The Core of Realism: Understanding Physically Based Rendering for Automotive Surfaces
The pursuit of ultimate realism in digital automotive visualization is a journey that demands precision, technical prowess, and an artistic eye. For 3D artists, game developers, and automotive designers, replicating the nuanced sheen of a high-performance vehicle or the intricate reflections on its chrome can be one of the most challenging yet rewarding tasks. In the ever-evolving landscape of real-time rendering, Unreal Engine 5 stands as a beacon, offering unparalleled tools to push the boundaries of visual fidelity.
Achieving truly next-generation aesthetics, however, goes beyond simply importing a high-poly model. It fundamentally hinges on the intelligent application and optimization of materials. Specifically, mastering Physically Based Rendering (PBR) workflows within the Unreal Engine 5 Material Editor is paramount. This comprehensive guide delves deep into the strategies and techniques required to craft stunning, performant materials for your high-end automotive models, ensuring they not only look incredible but also run smoothly in real-time environments.
We’ll explore everything from the foundational principles of PBR tailored for vehicles to advanced optimization techniques and leveraging UE5’s cutting-edge rendering features like Lumen and Ray Tracing. Prepare to elevate your digital car models to a new echelon of realism.
The Core of Realism: Understanding Physically Based Rendering for Automotive Surfaces
At the heart of modern rendering lies Physically Based Rendering (PBR). This methodology simulates how light interacts with surfaces in the real world, resulting in materials that react logically and consistently across various lighting conditions. For automotive models, this consistency is crucial, as car surfaces are renowned for their complex interactions with light.
PBR is not just a trend; it’s a standard workflow that ensures your materials look correct, regardless of the lighting scenario. Unlike older, less accurate rendering techniques, PBR materials define surface properties like how reflective or rough a material is, allowing the rendering engine to calculate the final appearance accurately. This makes a massive difference when aiming for photorealism.
Key PBR Channels for Automotive Materials
Understanding the core texture maps that define PBR materials is the first step:
- Base Color (Albedo): This map defines the diffuse color of a surface without any lighting information. For metals, it represents the color of the reflected light. For non-metals, it’s the color absorbed and then scattered.
- Metallic: A grayscale map (0 to 1) that determines if a surface is a dielectric (non-metal, value 0) or a conductor (metal, value 1). Automotive materials frequently feature a mix, from plastic components to polished chrome.
- Roughness: Another grayscale map (0 to 1) that dictates the micro-surface detail. A value of 0 means perfectly smooth (like a mirror), while 1 means completely rough (like matte paint). This channel is vital for distinguishing between glossy clear coats, brushed metals, and matte finishes.
- Normal Map: This map provides per-pixel surface normal information, allowing low-polygon models to appear as if they have much finer geometric detail. It’s essential for adding subtle panel gaps, subtle surface imperfections, or intricate details without increasing polygon count.
- Ambient Occlusion (AO): While not a core PBR channel for direct lighting, AO maps pre-calculate self-shadowing in crevices and cavities, adding depth and contact shadows to models.
PBR Application for Specific Automotive Surfaces
Each component of a car requires careful PBR setup to achieve true realism:
- Car Paint: Modern car paint is complex, often featuring a base metallic flake layer beneath a clear coat. In UE5, this often involves a layered material approach. The metallic flake contributes to the metallic and base color, while the clear coat adds a specular (reflective) layer on top, controlled by its own roughness and normal map. Fresnel effects are crucial here for accurate reflections.
- Chrome and Polished Metals: These are true metals, meaning their Metallic map value will be 1. Their Base Color defines their tint (e.g., silvery-white for chrome, yellowish for gold). The Roughness map is critical for showing highly polished areas versus brushed or worn sections.
- Glass: Glass is a dielectric (Metallic = 0). Its Base Color is often dark to represent absorption, and its Roughness should be very low for transparency. Opacity, Refraction, and Thin Translucency parameters in the Unreal Engine 5 Material Editor are used to simulate its properties, often leveraging ray tracing for accurate reflections and refractions.
