From Studio Render to Real-Time Photorealism: Optimizing High-Poly Automotive Models for Game Engines
From Studio Render to Real-Time Photorealism: Optimizing High-Poly Automotive Models for Game Engines
Automotive design and visualization have reached breathtaking levels of realism in marketing campaigns and cinematic productions. We’re talking about those glossy, meticulously detailed studio renders that make you question if you’re looking at a photograph or a digital creation. These *high-poly automotive models* are masterpieces, crafted with millions of polygons to capture every curve, reflection, and intricate component. They shine in an offline rendering workflow, where computation time is less of a constraint.
However, bringing these same ultra-detailed models directly into a real-time environment, like a modern game engine, often leads to a jarring clash. The performance hit can be catastrophic, turning a sleek vehicle into a stuttering mess. Achieving true *real-time photorealism* for *photorealistic vehicle assets* in interactive experiences demands a strategic, technical approach to optimization. It’s not simply about reducing polygons; it’s about intelligent design within the *game asset pipeline*. This comprehensive guide will walk you through the essential *high-poly automotive model optimization* strategies, ensuring your vehicles not only look incredible but also perform flawlessly in game engines like Unreal Engine 5.
The High-Poly Hurdle: Bridging the Gap Between Offline Renders and Real-Time Environments
The creation process for a studio-quality automotive model often prioritizes absolute visual fidelity above all else. Designers sculpt every minute detail, from the precise chamfers on body panels to the intricate mechanisms of an engine, resulting in meshes that can easily boast millions, or even tens of millions, of polygons. This level of detail is ideal for pre-rendered imagery or static showcase animations, where rendering each frame can take minutes or even hours.
The challenge arises when these assets enter a *real-time rendering workflow*. Game engines need to render dozens, even hundreds, of frames per second to provide a smooth, interactive experience. Each polygon, each vertex, and each material channel contributes to the computational load. A raw, unoptimized high-poly model can quickly overwhelm a graphics card, leading to low frame rates, excessive memory usage, and ultimately, a broken user experience. This necessitates robust *high-poly automotive model optimization* to transform these detailed creations into usable *game asset pipeline* elements.
Without proper optimization, developers face issues such as:
- Excessive Draw Calls: Too many unique meshes and materials increase the number of instructions the CPU sends to the GPU.
- GPU Overload: The sheer number of triangles to render per frame can bottleneck the graphics processing unit.
- High Memory Footprint: Large texture sets and complex geometry consume significant amounts of VRAM, impacting overall system performance.
- Inefficient Lighting: Complex geometry can complicate real-time lighting calculations, particularly with dynamic global illumination.
Understanding these limitations is the first step in mastering the *real-time rendering workflow* for automotive assets. It’s about achieving visual stunningness within a strict performance budget. If you’re looking for a head start with high-quality, pre-optimized models, resources like 88cars3d.com offer an excellent foundation.
Core Optimization Strategies: Sculpting Performance into Your Automotive Assets
The heart of adapting *high-poly automotive models* for real-time engines lies in intelligent *polygon reduction techniques* and efficient asset preparation. This isn’t about stripping away detail arbitrarily, but rather strategically reducing complexity while preserving the perceived visual fidelity.
Retopology vs. Decimation: Choosing Your Polygon Reduction Method
Two primary methods exist for reducing polygon counts, each with its own advantages and ideal use cases.
Retopology
Retopology involves creating a brand new, low-polygon mesh that carefully follows the contours of your high-polygon source model. This process can be manual or semi-automatic using specialized tools.
- Pros:
- Clean Topology: Produces pristine, quad-based geometry that is excellent for animation, deformation, and clean UV mapping.
- Precise Control: Allows artists to dictate polygon flow, ensuring important silhouette details are preserved and potential issues like pinching are avoided.
- Optimal for Primary Assets: Ideal for hero vehicles or any model that will be frequently seen up close or needs to deform (e.g., suspension, steering).
- Cons:
- Time-Consuming: Manual retopology is often the most labor-intensive part of the *game asset pipeline*.
- Skill-Intensive: Requires a good understanding of topology principles.
Decimation (Automated Polygon Reduction)
Decimation, or automated polygon reduction, uses algorithms to remove polygons from an existing mesh. Tools built into 3D software (like Blender’s Decimate modifier or ZBrush’s ZRemesher with target polycount) can quickly reduce complexity.
- Pros:
- Fast: Can reduce polygon count rapidly, making it suitable for quick iterations or less critical assets.
- Simple: Requires less artistic skill than manual retopology.
- Good for LODs: Excellent for generating lower Levels of Detail (LODs) where perfect topology isn’t as crucial.
