The Anatomy of Automotive Paint: A Multi-Layered Marvel
The sleek, shimmering finish of a luxury car, catching the light with exquisite depth and changing hues, is often the first detail that captivates an audience. For 3D artists, game developers, and automotive designers, replicating this complex beauty in a digital environment presents one of the most significant challenges in `automotive visualization`. Traditional shading methods often fall short, resulting in flat, lifeless surfaces that betray the intricate physics of real-world paint.
Enter Physically Based Rendering (PBR). PBR has revolutionized how we approach materials, grounding digital representations in real-world physics to achieve unparalleled realism. When applied to cars, mastering `PBR automotive paint` is not just about choosing a color; it’s about understanding the multi-layered structure, the interplay of light, and the subtle nuances that make a virtual vehicle indistinguishable from its physical counterpart. This comprehensive guide will demystify the advanced techniques required to create stunning, photorealistic car paint shaders, from the subtle sparkle of metallic flakes to the glossy depth of the clear coat.
We’ll delve into the science behind these captivating finishes, provide a step-by-step `car paint material setup` suitable for various 3D software, explore the critical role of effects like `anisotropic reflections`, and offer optimization tips for both offline renderers and real-time game engines. Whether you’re aiming for a pristine studio render or a high-performance game asset, understanding these principles will elevate your work to the next level. If you’re looking for incredibly detailed base models to apply these techniques to, remember that 88cars3d.com offers a vast selection of high-quality, production-ready automotive 3D models.
The Anatomy of Automotive Paint: A Multi-Layered Marvel
To truly master photorealistic car paint, we must first understand its real-world composition. Automotive paint isn’t a single monolithic layer; it’s a sophisticated stack of distinct materials, each contributing to the final look. This concept of `material layering` is fundamental to PBR shader creation and is often overlooked by artists relying on simpler material setups.
At its core, modern automotive paint typically comprises three primary layers: the base coat, the effect layer (metallic or pearl flakes), and the clear coat. Each layer has unique optical properties that interact with light differently, creating the characteristic depth, color shift, and reflectivity we admire.
The Base Coat: Color and Opacity
The base coat is the primary pigment layer, providing the car’s fundamental color. This layer is usually diffuse (matte) and opaque, responsible for the hue we perceive under normal light conditions. In a PBR workflow, the base coat primarily defines the ‘base color’ or ‘albedo’ input of your material. It absorbs most of the light not reflected by the clear coat and is where the initial color information resides.
For solid, non-metallic paints, the base coat might be the most dominant factor in color. However, even with metallic or pearl finishes, the base coat provides the underlying pigment against which the effect pigments are seen, influencing their perceived color shift.
The Metallic/Pearl Flake Layer: The Sparkle Beneath
This is arguably the most challenging and visually striking layer to simulate: the `metallic flake shader`. Embedded within or directly above the base coat, this layer consists of microscopic metallic or pearlescent particles. These flakes are responsible for the paint’s sparkle, color shift (chromatic aberration), and dynamic reflectivity as the viewing angle or light source changes.
Metallic flakes are tiny, irregular mirrors that scatter light in myriad directions. Pearl flakes, on the other hand, often use mica particles that refract and interfere with light, creating iridescence. Simulating this scattering and interaction requires specialized texture maps and shader logic to control their distribution, size, orientation, and reflectivity. Getting this layer right is crucial for a believable `PBR automotive paint` finish.
The Clear Coat: Depth, Gloss, and Protection
The clear coat is the outermost layer – a transparent, highly reflective, and durable varnish. Its primary functions are to protect the underlying paint layers and provide the signature high-gloss finish. From a rendering perspective, the clear coat is a complex reflective and refractive layer that significantly impacts the overall look.
Effective `clear coat rendering` involves simulating its specular reflections, refraction (though subtle due to its thinness), and absorption. The clear coat’s roughness (or glossiness) determines the sharpness of reflections, while its index of refraction (IOR) dictates how light bends and reflects from its surface. This layer is essential for generating the deep, wet look and the sharp reflections that define a premium car finish.
