The High-Fidelity Dilemma: Bridging Offline and Real-Time
The roar of an engine, the gleam of polished chrome, the sleek lines of a supercar — these are the elements that ignite passion in automotive enthusiasts and gamers alike. In the world of 3D, creating stunning, photorealistic car models for film or advertising is one challenge. But transforming those same high-fidelity assets into efficient, performant game-ready automotive assets for real-time engines presents an entirely different set of hurdles.
Often, the incredibly detailed models used for offline renders boast millions of polygons and complex material setups, making them wholly unsuitable for the demands of a smooth real-time rendering workflow. Performance-critical environments like Unreal Engine require a careful balance of visual fidelity and computational efficiency. This comprehensive guide will take you through the essential steps, techniques, and best practices to optimize your high-end 3D automotive models, turning them from showroom masterpieces into speed demons ready for the virtual track.
The High-Fidelity Dilemma: Bridging Offline and Real-Time
High-end 3D automotive models typically originate from CAD data or intensive subdivision surface modeling. These sources are designed for maximum precision, often intended for close-up shots in marketing campaigns, film VFX, or engineering simulations. Such models prioritize geometric accuracy and visual nuance above all else, resulting in an astronomical polycount that would cripple any modern game engine.
The primary issue lies in the sheer volume of data. A single wheel nut might have hundreds of polygons, and an entire car could easily reach tens of millions. Moreover, these models often feature intricate internal geometry, excessive bevels, and non-manifold edges that, while acceptable for static renders, create performance bottlenecks and rendering artifacts in a dynamic, real-time environment. The challenge is to drastically reduce this data while preserving the vehicle’s iconic silhouette, material characteristics, and overall visual integrity.
Bridging this gap requires a systematic approach. It means understanding where detail can be faked with textures, where geometry is essential, and how to structure the asset for efficient rendering. It’s not just about cutting polygons; it’s about intelligent data management and strategic visual trickery. For artists seeking a strong foundation, sourcing meticulously crafted models, like those available at 88cars3d.com, can provide an excellent starting point that already considers good topology principles.
Foundational Optimization: Sculpting Performance Through Mesh Efficiency
The cornerstone of creating game-ready automotive assets is robust mesh optimization. This involves intelligent polycount reduction and strategic structuring of your 3D model. It’s a delicate balance of maintaining visual fidelity while drastically lowering the computational load on the GPU.
Retopology: The Art of Clean Geometry
Retopology is often the most critical and time-consuming step. It involves rebuilding the mesh of your high-poly model with a clean, optimized topology suitable for real-time rendering. This new mesh should feature evenly distributed quads, maintain crucial edge loops around curvature and panel lines, and avoid unnecessary detail.
- Manual Retopology: Provides the most control, allowing artists to meticulously trace the surface of the high-poly model, creating efficient polygon flow. Tools like Blender’s Retopoflow, Maya’s Quad Draw, or ZBrush’s ZRemesher (with guides) are invaluable. Focus on the main body panels, wheels, and interior elements visible to the player.
- Automated Retopology: While faster, automated tools can sometimes produce less-than-ideal topology. They are best used as a starting point or for less critical areas, requiring significant manual cleanup afterward.
- Target Polycount: Establish realistic polycount targets. A hero car visible up close might aim for 80k-150k triangles for LOD0, while a background vehicle could be as low as 10k-30k. Interiors will add to this, so consider player visibility.
Strategic Decimation and Triangulation
Once a clean base mesh is established, or for simpler models, decimation can be a useful tool. Decimation algorithms reduce polygon count by merging vertices or dissolving edges. However, they can introduce undesirable triangulation and messy topology if not used carefully.
- Targeted Decimation: Apply decimation strategically. Areas with complex curvature, like fender flares or exhaust tips, might need less decimation than flat panels.
- Removing Hidden Geometry: Delete any geometry that will never be seen by the player, such as internal engine components if the hood never opens, or the underside of the chassis if the camera angle prevents it. This can yield significant savings.
- Triangulation: Game engines render everything in triangles. While modeling in quads is preferable for workflow, ensure your final mesh is cleanly triangulated. Most engines and export processes handle this automatically, but checking for messy triangulation in your DCC application is always wise.
