Unveiling the Complexity: The Multi-Layered Nature of Car Paint
There’s an undeniable allure to a perfectly rendered car in 3D. The way light dances across its curves, the deep, lustrous finish, and the subtle glint of metallic flakes – it’s a symphony of reflections that captivates the eye. But achieving that elusive hyper-realistic car paint can be one of the most challenging feats in 3D automotive visualization. Many artists struggle with flat-looking materials, dull reflections, or paint that simply doesn’t react to light in a convincing way.
The secret isn’t just one magic setting; it’s a careful orchestration of multiple advanced shader techniques. This comprehensive guide will pull back the curtain on creating truly stunning car paint shaders, diving deep into the science and artistry behind them. We’ll explore everything from the multi-layered structure of real-world automotive finishes to the intricate dance of light and materials within a Physically Based Rendering (PBR) pipeline, ensuring your vehicles stand out with breathtaking realism.
Unveiling the Complexity: The Multi-Layered Nature of Car Paint
Before we even touch a shader node editor, it’s crucial to understand what makes real-world car paint so complex. It’s not a single, monolithic material but a sophisticated stack of distinct layers, each contributing to the final appearance. This layered structure is the primary reason why a simple, single PBR material often falls short for automotive finishes.
The Anatomy of Real-World Automotive Paint
Modern car paint systems are marvels of material science, designed for durability, aesthetics, and protection. They typically consist of several distinct coats, applied in succession:
- Primer Layer: This is the foundation, applied directly to the car’s body. It ensures adhesion, provides corrosion resistance, and creates a uniform surface for subsequent layers.
- Base Coat: This is where the primary color of the vehicle resides. Base coats can be solid (a single pigment), metallic (containing tiny aluminum flakes for sparkle), or pearl (incorporating mica particles for a deeper, iridescent effect). The light scattering and reflection characteristics of this layer are crucial.
- Clear Coat: The outermost layer is a transparent, high-gloss polyurethane or acrylic coating. Its primary function is to protect the base coat from UV rays, scratches, and environmental damage. Crucially for 3D artists, it’s also responsible for the paint’s deep reflections and characteristic wet look.
Understanding these distinct layers is the first step towards creating convincing layered materials in your 3D software. Each layer interacts with light differently, and neglecting any one of them will result in an unrealistic finish.
Why a Simple PBR Material Falls Short
Standard PBR materials, while powerful for many surfaces, are often designed around a single, unified surface. They excel at metals, plastics, wood, and stone, where reflection and diffuse properties originate from roughly the same depth within the material. Car paint, however, defies this simplicity.
The clear coat acts almost like a separate, transparent shell over the base coat. It has its own reflective properties, its own index of refraction, and a distinct roughness. The base coat, with its color and potentially metallic flake mapping, sits underneath, viewed through this transparent clear coat. A single PBR shader can’t accurately represent this crucial optical separation, leading to a compromise that often sacrifices either the vibrant base color or the pristine, sharp reflections of the clear coat.
The Foundation: Deconstructing the Physically Based Car Paint Shader
With a clear understanding of automotive paint’s physical structure, we can now build a truly Physically Based Rendering (PBR) shader that accurately mimics its behavior. The core idea is to simulate the interaction of light with each layer, from the colored base to the glossy protective topcoat.
Building the Base Coat
The base coat is the heart of your car’s color. For a solid color, this is straightforward: set your albedo map or base color to the desired hue and saturation. For metallic or pearl paints, this layer becomes more complex, requiring careful attention to how it scatters and reflects light. This is also where you’ll begin to integrate your metallic flake mapping.
- Base Color (Albedo): Choose an accurate color, potentially desaturated slightly if it’s a very vibrant metallic, as some color will be added by the clear coat’s reflections.
- Roughness: Even underneath a clear coat, the base coat has its own micro-roughness. This should be set to a relatively low value, but not perfectly smooth. It will contribute to the subtle diffusion of light passing through the clear coat.
- Metallic/Specular: For non-metallic base coats, this should be low, treating it more like a diffuse material. For metallic or pearl paints, this parameter will become more active, representing the reflective properties of the flakes embedded within.
Crafting the Clear Coat Shader: The Reflective Shield
The clear coat shader is arguably the most critical component for achieving hyper-realism. It’s what gives car paint its characteristic depth, gloss, and strong reflections. This is where the magic of the “wet look” truly happens.
- Transparency/Transmission: The clear coat is, by definition, transparent. In many PBR workflows, this might be handled by an “amount” or “weight” parameter for the clear coat layer, determining how much of its properties override or blend with the base.
