meticulously detailed, allowing you to focus immediately on rendering and artistic direction rather than asset creation and cleanup.
Conclusion: Driving Hyperrealism with Unreal Engine 5
The journey to unlock hyperrealism in automotive rendering has been revolutionized by Unreal Engine 5. With Lumen’s dynamic Lumen global illumination and Nanite’s efficient handling of Nanite virtualized geometry, artists are now empowered to create stunningly realistic photorealistic car models with unparalleled speed and fidelity. The days of sacrificing detail for performance are behind us, paving the way for breathtaking real-time vehicle visualization that was once confined to pre-rendered sequences.
By mastering PBR materials automotive techniques and implementing thoughtful lighting setups, you can bring any vehicle to life with cinematic quality. The robust pipeline for CAD data optimization for UE5, combined with the capabilities for virtual production automotive, places Unreal Engine 5 at the forefront of innovation for designers, filmmakers, and game developers alike.
This comprehensive guide has provided a senior artist’s perspective on leveraging these cutting-edge tools. The next step is to apply these techniques to your own projects. Dive in, experiment, and push the boundaries of what’s possible. And for those looking to kickstart their projects with exceptional quality, remember that resources like 88cars3d.com offer a vast collection of meticulously crafted 3D models, providing the perfect foundation for your next hyperrealistic masterpiece.
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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
Texture: 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
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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
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Material: Yes
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Mercedes-Benz E-class Estate S212 2009 3D Model
Texture: Yes
Material: Yes
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Mercedes-Benz 190 W201 3D Model
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Mercedes-Benz C230 SportCoupé 2005 3D Model
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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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
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Material: Yes
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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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Material: Yes
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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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