The Intricate Anatomy of Real Car Paint: A PBR Perspective
The gleam of a perfectly rendered car paint job is often the first thing that captures attention in a 3D automotive visualization or a cutting-edge racing game. It’s the visual testament to meticulous craftsmanship, reflecting the environment with a depth and vibrancy that can almost make you smell the new car scent. Yet, achieving this level of hyperrealism goes far beyond simply assigning a default shader to your model. It’s a nuanced dance with light, physics, and a deep understanding of how real-world materials behave. If you’ve ever struggled to make your digital vehicles truly pop, feeling like something is missing compared to high-end cinematic renders or even actual photographs, you’re not alone. The secret lies in deconstructing the intricate layers of real automotive paint and meticulously recreating them within your 3D environment.
This comprehensive guide will take you on a deep dive into the art and science of crafting hyperrealistic automotive paint. We’ll explore how to move past simplistic shaders, embracing advanced techniques to simulate the complex interplay of color, reflection, and texture that defines a truly stunning vehicle finish. Whether you’re aiming for uncompromised fidelity in offline renders or pushing the boundaries of realism in a real-time game engine, understanding the underlying principles and practical applications of advanced **PBR materials** is paramount. By the end, you’ll have the knowledge to transform your vehicle models into digital masterpieces, ready to turn heads and immerse your audience. For those looking for a solid foundation, 88cars3d.com offers an extensive library of high-quality 3D car models, perfect for applying these advanced techniques.
The Intricate Anatomy of Real Car Paint: A PBR Perspective
Before we can digitally recreate automotive paint, we must first understand its physical composition. Real car paint isn’t a single, uniform layer; it’s a sophisticated system designed for protection, durability, and aesthetics. Each layer contributes to the final appearance, and ignoring any one of them will result in an unconvincing render. This layered structure is perfectly suited for a Physically Based Rendering (PBR) workflow, where material properties are defined by how they interact with light in the real world.
Deconstructing the Layers: From Primer to Perfection
- Primer: While not directly visible in the final coat, the primer creates a uniform surface for subsequent layers and can subtly influence the depth of the base color.
- Base Coat (Color Coat): This is the layer that provides the primary color of the vehicle. It’s often relatively matte or satin before the clear coat is applied. In many modern paints, this layer also contains the metallic or pearlescent flakes that give car paint its characteristic sparkle and color shift.
- Metallic/Pearlescent Flakes: These microscopic particles are suspended within the base coat. Metallic flakes are usually aluminum, while pearlescent flakes are mica-based. They are crucial for the **metallic flakes effect**, reflecting light in a directional manner and creating that dynamic shimmer and color shift seen when the vehicle moves or light conditions change. The orientation, size, and density of these flakes significantly impact the final look.
- Clear Coat: This is arguably the most critical layer for visual realism. It’s a thick, transparent, and highly glossy protective layer applied over the base coat. The clear coat provides depth, protection, and the primary specular reflections that define the paint’s shininess. It’s where the environment is reflected, and subtle imperfections like micro-scratches or an “orange peel” texture become visible. This is where the **clear coat shader** truly comes into play.
- Subtle Imperfections: Even the most pristine factory finish isn’t perfectly smooth at a microscopic level. Minor textures like “orange peel” (a slight waviness in the clear coat), swirl marks from polishing, dust, or fingerprints all contribute to an authentic appearance. Neglecting these details often leads to an overly sterile, “plastic” look.
PBR Principles for Automotive Surfaces
PBR materials provide a framework for defining these complex physical properties digitally. Instead of artistically guessing values, PBR relies on physically accurate parameters that describe how a material reflects and absorbs light. For car paint, this means:
- Albedo (Base Color): This map defines the intrinsic color of the base coat, excluding reflections. For metallic paints, this is more complex as the “color” is heavily influenced by the flakes.
- Metallic: For non-metallic base coats, this would be zero. For paints with an actual metallic component (like chrome), it would be one. Car paint, however, is dielectric with metallic flakes embedded. The PBR metallic workflow handles this through a combination of albedo and a low metallic value, or more commonly, a layered shader approach where flakes are treated separately.
