The High-Fidelity Dilemma: Bridging CAD and Real-Time Automotive Assets
The allure of hyper-realistic vehicles in modern video games and real-time simulations is undeniable. From the gleaming reflections of a pristine supercar to the subtle wear and tear on an off-road beast, automotive models are often the visual centerpieces that captivate audiences. However, bridging the chasm between incredibly detailed computer-aided design (CAD) models, designed for engineering precision or cinematic rendering, and performance-optimized game assets for environments like Unreal Engine 5 (UE5) is a significant technical challenge. It’s a journey that demands a deep understanding of art, engineering, and performance optimization.
Automotive designers, 3D artists, and game developers constantly grapple with this dilemma: how to retain the breathtaking fidelity of a high-resolution CAD model while ensuring it runs smoothly in a real-time engine without compromising visual quality. This isn’t merely about reducing polygons; it’s a holistic process encompassing intelligent modeling, efficient texturing, and leveraging the cutting-edge capabilities of game engines. This comprehensive guide will walk you through the essential techniques and workflows to transform high-fidelity automotive models into photorealistic, performance-friendly game assets within Unreal Engine 5, focusing on critical steps like **CAD data optimization**, efficient **polycount reduction techniques**, mastering **PBR car materials**, and harnessing **Nanite for vehicles**.
The High-Fidelity Dilemma: Bridging CAD and Real-Time Automotive Assets
At the heart of automotive visualization lies a fundamental conflict. CAD software, like CATIA, SolidWorks, or Rhino, generates models with an extraordinary level of geometric detail, essential for engineering accuracy, manufacturing, and intricate design reviews. These models often consist of millions of polygons, NURBS surfaces, and complex procedural data – far too heavy for real-time rendering in a game engine. Our goal is to translate this engineering masterpiece into a visually stunning, yet computationally light, interactive experience.
Understanding CAD Data Complexity
CAD data is inherently different from polygon-based meshes typically used in games. It’s often mathematically precise, using NURBS or parametric surfaces, which means detail is ‘infinite’ rather than defined by discrete polygons. When converted to polygons, these surfaces can result in an extremely dense mesh, especially in curved areas, leading to meshes with tens or even hundreds of millions of triangles. This level of detail, while accurate, is a significant performance bottleneck in real-time environments. It makes render times excruciating, increases memory usage, and cripples frame rates.
The Performance Imperative in Real-Time Engines
Game engines like Unreal Engine 5 prioritize performance above all else. Every frame must render quickly to maintain a smooth, interactive experience. High polycounts directly impact GPU performance, causing slowdowns as the engine struggles to process and draw millions of triangles per object. Furthermore, complex materials and excessive texture memory can strain the system. Therefore, the transformation from CAD to game asset isn’t just a conversion; it’s a careful surgical process of simplification and optimization without sacrificing perceived visual quality. This is where dedicated **CAD data optimization** strategies become paramount.
Core Optimization Strategies: Sculpting Performance from Detail
The journey from a complex CAD model to an efficient Unreal Engine 5 asset begins with aggressive yet intelligent optimization of the geometry. This stage focuses on reducing the computational load while preserving the crucial visual integrity of the automotive design. It involves a combination of tried-and-true methods and leveraging modern engine features.
Polycount Reduction Techniques: The Art of Decimation and Retopology
Reducing the polygon count is perhaps the most critical step in preparing a high-fidelity automotive model for real-time use. The key is to dramatically lower the triangle count without introducing noticeable visual artifacts or compromising the vehicle’s silhouette. This requires a strategic approach.
- Automated Decimation: Tools within 3D software (like ZBrush’s Decimation Master, Maya’s Reduce, or Blender’s Decimate modifier) can intelligently remove polygons while attempting to maintain surface detail. This is often the first pass for very dense CAD conversions. However, it requires careful parameter tuning to avoid flattening crucial hard edges or complex curves. Always inspect the decimated mesh thoroughly, especially around headlights, grilles, and intricate body lines.