- Index of Refraction (IOR): This is paramount. For most automotive clear coats, an IOR of 1.4 to 1.5 is accurate. This value dictates how light bends as it enters and exits the clear coat, and critically, how much light is reflected at different angles – governed by the Fresnel effect.
- Roughness: A perfectly new, polished clear coat will have an extremely low roughness value (close to 0). This is what creates those sharp, mirror-like reflections. Slight variations in roughness can simulate orange peel texture or subtle imperfections.
- Thickness: While often subtle, some advanced shaders allow for a “thickness” parameter, which can influence how much light is absorbed or tinted as it passes through the clear coat, though for most applications, a perfectly transparent clear coat is sufficient.
Combining the base and clear coats typically involves a layered materials approach within your shader node editor. You’ll layer the clear coat over the base coat, ensuring the clear coat’s reflections and refractions correctly interact with the underlying color and flakes.
Simulating Advanced Paint Types: Metallic and Pearl
Beyond solid colors, metallic and pearl paints add another layer of visual complexity and beauty. These effects are achieved by embedding tiny reflective particles within the base coat.
- Metallic Flake Mapping: To simulate metallic paint, you need to introduce small, reflective flakes. This is often done using a dedicated texture or procedural noise map that drives the reflectivity of the base coat.
- Texture Creation: You can create a grayscale texture with tiny, bright dots representing the flakes, or use a noise pattern. The scale of these flakes is crucial – they should be small enough to appear microscopic but large enough to catch light individually.
- Shader Integration: In your shader node editor, this map is typically multiplied with or blended into the metallic/specular channel of your base coat material. The flakes should only be visible when light hits them at specific angles, creating a sparkling effect.
- Randomness: Ensure your flake pattern is non-repeating. Procedural noise is excellent for this, or you can use multiple texture maps with different rotations and scales.
- Pearl/Iridescent Effects: Pearl paints use mica flakes that produce an iridescent, color-shifting effect depending on the viewing angle. This is more complex to simulate and often involves:
- Layered Flakes: Multiple layers of flakes with slightly varying colors or reflectivity.
- Angle-Dependent Hues: Using facing ratio or Fresnel effect nodes to drive color shifts. For instance, the flakes might appear one color when viewed head-on and shift to another color at grazing angles. This is a subtle but powerful touch for high-end automotive visualization.
Mastering Automotive Reflections: Anisotropic Brilliance
Reflections are the visual language of automotive design. They define contours, highlight features, and communicate the quality of the finish. For hyper-realistic car paint, simply having reflections isn’t enough; they need to behave correctly, particularly through the use of anisotropic reflections.
Understanding Anisotropic Reflections
Most common materials exhibit isotropic reflections, meaning light reflects uniformly in all directions from a single point. Think of a perfectly smooth mirror. However, many real-world surfaces, especially those with microscopic grooves or oriented particles, exhibit anisotropy. This means the reflection’s highlight spreads out in a direction perpendicular to the orientation of those microscopic features.
A classic example is brushed metal, where highlights stretch along the direction of the brushing. While car paint isn’t “brushed” in the same way, the polishing process, the orientation of metallic flakes, or even the subtle flow of paint during application can introduce slight anisotropy. This manifests as subtle, elongated highlights that elegantly stretch across the car’s body, especially on highly curved surfaces. Without it, the reflections can feel flat and less dynamic.
Implementing Anisotropy in Your Shader
To achieve realistic anisotropic reflections, your PBR shader needs to support an anisotropy parameter and an anisotropic direction. This is typically done within your shader node editor:
- Anisotropy Value: This parameter controls the strength or degree of anisotropy. A value of 0 is isotropic, while higher values lead to more stretched highlights. For car paint, this is usually a subtle effect, so start with low values and fine-tune.
- Anisotropic Direction (Tangent Map): This is crucial. You need to tell the shader in which direction the anisotropy should occur. This is often provided by a tangent map, a grayscale or color map where different colors represent different tangent directions.
- UV-Based: For car paint, the anisotropy usually follows the UV direction or a custom tangent space derived from the car’s geometry, simulating the flow of paint or polishing strokes.
- Procedural: Sometimes, a procedural vector field can be used to control the direction, offering more flexibility, especially for irregular surfaces or stylized effects.
- Roughness Interaction: Anisotropy works in conjunction with roughness. Lower roughness values will result in sharper, more defined anisotropic highlights.
The Critical Role of Environment Lighting
No matter how perfectly you craft your clear coat shader, it will look lifeless without proper environment lighting. High Dynamic Range Images (HDRIs) are indispensable for automotive visualization because they provide a complete, real-world lighting and reflection environment.