- Roughness (or Glossiness): This map defines the micro-surface detail and how sharp or blurry reflections appear. A very low roughness value indicates a highly polished, glossy surface (like the clear coat), while higher values mean a duller, more diffuse surface. Varying roughness across the surface is vital for realism.
- Normal/Bump Map: These maps simulate fine surface details without adding actual geometry. For car paint, they can represent orange peel, micro-scratches, or even the subtle orientation of metallic flakes.
- IOR (Index of Refraction): While often an inherent property of the clear coat shader, IOR defines how much light bends when entering the material, influencing the intensity and falloff of reflections (Fresnel effect). For clear coats, a typical IOR of 1.4-1.5 is common.
By accurately mapping these properties to each layer, we can create truly convincing **automotive rendering techniques** that respond realistically to changes in lighting and environment.
Building Beyond Defaults: Advanced Shader Creation for Unrivaled Realism
The real magic happens when we move beyond single, monolithic shaders and embrace **layered materials** within a robust shader graph. This approach allows us to combine the individual properties of the base coat, metallic flakes, and clear coat, creating a composite material that truly mimics real car paint.
Crafting the Base Color and Metallic Flakes Effect
The base layer sets the primary hue and forms the foundation for the metallic sparkle.
- Defining the Base Albedo: Start with a base color. This can be a simple solid color, or for more complex finishes, a subtle gradient or even a very fine noise texture to simulate paint imperfections before the flakes are added. For PBR, ensure this is the diffuse color without any specular contribution.
- Simulating the Metallic Flakes Effect: This is a critical component for realistic car paint.
- Procedural Textures: Often, a high-frequency noise texture (like a Perlin or Worley noise) is used as a mask or an input for flake generation. This texture can drive the distribution, size, and even the “sparkle” intensity of the flakes.
- Flake Normal Map: The flakes don’t just sit flat; they have varying orientations. A specialized normal map can simulate tiny, randomly oriented bumps corresponding to individual flakes. Some advanced shaders allow you to control the ‘anisotropy’ of these micro-normals, making flakes reflect light more strongly along specific directions.
- Metallic/Specular Contribution: The flakes themselves are metallic. In a layered shader, you’d typically have a metallic or specular component that only affects the areas where the flakes are present, driven by your flake mask. This allows them to reflect light like tiny mirrors within the base color.
- Color Shift (Pearlescent Effect): For pearlescent paints, the color of the reflected light from the flakes can shift based on the viewing angle. This is more complex and often involves iridescent or thin-film interference shaders applied to the flake component, shifting hue based on Fresnel values or viewing angle.
The Clear Coat Shader: Where Realism Shines
The clear coat is the crowning jewel of automotive paint, responsible for its lustrous depth and reflective qualities. Building a convincing **clear coat shader** requires careful attention to several key **material parameters**.
- Primary Specular Lobe: This is the main, highly reflective surface. Use a low roughness value (e.g., 0.02-0.08) for a glossy finish. For true realism, however, uniform roughness is rarely found.
- Roughness Variations: Introduce subtle variations in the clear coat’s roughness using a texture map. A very subtle grunge map, a fine noise pattern, or even a map representing micro-scratches and swirl marks will break up perfect reflections and make the surface look much more convincing. This is crucial for avoiding a “plastic” look.
- Index of Refraction (IOR): For a standard automotive clear coat, an IOR between 1.4 and 1.5 is generally accurate. This value determines the intensity of the Fresnel effect, dictating how reflections become stronger at grazing angles.
- Absorption and Attenuation: While often subtle for thin clear coats, very thick clear coats can exhibit a slight absorption of light, especially at glancing angles, making the underlying base coat appear darker or subtly tinted. This can be simulated using volumetric absorption or specific shader parameters.
- Anisotropic Reflections: This is a hallmark of high-quality automotive paint. **Anisotropic reflections** occur when reflections appear stretched or elongated in a particular direction, often due to microscopic grooves or polishing marks on the surface. Instead of circular reflections, you see elliptical or streaked highlights.