Setting Up Your PBR Automotive Paint Shader: A Step-by-Step Guide
Now that we understand the physical layers, let’s translate that knowledge into a practical `car paint material setup` in your 3D software. While specific node setups vary between renderers (e.g., V-Ray, Redshift, Arnold, Unreal Engine), the underlying PBR principles remain consistent. We’ll focus on a generalized approach that can be adapted to most modern PBR renderers.
Foundation: Base Color and Roughness
Start with a standard PBR material. The `base color` input will primarily be driven by the base coat’s pigment. For solid colors, a simple color value might suffice. For metallic or pearlescent paints, this will be the underlying hue without the flake effects.
The `roughness` parameter for the base coat itself should typically be quite high (meaning low gloss) if it were exposed, as the clear coat is what provides the primary reflection. However, since the base coat is underneath the clear coat, its roughness will interact with the clear coat’s transparency and scattering. For our multi-layered approach, think of the base coat’s roughness as influencing the clarity with which the flakes are seen through it.
Crafting the Metallic Flake Shader: The Heart of Realism
Simulating metallic flakes is often achieved by layering a second, highly reflective material *underneath* the clear coat, specifically designed to scatter light. This is where the true character of a metallic paint emerges. Here’s a common approach:
- Flake Map Generation: Create a texture map (or use procedural noise) to define the distribution and shape of your flakes. This can be a simple black and white noise map, where white areas represent flakes.
- Normal Map for Flakes: The key to realistic flakes is giving them individual orientations. Use a normal map that scatters light based on these flake orientations. This map can be generated from your flake distribution map, where each flake region gets a randomized normal vector. Tools like Substance Designer or even custom scripts can achieve this.
- Metallic/Specular Workflow: Apply this normal map to a highly metallic/specular layer. The flakes themselves should have low roughness (high gloss) to reflect light sharply.
- Color and Intensity: The color of the flakes might be subtly different from the base coat, often taking on a slightly brighter or more saturated hue. Control their reflectivity with a metallic or specular value.
- Blending: Blend this `metallic flake shader` layer with your base color. The clear coat will then sit on top of this combined result, interacting with both the base color and the sparkling flakes. For optimal realism, consider subtle variations in flake size and density across different areas of the car.
Mastering Clear Coat Rendering: Reflections and Refraction
The clear coat is where the bulk of the visual magic happens for `PBR automotive paint`. It’s a non-metallic, highly reflective layer that sits on top of everything. In PBR terms, this means its ‘metalness’ value should be 0 (or dielectric), and its `roughness` value will be very low (high gloss) to create those sharp, crisp reflections.
- IOR (Index of Refraction): Set the IOR for the clear coat. For typical automotive clear coats, a value around 1.45 to 1.55 is physically accurate. This value determines how much light reflects at grazing angles (Fresnel effect) and how much passes through.
- Primary Roughness: This is the most crucial parameter. A perfectly clean, showroom finish will have a very low roughness value (e.g., 0.01-0.05). Introduce slight variations (e.g., a subtle grunge map) to mimic micro-scratches or dust, enhancing realism without making the surface appear dirty.
- Normal Maps for Micro-Scratches: To achieve even more realism, a subtle normal map representing fine scratches or swirl marks can be applied to the clear coat. This breaks up reflections slightly, mimicking imperfections visible on real cars, especially under direct light.
- Color Tint: Real clear coats are not perfectly colorless. They can have a very slight yellowish or bluish tint. Incorporating a subtle tint in the clear coat’s ‘transmission’ or ‘absorption’ properties can add a touch of realism, especially over white or very light base colors. This contributes to a deeper, more physically accurate `clear coat rendering`.
Achieving Photographic Realism: Anisotropic Reflections and Beyond
Beyond the fundamental layered setup, advanced properties like anisotropy are critical for capturing the true essence of `PBR automotive paint`. These subtle effects are what differentiate a good render from an exceptional one, particularly in high-fidelity `automotive visualization`.
Understanding Anisotropy in Automotive Paint
Anisotropy refers to a material’s property where its physical characteristics, such as light reflection, vary depending on the direction. In car paint, this effect is most noticeable on polished metallic surfaces or paint finishes where tiny pigment particles (like metallic flakes) or fine sanding/brushing marks align in a particular direction. Instead of reflecting light uniformly in all directions (isotropically), anisotropic surfaces stretch and distort reflections along a specific axis.