- Rubber and Plastics: These are also dielectrics (Metallic = 0). Their Base Color will be distinct, and their Roughness will vary widely based on the material’s texture—from smooth, slightly reflective plastic trim to rough, grippy tire rubber.
Mastering the Unreal Engine 5 Material Editor for Automotive Shaders
The Unreal Engine 5 Material Editor is where the magic of PBR comes to life. It’s a powerful node-based interface that allows artists to construct complex shaders with incredible flexibility. For high-end automotive models, understanding its intricacies is non-negotiable.
Creating compelling car materials requires a deep dive into the Material Editor’s capabilities. From basic texture assignment to intricate layering and custom functions, every node plays a role in defining the final look of your digital car models.
Navigating the Material Editor Interface
Upon opening a new material, you’re presented with a graph where you connect various nodes to the main ‘Material’ output node. Key sections include:
- Graph Area: Where you place and connect nodes.
- Details Panel: Displays properties of selected nodes or the material itself.
- Palette: A searchable list of all available nodes (texture samples, mathematical operations, utility nodes, etc.).
- Preview: Shows a real-time rendering of your material on a sphere or custom mesh.
Building a Basic Car Paint Shader
Let’s consider a foundational car paint material:
- Base Layer: Start with a `Texture Sample` node for your Base Color map. Connect its RGB output to the `Base Color` input of the main Material node.
- Metallic Flake: For metallic paint, you’ll need a Metallic map. This often involves blending a texture that defines the metallic regions (e.g., the flake layer) with a constant value or another texture. Connect this to the `Metallic` input.
- Roughness: A `Texture Sample` for your Roughness map connects to the `Roughness` input. Remember that darker values mean smoother surfaces.
- Normal Map: Use a `Texture Sample` for your Normal map, ensuring its `Sampler Type` is set to `Normal`. Connect its RGB output to the `Normal` input.
- Clear Coat: Enable the `Clear Coat` and `Clear Coat Roughness` inputs in the main Material node’s properties. You can often use a low constant value (e.g., 0.05-0.1) for Clear Coat Roughness to simulate a glossy finish, and a Fresnel node can enhance its appearance.
Advanced effects, such as a separate normal map for the clear coat or dynamic flake intensity, can be layered on top of this basic structure.
Working with Automotive Texture Maps
The quality of your automotive texture maps directly impacts the final render. When importing textures into UE5:
- Compression Settings: Ensure textures are compressed appropriately. Normal maps require `Normalmap` compression, while Base Color, Metallic, and Roughness maps can often use `Default` or `Masks (no sRGB)` for greater precision on linear data.
- sRGB: Base Color maps should have sRGB enabled. Metallic, Roughness, and other utility maps should have sRGB disabled, as they represent linear data.
- Resolution: Use appropriate resolutions (e.g., 4K for primary body panels, 2K for smaller details) to balance fidelity and performance.
- UV Mapping: Meticulous UV mapping on your 3D models is critical for ensuring textures display correctly without stretching or seams. Overlapping UVs for repeatable textures (like tire tread) can save texture space.
Advanced Material Editor Nodes and Functions
Beyond the basics, the Material Editor offers a wealth of nodes to create truly dynamic and realistic shaders:
- Lerp (Linear Interpolate): Blends between two inputs based on an alpha value, indispensable for layered materials or damage effects.
- If Node: Allows for conditional logic, enabling different material behaviors based on parameter values.
- Fresnel: Simulates the effect where surfaces become more reflective at glancing angles, crucial for realistic car paint and glass.
- Custom Functions: Write small snippets of HLSL code for highly specific or complex calculations, offering ultimate control.
- Material Functions: Encapsulate reusable networks of nodes, streamlining material creation and improving project consistency.
Crafting High-Fidelity Automotive Texture Maps: Best Practices
The visual quality of your digital car models is often directly proportional to the fidelity and thoughtful creation of their underlying texture maps. Great shaders can only do so much if the input textures are poor. This section outlines best practices for creating automotive texture maps that stand up to the scrutiny of next-gen rendering.