- Cons:
- Messy Topology: Often results in triangulated, uneven, and less predictable polygon distribution, which can make UV mapping or animation difficult.
- Detail Loss: Can inadvertently remove important small details if not carefully controlled.
- UV Distortion: Can stretch or distort existing UVs, requiring remapping.
For *photorealistic vehicle assets*, a combination of both often yields the best results: retopologizing the main body and critical moving parts, and decimating smaller, static components or generating LODs.
Efficient UV Mapping for Game Engines
UV mapping is the process of flattening your 3D model’s surfaces into 2D space, allowing textures to be applied. For *game engines*, efficient UVs are paramount.
- Minimize Seams: While seams are inevitable, placing them in less visible areas (e.g., along natural panel lines, hidden edges) improves visual quality.
- Maximize UV Space: Arrange UV islands efficiently to fill as much of the 0-1 UV square as possible. This ensures optimal texture resolution across your model.
- Avoid Overlapping UVs: Unless for specific effects (like mirroring textures on symmetrical parts where lightmap UVs are separate), ensure no UV islands overlap. Overlaps prevent proper *texture baking for game engines* and lead to lighting artifacts.
- Consistent Texel Density: Strive for a relatively consistent texel density across the model. This means that surfaces of similar real-world size should occupy a similar amount of UV space, preventing blurry or pixelated textures on some parts and overly sharp textures on others.
- Multiple UV Sets: Modern *real-time rendering workflow* often utilizes multiple UV sets. One set for color and normal maps, and another for lightmaps or specific masking textures, preventing conflicts.
Material and Shader Setup for Performance
The material setup in a game engine plays a huge role in performance.
- PBR Workflow: Adhere to a Physically Based Rendering (PBR) workflow, utilizing Albedo (Base Color), Normal, Roughness, Metallic, and Ambient Occlusion maps. This provides consistent, realistic lighting.
- Consolidate Materials: Reduce the number of unique materials where possible. Each material often translates to a draw call, so fewer materials mean better performance. Texture atlases (combining multiple smaller textures into one larger texture) can help in this regard.
- Shader Complexity: Be mindful of shader complexity. Complex shaders with many instructions can be performance heavy. Utilize shader instances for variations (e.g., different paint colors) rather than creating entirely new shaders, allowing the engine to optimize.
- Texture Compression: Use appropriate texture compression settings within the engine to balance quality and memory usage.
Leveraging Levels of Detail (LODs): Dynamic Visual Fidelity
Levels of Detail (LODs) are a cornerstone of *performance optimization 3D models* in real-time environments. The concept is simple yet powerful: rather than rendering the full-detail model regardless of its distance from the camera, the engine switches to a lower-polygon version when the object is further away. This significantly reduces the rendering load without a noticeable drop in visual quality for the player.
A robust LOD system for *photorealistic vehicle assets* typically involves creating several versions of your model, each with a progressively lower polygon count.
- LOD0: The highest detail model, visible when the camera is very close. This is often the meticulously retopologized mesh.
- LOD1: A slightly reduced version, used when the vehicle is a short distance away.
- LOD2, LOD3, etc.: Further reduced versions, for medium to long distances. These might be heavily decimated meshes.
- LOD Max (e.g., Billboard): For extremely distant objects, a 2D sprite or a very simplified proxy might be used.
Implementing LODs is a critical step in the *game asset pipeline* to ensure smooth frame rates, especially in open-world games or scenes with many vehicles.
Implementing LOD Generation in Unreal Engine 5 (and other engines)
Modern game engines provide robust tools for *LOD generation Unreal Engine 5* is particularly advanced in this regard.
- Automatic LOD Generation: Engines like Unreal Engine 5 and Unity can automatically generate LODs for your static meshes. You typically specify the number of LODs, the reduction percentage for each, and the screen size at which each LOD should activate. While convenient, automatic generation might require manual tweaks to ensure critical silhouette features are maintained.
- Manual LOD Creation: For hero assets, or when precise control over topology and detail preservation is crucial, creating LODs manually is often preferred. This involves duplicating your LOD0 mesh and then applying careful retopology or decimation to create LOD1, LOD2, and so forth. This ensures cleaner geometry and better control over UVs for each level.
- Transition Distances and Screen Size: Configure the distances or screen percentages at which the engine switches between LODs. This fine-tuning is vital for seamless transitions that aren’t jarring to the player. Profiling is essential here to find the sweet spot between visual quality and performance.
When developing LODs, remember to:
- Preserve Silhouette: Ensure the overall shape and key distinguishing features of the vehicle remain recognizable across all LODs.
- Manage Texture Resolution: Consider using lower-resolution textures for higher LODs (those further away) to further save memory and processing power.
