The Anatomy of Real-World Car Paint: Deconstructing the Shine
The gleam of a perfectly rendered car in a 3D scene is more than just eye candy; it’s a testament to a deep understanding of light, physics, and artistic skill. Whether you’re a game developer aiming for immersive realism, an automotive designer presenting a new concept, or a 3D artist pushing the boundaries of photorealism, the paint shader is often the most critical component in selling the illusion. We’ve all seen renders that just *miss* that elusive quality, where the car looks plastic or lacks the sophisticated depth of a real vehicle. The challenge lies not just in applying a color, but in meticulously replicating the complex interplay of light with multi-layered surfaces.
This isn’t about guesswork; it’s about the science of shine. Achieving hyper-realistic car paint demands a rigorous approach rooted in Physically Based Rendering (PBR) principles. We’ll deconstruct the intricate structure of real-world car paint, guiding you through the step-by-step process of crafting advanced automotive material shaders. From the microscopic sparkle of a metallic flake shader to the pristine depth of a clear coat effect, we’ll explore the techniques that elevate your renders from good to breathtaking. Prepare to dive deep into the world of shaders, unlocking the secrets to truly compelling automotive visualizations.
The Anatomy of Real-World Car Paint: Deconstructing the Shine
Before we can digitally recreate something, we must first understand its physical composition. Real-world car paint is far more complex than a simple coat of color. It’s a meticulously engineered system of layered materials, each contributing to the final look, durability, and reflective properties. Understanding these layers is the bedrock of crafting a convincing automotive material shader.
At its core, modern car paint typically consists of several distinct layers, each serving a specific purpose:
- Primer: Applied directly to the bare metal or composite body, the primer layer ensures adhesion, provides corrosion resistance, and creates a smooth, uniform surface for subsequent layers. While not directly visible, its smoothness influences the underlying surface quality.
- Base Coat (Color Coat): This is the layer that provides the car’s primary color. For most modern vehicles, especially those with metallic or pearlescent finishes, this base coat is where the magic of the metallic flake shader comes into play. Tiny aluminum or mica flakes are suspended within the pigment, designed to catch and reflect light, giving the paint its characteristic sparkle and depth. Without these flakes, the paint would appear flat and dull.
- Clear Coat: This is arguably the most critical layer for visual realism. The clear coat effect is a transparent, highly durable layer of lacquer or urethane applied over the base coat. It provides UV protection, scratch resistance, and, most importantly for 3D artists, the deep, mirror-like reflections that define a shiny car. Light passes through this clear coat, interacts with the base coat, and then reflects back through it, creating a sense of incredible depth. This layer is also where imperfections like swirl marks and dust primarily manifest.
- Optional Additional Layers: Some high-end finishes might include additional intercoat clear layers or specialized topcoats for enhanced durability, specific effects, or self-healing properties. For our purposes, focusing on the base coat and clear coat offers the most significant visual impact.
The way light interacts with these layers—reflecting off the clear coat, passing through to illuminate the metallic flakes, and then reflecting back out—is what creates the distinctive visual appeal of car paint. Replicating this interaction accurately is where Physically Based Rendering (PBR) becomes indispensable.
Foundation: Mastering Physically Based Rendering (PBR) for Automotive Materials
When crafting hyper-realistic car paint, Physically Based Rendering (PBR) isn’t just a buzzword; it’s the fundamental methodology that ensures your shaders react to light in a believable, physically accurate manner. PBR aims to simulate the real-world properties of materials, making them consistent across various lighting conditions. For an automotive material, this means the paint will look correct whether it’s under harsh sunlight, soft studio lights, or dappled shadow.
The core tenets of PBR revolve around:
- Energy Conservation: Light reflected or refracted from a surface should never exceed the amount of light hitting that surface. This prevents materials from appearing “too bright” or unnaturally reflective.
- Fresnel Effect: The angle at which you view a surface dramatically affects its reflectivity. Surfaces viewed head-on reflect less light (and appear more diffuse), while those viewed at grazing angles reflect more light (appearing shinier). This effect is crucial for the clear coat effect.
- Microsurface Detail: The roughness or smoothness of a surface at a microscopic level dictates how light scatters. A perfectly smooth surface acts like a mirror (low roughness, high specular), while a rough surface scatters light broadly (high roughness, diffuse appearance).
For car paint, PBR translates into using specific texture maps and parameters within your rendering engine:
- Base Color (Albedo): This map defines the fundamental color of the underlying material, stripping away any lighting information. For the base coat of a car, this would be the pure color before any clear coat or metallic effects are applied.