Precision and consistency are key when developing textures for complex subjects like vehicles. Every scratch, every speck of dust, and every reflection matters in convincing the viewer of the model’s realism.
Resolution Considerations
Choosing the right texture resolution is a balance between visual detail and performance. While 8K textures might sound impressive, they consume significant memory. For automotive models:
- Main Body Panels: 4K textures are often ideal for large, prominent surfaces like the hood, doors, and roof.
- Smaller Components: 2K or 1K textures suffice for wheels, interior elements, engine parts, and undercarriage details.
- Repeated Elements: For patterns like tire tread or carbon fiber weave, a smaller, tileable texture can be used efficiently across larger areas.
Always consider the camera distance at which the asset will be viewed. Distant assets require less detail than those seen up close in cinematics or first-person views.
Baking Techniques for Detail
Baking is the process of transferring detail from a high-polygon model to textures used on a lower-polygon model. This is essential for performance without sacrificing visual richness.
- Normal Maps: Bake normal maps from a sculpted high-poly model to capture subtle surface variations, panel lines, and intricate detailing without the geometric cost.
- Ambient Occlusion (AO): Baking AO maps provides pre-calculated shadow information in occluded areas, enhancing depth and realism.
- Curvature/Thickness Maps: These utility maps can be invaluable for procedural material blending, edge wear, or dirt accumulation.
Tools like Marmoset Toolbag, Substance Painter, and Blender are excellent for baking various texture maps efficiently and with high quality.
Consistency in Texture Sets
Maintaining a consistent look and feel across all your textures is crucial for believable digital car models. Ensure that:
- PBR Workflow Adherence: All maps (Base Color, Metallic, Roughness) follow the PBR guidelines, with correct values and color spaces.
- Art Direction: The overall wear, grime, and environmental effects are consistent across different material IDs on the vehicle. A pristine show car shouldn’t suddenly have heavily rusted parts.
- Lighting: Design your textures to look good under various lighting conditions, relying on the PBR system to handle the physically accurate light interaction rather than “baking in” highlights or shadows into your diffuse.
Tools for Texture Creation
A range of industry-standard tools can aid in creating professional-grade textures:
- Adobe Substance Painter: An incredibly powerful tool for texturing 3D assets, allowing for layer-based painting, smart materials, and effortless PBR map generation.
- Adobe Substance Designer: For creating procedural textures and complex material graphs, ideal for tileable patterns or highly customizable materials.
- Photoshop/GIMP: Essential for editing, touching up, or creating custom textures from scratch, especially for decals or specific graphic elements.
- Quixel Mixer: A versatile tool for blending scanned surfaces and creating custom materials.
Advanced Optimization Strategies for Real-Time Automotive Rendering
Achieving breathtaking visual fidelity in Unreal Engine 5 is one thing; maintaining smooth, high-frame-rate real-time rendering optimization is another. High-end automotive models, with their intricate geometry and complex PBR materials, can quickly become performance bottlenecks if not optimized correctly. These strategies focus on reducing the computational load of your materials without compromising visual quality.
The goal is to deliver stunning photorealism while ensuring the experience remains fluid and responsive, whether for a game, a configurator, or a virtual showroom.
Understanding Shader Complexity
Shader complexity is a direct measure of how computationally expensive a material is. In Unreal Engine 5, you can visualize shader complexity using the ‘Shader Complexity’ view mode. Green indicates low complexity, while red and white indicate high complexity. For automotive models, which often feature advanced car paint and multi-layered shaders, this can quickly spike.
- Minimize Instructions: Each node in your Material Editor graph translates to shader instructions. Remove redundant nodes, simplify calculations, and leverage Material Functions to keep graphs clean and efficient.
- Conditional Logic: Use `Static Switch Parameter` nodes to compile different shader branches based on a boolean parameter. This allows you to compile out features that aren’t needed for a specific material instance, rather than having them evaluated every frame.
