The Fundamental Divide: Cinematic vs. Real-Time Automotive Asset Requirements
The world of 3D automotive visualization is a thrilling intersection of art and engineering, constantly pushing boundaries. From the breathtaking photorealism of a cinematic commercial to the immersive interactivity of a cutting-edge racing game, automotive 3D assets are central to delivering these experiences. However, achieving excellence across both spectrums presents a unique challenge: balancing the extreme detail demanded by high-end renderers with the strict performance budgets of real-time engines.
Artists and developers often find themselves in a dilemma, forced to choose between creating hyper-detailed models for stunning visuals or streamlined assets for interactive experiences. What if you didn’t have to choose? This post delves into mastering the “dual pipeline,” a comprehensive approach to creating high-end automotive 3D assets that are optimized for both cinematic renders and real-time engines. We’ll explore strategies to build a robust `3D automotive modeling workflow` that caters to both worlds, ensuring your creations shine in any context.
The Fundamental Divide: Cinematic vs. Real-Time Automotive Asset Requirements
Before diving into creation, it’s crucial to understand the inherent differences in asset requirements for cinematic rendering versus real-time game engines. While both strive for visual fidelity, their underlying methodologies and constraints diverge significantly, impacting everything from poly count to texture resolution and material complexity. Recognizing these distinctions is the cornerstone of a successful dual pipeline strategy.
Cinematic Rendering Demands
In offline rendering environments like V-Ray, Arnold, or Redshift, the primary goal is often uncompromised visual quality. Time is less of a constraint during the rendering process itself, allowing for extreme levels of detail. This means models can feature very high polygon counts, often leveraging subdivision surfaces or dense sculpts to capture every curve and panel gap with photorealistic precision. Material shaders can be incredibly complex, incorporating intricate layered effects, advanced volumetrics, and numerous texture maps to simulate real-world physics accurately. The result is unparalleled realism, but at the cost of extensive computation time.
Real-Time Engine Constraints
Conversely, real-time engines such as Unreal Engine and Unity prioritize interactivity and frame rate. Every millisecond counts, demanding rigorous `real-time engine optimization`. This necessitates much lower polygon counts, efficient draw calls, and streamlined material setups. Assets must be highly optimized, often employing techniques like normal maps to fake high-polygon detail on a low-polygon mesh. Texture memory is also a significant concern, requiring careful planning of texture resolution and packing. The challenge lies in achieving impressive visual fidelity within a strict performance budget, making intelligent compromises crucial.
Understanding these distinct sets of requirements forms the foundation of our `3D automotive modeling workflow`. It’s about building intelligence into your assets from the very beginning, allowing for efficient adaptation rather than complete reworks.
Building the Foundation: Dual-Purpose Base Mesh and Efficient UV Mapping
The initial phase of modeling is where the dual pipeline truly begins to take shape. Creating a base mesh that can gracefully transition between high-fidelity cinematic renders and performance-critical real-time environments requires foresight and a systematic approach. The goal is to establish a solid, clean foundation that minimizes rework down the line.
High-Poly Base Mesh Creation
Start by constructing a high-polygon base mesh with immaculate `mesh topology for games`. This means prioritizing clean quad-based geometry, consistent edge flow, and sufficient detail to capture the vehicle’s unique contours and features. While you’re building for cinematic quality initially, always keep future optimization in mind. Even at this stage, avoid unnecessary geometric complexity that won’t translate well or will be overly difficult to reduce later. Focus on accurate proportions and tight panel gaps, as these details contribute significantly to photorealism. For complex shapes, consider using NURBS modeling or CAD data as a foundation before converting to polygons, as this often yields incredibly precise surfaces.
Strategic Retopology for Real-Time
Once your high-poly base is established and potentially subdivided for cinematic renders, the next step for real-time applications is strategic retopology. This involves creating a lower-polygon version of your mesh that accurately represents the silhouette and main forms of the original, but with significantly fewer polygons. Manual retopology offers the most control, allowing artists to dictate edge loops and polygon distribution for optimal deformation and performance. Automated retopology tools can be a good starting point but often require manual cleanup. The key is to reduce poly count without sacrificing the integrity of the vehicle’s shape, ensuring that normal maps can effectively project high-detail information onto the low-poly mesh.