- Accurate Reflections: HDRIs capture a vast range of light intensities and colors from a real location, allowing your car’s clear coat to reflect a believable environment. This includes subtle sky gradients, distant buildings, or studio softboxes, all contributing to defining the car’s contours.
- Global Illumination: Beyond reflections, HDRIs also provide indirect lighting, bouncing ambient light into your scene, which helps ground the vehicle realistically.
- Matching Scene Lighting: If you’re using additional light sources (e.g., area lights, spot lights), ensure they complement and enhance the HDRI. For instance, if your HDRI depicts a sunny day, your direct light source should mimic the sun’s position and intensity.
The interplay between the sophisticated clear coat, subtle anisotropic reflections, and a high-quality HDRI is what truly brings a 3D car paint shader to life, making the surface feel tangible and visually responsive to its surroundings.
Advanced Shader Node Editor Techniques for Precision
While the theoretical understanding of car paint layers and light interaction is crucial, the practical implementation often hinges on mastering your software’s shader node editor. This visual programming environment empowers you to combine, modify, and fine-tune every aspect of your material, going far beyond simple parameter sliders.
Layering Materials for Ultimate Control
As discussed, car paint is a system of layered materials. A node-based editor allows you to build this stack explicitly. You can create separate sub-graphs for your base coat, clear coat, and even additional effects like dust or scratches, then blend them together using masks.
- Base Coat Node Group: Encapsulate all your base coat logic (color, metallic flakes, roughness) into a single, organized node group.
- Clear Coat Node Group: Similarly, create a group for your clear coat shader properties (IOR, roughness, transparency, Fresnel effect).
- Blend Nodes: Use blend or layer mix nodes to combine these groups. The clear coat should effectively act as a transparent, reflective layer over the base. You might use a simple “mix shader” or a more advanced “layered material” node, depending on your software.
- Masking: For imperfections, you can create additional material layers (e.g., dirt, scratches) and use grayscale masks to control where they appear. This adds another dimension of realism, breaking up perfectly clean surfaces.
This modular approach keeps your shader organized, easier to debug, and allows for quick experimentation with different looks.
Procedural Texturing for Flakes and Orange Peel
Metallic flake mapping doesn’t always require image textures. Procedural noise is an incredibly powerful tool for creating convincing, non-repeating flake patterns and other subtle surface imperfections like “orange peel.”
- Flake Generation: Use noise textures (e.g., Voronoi, Noise, Musgrave) at a very small scale to generate randomized dots or patterns. Drive the metallic or specular input of your base coat with this. You can apply color variations to these procedural flakes to mimic pearl effects.
- Orange Peel Simulation: The subtle, wavy texture of real car paint, known as orange peel, is a crucial detail for photorealism. You can simulate this by feeding a very subtle, low-frequency procedural noise into the roughness or normal map input of your clear coat shader. This will subtly distort reflections, making them less perfectly sharp and more true to life.
- Parameter Control: The beauty of procedural textures is that you can adjust their scale, distortion, and intensity with simple parameters, offering immense flexibility without needing to paint a single pixel.
By using procedural techniques in your shader node editor, you avoid tiling artifacts and gain artistic control over minute details that significantly impact the final render.
Fine-Tuning with Custom Utility Nodes
The true power of a shader node editor lies in its ability to combine basic mathematical operations, color manipulation, and vector math to create incredibly specific effects. These “utility nodes” are essential for fine-tuning your car paint.
- Math Nodes: Add, subtract, multiply, or divide values to precisely control the strength of an effect, mix textures, or clamp ranges. For example, multiplying a flake map with a subtle gradient can make flakes appear denser in certain areas.
- Color Ramps/Curves: Use color ramps or RGB curves to remap roughness values, adjust the falloff of the Fresnel effect, or create custom gradient-based color shifts for pearl paints. This gives you granular control over how different light intensities or angles translate into color and reflectivity.
- Vector Math: For advanced effects like directional anisotropic reflections or custom shading models, vector math nodes (normalize, dot product, cross product) are indispensable for manipulating surface normals and light vectors.
- Facing Ratio / Layer Weight: These nodes provide a gradient based on the angle between the camera and the surface normal, which is incredibly useful for driving the Fresnel effect, adding edge wear, or controlling the visibility of effects based on viewing angle.
Developing proficiency with these utility nodes transforms you from a user of preset materials to a true material architect, capable of building any surface from the ground up.
Optimizing for Performance and Photorealism in Automotive Visualization
Creating hyper-realistic car paint isn’t just about getting the shader right; it’s also about workflow efficiency and knowing how to balance visual fidelity with performance, especially crucial for automotive visualization in various contexts, from high-end renders to real-time applications.
