Understanding Car Paint Physics & PBR in Unreal Engine 5
The gleam of a perfectly rendered car paint job is often the first thing that captivates an audience, whether it’s in a game, a cinematic visualization, or a cutting-edge automotive configurator. That distinctive depth, the subtle metallic sparkle, and the crisp reflections are hallmarks of truly hyper-realistic automotive shaders. Achieving this level of visual fidelity in a real-time engine like Unreal Engine 5, however, is a nuanced art form that blends physics, artistic vision, and technical mastery.
For 3D artists, game developers, and automotive designers, replicating the complex interplay of light on a vehicle’s surface is a constant pursuit. This isn’t just about throwing a shiny material onto a model; it’s about understanding the microscopic structure of paint and translating that into a robust, optimized shader. This guide will take you on a deep dive into mastering Unreal Engine 5 car paint, leveraging its powerful tools and rendering capabilities to achieve unparalleled realism.
Understanding Car Paint Physics & PBR in Unreal Engine 5
Before we even open the Unreal Engine Material Editor, it’s crucial to understand what real-world car paint truly is. It’s a complex, multi-layered system, not a monolithic surface. This understanding forms the bedrock for creating accurate Physically Based Rendering (PBR) materials.
The Anatomy of Real-World Car Paint
Automotive paint typically consists of several distinct layers, each contributing to its final appearance:
- Primer: A foundational layer, usually matte, that promotes adhesion and protects the underlying metal.
- Base Coat: This layer provides the primary color. It can be solid, metallic, or pearlescent, containing pigments and often reflective particles.
- Clear Coat: A transparent, highly glossy layer applied over the base coat. It provides depth, protection against UV and scratches, and is responsible for most of the specular reflections you see. This is the star of our show.
The interaction of light with these layers – particularly the way light penetrates the clear coat, bounces off the base coat (diffuse), and reflects directly off the clear coat (specular) – is what gives car paint its characteristic look. When translating this to a digital material, we need a system that accurately simulates these light interactions.
PBR Principles for Automotive Surfaces
Physically Based Rendering (PBR) is the standard for modern real-time graphics because it aims to simulate how light behaves in the real world. For car paint, this means:
- Energy Conservation: Light is either reflected or absorbed, but not created. The more light reflected specularly, the less is reflected diffusely.
- Metallicity vs. Dielectric: Clear coat is a dielectric (non-metal) material, meaning it has separate specular and diffuse reflections. The base coat can behave like a metal (e.g., pure metallic flakes) or a dielectric (e.g., solid color pigment).
- Roughness: Determines how blurred or sharp reflections are. A perfectly smooth clear coat has very low roughness, yielding crisp reflections, while a matte finish would have higher roughness.
Unreal Engine 5’s standard PBR material model is perfectly suited for this, allowing us to define properties like Base Color, Metallic, Roughness, Specular, and importantly, a dedicated Clear Coat layer, which we’ll explore in detail.
Building the Core Photorealistic Shader in Unreal Engine Material Editor
The journey to hyper-realistic car paint begins in the Unreal Engine Material Editor. Here, we’ll construct a Layered Materials workflow that accurately simulates the physical properties we just discussed. This approach allows for incredible flexibility and realism.
Setting Up Your Master Material
We’ll start by creating a new Material in the Content Browser. This will be our master material, from which we’ll create instances for different car colors. Open it up and ensure the Shading Model is set to Default Lit or, even better, Clear Coat if you’re using a version of Unreal Engine 5 that fully exposes it in the main shading model dropdown. Often, the Clear Coat properties appear as additional inputs under the Default Lit model. The Clear Coat model specifically is designed for materials like car paint.
Within the Material Editor, we’ll organize our nodes logically. Begin with a clean canvas, as complex shaders can quickly become unruly without proper structure. Use comments and reroute nodes extensively for readability.
The Base Color and Metallic Foundations
The base coat provides the primary hue of our car. For a solid color car paint, your Base Color input will simply be a Vector3 parameter (or Constant3Vector) representing your desired paint color. For metallic or pearlescent paints, this will become more intricate.