- Implementing Anisotropy: Most advanced shaders have an ‘anisotropy’ parameter (or ‘anisotropic rotation’ and ‘anisotropic strength’). You’ll need a tangent map (often called an ‘anisotropy direction map’) that defines the direction of these microscopic grooves across the surface. This map can be painted manually, generated procedurally, or derived from UV gradients or brush strokes to simulate polishing patterns.
- Impact on Realism: Correctly implemented anisotropic reflections add an incredible layer of authenticity, especially on curved surfaces where light interacts dynamically with the microscopic surface texture.
Introducing Imperfections and Detail
No real car is flawless. Adding subtle imperfections elevates a render from merely good to truly outstanding.
- Orange Peel Effect: This is a very fine, bumpy texture that resembles the surface of an orange. It’s an inherent part of most sprayed paint finishes. Simulate this with a very subtle, high-frequency noise map applied to the normal map or even micro-displacement if your render engine supports it efficiently. The key is subtlety; it should only be noticeable at very close inspection.
- Dust, Smudges, and Fingerprints: These can be added as masked grunge maps that primarily affect the roughness channel. A smudge will typically have a higher roughness value, making reflections blurry in that area. For dust, you might also slightly desaturate the albedo in those areas or add a subtle particulate normal map.
- Micro-scratches and Swirl Marks: These are best implemented via normal and roughness maps. Use fine, linear noise patterns or custom scratch textures to break up the perfect reflections. Often, these are layered on top of the orange peel, and their visibility depends heavily on the viewing angle and light source. Be sparing; a few well-placed scratches are more effective than an entire car covered in them.
Balancing Act: Optimizing for Performance and Fidelity Across Platforms
The pursuit of hyperrealism often comes with a performance cost. The challenge for 3D artists is to strike a balance between visual fidelity and computational efficiency, especially when targeting different platforms like offline renderers versus real-time game engines.
High-End Offline Renders: Uncompromised Quality
When rendering still images or cinematic animations, the primary goal is often to achieve the absolute highest quality without significant performance constraints. Here, **automotive rendering techniques** can be pushed to their limits.
- Full Global Illumination and Path Tracing: Offline renderers excel at calculating realistic light bounces, leading to incredibly accurate reflections, refractions, and indirect lighting that brings car paint to life.
- High-Resolution Textures and Complex Shader Graphs: You can afford to use 4K or 8K textures for your albedo, roughness, and normal maps, ensuring no detail is lost even in extreme close-ups. Shader graphs can become quite intricate, with multiple layers, procedural effects, and advanced scattering calculations for ultimate realism.
- Micro-Displacement: For extremely fine surface details like orange peel or very subtle scratches, actual micro-displacement can be used, adding real geometric detail that interacts perfectly with light, rather than just faking it with normal maps. This is computationally expensive but visually superior.
- Volumetric Effects: Simulating light absorption or scattering within the clear coat (if it’s thick enough) can add another layer of depth, though this is rarely necessary for standard car paint.
In offline rendering, the focus is on physical accuracy and visual richness. Performance is secondary to achieving the desired level of realism, allowing artists to fully explore advanced **PBR materials** without compromise.
Game Engine Optimization: Real-time Realism
Achieving realistic car paint in real-time game engines like Unreal Engine or Unity presents a different set of challenges. Here, every millisecond of rendering time counts, and intelligent optimization is key to maintaining high frame rates while still delivering stunning visuals. This requires a strong focus on **game engine optimization** and smart use of **material parameters**.
- Shader Complexity Reduction:
- Instruction Count: Every operation in a shader contributes to its instruction count. Complex layered shaders can quickly become very expensive. Look for ways to simplify calculations, use masks efficiently, and avoid redundant operations.
- Conditional Shaders: Some engines allow for branches or different shader paths based on conditions (e.g., distance from camera). You might have a simpler car paint shader for distant vehicles and a more complex one for close-ups.
- Function Libraries: Reusable shader functions can help keep graphs clean and often aid in optimization by allowing the engine to compile common elements more efficiently.