- Texture Resolution vs. Count: Sometimes, it’s more efficient to use a few larger textures packed with data (e.g., combining Metallic, Roughness, and AO into a single RGBA texture) than many smaller, separate textures.
Leveraging Material Instances for Efficiency and Variation
Material instances are perhaps the single most powerful tool for material optimization and variation in Unreal Engine 5. Instead of creating a new base material for every slight variation (e.g., different car colors), you create a master material and then create instances from it.
- Parameterized Master Materials: Design your master materials with parameters (Scalar, Vector, Texture Parameters) exposed for customization. This allows you to change colors, roughness, texture maps, and even switch features on/off in the Material Instance without recompiling the base shader.
- Reduced Compile Times: Material instances inherit the compiled shader code from their parent, meaning changes to parameters in an instance are applied instantly without recompiling, drastically speeding up iteration.
- Memory Savings: Many instances can share the same master material’s compiled shader, leading to smaller memory footprints compared to having many unique base materials.
Texture Streaming and LODs for Materials
Managing texture memory is crucial for real-time rendering optimization. Unreal Engine 5’s texture streaming system helps by only loading textures at the resolution needed based on screen size and distance.
- MIP Maps: Ensure all your textures have generated MIP maps. UE5 automatically generates these lower-resolution versions, allowing the engine to pick the most appropriate one for rendering distant objects.
- Texture LOD Bias: You can manually control the texture LOD bias for specific textures, forcing them to use a lower resolution MIP map even when closer, for further optimization.
- Material LODs: For extremely complex assets, consider creating simpler materials for lower Level of Detail (LOD) models. While the geometry LOD will switch, the material can also be swapped to a less complex version, significantly reducing shader complexity for distant objects.
Draw Call Reduction Techniques
Every object rendered on screen contributes to draw calls. While UE5’s rendering pipeline is highly optimized, keeping draw calls in check is still important.
- Combine Meshes: Where appropriate, combine smaller meshes that use the same material into a single larger mesh. This reduces the number of draw calls.
- Atlas Textures: Group multiple smaller textures into a single larger texture atlas. Objects using different parts of the atlas can then share a single material.
Dynamic Material Parameters
For interactive elements or visual effects, you can dynamically control material parameters at runtime through Blueprints or C++. This is perfect for:
- Customization: Allowing users to change car paint color or material finishes in real-time.
- Damage/Wear: Gradually blending in grunge, scratches, or dirt maps based on game events.
- Lighting Effects: Adjusting emissive materials for brake lights or dashboard lights.
Unleashing UE5’s Power: PBR Materials with Next-Gen Rendering Features
Unreal Engine 5 introduces a suite of groundbreaking rendering technologies designed to push visual fidelity to unprecedented levels. When combined with meticulously optimized PBR materials, these features unlock the full potential for photorealistic digital car models. Leveraging Lumen, Nanite, and Ray Tracing can transform your automotive scenes from great to truly cinematic.
The synergy between your PBR materials and UE5’s rendering pipeline is where the true next-gen look emerges. Each feature enhances how light interacts with your perfectly crafted surfaces.
Integrating with Lumen for Global Illumination
Lumen is UE5’s revolutionary fully dynamic global illumination and reflections system. For automotive models, Lumen dramatically improves the realism of lighting:
- Realistic Bounce Light: Car paint will realistically pick up color and light from its surroundings, creating subtle color bleeding and soft ambient illumination.
- Dynamic Environments: Changes in the environment (e.g., opening a garage door, a car driving into a shadow) will instantly and accurately affect the vehicle’s lighting.
- Material Impact: Ensure your PBR materials have accurate Base Color and Roughness values, as Lumen relies heavily on these to calculate light bounces. A highly reflective car surface will bounce more light than a matte one.
Lumen works out of the box with your PBR materials, but accurate material properties are key to getting the most out from the system.