The Metallic input determines how much the material behaves like a metal. For the clear coat itself, this value should be 0 (dielectric). However, for the underlying base coat that contains metallic flakes, we’ll simulate its metallic properties. This is where the Layered Materials workflow truly shines; we’re effectively creating a “metal” base underneath a “dielectric” clear coat.
The Roughness of the base coat is also critical. Even under a clear coat, the roughness of the base coat affects how light scatters before hitting the clear coat. This is often a texture, providing subtle variations. For a standard base coat, a moderately low roughness value (e.g., 0.3-0.5) works well to give it a slight diffused appearance, even if the clear coat on top is highly glossy.
Implementing Robust Clear Coat Shaders
This is arguably the most crucial component for realistic car paint. Unreal Engine’s PBR shader model includes dedicated inputs for clear coat properties:
- ClearCoat: A scalar value (0-1) that controls the blending of the clear coat layer. Set this to 1 for a fully glossy clear coat.
- ClearCoatRoughness: This scalar input dictates the smoothness of the clear coat. For a showroom-quality finish, this should be very low (e.g., 0.01-0.05) to produce sharp, mirror-like reflections. Subtle variations via a texture here can introduce realistic micro-scratches or dust.
- ClearCoatNormal: Allows you to apply a separate normal map specifically for the clear coat. This is powerful for adding fine surface details, like orange peel texture, that are independent of the underlying bodywork’s normal map.
By default, the clear coat assumes an IOR (Index of Refraction) of 1.5, which is typical for lacquers and plastics. This is a good starting point. The beauty of these dedicated inputs is that the engine handles the complex fresnel and energy conservation calculations automatically, providing accurate reflections and depth. The separation of these layers in the Unreal Engine Material Editor is what gives car paint its characteristic “wet” or “deep” look, as light passes through the clear coat before reflecting off the colored base layer.
Advanced Techniques: Flakes, Pearlescent & Anisotropic Reflections
Once the core clear coat shader is established, we can elevate realism further by introducing the intricate details that make car paint truly mesmerizing. This involves simulating metallic particles and achieving nuanced reflections.
Crafting a Convincing Metallic Flake Material
The presence of Metallic Flake Material is what gives many car paints their characteristic sparkle and depth. These tiny aluminum or mica particles catch and reflect light at various angles. Simulating this in real-time requires a clever approach:
- Micro-Normal Mapping: One of the most effective methods is to create a high-frequency, noisy normal map that simulates thousands of tiny flakes. This map is then blended with the car body’s main normal map.
- Custom Flake Texture: A texture containing tiny, bright dots can be used. This texture should be highly tiled and potentially randomized in rotation and scale. We’d typically multiply this with a Fresnel node (to ensure flakes are more visible at glancing angles) and add it to the emissive or base color, or even use it to perturb the clear coat’s roughness in specific ways.
- Procedural Flakes (Advanced): For ultimate control, you can construct a procedural flake pattern using noise functions (e.g., Voronoi noise) in the material editor. This can generate unique flake patterns without tiling artifacts. You can then use this to drive small variations in the normal map, or as a masked emissive component that only lights up at certain angles.
The key is to make the flakes subtle and angle-dependent. They should sparkle more when viewed from specific angles, mimicking how real flakes catch the light. This often involves blending the flake effect with a Fresnel node, ensuring the effect is strongest at glancing angles. A well-implemented Metallic Flake Material will significantly enhance the visual realism, making the car paint appear alive and dynamic.
Simulating Anisotropic Reflections with Precision
Anisotropic Reflections are crucial for capturing the unique sheen of brushed metals or very fine metallic paints. Instead of reflecting light uniformly in all directions (isotropic), anisotropic surfaces reflect light differently depending on the viewing angle and the direction of the surface’s “grain.” For car paint, this can be subtle but contributes greatly to realism, especially with certain metallic or pearl finishes that have a directional component.