- Optimize Materials: Simpler materials or fewer texture maps can also be used for higher LODs.
Proper LOD implementation is a testament to effective *performance optimization 3D models*, allowing stunning visuals without crippling the experience.
Baking High-Fidelity Details: Transferring Visual Richness
Once you have your optimized low-poly mesh, the next crucial step in the *real-time rendering workflow* is to transfer the intricate surface details from your original *high-poly automotive model* onto it. This process, known as texture baking, allows the low-poly model to “look” high-poly without the actual geometry cost. It’s a fundamental aspect of *texture baking for game engines*.
The Power of Normal Maps
Normal maps are arguably the most important baked texture. They store directional information about the surface normals of the high-poly model. When applied to a low-poly mesh, these normal maps essentially trick the lighting system into believing that there are intricate bumps, grooves, and details that don’t actually exist in the geometry.
- Workflow: The process involves projecting the surface details from the high-poly mesh onto the low-poly mesh within a dedicated baking tool (e.g., Substance Painter, Marmoset Toolbag, Blender, Maya). The tool calculates the normal direction at each pixel based on the difference between the high and low-poly surfaces and encodes this into an RGB image.
- Impact: Normal maps dramatically enhance the visual fidelity of *photorealistic vehicle assets*, allowing for sharp panel lines, subtle surface imperfections, and detailed components to be rendered efficiently.
- Considerations: Ensure your low-poly model has enough tessellation where sharp normal map details are needed, and that UVs are clean to prevent artifacts. Pay attention to tangent space vs. object space normals, as different engines may prefer one over the other.
Ambient Occlusion and Other PBR Textures
Beyond normal maps, several other textures are essential for achieving *real-time photorealism* through baking:
- Ambient Occlusion (AO): An AO map darkens crevices and areas where light is less likely to reach, simulating soft, self-shadowing. Baking AO from your high-poly model provides highly accurate and realistic shading information that complements dynamic lighting within the game engine. This significantly enhances the grounded feel of *photorealistic vehicle assets*.
- Curvature Maps: These maps identify concave and convex areas of your mesh. They are incredibly useful for procedural texturing in tools like Substance Painter, allowing you to add edge wear (on convex areas) or dirt accumulation (in concave areas) dynamically.
- ID Maps: If your high-poly model has multiple material zones or distinct parts, you can bake an ID map (a color map where each color represents a different material or section). This streamlines the texturing process, allowing you to quickly select and texture different parts.
- Thickness Maps: Also known as subsurface scattering masks, these can be baked to represent the relative thickness of an object, useful for materials like headlights or tail lights that exhibit translucency.
These baked textures, when combined with your Albedo, Metallic, and Roughness maps, form the complete PBR texture set that brings your low-poly *automotive model* to life in the *real-time rendering workflow*.
Optimizing Baked Textures for Game Engines
Baking creates rich visual information, but these textures also need optimization for *game asset pipeline* efficiency.
- Texture Compression: Game engines offer various compression formats (e.g., BC1, BC3, BC7 for color; BC4 for grayscale). Choose formats that balance visual quality with file size and memory footprint.
- Mipmaps: Ensure mipmaps are generated for all textures. Mipmaps are progressively smaller versions of a texture, used by the engine when an object is further from the camera, significantly reducing GPU memory bandwidth and improving performance.
- Texture Atlases: For groups of smaller objects or components that share the same material, combine their baked textures into a single, larger texture atlas. This reduces the number of draw calls, boosting *performance optimization 3D models*.
- Resolution Management: Use appropriate texture resolutions. A 4K or 8K texture for the main body might be suitable for hero cars, but smaller components or less prominent elements can often use 2K or even 1K textures without noticeable quality loss.
Advanced Optimization Techniques and Workflow Tips
Beyond the core strategies, several advanced techniques can further refine your *game asset pipeline* for *photorealistic vehicle assets*.
Instancing and Asset Reuse
One of the most potent optimization techniques is instancing. If your automotive model contains repetitive elements like wheels, bolts, or interior buttons, creating a single mesh and material for that element and then instancing it multiple times will drastically reduce draw calls and memory usage. This is a fundamental aspect of *performance optimization 3D models*. Consider if different vehicles can share common parts like mirrors or specific headlight components.
Collision Meshes
For dynamic objects like vehicles, accurate collision detection is crucial for gameplay. However, using the visual mesh itself for collision is highly inefficient. Instead, create a simplified collision mesh (often a series of convex hulls or basic primitives) that closely approximates the vehicle’s shape but has a significantly lower polygon count. This ensures robust physics calculations without taxing the CPU.