- Texture Packing: This is a crucial technique for **game engine optimization**. Instead of using separate textures for roughness, metallic, and ambient occlusion, you can often pack them into the R, G, and B channels of a single texture map. This reduces the number of texture lookups and memory bandwidth, significantly improving performance. For example, a common packing scheme might be: Roughness (Red), Metallic (Green), Ambient Occlusion (Blue).
- LODs (Level of Detail) for Materials and Textures: Just as models have different LODs, textures and even shader complexity can be swapped out based on distance. Distant cars might use lower-resolution textures and simplified shaders that omit fine details like orange peel or anisotropic reflections.
- Simulating Complex Effects with Approximations:
- Baked Anisotropy: For real-time, computing complex anisotropic reflections on the fly can be costly. Some workflows involve baking anisotropic reflection maps from a high-poly model or advanced shader into a simpler texture that can be sampled by a standard shader.
- Simplified Flake Shaders: Instead of complex procedural flake generation, real-time engines might use simpler noise patterns or pre-generated flake maps that blend more efficiently, especially for less prominent parts of the car or distant views.
- Screen Space Reflections (SSR): Most game engines rely heavily on SSR for reflections, which is a faster but view-dependent approximation of reflections, distinct from physically accurate ray-traced reflections. Understanding their limitations and how to complement them (e.g., with reflection probes) is essential.
- Material Instances/Parameters: Utilize material instances in engines like Unreal. This allows you to create a master car paint shader and then create instances for each car or paint color, adjusting **material parameters** (color, roughness, flake density, anisotropy strength) without recompiling the entire shader each time, saving significant development time and improving run-time flexibility.
Practical Workflows: Tools, Techniques, and Troubleshooting
Bringing these theoretical concepts to life requires a practical understanding of the tools and workflows involved. The industry offers a diverse ecosystem of software, each playing a vital role in crafting the perfect automotive finish.
Software Ecosystems for Car Paint Creation
A typical pipeline for creating hyperrealistic automotive paint involves several specialized applications:
- Modeling & UV Unwrapping (Blender, Maya, 3ds Max):
- High-Quality Base Mesh: Start with a clean, subdivision-ready model. For optimal results, consider high-quality models from resources like 88cars3d.com, ensuring proper topology and smooth surfaces.
- UV Layout: Meticulous UV unwrapping is crucial. Overlapping UVs should be avoided, and sufficient texture space should be allocated for different parts of the car, especially the main body panels, to prevent texture stretching and allow for precise detail placement. Clear UVs are essential for applying any texture-based **PBR materials**.
- Texturing & Material Creation (Substance Painter, Substance Designer, Mari):
- Substance Painter: An industry standard for PBR texturing. It allows artists to paint directly onto the 3D model, creating layered materials with masks, procedural generators, and smart materials. This is ideal for quickly iterating on different paint types, adding grunge, scratches, and fine surface details like orange peel and metallic flakes. You can export a full set of **material parameters** (albedo, roughness, metallic, normal, etc.) directly for your target engine or renderer.
- Substance Designer: For highly complex or procedural materials, Designer allows for node-based creation of entire material graphs, including advanced flake patterns and anisotropic maps, offering ultimate control and flexibility.
- Mari: Primarily for painting very high-resolution textures on complex models, often used in film VFX pipelines.
- Shader Graph Assembly & Rendering (Unreal Engine, Unity, Blender, Maya, 3ds Max, V-Ray, Octane, Redshift):
- Real-time Engines (Unreal Engine, Unity): These engines provide powerful node-based shader editors (Material Editor in Unreal, Shader Graph in Unity) where you assemble your **layered materials**. Here you’ll connect your exported texture maps, set up your **clear coat shader** parameters, implement **anisotropic reflections**, and manage **game engine optimization** with material instances and LODs.
- Offline Renderers (Blender Cycles/Eevee, Arnold, V-Ray, Octane, Redshift): These integrate with your 3D software and offer their own robust material systems. They often provide more direct physical parameters for properties like IOR, absorption, and complex subsurface scattering, allowing for even finer control over light interaction and the rendering of the **metallic flakes effect**.