In Unreal Engine 5, you can achieve anisotropy by manipulating the tangent space of your material. The engine provides an Anisotropy input (often hidden in the default Clear Coat shading model) that takes a scalar value. This value controls the strength of the anisotropic effect. To define the direction of the anisotropy, you typically feed a Vector3 into the Tangent input, usually derived from a texture map or a procedural gradient that aligns with the desired direction (e.g., along the length of the car body panels).
This subtle effect, though often overlooked, can add an incredible layer of authenticity to your Automotive Visualization, making the reflections stretch and blur in a way that truly mimics highly polished or brushed surfaces, lending an extra touch of sophistication to your car paint.
Achieving Pearlescent and Chromaflair Effects
Pearlescent paints, also known as “effect paints,” incorporate mica or ceramic particles that reflect and refract light to create iridescent, color-shifting effects. Chromaflair paints take this a step further, exhibiting dramatic shifts in hue depending on the viewing angle.
To simulate these, you can combine several techniques:
- Angle-Dependent Color Blending: Use a Fresnel node to blend between different base colors based on the viewing angle. For instance, at grazing angles, the paint might appear slightly different from when viewed head-on.
- Color Grading with Vertex Normals: Drive color shifts using the dot product of the camera vector and the vertex normal, allowing the color to change as the surface normal rotates relative to the camera.
- Complex Layered Materials Workflow: You might employ multiple clear coat layers or blend different base colors with masks driven by view direction or lighting conditions. This involves more complex graph setups in the Unreal Engine Material Editor.
These techniques require careful calibration to avoid an overly artificial look. The goal is subtle shifts that enhance realism, not cartoonish color changes.
Leveraging Unreal Engine 5’s Advanced Rendering Features
Unreal Engine 5 isn’t just a material editor; it’s a powerhouse rendering engine. To truly push the boundaries of car paint realism, we need to leverage its cutting-edge features, particularly concerning global illumination and reflections. These features are critical for achieving top-tier Automotive Visualization.
Unleashing Real-time Ray Tracing for Reflections and Global Illumination
Real-time Ray Tracing is a game-changer for photorealistic rendering, especially for highly reflective materials like car paint. Traditional screen-space reflections (SSR) have limitations, unable to reflect objects not visible on screen or capture multi-bounce light accurately. Ray Tracing overcomes these by literally tracing rays of light through the scene.
For car paint, Ray Tracing offers:
- Perfect Reflections: Every object, off-screen or on, will be accurately reflected in your car’s glossy surface, creating a truly immersive environment. This includes reflections of other vehicles, the environment, and even complex light sources.
- Accurate Refraction: While less critical for opaque car paint, if you’re rendering glass elements, ray-traced refractions provide unparalleled clarity and realism.
- Enhanced Global Illumination: Ray-traced global illumination (RTGI) ensures that color bounces naturally between surfaces, subtly coloring your car’s paint from its surroundings and vice-versa, adding to the overall believability.
To enable Real-time Ray Tracing, navigate to your Project Settings > Engine > Rendering and enable ‘Ray Tracing’. You’ll then have granular control over ray-traced reflections, shadows, ambient occlusion, and global illumination, allowing you to fine-tune performance and quality. For high-fidelity automotive renders, cranking up the samples and reflection bounces for ray-traced reflections is often necessary.
Dynamic Illumination with Lumen
Lumen, Unreal Engine 5’s default global illumination and reflections system, works alongside or instead of Ray Tracing (depending on project settings) to provide dynamic, real-time lighting. For outdoor scenes or dynamic studios, Lumen ensures that your car paint reacts naturally to changes in lighting, time of day, or moving light sources.
While Real-time Ray Tracing offers absolute precision, Lumen provides incredible speed and scalability for complex environments. It contributes significantly to the overall realism by ensuring that the car paint reflects indirect light and environmental color accurately, even without explicit ray-traced reflections for every bounce.
Post-Processing for Visual Impact
Once your material is crafted and your lighting is set, post-processing is the final polish that elevates your Automotive Visualization from good to outstanding. Utilize Unreal Engine’s Post Process Volume to apply effects like:
- Color Grading: Adjust saturation, contrast, and color balance to achieve a cinematic look.