- Manual Retopology: For hero assets or areas requiring very specific deformation, manual retopology offers the most control. This involves building a new, clean mesh over the high-poly model, following optimal edge flow and topology for animation and deformation. While time-consuming, it guarantees clean geometry and efficient UV space. Many artists will retopologize critical parts like doors, hoods, and detailed interior elements, while using decimation for simpler, less visible components.
- Combining Methods: A hybrid approach is often most effective. Decimate the entire mesh as a first pass, then manually clean up and retopologize problem areas or visually critical components. The goal is to achieve a balanced polycount that looks great up close but is also lean enough for distant views.
Efficient LOD Generation Workflow for Automotive Models
Level of Detail (LOD) is a fundamental optimization technique for game assets. It involves creating multiple versions of an asset, each with a progressively lower polygon count and simplified materials, which are then swapped based on the camera’s distance from the object. This ensures that distant objects consume fewer resources while objects close to the camera retain full detail.
- Determine LOD Levels: Typically, 3-5 LOD levels are sufficient for most automotive assets. LOD0 is the highest detail (your primary optimized mesh), LOD1 is slightly less detailed, and so on, down to LOD3 or LOD4, which might be a simple proxy mesh for very distant views.
- Strategic Decimation: Create each subsequent LOD level by decimating the previous one. Focus on removing polygons from flat surfaces first, then gradually simplify curved areas. Maintain the overall silhouette at each stage.
- Material Simplification: For lower LODs, consider using simpler materials or even combining multiple materials into one to reduce draw calls. You might remove detailed normal maps or switch to simpler textures for distant LODs.
- Unreal Engine 5 Integration: UE5 has built-in LOD generation tools that can automate much of this process. However, manual oversight and refinement are always recommended for critical assets like vehicles. Proper setup ensures smooth transitions between LODs, preventing noticeable popping or visual glitches. This systematic **LOD generation workflow** is crucial for maintaining performance across varying view distances.
Harnessing Nanite for Vehicles in Unreal Engine 5
Unreal Engine 5’s Nanite virtualized geometry system is a game-changer, especially for high-fidelity assets. Nanite intelligently streams and processes only the necessary detail of a mesh, allowing artists to import incredibly high-poly models without traditional LODs or explicit polycount reduction. For automotive models, **Nanite for vehicles** presents an exciting opportunity.
- Benefits for Automotive: Nanite can handle meshes with millions of triangles, meaning you might be able to use a far less aggressively decimated version of your CAD model, or even the original conversion, for the main body and complex parts. This drastically reduces the manual work involved in traditional polycount reduction and LOD generation, letting artists focus more on visual fidelity. The engine handles the optimization automatically, delivering impressive detail at runtime.
- Considerations and Limitations: While powerful, Nanite isn’t a silver bullet for every part of an automotive model.
- Deformable Meshes: Currently, Nanite does not support meshes that deform via skeletal animation (e.g., car suspension components that move dynamically) or meshes with complex material effects that require specific UV setups for vertex-painted masks.
- Small Details/Interactivity: Very small, intricate parts that might be interactable or require specific material setups (like individual bolts or interior buttons) might still benefit from traditional optimization or baking.
- Transparent Materials: Nanite has specific interactions with transparent surfaces. While getting better, highly complex glass or layered transparent materials might need careful handling outside of Nanite or through specific render settings.
- Hybrid Approach: The most effective strategy for **Nanite for vehicles** is often a hybrid one. Use Nanite for the main body, chassis, and other rigid, high-poly components that benefit most from its automatic detail management. For animated parts (wheels, suspension, steering wheel), small interactive elements, or intricate transparent glass, use traditional low-poly meshes with baked details and a robust **LOD generation workflow**. This combination provides the best of both worlds: stunning detail where it counts and optimal performance for everything else.