Common Pitfalls and Solutions in Automotive Paint Rendering
Even with advanced tools, achieving consistent, high-fidelity car paint can be tricky. Here are some common issues and their troubleshooting tips:
- “Plastic” or “Toy-like” Appearance:
- Cause: Often due to overly uniform roughness, lack of surface imperfections, or incorrect IOR.
- Solution: Introduce subtle roughness variations (fingerprints, dust, micro-scratches), ensure your **clear coat shader** has an accurate IOR (around 1.4-1.5), and consider adding a very subtle orange peel normal map. Break up perfectly clean surfaces.
- Flat or Unconvincing Metallic Flakes Effect:
- Cause: Flakes are too uniform in size/distribution, not reflecting light directionally enough, or incorrect metallic/specular values.
- Solution: Use varied noise patterns for flake distribution. Ensure your flake normal map is strong enough to create directional reflections. Experiment with the metallic/specular contribution of the flakes within your **layered materials** to make them sparkle independently of the base color.
- Reflections Lack Depth or Strength:
- Cause: Incorrect IOR, roughness too high, or poor lighting/reflection probes.
- Solution: Verify your clear coat’s IOR. Lower the roughness value for a glossier finish. For game engines, ensure reflection probes are strategically placed and cover the vehicle effectively. In offline renders, ensure your HDRI or environment map has sufficient dynamic range.
- Performance Bottlenecks in Real-time Engines:
- Cause: Overly complex shaders, high-resolution textures on distant objects, too many unique draw calls.
- Solution: Implement **game engine optimization** techniques like texture packing, shader LODs, and optimize your shader graphs to reduce instruction count. Utilize material instances to reduce shader compilation times.
- Inconsistent Look Across Different Lighting Conditions:
- Cause: Non-PBR materials, incorrect color space settings, or lack of proper environment lighting.
- Solution: Strictly adhere to **PBR materials** principles. Ensure your textures are in the correct color space (sRGB for albedo, linear for roughness/metallic/normal). Test your car paint under various HDRI environments to ensure it reacts realistically.
- Over-doing Imperfections:
- Cause: Adding too much grunge, scratches, or strong orange peel, making the car look excessively worn.
- Solution: Subtlety is key. Imperfections should enhance realism, not detract from the primary aesthetic. Use masks to control the intensity and distribution, and always reference real-world examples for appropriate levels of wear.
Refining these **material parameters** and understanding the interplay between different maps and layers is an iterative process. Don’t be afraid to experiment, test, and compare your results against real-world references.
Conclusion: The Art of Digital Automotive Paint Mastery
Crafting hyperrealistic automotive paint for 3D renders and game engines is undeniably one of the most challenging yet rewarding aspects of vehicle visualization. It’s a journey from simply applying a color to meticulously deconstructing the physical properties of real-world materials and rebuilding them, layer by intricate layer, within a digital environment. We’ve explored the fundamental anatomy of car paint, delved into the creation of advanced **PBR materials** with sophisticated **clear coat shaders** and stunning **metallic flakes effects**, and learned how to achieve convincing **anisotropic reflections**. We’ve also covered the crucial balance between visual fidelity and **game engine optimization**, alongside practical workflows and troubleshooting tips.
Moving beyond default shaders unlocks a new level of visual excellence, transforming your 3D models from sterile representations into vibrant, lifelike machines. The pursuit of hyperrealism is an ongoing learning process, demanding attention to detail, a keen eye for observation, and a solid grasp of technical principles. By embracing **layered materials** and understanding the nuances of each **material parameter**, you can elevate your **automotive rendering techniques** to industry-leading standards. So, take these insights, experiment with your tools, and push the boundaries of what’s possible. For those seeking high-quality vehicle assets to apply these techniques, remember that 88cars3d.com offers a fantastic collection of 3D car models, providing the perfect canvas for your hyperrealistic paint masterworks.
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Toyota Yaris 1999 3D Model
Texture: Yes
Material: Yes
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Toyota Supra 2020 3D Model
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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
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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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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
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
Texture: Yes
Material: Yes
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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
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
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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
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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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