- Metallic: A grayscale map or single value indicating how metallic a surface is. For the base coat of car paint, this would typically be a value that allows for metallic reflections, especially for the flakes. The clear coat layer, being dielectric (non-metallic), would have a metallic value of 0.
- Roughness (or Glossiness): This map controls the microsurface detail. A low roughness value means a highly polished, mirror-like surface (like a new clear coat), while a high roughness value makes the surface appear dull or diffuse. Accurately painting roughness maps for subtle imperfections like dust and micro-scratches is vital for realism.
- Normal Map: This map provides per-pixel surface normal information, allowing you to simulate fine surface details without adding actual geometry. For car paint, this can be used for subtle orange peel texture, fine scratches, or panel gaps, significantly enhancing the clear coat effect.
- IOR (Index of Refraction): While often an inherent property of the material in PBR shaders, understanding IOR is key for the clear coat. For dielectric materials like a clear coat, a typical IOR is around 1.4-1.5, which influences the Fresnel effect and the intensity of reflections.
By meticulously setting up these PBR parameters, you ensure that your automotive material will react predictably and convincingly to any lighting scenario, providing a solid foundation before we even consider the more complex layers.
Crafting the Metallic Flake Shader: The Heart of the Effect
The shimmering, dynamic sparkle of metallic car paint is largely thanks to the embedded metallic flakes. Without a convincing metallic flake shader, even the most expensive digital vehicle will lack that essential “pop.” The challenge lies in simulating millions of tiny, reflective particles beneath a transparent surface, each catching and reflecting light at different angles. This effect is not merely a texture; it’s a complex interaction that often requires procedural generation and careful layering.
The fundamental idea behind a metallic flake shader is to treat the flakes as tiny, individual reflective surfaces. As the viewing angle or light source changes, different flakes will become visible and reflect light, creating a dynamic sparkle. Here’s how to approach it:
Simulating Flakes with Procedural Noise and Textures
The most common and efficient way to create the metallic flake appearance is through procedural methods, often leveraging noise textures. Instead of modeling millions of tiny flakes, we can use a texture to drive their reflection properties:
- Flake Distribution: Start with a high-frequency noise texture (like Voronoi or Perlin noise) to define the distribution and apparent size of the flakes. This noise can be plugged into various parameters of your shader.
- Reflection Mask: Use the noise texture as a mask to blend between two different reflection characteristics: one for the base paint color and another for the metallic flakes themselves. The flakes should have a higher metallic value and potentially different roughness.
- Normal Perturbation: Crucially, the flakes aren’t perfectly flat. They are randomly oriented. You can simulate this by generating a normal map from your noise texture, or by perturbing the surface normals based on the flake pattern. This slight variation in normal direction ensures that different flakes catch the light at different angles, producing the desired sparkle and anisotropic reflections.
- Color and Roughness Variation: Introduce subtle variations in the color and roughness of the flakes themselves. Some flakes might be slightly darker or brighter, or have slightly different reflectivity, adding to the organic look.
Implementing Flakes with Shader Graph/Nodal Systems
Modern renderers and game engines offer powerful shader graph or nodal material editors (like Unreal Engine’s Material Editor, Unity’s Shader Graph, or Blender’s Shader Nodes). These are ideal for constructing complex layered materials like car paint:
- Base Layer: Begin with your primary base color, potentially incorporating some subtle roughness variation.
- Flake Layer: Create a separate “flake” layer within your shader graph. This layer will typically be driven by a procedural noise texture.
- Feed the noise into a ‘Metallic’ input, or use it to blend between metallic and dielectric properties.
- Use the noise to create subtle normal map details, giving each flake a unique orientation. This is where you can achieve initial anisotropic reflections on a micro-scale.
- Adjust the roughness of the flakes; they are often sharper reflections than the overall base coat.
- Blending and Fresnel: Use masks (often driven by additional noise or utility textures) to blend these layers. Apply Fresnel effects to the flake reflections, ensuring they become more prominent at grazing angles, mimicking real-world behavior.
- Scale and Density Control: Crucially, your shader graph should expose parameters to control flake size (frequency of noise), density (masking), and overall intensity. This allows for artistic fine-tuning without diving back into the nodal network.
Remember that the flakes are technically *under* the clear coat. This means their reflections will be slightly blurred and distorted by the clear coat’s refraction, adding another layer of realism that we’ll address in the next section.