On car bodies, `anisotropic reflections` manifest as elongated or stretched highlights, often following the contours of the body panels or the direction of paint application. This isn’t just a visual trick; it’s a direct result of how light interacts with the microscopic structure of the paint and clear coat, contributing significantly to the perception of depth and material quality.
Implementing Anisotropic Effects
Most advanced PBR shaders offer dedicated `anisotropy` controls. Implementing it typically involves:
- Anisotropy Amount: A value (usually 0 to 1) that controls the strength of the anisotropic effect. Start with subtle values and adjust as needed.
- Anisotropy Rotation/Direction Map: This is the most crucial input. You’ll need a texture map (often a tangent space normal map or a dedicated anisotropy direction map) that tells the renderer the dominant direction of the surface’s “grain” or alignment. This map should typically follow the flow of the car’s body panels and curves, mimicking how paint or polishing marks would naturally align. Generate this map using UV gradients, curvature analysis, or manually paint it to follow the intended reflection stretch.
Experimentation is key here. Incorrect anisotropy direction can make the paint look artificial. Focus on smooth, organic flows that complement the vehicle’s design. This effect is subtle but incredibly powerful in enhancing the realism of your `PBR automotive paint`.
Normal Maps and Micro-Surface Detail
While often used for bumps and grooves, normal maps are indispensable for micro-surface details in car paint. Subtle normal maps can simulate:
- Orange Peel Effect: The slight, textured dimpling often seen on painted surfaces, especially in older cars or less pristine finishes. This can be achieved with a very fine noise or cellular pattern in a normal map.
- Swirl Marks/Micro-Scratches: As mentioned for clear coat, these are critical for breaking up perfect reflections and adding realism. A subtle radial or random scratch normal map layered on the clear coat can sell the idea of a car that’s been driven, not just rendered.
- Dust and Imperfections: Beyond scratches, a fine layer of dust can be simulated with a composite normal map and corresponding roughness map, making the surface feel lived-in.
These micro-details, combined with proper `anisotropic reflections`, contribute immensely to the visual fidelity and believability of your car paint.
Optimizing Photorealistic Paint for Diverse Applications
The demands for a `PBR automotive paint` shader vary significantly between an offline rendering pipeline for a marketing campaign and a real-time game engine. While the core principles remain, optimization strategies differ to balance visual quality with performance targets.
Offline Renderers (V-Ray, Redshift, Arnold): High Fidelity, Deeper Calculations
For high-end `automotive visualization` in advertising, film, or architectural renders, offline renderers like V-Ray, Redshift, and Arnold offer the flexibility to push complexity to its limits. Here, the emphasis is on absolute realism, often at the expense of rendering time.
- Complex Layering: Utilize multiple shader layers to accurately represent the base coat, flake layer, and clear coat. Some renderers offer dedicated car paint materials (e.g., V-Ray Car Paint Material, Arnold Car Paint) that simplify this process by encapsulating the layering logic.
- Procedural Textures: Leverage procedural noise and patterns for metallic flakes, orange peel, and micro-scratches. This can reduce texture memory footprint and offer infinite resolution.
- Ray Tracing Depth: Ensure sufficient ray tracing depth for reflections and refractions, especially for the clear coat, to capture intricate light bounces and environmental reflections accurately.
- High Sample Counts: Use higher render samples for anti-aliasing and noise reduction, particularly for the metallic flakes, which can be prone to shimmering or graininess if not sampled adequately.
- Accurate IOR and Absorption: Dial in precise IOR values and consider subtle absorption within the clear coat for added depth and physical correctness.
Real-Time Engines (Unreal Engine, Unity HDRP): Performance and Visual Tricks
Creating a compelling `real-time paint shader` for game engines like Unreal Engine or Unity’s High Definition Render Pipeline (HDRP) requires a delicate balance. You want the visual impact of complex car paint without crippling frame rates.
- Shader Complexity: Consolidate layers where possible. Game engine PBR shaders often use a single material graph with careful blending.
- Texture Optimization: Utilize efficient texture formats and resolutions. Combine multiple grayscale maps into a single RGB texture (e.g., roughness, metallic, ambient occlusion).