The Art of Realism: PBR Materials & Texture Pipeline
Geometry gets you halfway there; materials and textures complete the illusion of realism. A technically perfect model can look flat and artificial without a robust Physically Based Rendering (PBR) material pipeline. For automotive models, this means accurately recreating the subtle nuances of car paint, glass, rubber, and metal. The use of resources like 88cars3d.com can provide excellent starting points for high-quality, pre-optimized materials and textures.
Mastering PBR Car Materials for Unmatched Visuals
PBR is the industry standard for achieving photorealistic materials. It ensures that materials react consistently and predictably to light, mimicking real-world physics. For automotive assets, specific material types require careful attention.
- Car Paint: This is arguably the most complex and visually critical material. A realistic car paint shader needs:
- Base Color (Albedo): The pure color of the paint, without lighting information.
- Metallic: Generally 1 for metallic flakes, 0 for clear coat.
- Roughness: Controls the microscopic surface imperfections, affecting how light scatters. A clear coat typically has very low roughness, creating sharp reflections.
- Normal Map: Can be used for subtle surface imperfections or even micro-scratches.
- Clear Coat: UE5 has dedicated clear coat layers for materials, which are essential for automotive paint. This simulates the glossy, protective layer over the base paint, allowing for separate roughness and normal map controls. It’s crucial for achieving accurate reflections and specularity.
- Flakes: Many car paints have metallic or pearl flakes. This can be achieved with a small, tiling normal map and controlling reflection properties within the clear coat.
- Glass: Realistic automotive glass requires proper transmission, refraction, and reflection. Fresnel effects are critical here. Ensure accurate IOR (Index of Refraction) values. Consider using a separate mesh for the interior of the glass to achieve proper thickness and refraction effects, especially with ray tracing.
- Tires and Rubber: These are typically non-metallic, with varying levels of roughness. A good normal map is essential for tread detail, and an ambient occlusion map helps ground the tire.
- Chrome and Metals: High metallic value (close to 1), with very low roughness for polished chrome. Use normal maps for brushed metal textures or imperfections.
Achieving realistic **PBR car materials** involves extensive tweaking and understanding how each PBR channel contributes to the final look. Experimentation and reference images are your best friends.
Effective UV Unwrapping for Game Assets
UV unwrapping is the process of flattening the 3D surface of a model into a 2D plane so that a 2D texture can be applied to it. Clean, efficient UVs are paramount for game assets.
- Minimize Seams: While unavoidable, aim to place seams in less visible areas to prevent texture stretching or visible discontinuities.
- Uniform Texel Density: Ensure that all parts of the model have a relatively consistent texel density. This means that a texture pixel covers roughly the same real-world surface area everywhere on the model, preventing some areas from looking blurry while others are sharp.
- Maximize UV Space: Arrange UV shells efficiently in the 0-1 UV space, minimizing wasted empty space. Overlapping UVs can be used for mirrored parts (e.g., opposite sides of a car) if they share the same material and don’t require unique baked information.
- Multiple UV Channels: For game assets, you often need multiple UV channels:
- UV Channel 0 (or 1): For your primary PBR textures (albedo, normal, roughness, metallic).
- UV Channel 1 (or 2): For lightmaps in Unreal Engine. These must not overlap.
Mastering **UV unwrapping for game assets** is a skill that takes practice, but it directly impacts the quality and performance of your textures.
Leveraging Baked Normal Maps and Other Essential Textures
Baking textures is a cornerstone of game asset creation, allowing you to transfer high-detail information from a high-polygon model onto a low-polygon one, significantly reducing runtime complexity while preserving visual richness.
- Baked Normal Maps: This is the most crucial baked texture. A **baked normal map** simulates high-poly surface detail (like sharp edges, rivets, or panel lines) using an image that tells the renderer how light should react as if those details were geometrically present. This allows your low-poly car to appear much more detailed than its actual geometry. Ensure your high-poly and low-poly meshes are properly aligned and your baking cage is set up correctly to avoid artifacts.