Achieving the Perfect Clear Coat Effect: Depth and Reflection
The clear coat effect is paramount to creating a hyper-realistic car paint shader. It’s the protective, transparent layer that gives car paint its signature deep reflections, gloss, and often, its subtle imperfections. Without a convincing clear coat, your beautifully crafted metallic flake shader will appear flat and unconvincing. The clear coat acts as a separate dielectric layer, meaning it has its own distinct reflective properties that interact with the underlying base coat.
Conceptually, the clear coat is a transparent film over your base paint. Light hits the clear coat, some reflects off its surface (specular reflection), and some passes through to hit the base coat. The light that hits the base coat then reflects back up through the clear coat and out towards the viewer. This multi-bounce interaction is what creates the illusion of depth.
Implementing the Clear Coat as a Layered Material
In most PBR setups, the clear coat is handled as a second, independent specular lobe or as a layered materials system. Many advanced shader graph implementations offer a dedicated clear coat input, simplifying this process. If not, you’ll need to manually blend:
- Top Layer (Clear Coat): This layer should be purely dielectric (Metallic = 0). Its primary properties will be a very low Roughness value (for mirror-like reflections) and an appropriate Index of Refraction (IOR), typically around 1.4-1.5 for automotive clear coats. This layer will exhibit strong Fresnel reflections, meaning reflections will be more intense at grazing angles.
- Underlying Layer (Base Coat + Flakes): This is where your primary color and metallic flake shader reside. The clear coat’s reflections will be added on top of this layer, obscuring it slightly and adding depth.
The interaction between these two layers is key. The clear coat will reflect its environment directly, while the base coat’s reflections (including the flakes) will appear slightly refracted or blurred as they pass back through the clear coat. This subtle distortion adds to the realism.
Multi-Layered Clear Coats and Imperfections
Real car paint isn’t perfectly smooth. Introducing subtle imperfections is crucial for breaking up the digital perfection and enhancing realism. These details are typically applied to the clear coat layer:
- Orange Peel: This is a common, subtle waviness in the clear coat that resembles the texture of an orange peel. It’s usually too subtle to see explicitly but effectively breaks up perfect reflections, adding a soft, organic distortion. This can be simulated with a low-frequency, very subtle normal map applied to the clear coat layer, or procedurally through noise in your shader graph. The correct scale and intensity are vital; too much, and it looks like poor paintwork.
- Swirl Marks and Micro-Scratches: Over time, car paint accumulates tiny scratches from washing, wiping, and general wear. These often appear as circular “swirls” under direct light. These can be introduced with a detailed normal map and a corresponding roughness map. The roughness map ensures that only the deeper parts of the swirls catch and scatter light, appearing brighter.
- Dust and Dirt: No car is pristine forever. Overlaying subtle dust or dirt textures, controlled by roughness and opacity, can significantly ground the car in its environment. These can be blended as additional layered materials.
For all these imperfections, precise UV unwrapping for paint is essential. If your model’s UVs are stretched or distorted, these subtle details will look unnatural. Ensure consistent texel density across the car body for a uniform appearance of paint texture and imperfections.
Advanced Techniques: Anisotropy, Thin-Film Interference, and Environmental Realism
Once you’ve mastered the core PBR setup, including the metallic flake shader and the clear coat effect, it’s time to push for an even higher degree of realism. Advanced phenomena like anisotropic reflections and thin-film interference can add that elusive final touch, while strong environmental integration ties the automotive material perfectly into the scene.
Understanding and Implementing Anisotropic Reflections
Anisotropic reflections occur when the microscopic grooves or scratches on a surface are oriented in a dominant direction, causing light to spread out in a specific pattern rather than uniformly. Think of brushed metal or a spinning CD – the elongated highlights are anisotropy.
While usually associated with metals, anisotropy can be subtly present in high-quality car paint. It can stem from:
- Directional Metallic Flakes: If your metallic flake shader has flakes that aren’t perfectly randomized but have a slight preferred orientation (e.g., from the painting process), this can induce subtle anisotropy.
- Polishing Marks: Even a perfectly clear coat can exhibit extremely fine, parallel polishing marks that lead to a very faint anisotropic sheen, especially visible in strong highlights.
To implement anisotropic reflections:
- Tangent Map: The most common method involves providing a tangent map to your shader. This map specifies the dominant direction of anisotropy at each point on the surface. For car paint, this might be a uniform direction across large panels, or derived from procedural noise for flakes.
- Anisotropy Parameter: Your shader will typically have an “Anisotropy” value and an “Anisotropy Rotation” input. The value controls the strength, and the rotation map allows you to control the direction relative to the tangent.