Implementing Level of Detail (LODs)
Level of Detail (LODs) are paramount for performance in any real-time application. They allow the engine to swap out a high-detail mesh for a lower-detail version as the object moves further away from the camera, drastically reducing the rendering burden. For automotive assets, multiple LODs are essential.
- LOD0 (Hero): The highest detail mesh, visible up close. This is your primary optimized mesh after retopology.
- LOD1 (Medium Detail): A further decimated version, typically 50-70% of LOD0’s polycount. Preserve major silhouettes and panel lines.
- LOD2 (Low Detail): Significantly reduced, perhaps 20-30% of LOD0. Focus on the overall shape, sacrificing smaller details.
- LOD3 (Very Low/Billboard): For objects very far away, this might be a super-low poly mesh, or even a 2D billboard texture for extremely distant vehicles.
- Automated vs. Manual LODs: While most DCC tools and game engines offer automated LOD generation, manual tweaks are often necessary to ensure proper silhouette and prevent “popping” as LODs switch.
The Visual Layer: Mastering PBR Texturing and UV Workflow
Once your mesh is optimized, the visual magic comes from a robust material and texturing pipeline. PBR texturing for vehicles is crucial for achieving photorealistic results in a real-time engine. Physically Based Rendering (PBR) ensures that your materials react realistically to light, making your vehicle feel grounded and authentic within the game world.
Efficient UV Mapping for Automotive Assets
Clean, efficient UV maps are the canvas for your textures. Poor UVs lead to pixelated textures, stretched details, and inefficient texture memory usage. For complex automotive shapes, this step requires careful planning.
- Minimizing Seams: Strategically place UV seams in less visible areas, such as along natural panel breaks or hidden edges. This reduces texture artifacts and simplifies painting.
- Maximizing Texel Density: Ensure consistent texel density across the entire model. Larger, more prominent areas (like the main body panels) should receive more UV space, while smaller, less visible parts can have less. Avoid wasted UV space.
- Overlapping UVs: For symmetrical or identical parts (e.g., wheels, brake calipers, certain interior buttons), overlapping UVs can save significant texture memory. This means those parts share the same texture space.
- Multi-Tile UVs (UDIMs): For extremely high-detail hero vehicles, using UDIMs (multiple UV tiles) can be beneficial, allowing for higher resolution textures across different parts without breaking the 0-1 UV space. However, this increases texture count.
Baking Textures: Capturing Detail without Geometry
The power of baking textures cannot be overstated. This process allows you to transfer the intricate details from your high-polygon model onto the low-polygon game mesh, effectively “faking” the detail using maps rather than geometry. This is where your high-poly model truly contributes to the final look.
- Normal Maps: The most critical baked texture. It simulates high-resolution surface detail (bevels, panel lines, bolts) by altering how light interacts with the low-poly surface, creating the illusion of depth.
- Ambient Occlusion (AO) Maps: These maps capture subtle self-shadowing details in crevices and corners, adding realism and depth to the model by darkening areas where light struggle to reach.
- Curvature Maps: Useful for edge wear or dirt accumulation, showing convex and concave areas of the mesh.
- Material ID Maps: If your high-poly model had different material assignments, baking an ID map allows for easy masking and material separation during texturing.
- Process: Use software like Marmoset Toolbag, Substance Painter, or Blender’s internal baker. Ensure your low-poly mesh has sufficient “cage” or “ray distance” to correctly capture all details from the high-poly without projection errors.
Crafting PBR Materials
With your baked maps and clean UVs, you can now construct your PBR materials. The core PBR maps are:
- Albedo/Base Color: Defines the diffuse color of the surface. No baked lighting information should be in this map.
- Metallic: A grayscale map defining which parts are metallic (white) and which are dielectric (black).
- Roughness: A grayscale map defining how rough (white, dull) or smooth (black, shiny) a surface is.
- Normal Map: The baked normal map, providing fine surface detail.
- Ambient Occlusion: The baked AO map, for subtle self-shadowing.
For vehicles, specific materials require careful attention:
- Car Paint: Often involves a base color, metallic flake normal maps, and varying levels of clear coat roughness. Many engines use layered materials to simulate realistic car paint.