Data Validation and Profiling
Optimization is an iterative process. It’s vital to regularly validate your assets and profile their performance within the target game engine.
- Engine Profilers: Tools like Unreal Insights in *Unreal Engine 5* provide detailed information about CPU and GPU usage, draw calls, and memory consumption. Use these to identify performance bottlenecks.
- Metrics Check: Establish clear targets for polygon counts, draw calls, and texture memory for your vehicle assets. Regularly check your models against these metrics.
- Visual Debugging: Utilize shader complexity view modes in engines to visually identify areas of your model or scene that are overly complex and potentially causing performance drops.
A proactive approach to profiling throughout the *game asset pipeline* ensures that optimization is an ongoing process rather than a last-minute scramble. Starting with well-constructed, clean geometry, like the premium automotive models found at 88cars3d.com, gives you a significant advantage in this process.
Conclusion: Driving Towards Real-Time Perfection
The journey from a pristine studio render to a fully optimized, *real-time photorealism* automotive model is a complex but rewarding one. It requires a blend of artistic skill and technical acumen, understanding not just how to create stunning visuals, but how to do so within the demanding constraints of interactive *game engines*. By meticulously applying *high-poly automotive model optimization* techniques—from smart *polygon reduction techniques* like retopology and decimation, to leveraging *LOD generation Unreal Engine 5* features, and mastering *texture baking for game engines*—you can transform multi-million polygon beasts into lean, mean, rendering machines.
The goal is not merely to reduce polygon counts, but to intelligently manage visual fidelity and *performance optimization 3D models*. Every step in this *game asset pipeline* contributes to creating *photorealistic vehicle assets* that captivate players without compromising frame rates. Whether you’re a seasoned game developer or an automotive designer venturing into real-time applications, mastering these techniques will unlock the full potential of your creations.
Ready to accelerate your projects with high-quality, pre-optimized automotive models? Explore the extensive library at 88cars3d.com to find the perfect starting point for your next game or simulation, ensuring you begin with assets built for performance and visual excellence.
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Volkswagen Golf 3-Door 3D Model
Texture: Yes
Material: Yes
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Volvo V70 2005 3D Model
Texture: Yes
Material: Yes
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Volkswagen Bora 2004 3D Model
Texture: Yes
Material: Yes
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Volkswagen Lupo 3D Model
Texture: Yes
Material: Yes
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Volkswagen Passat B5 2000 3D Model
Texture: Yes
Material: Yes
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Volkswagen Passat CC 3D Model
Texture: Yes
Material: Yes
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Volkswagen Golf V 2006 3D Model
Texture: Yes
Material: Yes
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Volvo S60 R-Design 2024 3D Model
Texture: Yes
Material: Yes
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Volkswagen Passat 2025 3D Model
Texture: Yes
Material: Yes
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Volkswagen Passat Variant B6 2005 3D Model
Texture: Yes
Material: Yes
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Volkswagen Phaeton W12 2004 3D Model
Texture: Yes
Material: Yes
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Volkswagen Scirocco 2015 3D Model
Texture: Yes
Material: Yes
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Volvo S60 2024 3D Model
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Material: Yes
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Volkswagen Polo 3D Model
Texture: Yes
Material: Yes
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Volkswagen Golf 5-Doors 2018 3D Model
Texture: Yes
Material: Yes
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Volvo C70 T5 2000 3D Model
Texture: Yes
Material: Yes
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Volvo S40 Sedan 2004 3D Model
Texture: Yes
Material: Yes
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Volvo C30 BEV 2012 3D Model
Texture: Yes
Material: Yes
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Volvo C70 1998 3D Model
Texture: Yes
Material: Yes
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Mazda B-Series 3D Model
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Material: Yes
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Mercsedes Benz Z3-006 3D Model
Texture: Yes
Material: Yes
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Mazda RX-7 3D Model
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Material: Yes
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Volvo VCC-003 3D Model
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Material: Yes
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Mercedes-Benz SLR McLaren 2005 3D Model
Texture: Yes
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
Texture: Yes
Material: Yes
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Volvo S80 2011 3D Model
Texture: Yes
Material: Yes
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Volkswagen Touran restyle-006 3D Model
Texture: Yes
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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Material: Yes
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Mazda Familia 3D Model
Texture: Yes
Material: Yes
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GAS 21 3D Model
Texture: Yes
Material: Yes
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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
Texture: Yes
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
Texture: Yes
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
Texture: Yes
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
Texture: Yes
Material: Yes
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Mercedes-Benz S500 3D Model
Texture: Yes
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
Texture: Yes
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
Texture: Yes
Material: Yes
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Mercedes-Benz C-Class-001 3D Model
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Material: Yes
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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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Material: Yes
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