Optimized UV Mapping
Efficient UV mapping is critical for both pipelines. For cinematic renders, especially with detailed vehicles, utilizing UDIMs (Unique Dimension and Multiple) is often preferred. This allows for higher texture resolution across different parts of the car without exceeding a single texture map’s resolution limit. Each panel or distinct component can have its own UV space, preventing pixel density issues. However, for real-time engines, a single UV set is generally more efficient for performance. The challenge is to create UVs that are tightly packed to maximize texture space, minimize stretching, and are consistent across both the high-poly and low-poly meshes for accurate normal map baking. Planning UV layouts to group similar materials or components can also aid in material optimization within game engines.
Mastering PBR: Textures and Materials for Unparalleled Realism
The `PBR material pipeline` is the industry standard for achieving photorealistic results, but its implementation differs between cinematic and real-time contexts. Adapting your PBR workflow to serve both environments is crucial for visual consistency and performance. A well-executed material setup can elevate the perceived quality of your automotive assets significantly.
High-Resolution PBR Textures for Cinematic Renders
For cinematic renders, you’ll want to leverage the highest resolution PBR textures possible. Software like Substance Painter and Substance Designer are invaluable for creating highly detailed albedo, roughness, metallic, normal, and displacement maps. Focus on realistic surface imperfections, dust, scratches, and subtle grunge that tell a story. Car paint shaders, in particular, demand intricate layering – a base metallic or solid color, a clear coat with accurate fresnel reflections, and even subtle metallic flakes for added depth. Utilising advanced techniques such as multi-layered materials and custom shader graphs allows for a level of physical accuracy that truly makes the vehicle come alive under realistic lighting conditions.
Adapting PBR for Real-Time Engines
Transitioning these high-fidelity PBR materials to real-time engines requires careful adaptation. The most common technique is texture packing, where multiple grayscale maps (e.g., roughness, metallic, ambient occlusion) are combined into the RGB channels of a single texture. This reduces the number of texture lookups and VRAM usage, significantly aiding `real-time engine optimization`. Instead of complex layered shaders, real-time engines often rely on material instances. A master car paint shader can be created with exposed parameters for base color, flake size, clear coat intensity, and roughness, allowing artists to create countless variations from a single optimized shader. This approach drastically cuts down on draw calls and improves rendering efficiency, essential for `Unreal Engine automotive` projects.
Crafting Realistic Car Paint Shaders
Car paint is often the most challenging material to replicate faithfully. For cinematic renders, achieving the nuanced interplay of metallic flakes, vibrant base colors, and a glossy, reflective clear coat is paramount. You might use dedicated shaders that simulate multiple layers of paint, complete with orange peel effect and micro-scratches. For real-time engines, simplification is key without sacrificing visual impact. A common strategy involves using a combination of base color, a masked metallic map for flakes (often a noise texture), and a clear coat layer driven by roughness and normal maps. Fresnel reflections are crucial for both, ensuring the paint reacts realistically to light from different angles. It’s about finding the balance where visual quality is maintained, but performance remains optimal.
Bridging the Gap: Data Preparation and LOD Generation
The journey from a high-fidelity model to a real-time ready asset involves more than just polygon reduction and texture optimization. Meticulous `data preparation for 3D assets` and robust `LOD optimization` strategies are critical steps to ensure seamless integration and optimal performance in both cinematic and interactive environments.
The Importance of Clean Data
Before exporting anything, ensuring your scene data is clean and organized is paramount. This includes consistent naming conventions for all meshes, materials, and textures (e.g., “car_body_HP,” “wheel_front_LP,” “tire_material”). Ensure pivot points are correctly placed for individual components, especially wheels, doors, and other movable parts, as this is essential for rigging and animation. Verify that all transformations (scale, rotation, position) are frozen or reset, and that units are consistent across your modeling software and target engines. A clean hierarchy and logical grouping of objects in your scene will save countless hours during the export and integration phases, preventing unexpected issues and facilitating collaboration.
Implementing Level of Detail (LOD) Optimization
`LOD optimization` is a cornerstone of `real-time engine optimization` for complex assets like automotive models. It involves creating multiple versions of an asset, each with progressively lower polygon counts and often lower-resolution textures. These LODs are then switched dynamically based on the camera’s distance from the object. For a high-end automotive model, you might have LOD0 (the full detail mesh for close-ups), LOD1 (a slightly reduced mesh), LOD2 (significantly reduced), and potentially LOD3 or LOD4 (very low poly for extreme distances). The goal is to maintain visual integrity as much as possible at each LOD step. Tools within modeling software or game engines can automate LOD generation, but manual refinement is often necessary to ensure key silhouettes and details are preserved. It’s an iterative process of reducing geometry while checking the visual impact, ensuring a smooth transition between different detail levels without noticeable popping.