- Glass: Requires specific shader setups for transparency, refraction, and reflectivity.
- Rubber/Tires: High roughness, dark albedo, and a detailed normal map for tread patterns.
- Chrome/Metals: High metallic value, low roughness, and an appropriate albedo.
Engine Integration: Bringing Speed to Unreal Engine
Once your automotive asset is meticulously optimized and textured, the next step is to integrate it into your chosen game engine. We’ll focus on Unreal Engine optimization, a powerful and widely used platform for real-time rendering. Proper setup in Unreal Engine is crucial for performance and visual fidelity.
Importing and Initial Setup
The journey into Unreal Engine begins with exporting your asset from your DCC software (e.g., Blender, Maya, 3ds Max). FBX is the industry-standard format.
- FBX Export Settings:
- Geometry: Export smoothing groups, tangents, and binormals. Ensure triangulation is correct.
- Units: Maintain consistent units between your DCC software and Unreal Engine (usually centimeters for Unreal).
- Pivot Point: Ensure your model’s pivot is at a logical center, typically the origin (0,0,0), which will be the center of the asset in Unreal.
- LODs: Export each LOD as a separate mesh, or use the FBX LOD group feature if your DCC supports it for direct import.
- Unreal Import Options:
- Import into Unreal’s Content Browser.
- Enable ‘Combine Meshes’ if multiple parts should be a single Static Mesh.
- Ensure ‘Generate Missing Collision’ is enabled for basic collision, or choose ‘Do Not Create Collision’ if you’ll make custom ones.
- If using FBX LOD groups, check ‘Import LODs’.
Material and Texture Setup in Unreal Engine
This is where your PBR textures come to life within the engine’s lighting environment.
- Texture Import: Import your Albedo (Base Color), Metallic, Roughness, Normal, and AO maps. Ensure correct compression settings (e.g., Normal maps use ‘Normal Map’ compression).
- PBR Material Creation: Create a new Material in Unreal. Connect your textures to the corresponding inputs: Base Color, Metallic, Roughness, Normal, and Ambient Occlusion. For Roughness, Metallic, and AO, ensure the ‘sRGB’ option is unchecked as they are linear data.
- Car Paint Shaders: Create a sophisticated car paint material. This usually involves a clear coat layer, often implemented with a dedicated clear coat input in Unreal’s material, which uses a separate normal map and roughness for the clear coat effect. Parameters for metallic flake density and size can also be exposed.
- Material Instances: For variations (e.g., different car colors), create Material Instances from your master material. This allows artists to change parameters like base color or roughness without recompiling the shader, saving performance and workflow time.
Implementing LODs and Collision
Crucial steps for ensuring performance and proper interaction.
- LOD Setup in Unreal: Open your imported Static Mesh. In the ‘Details’ panel, find the ‘LOD Settings’. You can either import LODs from FBX or generate them within Unreal. Manually adjust the ‘Screen Size’ thresholds for each LOD to control when they switch.
- Collision Meshes: Unreal Engine needs collision data for physics and interaction.
- Auto-Generated: Unreal can generate basic collision primitives (box, sphere, convex hull).
- Custom Collision: For more accurate collision, especially around wheels and the chassis, create a custom, simplified mesh in your DCC software. Name it with the UCX_ prefix (e.g., UCX_CarBody) and import it alongside your main mesh. This provides much more precise collision detection without the performance hit of using the high-poly mesh.
Advanced Unreal Engine Features for Vehicles
Leverage Unreal’s advanced rendering features for even better results.
- Lumen and Nanite: If working with Unreal Engine 5, Lumen provides dynamic global illumination and reflections, making vehicles look stunning without baked lighting. Nanite can handle incredibly dense meshes for certain parts, though for a whole vehicle, traditional optimization is still vital, especially for skinned meshes or physics interactions.
- Lightmap UVs: If you plan to bake static lighting, your asset will need a second set of UVs (UV Channel 1) specifically for lightmaps. Ensure these UVs are unique and non-overlapping.
- Blueprints for Interactivity: Use Unreal Blueprints to add interactivity, such as spinning wheels, opening doors, or dashboard animations. This is where the vehicle truly becomes dynamic.