- Exposure: Fine-tune the brightness of your scene to ensure the car paint looks vibrant without being overexposed.
- Vignette & Grain: Add subtle atmospheric touches for a professional finish.
- Bloom: Enhance the glow of bright highlights on your clear coat, making it feel more realistic.
- Screen Space Global Illumination (SSGI) & Ambient Occlusion (SSAO): Even with Lumen or Ray Tracing, these can provide subtle depth cues.
- Temporal Anti-Aliasing (TAA) or DLSS/FSR: Crucial for smoothing out jagged edges and making reflections appear cleaner.
These post-process effects work in concert with your shader to create a cohesive and visually stunning presentation. Remember, less is often more; subtle enhancements yield the best results.
Optimization, Material Instances & Best Practices for Automotive Visualization
Crafting a hyper-realistic car paint shader is only half the battle. For production environments, whether it’s a game or a high-end cinematic, performance and flexibility are equally critical. Understanding best practices for optimization and using material instances is paramount for an efficient Layered Materials workflow.
The Power of Material Instances for Efficiency
Our master car paint material will likely be complex, with numerous parameters for color, metallic flake intensity, roughness, and more. Creating a separate, unique material for every car or every color variation would be inefficient and lead to poor performance due to increased shader compilation times and memory usage.
The solution lies in Material Instances. Once your master material is complete, create an instance from it. In this instance, you can expose parameters (like a “Paint Color” vector, “Flake Scale” scalar, “Clear Coat Roughness” scalar) that artists can easily adjust without recompiling the entire shader. This offers:
- Rapid Iteration: Quickly experiment with different colors and finishes.
- Reduced Draw Calls: Many instances of the same master material can share shader instructions, improving rendering performance.
- Simplified Workflow: Artists can tweak properties without diving into the complex node graph of the master material.
Always build your master material with instances in mind, making sure to convert any constant values you expect to change into Parameter nodes (e.g., Vector Parameter, Scalar Parameter). This foresight saves immense time and resources in the long run.
Managing Shader Complexity and Performance
Complex shaders, especially those with multiple texture lookups, numerous math operations, and intricate procedural logic for flakes or anisotropy, can be performance heavy. Here are tips to manage shader complexity:
- Profile Your Shader: Use the Material Editor’s statistics to see the instruction count and texture sample count. Aim for the lowest possible while maintaining visual quality.
- Avoid Unnecessary Texture Samples: Combine textures into channels (e.g., roughness, metallic, ambient occlusion into R, G, B channels of one texture) to reduce texture lookups.
- Simplify Math Operations: While Unreal Engine’s material editor is powerful, complex procedural generation can be expensive. Optimize your math.
- LODs for Materials: For objects viewed from a distance, consider creating simpler material instances or even entirely different, less complex materials.
Remember that for Automotive Visualization in real-time, there’s always a balance between visual fidelity and performance. Find the sweet spot for your target platform and experience.
Common Pitfalls and Expert Tips
- Incorrect PBR Values: The most common mistake. Metallic values should be 0 or 1. Roughness values should correspond to real-world material properties. Use reference charts.
- Tiling Artifacts: Highly tiling textures (for flakes, micro-normals) will quickly become apparent. Use techniques like TextureBombing or rotate/offset samples to break up obvious patterns.
- Scale: Ensure your normal maps and flake effects are scaled correctly relative to the size of the vehicle. A flake that looks great on a small object might look too big on a car.
- Reference is Key: Always compare your results against real-world car photos and videos under various lighting conditions. This helps fine-tune your values.
- Don’t Over-Animate: While dynamic effects are good, avoid making the car paint “flicker” too much with excessive flake animation or too-sensitive angle-based effects. Subtlety is key to realism.
