The Photorealism Paradox: Optimizing High-End Automotive Models for Unreal Engine 5 Without Sacrificing Detail
The Photorealism Paradox: Optimizing High-End Automotive Models for Unreal Engine 5 Without Sacrificing Detail
In the world of 3D visualization, automotive models stand as a pinnacle of complexity and detail. Designers and artists routinely craft vehicles with millions of polygons, intricate interior components, and a myriad of layered materials, all designed for breathtaking offline renders. However, bringing these masterpieces into a real-time environment like Unreal Engine 5 presents a unique and often daunting challenge: the photorealism paradox.
How do you maintain that coveted studio-quality fidelity while ensuring smooth, interactive performance crucial for game development, virtual production, and high-end configurators? This isn’t just about throwing more processing power at the problem; it requires a strategic blend of artistic skill and technical optimization. We’ll delve into advanced techniques that allow you to optimize your high-end automotive models for Unreal Engine 5, preserving their stunning detail without compromising on real-time rendering performance.
The High-Fidelity Dilemma in Real-Time: Bridging the Offline-to-Real-Time Gap
The journey from a meticulously crafted CAD model or a subdivision surface render to a game-ready asset for Unreal Engine 5 is fraught with technical hurdles. Automotive models, particularly those intended for cinematic or marketing purposes, often boast poly counts ranging from several hundred thousand to tens of millions. Such density is perfectly acceptable for pre-rendered animations where each frame can take minutes or hours to compute.
Real-time environments, conversely, demand that frames render in milliseconds. This fundamental difference creates a significant bottleneck, as traditional high-poly meshes can quickly overwhelm a game engine’s ability to process and display geometry efficiently. Every vertex, edge, and face contributes to draw calls and memory usage, directly impacting real-time rendering performance.
Unreal Engine 5 introduced a revolutionary technology to address this: Nanite. Nanite virtualized geometry allows for the direct import of incredibly dense meshes, managing detail and draw calls automatically. It cleverly streams and renders only the necessary detail, depending on the camera’s proximity and scene importance, making it a game-changer for environments and highly detailed static objects.
However, Nanite isn’t a silver bullet for all automotive scenarios. While excellent for static parts of a car, its current limitations with deformation, complex material setups (like layered car paint with clear coats), and transparency can make it less suitable for dynamic, interactive elements such as wheels, animated doors, or highly intricate interiors that require specific material blending. Therefore, a hybrid approach, combining Nanite with traditional optimization techniques, is often the most effective strategy for complete automotive visualization.
Strategic Optimization & Fidelity Preservation: The Art of Intelligent Down-Resing
Achieving photorealism in Unreal Engine 5 for high-end automotive models requires a sophisticated high-poly to low-poly workflow. The goal isn’t merely to reduce polygon count but to intelligently preserve the visual essence of the original model. This involves meticulous topology optimization, smart UV mapping, and the clever use of baked textures.
Topology Optimization: Crafting Clean & Efficient Meshes
Efficient topology is the backbone of any performant 3D model. While high-poly models might prioritize smooth surfaces over clean edge flow, real-time assets demand precision. This often involves manual retopology, where a new, optimized mesh is built over the high-polygon source.
The aim is to use the fewest possible polygons while accurately defining the silhouette and curvature of the car. Prioritize quad-dominant topology, ensuring edge loops follow the natural contours and creases of the vehicle. This clean topology not only renders more efficiently but also facilitates easier UV unwrapping and deformation for animations. For hard-surface models like cars, specific attention should be paid to maintaining sharp edges with minimal support loops.
The High-Poly to Low-Poly Workflow: Baking Detail into Performance
Once a clean, optimized low-poly mesh is created, the magic of detail transfer begins. The essence of the high-poly to low-poly workflow is to capture the intricate surface details of the original model and project them onto the simplified geometry. This process is known as texture baking.
The critical step here is proper UV mapping of the low-poly model. Ensure clean, non-overlapping UV islands to prevent artifacts during baking. Maps commonly baked include:
- Normal Maps: These are paramount, faking surface irregularities, scratches, and panel gaps on a low-poly mesh, giving the illusion of high geometric detail.
- Ambient Occlusion (AO) Maps: Capturing subtle contact shadows and crevices, adding depth and realism without costly real-time calculations.
- Curvature Maps: Useful for edge wear or dirt accumulation effects in materials.
Baking transforms complex geometry into lightweight texture data, significantly boosting real-time rendering performance. Always ensure your bake cages are correctly configured to avoid projection errors.
Implementing Dynamic Levels of Detail (LODs) for Seamless Performance
Even with optimized base meshes and baked details, a single model might still be too heavy for distant views. This is where Levels of Detail (LODs) become indispensable. LODs are simplified versions of your mesh that are swapped in and out based on the camera’s distance from the object.