Nanite and its Implications for High-Poly Digital Car Models
Nanite is UE5’s virtualized micropolygon geometry system, allowing for the direct import and rendering of film-quality assets with billions of polygons. For high-end digital car models, this is a game-changer:
- Unprecedented Detail: Import CAD data or highly detailed sculpted meshes directly without needing to bake down to lower-poly models or generate LODs manually. Every panel gap, every bolt, every intricate interior detail can be rendered geometrically.
- Material Workflow: Nanite primarily handles geometry, not materials. However, it frees up polygon budget, allowing artists to focus on creating incredibly detailed PBR materials and high-resolution automotive texture maps without worrying about the geometry overhead.
- Performance: Nanite intelligently streams and renders only the necessary micropolygons, ensuring high frame rates even with incredibly dense meshes. This means your beautifully optimized materials can shine on geometrically rich models.
While Nanite is fantastic for static meshes, be aware of its current limitations with skeletal meshes and transparent materials, which may still require traditional LODs.
Harnessing Ray Tracing for Reflections, Refractions, and Shadows
Ray tracing in Unreal Engine 5 provides unparalleled fidelity for reflections, refractions, and shadows, particularly impactful for automotive renders:
- Pixel-Perfect Reflections: Ray-traced reflections on car paint, chrome, and glass are indistinguishable from reality, accurately reflecting the environment and other objects. This is crucial for conveying the surface quality of a vehicle.
- Accurate Refractions: Glass materials (windshields, headlights) will refract light with physical accuracy, bending light and creating realistic distortions. This enhances the sense of depth and material authenticity.
- Soft, Accurate Shadows: Ray-traced shadows provide physically correct contact shadows and subtle penumbras, grounding the car realistically in its environment.
- Optimizing for Ray Tracing: While ray tracing is computationally intensive, correctly configured PBR materials will react perfectly. Ensure your Metallic and Roughness maps are precise. For glass, use the Thin Translucency shading model and ensure correct IOR (Index of Refraction) values for realism.
Combine ray tracing with optimized materials, and your automotive renders will achieve breathtaking levels of visual fidelity.
Post-Processing Effects for Final Polish
No render is complete without a final polish using post-processing. UE5’s post-processing volume allows you to fine-tune the final look:
- Color Grading: Adjust hue, saturation, and contrast to achieve a specific mood or style.
- Bloom: Add subtle glow to bright lights and reflections, enhancing the sense of realism.
- Vignette/Film Grain: Introduce cinematic touches for a more artistic look.
- Screen Space Global Illumination/Reflections (SSGI/SSR): Even when using Lumen and Ray Tracing, these can provide additional subtle effects or fill in gaps.
Conclusion: Drive Your Digital Creations Towards Unprecedented Realism
Achieving next-generation realism for high-end automotive models in Unreal Engine 5 is a multifaceted endeavor that intertwines artistic skill with deep technical understanding. By meticulously crafting Physically Based Rendering materials, optimizing them for peak performance, and leveraging UE5’s cutting-edge rendering features, you can elevate your digital car models to photorealistic heights.
From understanding the nuances of car paint in the Unreal Engine 5 Material Editor to implementing strategic real-time rendering optimization techniques and harnessing the power of ray tracing, every step contributes to a more convincing and immersive experience. Remember that precision in your automotive texture maps, smart use of material instances, and careful consideration of shader complexity are the cornerstones of success.
The journey to photorealism is ongoing, but with the tools and techniques discussed, you are well-equipped to create stunning, high-performance automotive visualizations that captivate your audience. For a head start on your next project, explore the vast selection of high-quality, pre-optimized digital car models available at 88cars3d.com, ready to be brought to life with your mastery of PBR in Unreal Engine 5.
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Toyota Supra 2020 3D Model
Texture: Yes
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
Texture: Yes
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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Material: Yes
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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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Material: Yes
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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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Material: Yes
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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
Texture: Yes
Material: Yes
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Mazda CX-7 3D Model
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Mazda Familia 3D Model
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Material: Yes
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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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Material: Yes
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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
Texture: Yes
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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Material: Yes
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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
Texture: Yes
Material: Yes
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