Collision Meshes and Performance Enhancements
For `Unreal Engine automotive` applications and other real-time environments, collision meshes are a non-negotiable component. These are simplified, invisible meshes that define the physical boundaries of your vehicle for physics simulations and player interaction. They should be as simple as possible to minimize physics calculation overhead, often using basic primitives (boxes, capsules, spheres) or a low-polygon convex hull. Beyond collision, consider other performance enhancements such as culling distant objects, optimizing lightmap UVs (if static lighting is used), and utilizing instancing for repeated elements like tire treads or rivets. These small optimizations compound to deliver a much smoother and more performant experience within the real-time engine.
Exporting and Integration: Seamless Workflow for Both Worlds
The final step in the dual pipeline is to correctly export and integrate your meticulously prepared assets into their respective target environments. This phase requires attention to detail regarding file formats, settings, and material assignments to ensure everything translates as intended.
Exporting for Cinematic Rendering
When preparing your automotive asset for cinematic renders, the primary goal is to preserve all the rich detail and complex material information you’ve created. File formats like FBX or Alembic are commonly used. For FBX, ensure that subdivision surface information (if used) is correctly embedded or that the mesh is exported at its highest subdivided state. All PBR textures should be linked properly, and any custom shader networks should be supported by the target renderer (e.g., V-Ray, Arnold). For static, highly detailed scenes, sometimes even OBJ files are used for pure geometry, with materials reapplied in the rendering software. The emphasis here is on accuracy and fidelity, ensuring that the model looks exactly as designed without any loss of detail or material complexity.
Exporting for Real-Time Engines
Exporting for real-time engines, particularly for `Unreal Engine automotive` projects, involves a different set of considerations focused on performance and efficiency. FBX is the standard format, but specific settings are critical. Ensure you export the low-polygon mesh, with tangent space calculated correctly for normal map application. Embed the necessary UV sets (often a primary UV for textures and a secondary UV for lightmaps). Materials should be exported as basic PBR setups, with texture maps packed according to your optimization strategy. For cars with moving parts (doors, wheels, suspension), consider exporting them as a skeletal mesh or individual static meshes with correct pivot points, enabling easier animation and physics setup within the engine. It’s often beneficial to perform a test export early in the process to catch any issues with scale, orientation, or material assignment before investing too much time.
Validation and Iteration
Regardless of the target, validation is a critical final step. Import your asset into the respective software (e.g., V-Ray for Maya/3ds Max, Unreal Engine). Scrutinize the imported model: Are the textures correctly applied? Do the materials look as intended? Is the lighting interacting realistically? For real-time, test the performance: Are the frame rates acceptable? Do the LODs switch smoothly? This iterative process of testing, identifying issues, and refining your `cinematic rendering techniques` or real-time optimizations is essential to achieving a truly polished and production-ready asset. Sometimes, a subtle tweak in your `data preparation for 3D assets` can unlock significant performance gains.
Elevating Visuals: Cinematic Rendering Techniques for Automotive Assets
Beyond the fundamental asset creation, applying sophisticated `cinematic rendering techniques` is what truly makes an automotive model leap off the screen. For those working with high-quality models, perhaps from a resource like 88cars3d.com, understanding these techniques can transform a good model into an exceptional visual masterpiece. This is where the artistry of lighting, camera work, and post-processing takes center stage, fully leveraging the detailed assets you’ve painstakingly prepared.
Lighting and HDRI Environments
Lighting is arguably the most critical element in automotive rendering. Realistic lighting setups can dramatically enhance the perceived quality of your car paint and reflections. Studio lighting, often using large softbox lights and reflectors, provides controlled and flattering illumination that highlights the car’s curves. Physically based lighting, using area lights and accurate light falloff, is essential. Furthermore, High Dynamic Range Images (HDRIs) are indispensable for creating realistic environmental reflections and ambient light. An HDRI of a specific location (e.g., a car showroom, a cityscape, a rural road) can instantly ground your vehicle in a believable context, reflecting off its glossy surfaces with breathtaking accuracy. Experiment with multiple HDRIs to find the one that best complements your vehicle’s design and material finishes.