Workflow Best Practices
A structured approach will save you countless hours and ensure consistent, high-quality results:
- Reference Images Are Gold: Always start with high-quality reference photos of the specific car paint you want to emulate. Pay attention to how reflections behave, the size and density of flakes, and the subtle variations in color.
- Start Simple, Then Elaborate: Begin with a basic PBR clear coat setup. Get the core reflections and color correct. Then, gradually add complexity: metallic flake mapping, anisotropic reflections, and subtle imperfections.
- Iterate and Test: Render frequently, even small regions. Tweak one parameter at a time and observe its effect. Use a controlled lighting environment to assess your shader accurately before moving to a final scene.
- Use High-Quality Models: The best shader in the world won’t look great on a poorly modeled car. For professional-grade results, ensure your base meshes are clean, have proper topology, and smooth UVs. Resources like 88cars3d.com provide meticulously crafted 3D car models that serve as excellent starting points for applying these advanced shader techniques.
Common Pitfalls and How to Avoid Them
Even experienced artists can fall into common traps when creating car paint:
- Overly Shiny Clear Coats: While car paint is glossy, an absolute roughness of 0.0 can look artificial. Introduce a tiny bit of roughness (e.g., 0.01-0.03) to break up perfect reflections and simulate micro-scratches or dust.
- Flat Reflections: This often comes from a lack of anisotropic reflections, an insufficient Fresnel effect, or a poor HDRI. Ensure your environment lighting is dynamic and your shader reacts appropriately to grazing angles.
- Repetitive Flake Patterns: If your metallic flake mapping is tiled too obviously, it will destroy realism. Use procedural noise, multiple layered textures, or very large, unique maps to avoid repetition.
- Incorrect PBR Values: Sticking to physically accurate values for IOR (1.4-1.5 for clear coat), roughness, and metallic/specular is paramount. Arbitrary values will yield arbitrary results.
- Ignoring the Fresnel Effect: Without a proper Fresnel effect, reflections will have uniform intensity, which is physically incorrect. The clear coat’s reflectivity should be stronger at grazing angles.
From High-Fidelity Renders to Game Engine Assets
The techniques discussed are primarily aimed at high-fidelity offline rendering, but many principles apply to real-time game engines as well, albeit with some adjustments.
- Shader Complexity: For game engines, highly complex shader node editor graphs with many layers and calculations can be performance-intensive. Optimize by simplifying node trees, pre-baking certain effects, or using specialized real-time car paint shaders provided by the engine.
- Texture Baking: Elements like complex metallic flake mapping, anisotropic reflections directions, and even some layered materials effects can be baked into texture maps (e.g., normal maps, custom mask maps) for real-time efficiency.
- Scalability: Design your shaders to be scalable. Create different versions for cinematic close-ups versus distant gameplay views to manage performance while maintaining visual quality.
Achieving outstanding automotive visualization, whether for marketing, design reviews, or games, requires a blend of technical expertise and an artistic eye for detail. With these secrets, you’re well-equipped to create truly hyper-realistic car paint.
Conclusion
Creating hyper-realistic car paint shaders is undoubtedly one of the pinnacles of 3D material artistry. It demands a deep understanding of physics, a keen eye for detail, and a mastery of your software’s capabilities. We’ve journeyed through the intricate multi-layered structure of automotive finishes, emphasizing why a Physically Based Rendering (PBR) approach is indispensable. You now understand the critical role of the clear coat shader, the artistry behind metallic flake mapping, and the subtle yet powerful impact of anisotropic reflections. Moreover, we’ve explored how the shader node editor becomes your canvas for crafting these layered materials, intricately controlling the Fresnel effect and overall light interaction for compelling automotive visualization.
The path to photorealism is iterative. It requires patience, careful observation, and a willingness to experiment. Arm yourself with high-quality references, and don’t shy away from diving deep into your shader node editor to unlock its full potential. The payoff is immense: a vehicle that looks so real, you can almost feel the cool, smooth paint under your fingertips.
Now, it’s your turn to apply these techniques. Practice makes perfect. For a strong foundation to build your stunning renders, explore the high-quality, meticulously crafted 3D car models available at 88cars3d.com. Start rendering, experimenting, and bringing your automotive visions to life!
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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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GAZ 3110 Pickup 2000 3D Model
Texture: Yes
Material: Yes
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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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Material: Yes
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Skoda Octavia Scout 3D Model
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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
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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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Mercedes-Benz A45 2021 3D Model
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Mercedes-Benz 300SL 1955 3D Model
Texture: Yes
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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