- Ambient Occlusion (AO) Maps: AO maps simulate soft shadows caused by ambient light being blocked by nearby geometry, adding depth and realism. Baking AO from a high-poly model captures these subtle shadows accurately and provides a natural sense of grounding to the model.
- Curvature Maps: These maps identify concave and convex areas of a mesh, useful for procedural wear-and-tear effects (e.g., adding edge wear or dirt accumulation in crevices).
- ID Maps: Used for creating masks to apply different materials or material variations to different parts of the model in a single texture. This streamlines material creation in the engine.
By effectively using **baked normal maps** and other texture types, you can achieve incredible visual fidelity on models that are highly optimized for real-time performance.
Seamless Integration into Unreal Engine 5: Beyond the Import
Once your automotive model is optimized and textured, the next phase is bringing it into Unreal Engine 5 and setting it up for maximum visual impact and performance. This involves more than just dragging and dropping; it requires careful configuration of assets, materials, and lighting.
Importing Optimized Automotive Assets
Proper import settings are vital for a smooth transition from your 3D application to UE5.
- FBX Export Settings: Use the FBX format. Ensure units are consistent (e.g., centimeters in both your 3D software and UE5). Export only selected objects, smooth groups, and embedded media if necessary. Validate scale and rotation during export to avoid issues in UE5.
- Coordinate System: Maintain a consistent coordinate system (e.g., Z-up or Y-up) across your DCC tool and UE5 to prevent orientation problems.
- Asset Naming Conventions: Adopt a clear and consistent naming convention for meshes, materials, and textures. This keeps your project organized and easy to manage, especially when working in teams or with complex assets.
- Collision Meshes: Generate simple collision meshes (e.g., box, capsule, or simplified hull) for your vehicle. Using complex visual geometry for collision detection is a performance killer. UE5 can generate these, but custom-made ones are often more efficient.
Crafting Advanced Automotive Shaders
UE5’s powerful material editor allows for highly sophisticated shaders. For automotive models, you’ll want to leverage its capabilities to create truly immersive visuals.
- Layered Materials: For car paint, utilize UE5’s clear coat functions. You can create a master material that allows artists to easily adjust parameters like base paint color, metallic flakes, roughness, and clear coat thickness without diving into complex nodes. Layering materials allows for intricate combinations, such as dirt over paint, scratches under a clear coat, or procedural mud splatters.
- Realistic Glass: Beyond basic transparency, advanced glass shaders can incorporate screen-space reflections, planar reflections, and even ray-traced reflections/refractions for ultimate realism. Parameters for tint, roughness, and dirt/smudges are also important.
- Headlights and Taillights: These often require emissive materials, sometimes with texture masks for light patterns, and potentially separate meshes for lens effects or light sources (like IES profiles).
- Parameterized Materials: Create material instances from a master material. This allows you to quickly create variations (e.g., different car colors, tire options) by simply changing parameters, without compiling new shaders, saving significant iteration time.
Optimizing Lighting and Reflections for Automotive Scenes
Lighting is the final touch that breathes life into your automotive assets. Proper lighting enhances the contours and highlights the intricate PBR materials.
- HDRI Environments: High Dynamic Range Image (HDRI) skyspheres are excellent for providing realistic ambient lighting and reflections, especially for studio or exterior shots. They provide a quick and effective way to achieve believable global illumination.
- Real-Time Ray Tracing: If your target hardware supports it, UE5’s real-time ray tracing can deliver unparalleled realism for reflections, shadows, and global illumination. For automotive exteriors, ray-traced reflections on glossy car paint and glass are incredibly impactful. However, be mindful of the performance cost and use it judiciously.