- Procedural Anisotropy: In a shader graph, you can sometimes achieve procedural anisotropy for flakes by manipulating the normals based on the viewing angle and a directional noise pattern, giving the flakes a more directional shimmer.
The key here is subtlety. Overt anisotropy on car paint can look unnatural; aim for a barely noticeable elongation of highlights that adds to the perceived quality of the finish.
Simulating Thin-Film Interference (Iridescence)
Thin-film interference is the optical phenomenon responsible for the iridescent, rainbow-like colors seen on soap bubbles, oil slicks, or some highly specialized paints. It occurs when light waves reflect off the top and bottom surfaces of a very thin, transparent film and interfere with each other, enhancing or canceling out certain wavelengths of light.
For car paint, this effect is less common for standard finishes but can be crucial for certain exotic colors or pearlescent paints. It also plays a role in how light interacts with very subtle imperfections in the clear coat, sometimes causing faint rainbow edges.
Implementing thin-film interference in a shader typically involves:
- Film Thickness: Simulating a thin film requires defining its thickness. This can be a uniform value or varied across the surface using a texture map.
- Wavelength-Dependent Reflection: The core of the effect is calculating how different wavelengths of light (red, green, blue) interfere based on the film thickness and the viewing angle. This often involves complex mathematical functions (like a Fresnel-like calculation for each color channel).
- Shader Nodes: Many advanced shader graph systems now offer dedicated “thin film” nodes or setups that abstract this complexity, allowing you to control thickness, IOR of the film, and the underlying material.
When used sparingly and correctly, thin-film interference can add an incredible layer of organic realism, especially for specialty automotive material types.
Environmental Reflections and Global Illumination
Even the most perfectly crafted shader will fall flat without a compelling environment to reflect. The beauty of a shiny car comes largely from its interaction with its surroundings. High-dynamic-range image (HDRI) maps and robust global illumination (GI) systems are non-negotiable for hyper-realistic renders.
- HDRI Lighting: Using a high-quality HDRI as your primary light source and reflection probe provides a realistic array of environmental reflections and accurate diffuse lighting. These reflections are critical for showcasing the clear coat effect and the sparkle of the metallic flake shader.
- Local Reflection Probes: For interior studio shots or specific areas, localized reflection probes can augment the global HDRI, providing more accurate reflections of nearby objects.
- Global Illumination: GI ensures that light bounces realistically around the scene, illuminating shadowed areas with subtle environmental color and intensity. This helps ground the car in its environment and makes its surfaces appear integrated rather than isolated.
Remember, your automotive material shader is a mirror to its world. The quality of that world directly impacts the believability of your car paint.
Optimization and Workflow for High-Performance Shaders
Crafting a hyper-realistic car paint shader is an intricate process, but it’s equally important to consider performance, especially if your models are destined for real-time game engines or large-scale automotive configurators. A beautiful shader that cripples your framerate is of limited use. Efficient workflow and intelligent optimization strategies are key to balancing visual fidelity with performance.
Balancing Realism with Performance
The first step in optimization is always to understand your target platform and its limitations. What looks great in an offline renderer might be overkill for a mobile game. For an automotive material, this means making smart choices about complexity:
- Level of Detail (LOD) for Materials: Just as with geometry, you can implement LODs for your materials. At a distance, simpler versions of your car paint shader can be used, potentially without complex metallic flake shader calculations or multiple clear coat layers.
- Texture Resolution: Use appropriate texture resolutions. The main body paint might warrant high-resolution maps for normal and roughness, but less critical areas or those less frequently seen up close can use smaller textures.
- Baked Reflections: For static scenes or less dynamic environments, pre-baking cubemap reflections can save significant real-time computation compared to real-time ray tracing or screen-space reflections.
Shader Graph Optimization: Reducing Instruction Count
When working with shader graph or similar nodal editors, every node typically translates into shader instructions. A high instruction count directly impacts performance. Here are some strategies:
- Simplify Node Networks: Look for opportunities to combine calculations or simplify complex node trees. Can multiple noise textures be generated from a single, optimized source?
- Conditional Branches: Use conditional nodes (if/else) sparingly, as they can sometimes execute both branches, wasting computation. If possible, structure your shader graph to avoid unnecessary calculations.
- Mathematical Efficiency: Be mindful of expensive mathematical operations (e.g., trigonometric functions, powers). Where possible, use approximations or simpler operations.
- Reuse Textures: If you have multiple maps that share similar patterns (e.g., orange peel normal and roughness), consider packing them into a single texture’s different color channels.