Sourcing High-Quality Assets for Your Projects
While mastering shaders is critical, starting with high-quality 3D models is equally important. A stunning shader on a poorly modeled car will still look bad. For premium, accurately modeled vehicles optimized for real-time engines, consider exploring resources like 88cars3d.com. Their extensive library of meticulously crafted 3D car models provides an excellent foundation for applying your masterfully created Unreal Engine 5 car paint shaders. Having a clean, well-UV’d mesh from 88cars3d.com simplifies the material creation process immensely, allowing your beautiful shaders to truly shine.
Conclusion
Mastering hyper-realistic car paint in Unreal Engine 5 is a deeply rewarding endeavor. It requires not just technical skill in the Unreal Engine Material Editor, but also a foundational understanding of real-world material physics and the principles of Physically Based Rendering (PBR). By meticulously constructing a Layered Materials workflow, carefully implementing Clear Coat Shaders, crafting nuanced Metallic Flake Material, and incorporating precise Anisotropic Reflections, you can bring your automotive models to life.
Leveraging Unreal Engine 5’s advanced features like Real-time Ray Tracing further pushes the boundaries of Automotive Visualization, allowing for truly immersive and stunning renders. Remember that practice, iteration, and keen observation of real-world references are your best tools. Experiment with different parameters, explore the nuances of each node, and don’t be afraid to push the limits of what’s possible.
Now, take these techniques, fire up Unreal Engine 5, and start crafting breathtaking automotive shaders. If you’re looking for the perfect canvas for your masterpieces, remember that high-quality, game-ready 3D car models are available at 88cars3d.com, ready to be adorned with your hyper-realistic paint finishes. The road to photorealism is an exciting one – happy rendering!
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Toyota Yaris 1999 3D Model
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Material: Yes
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Toyota Supra 2020 3D Model
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Volkswagen New Beetle 2000 3D Model
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Volkswagen Jetta 2005 3D Model
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Volkswagen Golf 3-Door 3D Model
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Volvo V70 2005 3D Model
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Volkswagen Bora 2004 3D Model
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Volkswagen Lupo 3D Model
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Volkswagen Passat B5 2000 3D Model
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Volkswagen Passat CC 3D Model
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Volkswagen Golf V 2006 3D Model
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Volvo S60 R-Design 2024 3D Model
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Volkswagen Passat 2025 3D Model
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Volkswagen Passat Variant B6 2005 3D Model
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Volkswagen Phaeton W12 2004 3D Model
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Volkswagen Scirocco 2015 3D Model
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Volvo S60 2024 3D Model
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Volkswagen Polo 3D Model
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Volkswagen Golf 5-Doors 2018 3D Model
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Volvo C70 T5 2000 3D Model
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Volvo S40 Sedan 2004 3D Model
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Volvo C30 BEV 2012 3D Model
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Volvo C70 1998 3D Model
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Mazda B-Series 3D Model
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Mercsedes Benz Z3-006 3D Model
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Mazda RX-7 3D Model
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Volvo VCC-003 3D Model
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Mercedes-Benz SLR McLaren 2005 3D Model
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GAZ 3110 Pickup 2000 3D Model
Texture: Yes
Material: Yes
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Mazda 626 GF 1997 3D Model
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Volvo S80 2011 3D Model
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Volkswagen Touran restyle-006 3D Model
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Skoda Octavia Scout 3D Model
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Volkswagen Golf V 2006 3D Model
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Mazda CX-7 3D Model
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Mazda Familia 3D Model
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GAS 21 3D Model
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Mercedes-Benz SL500 AMG (R129) 3D Model
Texture: Yes
Material: Yes
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Mercedes-Benz S-Class W221 2005 3D Model
Texture: Yes
Material: Yes
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Mercedes-Benz E-Class W212 2009 3D Model
Texture: Yes
Material: Yes
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Mercedes-Benz E-class Estate S212 2009 3D Model
Texture: Yes
Material: Yes
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Mercedes-Benz 190 W201 3D Model
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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
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Material: Yes
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Mercedes S-Class 2010 3D Model
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McLaren MP4-12C-001 3D Model
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Mercedes-Benz SLK 350 2005 3D Model
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Mercedes-Benz SL 65 AMG 3D Model
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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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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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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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