- Reflection Captures: For less performance-intensive scenarios or as a fallback, place Reflection Capture actors strategically in your scene. These capture the surrounding environment and apply it as cubemap reflections to glossy surfaces. Box and Sphere captures can be used, with Box captures being ideal for enclosed spaces like car showrooms.
- Planar Reflections: For specific, perfectly flat surfaces (like a car dealership floor or a pool of water), Planar Reflections can provide pixel-perfect mirror reflections, albeit at a higher performance cost than cubemaps.
Performance and Polish: Delivering the Final Automotive Experience
The journey from CAD to a game-ready asset for **Unreal Engine 5 automotive** projects is iterative. Once everything is in the engine, the final stage involves rigorous testing, profiling, and polishing to ensure the vehicle not only looks stunning but also performs flawlessly across target hardware.
Profiling and Debugging Performance Bottlenecks
Even with extensive optimization, performance issues can arise. UE5 provides powerful profiling tools like the GPU Visualizer and Stat commands (e.g., `stat gpu`, `stat unit`) to identify bottlenecks.
- Draw Calls: Minimize the number of draw calls. Combine meshes where appropriate, use texture atlases, and optimize materials.
- Overdraw: Be mindful of overdraw, especially with complex transparent materials like glass layers.
- Shader Complexity: Use the Shader Complexity view mode in UE5 to visualize the cost of your materials. Keep complex shaders for visually critical areas and simplify where possible.
- Texture Memory: Monitor texture memory usage. Ensure textures are streamed efficiently and use appropriate resolutions and compression settings.
Regular profiling throughout development helps catch issues early, preventing costly overhauls later on. Tools available on 88cars3d.com often include optimized models that have already undergone this rigorous performance scrutiny.
Iteration and Refinement for Visual Fidelity
Achieving photorealism is an iterative process. Continually compare your in-engine assets against real-world references.
- Material Tweaks: Small adjustments to roughness, metallic, and clear coat values can make a significant difference.
- Lighting Adjustments: Fine-tune light intensities, colors, and positions to best showcase the vehicle’s form and materials.
- Post-Processing: Utilize UE5’s post-processing stack (color grading, bloom, ambient occlusion, depth of field) to enhance the overall aesthetic and cinematic quality of your automotive scenes.
The goal is to strike a perfect balance between visual fidelity and performance, ensuring that every detail contributes to an immersive and engaging experience without bogging down the engine.
Conclusion
Transforming complex CAD models into real-time, photorealistic automotive assets for Unreal Engine 5 is a challenging yet incredibly rewarding endeavor. It requires a meticulous approach, starting with intelligent **CAD data optimization** and effective **polycount reduction techniques**. The strategic implementation of **LOD generation workflow** and leveraging advanced features like **Nanite for vehicles** are crucial for managing geometric complexity.
Equally important is mastering the art of **PBR car materials**, coupled with efficient **UV unwrapping for game assets** and the clever use of **baked normal maps** to convey intricate detail without taxing performance. Finally, seamless integration into UE5, meticulous shader creation, and careful lighting optimization bring the entire vision to life.
The path to stunning, performant automotive assets in UE5 is multi-faceted, demanding both technical skill and artistic sensibility. By diligently applying these techniques, you can overcome the high-fidelity dilemma and deliver breathtaking interactive experiences. For artists and developers looking for a head start with meticulously optimized and high-quality 3D car models, explore the extensive selection available at 88cars3d.com – your next project could be just a download away.
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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
Texture: Yes
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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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
Texture: Yes
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Volkswagen Golf V 2006 3D Model
Texture: 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
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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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
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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Mercedes-Benz S55 W220 AMG 1999 3D Model
Texture: Yes
Material: Yes
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Mercedes-Benz CLA45 AMG 2017 3D Model
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Material: Yes
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Mercedes-Benz CL65 C215 AMG 3D Model
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Mercedes-Benz A45 2021 3D Model
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Mercedes-Benz 300SL 1955 3D Model
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Material: Yes
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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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