- Profile Your Shader: Most engines provide shader profilers. Use them! They will highlight which parts of your shader graph are most expensive, guiding your optimization efforts.
Efficient UVs and Layered Materials
Proper UV unwrapping for paint is not just for visual quality but also for performance. Clean, organized UVs allow for more efficient texture sampling and better texture packing.
- Consistent Texel Density: Ensure your car body has a relatively consistent texel density across panels to avoid stretching or blurring of details like orange peel or micro-scratches.
- Texture Atlasing: Combine multiple smaller textures (e.g., for panel gaps, logos, small decals) into a single atlas. This reduces the number of texture calls and can improve batching.
- Layered Materials Efficiency: While layered materials are crucial for realism, each additional layer adds computation. Consider whether simpler blending modes or faking certain layers can achieve a similar visual effect with less overhead. For instance, sometimes the clear coat effect can be simplified depending on the distance from the camera.
Optimizing car paint shaders is an ongoing process of iteration and profiling. It’s about finding the sweet spot where your automotive material looks incredible without compromising the overall performance of your project. High-quality base models, such as those found on 88cars3d.com, provide an excellent foundation for applying and testing these advanced, optimized shaders.
Conclusion
The journey to crafting hyper-realistic car paint shaders is a fascinating blend of art and science. We’ve peeled back the layers of real-world automotive finishes, understood the critical role of Physically Based Rendering (PBR), and delved into the intricacies of creating a dazzling metallic flake shader. We’ve explored the depth and subtlety of the clear coat effect, learning how to introduce believable imperfections and manage layered materials for maximum impact.
Beyond the basics, we ventured into advanced techniques like harnessing anisotropic reflections, simulating delicate thin-film interference, and grounding your automotive material with robust environmental lighting. Finally, we touched upon crucial optimization strategies, ensuring that your visually stunning shaders perform efficiently, whether in an offline renderer or a demanding real-time engine, leveraging tools like shader graph and meticulous UV unwrapping for paint.
Mastering car paint is an iterative process. It requires keen observation, constant experimentation, and a willingness to tweak values until the light dances just right across the surface. The reward is a visually arresting model that truly comes to life. To truly showcase your shader mastery, you need an exceptional foundation. Explore the vast collection of meticulously crafted 3D car models available at 88cars3d.com – the perfect canvas for your next hyper-realistic automotive rendering project. Start experimenting today and transform your 3D vehicles from mere models into breathtaking works of art!
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Toyota Yaris 1999 3D Model
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Material: Yes
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Toyota Supra 2020 3D Model
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Volkswagen New Beetle 2000 3D Model
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Volkswagen Jetta 2005 3D Model
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Volkswagen Golf 3-Door 3D Model
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Volvo V70 2005 3D Model
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Volkswagen Bora 2004 3D Model
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Volkswagen Lupo 3D Model
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Volkswagen Passat B5 2000 3D Model
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Volkswagen Passat CC 3D Model
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Volkswagen Golf V 2006 3D Model
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Volvo S60 R-Design 2024 3D Model
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Volkswagen Passat 2025 3D Model
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Volkswagen Passat Variant B6 2005 3D Model
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Volkswagen Phaeton W12 2004 3D Model
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Volkswagen Scirocco 2015 3D Model
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Volvo S60 2024 3D Model
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Volkswagen Polo 3D Model
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Volkswagen Golf 5-Doors 2018 3D Model
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Volvo C70 T5 2000 3D Model
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Volvo S40 Sedan 2004 3D Model
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Volvo C30 BEV 2012 3D Model
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Volvo C70 1998 3D Model
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Mazda B-Series 3D Model
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Mercsedes Benz Z3-006 3D Model
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Mazda RX-7 3D Model
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Volvo VCC-003 3D Model
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Mercedes-Benz SLR McLaren 2005 3D Model
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GAZ 3110 Pickup 2000 3D Model
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Mazda 626 GF 1997 3D Model
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Volvo S80 2011 3D Model
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Volkswagen Touran restyle-006 3D Model
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Skoda Octavia Scout 3D Model
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Volkswagen Golf V 2006 3D Model
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Mazda CX-7 3D Model
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Mazda Familia 3D Model
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GAS 21 3D Model
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Mercedes-Benz SL500 AMG (R129) 3D Model
Texture: Yes
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Mercedes-Benz S-Class W221 2005 3D Model
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Mercedes-Benz E-Class W212 2009 3D Model
Texture: 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
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Material: Yes
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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
Texture: Yes
Material: Yes
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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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