- Flake Simulation via Normals/Masks: Instead of truly complex geometric flakes, use highly detailed normal maps combined with mask textures to simulate flakes. A common technique involves a flake normal map (often tiled) blended based on camera angle and view direction to simulate the sparkle.
- Clear Coat Approximation: Real-time clear coats are often approximated through various techniques:
- Dual-Lobe Specular: Using two specular lobes (one broad, one sharp) to simulate the base paint and clear coat reflections without explicit layering.
- Anisotropic Clear Coat: Implement anisotropic effects directly within the shader using world-space or tangent-space normal maps.
- Screen-Space Reflections (SSR): Rely on SSR for dynamic reflections, backed by cubemaps for off-screen reflections.
- LODs (Level of Detail): Implement simpler paint shaders for distant objects to save performance.
- Shader Instances: Create master materials and then use material instances for different car colors and variations, allowing for efficient changes without recompiling shaders.
Balancing Detail and Performance
Regardless of your target platform, the goal is always to find the sweet spot between visual fidelity and computational cost. For critical hero assets (e.g., the player’s car in a racing game, or a close-up render), you can afford more complexity. For background vehicles or distant shots, simplify your `PBR automotive paint` shaders significantly. Always profile your materials to identify bottlenecks and make informed decisions about where to spend your rendering budget.
Many professional models available on 88cars3d.com come with optimized material setups, providing an excellent starting point for both high-end renders and real-time integration.
Troubleshooting Common PBR Automotive Paint Issues
Even with a solid understanding of `material layering` and PBR principles, artists often encounter specific challenges when creating car paint. Here are some common issues and their solutions:
Grainy Flakes
If your metallic flakes appear overly noisy, aliased, or shimmer intensely (especially in motion or at a distance), it usually points to an issue with sampling or texture resolution:
- Solution for Offline: Increase render samples (AA samples, reflection samples). Ensure your flake normal maps or masks are of sufficiently high resolution. Consider filtering options for textures.
- Solution for Real-Time: Reduce the density or size of flakes. Use mipmaps effectively for flake textures. Implement anti-aliasing techniques like Temporal Anti-Aliasing (TAA) which can help stabilize flake shimmer.
Flat Reflections
If your car paint lacks depth, and reflections appear dull or like they’re painted on the surface rather than sitting on top:
- Solution: Check your clear coat’s roughness value – it’s likely too high. A truly glossy clear coat should have a very low roughness (e.g., 0.01-0.05). Ensure your IOR is correct for the clear coat (around 1.5). Verify that your environment map (HDRI) is high resolution and providing adequate reflection data.
Lack of Depth
If the car paint looks like a single, flat layer despite your layering efforts:
- Solution: Ensure your clear coat is truly transparent and not just a reflective coating. It should allow the underlying base and flake layers to be seen through it. Check blend modes between layers if you’re manually composing them. Make sure the metallic flakes have enough contrast and reflectivity. Sometimes, the issue isn’t the paint itself but the lighting – insufficient contrast or dynamic range in your lighting setup can flatten any material.
Conclusion
Mastering `photorealistic automotive paint` is a journey that blends artistic vision with a deep understanding of physics and PBR principles. It’s about recognizing the intricate `material layering` of a real car finish and translating that into a digital shader that accurately simulates the base coat, the captivating `metallic flake shader`, and the protective, reflective `clear coat rendering`.
From the subtle dance of `anisotropic reflections` across a fender to the meticulous `car paint material setup` in your chosen renderer, every detail contributes to the final masterpiece. Whether your goal is a hyper-realistic `automotive visualization` for a commercial or a performant `real-time paint shader` for an immersive game, the techniques discussed here provide the foundation for achieving truly stunning results.
As you continue to refine your skills, remember to observe real-world cars, study how light interacts with their surfaces, and experiment with your shader parameters. The pursuit of realism is an ongoing process of learning and iteration. For those seeking a head start with meticulously crafted vehicle assets, 88cars3d.com provides an exceptional resource for high-quality 3D car models, allowing you to focus on the art of shader development.
Dive in, experiment, and let the captivating allure of photorealistic automotive paint transform your digital creations.
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Volkswagen Passat CC 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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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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Material: Yes
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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
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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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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