For those looking for an efficient head start, 88cars3d.com offers a selection of professional, high-quality 3D car models that are already optimized for various levels of detail, simplifying your integration process into Unreal Engine.
Performance Profiling and Iteration: The Final Polish
The optimization process doesn’t end after initial setup. Real-time game development is an iterative process, and continuous profiling and refinement are essential to achieve optimal performance without compromising visual fidelity. Even perfectly optimized game-ready automotive assets can cause bottlenecks if not integrated and utilized wisely within the larger scene.
Analyzing Performance with Engine Tools
Unreal Engine provides a robust set of profiling tools to identify bottlenecks. Knowing how to use these effectively is key to efficient Unreal Engine optimization.
- Stat Commands: In the console (tilde key ~), commands like
stat fps,stat unit,stat gpu, andstat rhiprovide real-time performance metrics.stat unitshows game, draw, GPU, and RHI thread times, helping pinpoint whether the CPU or GPU is the bottleneck.stat gpuprovides detailed information on GPU costs, including draw calls, shader complexity, and post-processing.stat rhi(Render Hardware Interface) gives low-level rendering statistics.
- Shader Complexity Viewmode: This viewmode in the editor (Alt+8) highlights areas with high shader instruction counts, helping you identify overly complex materials that are expensive to render. Aim for green or blue, avoid red.
- Draw Call Count: Keep an eye on the number of draw calls. Each material, mesh, and light can contribute to draw calls. Batching similar meshes and using texture atlases can help reduce this.
- Overdraw: Viewmodes like ‘Quad Overdraw’ show how many times pixels are being drawn in the same screen space. High overdraw, especially from transparent materials (like car glass or headlights), can significantly impact performance.
Iterative Optimization
Based on your profiling data, you’ll need to make informed decisions about where to further optimize. This often means returning to previous steps with new insights.
- Adjusting LODs: If you notice performance dips when many cars are on screen, consider adjusting the ‘Screen Size’ thresholds for your Level of Detail (LODs). Perhaps LOD1 needs to kick in sooner, or LOD2 needs to be even more aggressively decimated.
- Texture Resolution: Large texture maps consume significant memory. If performance is GPU-bound on texture sampling, consider reducing the resolution of less critical textures (e.g., non-hero vehicles, hidden parts). Ensure proper streaming settings.
- Material Complexity: Simplify materials that are identified as costly by the Shader Complexity view. Can a complex node network be reduced? Are there unnecessary parameters or calculations? Using Material Instances with exposed parameters can help manage complexity across many assets.
- Collision Refinement: If physics calculations are a bottleneck, review your collision meshes. Can they be simplified further without compromising gameplay?
- Culling and Visibility: Implement efficient culling mechanisms (occlusion culling, frustum culling) so the engine only renders what’s visible to the camera. Unreal Engine handles much of this automatically, but understand how it works.
- Asset Streaming: For large open worlds, streaming in and out assets (including vehicles) efficiently is crucial. Unreal’s World Partition system in UE5 helps manage this.
The goal is to find the sweet spot where visual quality is maximized for the player’s experience while maintaining a smooth and stable frame rate across various target hardware configurations. This iterative process of optimizing, profiling, and refining is a fundamental aspect of high-performance real-time development.
Conclusion
Transforming a high-fidelity 3D automotive model from a showcase piece into a seamlessly integrated, performant asset for real-time game engines is a meticulous journey. It demands a blend of technical expertise, artistic judgment, and a deep understanding of engine limitations and capabilities. From intelligent polycount reduction and strategic mesh optimization, through the intricacies of UV mapping and baking textures, to the sophisticated setup of PBR texturing for vehicles and advanced Level of Detail (LODs), every step contributes to the final outcome.
Mastering this pipeline ensures that your stunning vehicles not only look incredible but also perform flawlessly within the dynamic environments of games powered by engines like Unreal. By following these guidelines for a robust real-time rendering workflow, you can confidently take your automotive creations from the digital showroom to the open road or race track, delivering an immersive and high-performance experience to your audience.
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Volkswagen New Beetle 2000 3D Model
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Material: Yes
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Volkswagen Jetta 2005 3D Model
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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
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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
Texture: Yes
Material: Yes
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Mercedes S-Class 2010 3D Model
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Material: Yes
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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
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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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