Camera Settings and Composition
Just as in photography, the camera plays a pivotal role in showcasing your automotive asset. Understanding camera settings like aperture, focal length, and depth of field is crucial. A wide aperture creates a shallow depth of field, blurring the background and drawing focus to the car. Different focal lengths can alter the perspective and impact of the vehicle – a longer focal length can compress the scene, emphasizing sleek lines, while a wider angle can create a more dynamic, immersive shot. Compositional rules, such as the rule of thirds, leading lines, and negative space, should be applied to create visually compelling images that tell a story. Consider dramatic angles, low-to-the-ground shots, or dynamic motion blur to convey speed and power, transforming a static model into a captivating narrative.
Post-Processing and Color Grading
The rendering process doesn’t end when the image finishes calculating. Post-processing and color grading are powerful tools to refine and enhance your final render. This involves adjusting exposure, contrast, white balance, and saturation to achieve the desired mood and aesthetic. Adding effects like subtle lens flares, bloom, chromatic aberration, or even film grain can lend a more photographic or cinematic quality to the image. Color grading allows you to unify the image’s colors, giving it a professional, polished look. Software like Adobe Photoshop, Lightroom, or Blackmagic Design DaVinci Resolve are standard for these final touches. Remember, even the most detailed `3D automotive modeling workflow` benefits from careful post-production to truly maximize its visual impact.
Conclusion
Mastering the dual pipeline for high-end automotive 3D assets is not just about technical proficiency; it’s about intelligent planning, adaptability, and an understanding of the diverse demands of modern visualization. By strategically approaching your `3D automotive modeling workflow` from the outset, you can create assets that are equally at home showcasing breathtaking realism in cinematic renders and delivering seamless performance in `Unreal Engine automotive` or other real-time experiences.
From crafting a robust base mesh and optimizing your `PBR material pipeline` to implementing smart `LOD optimization` and refining your `cinematic rendering techniques`, every step contributes to building a versatile and future-proof asset. This holistic approach ensures that your creations are not only visually stunning but also highly efficient and reusable across various platforms and projects. The investment in meticulous `data preparation for 3D assets` and a clear understanding of `real-time engine optimization` pays dividends in terms of quality and flexibility.
Elevate your automotive 3D projects by adopting these dual-pipeline strategies. For those looking to jumpstart their work with professionally crafted, high-quality models ready for this advanced workflow, explore the extensive collection at 88cars3d.com. Whether your goal is a show-stopping render or a performance-optimized game asset, having a solid foundation is key to achieving unparalleled results.
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Volkswagen Passat Variant B6 2005 3D Model
Texture: Yes
Material: Yes
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Volkswagen Phaeton W12 2004 3D Model
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Material: Yes
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Volkswagen Scirocco 2015 3D Model
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Material: Yes
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Volvo S60 2024 3D Model
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Material: Yes
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Volkswagen Polo 3D Model
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Material: Yes
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Volkswagen Golf 5-Doors 2018 3D Model
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Material: Yes
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Volvo C70 T5 2000 3D Model
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Material: Yes
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Volvo S40 Sedan 2004 3D Model
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Material: Yes
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Volvo C30 BEV 2012 3D Model
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Material: Yes
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Volvo C70 1998 3D Model
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Mazda B-Series 3D Model
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Material: Yes
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Mercsedes Benz Z3-006 3D Model
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Mazda RX-7 3D Model
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Material: Yes
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Volvo VCC-003 3D Model
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Mercedes-Benz SLR McLaren 2005 3D Model
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Material: Yes
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GAZ 3110 Pickup 2000 3D Model
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Material: Yes
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Mazda 626 GF 1997 3D Model
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Material: Yes
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Volvo S80 2011 3D Model
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Volkswagen Touran restyle-006 3D Model
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Material: Yes
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Skoda Octavia Scout 3D Model
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Volkswagen Golf V 2006 3D Model
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Material: Yes
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Mazda CX-7 3D Model
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Mazda Familia 3D Model
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GAS 21 3D Model
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Mercedes-Benz SL500 AMG (R129) 3D Model
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Material: Yes
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Mercedes-Benz S-Class W221 2005 3D Model
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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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Material: Yes
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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
Texture: Yes
Material: Yes
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Mercedes S-Class 2010 3D Model
Texture: Yes
Material: Yes
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McLaren MP4-12C-001 3D Model
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Material: Yes
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Mercedes-Benz SLK 350 2005 3D Model
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Material: Yes
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Mercedes-Benz SL 65 AMG 3D Model
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Material: Yes
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Mercedes-Benz S500 3D Model
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Material: Yes
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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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Material: Yes
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Mercedes-Benz 300SL 1955 3D Model
Texture: Yes
Material: Yes
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Mercedes-Benz 190SL 1955 3D Model
Texture: Yes
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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Material: Yes
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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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