A typical automotive model might have 3-5 LODs:
- LOD0 (Base Mesh): The most detailed version, visible when the camera is close.
- LOD1-LOD3: Progressively simpler meshes, with reduced polygon counts, potentially using simpler materials or lower resolution textures.
- LODN (Impostor/Billboard): For extremely distant views, a simple 2D billboard texture can represent the vehicle, saving immense computational resources.
Unreal Engine provides tools to generate LODs automatically, but manual tweaking or generation in a dedicated 3D application often yields superior results. Proper LODs ensure that visual quality is maintained where it matters most, while performance is optimized across the entire scene.
Mastering PBR Materials & Shaders for UE5: Achieving Authentic Automotive Surfaces
Beyond geometry, materials are crucial for truly compelling automotive visualization. Translating sophisticated studio materials into Unreal Engine 5’s Physically Based Rendering (PBR) system requires a deep understanding of light interaction and material properties. The goal is to achieve visual realism while ensuring real-time rendering performance remains fluid.
From Studio Materials to PBR: Translating Complex Surfaces
Traditional rendering engines often use complex, node-based material graphs that don’t directly translate to a real-time PBR workflow. PBR streamlines this by focusing on how light interacts with surfaces based on real-world physics. Key PBR channels to prepare include:
- Base Color (Albedo): The pure color of the surface, free from lighting information.
- Normal Map: Provides fine surface detail from baking.
- Metallic Map: Defines which parts of a surface are metallic (white) and non-metallic (black).
- Roughness Map: Controls the microscopic surface irregularities, determining how blurry or sharp reflections appear.
- Ambient Occlusion (AO) Map: Enhances shadowed areas and crevices.
For automotive surfaces, converting existing V-Ray or Corona materials means mapping their diffuse, reflection, glossiness, and normal properties to these PBR channels. Textures should be optimized for resolution and memory, ensuring they contribute to the visual fidelity without becoming performance hogs.
Crafting Realistic Car Paint Shaders in Unreal Engine
Car paint is notoriously challenging, combining metallic flakes, clear coat reflections, and sometimes iridescent effects. Unreal Engine’s material editor, with its layering capabilities, is ideal for this. A robust car paint shader typically involves multiple layers:
- Base Layer: Defines the primary color (Base Color) and the underlying metallic properties (Metallic, Roughness).
- Metallic Flake Layer: Achieved through a detailed normal map that simulates small, reflective particles, often combined with subtle noise for variance.
- Clear Coat Layer: This is a crucial PBR feature in Unreal Engine. It simulates the glossy, protective layer over the paint, providing an additional layer of specular reflection and refraction. Parameters for clear coat roughness and normal can be tuned independently.
Using material functions allows for modularity and reusability, ensuring consistency across different vehicle models without duplicating complex node networks. This approach ensures your PBR textures truly shine.
Advanced Glass and Metal for Unrivaled Realism
Windows, headlights, and chrome trim demand equally sophisticated material setups. For glass, use a translucent material blend mode. Configure appropriate refraction, absorption, and reflection values. Pay attention to how glass interacts with interior elements through refraction, and consider adding subtle normal maps for manufacturing imperfections or dust.
Metals, particularly brushed aluminum or chrome, benefit from anisotropic reflections. While standard PBR handles isotropic reflections well, anisotropic effects (where reflections stretch in a specific direction) provide that extra layer of realism for materials like brushed metal. This can often be simulated using custom normal maps or material functions that manipulate the tangent space of reflections. Using precise PBR textures for roughness and metallic values is key to achieving these nuanced surface qualities.
Seamless Integration & Real-Time Performance in Unreal Engine 5
Once your meticulously optimized model and PBR materials are prepared, the next step is bringing everything into Unreal Engine 5 and ensuring it performs as a true game-ready asset. Proper import settings, collision setup, and leveraging UE5’s performance tools are vital for a polished experience.
Importing and Configuring Your Game-Ready Automotive Asset
Exporting your model from your 3D application (e.g., Blender, Maya, 3ds Max) should ideally be done using the FBX format. Ensure your export settings correctly embed normals and tangents, and that scaling is consistent with Unreal’s units (usually 1 unit = 1cm). When importing into UE5:
- Combine Meshes: If your car consists of many small parts, consider combining static parts into fewer meshes to reduce draw calls. However, separate meshes for doors, hood, wheels, etc., are essential if they need to be animated independently.
- Normal Import Method: Choose “Import Normals and Tangents” to preserve baked details.
- Collision: Set up appropriate collision primitives. For simple interactions, a basic box or capsule collider might suffice. For more accurate physics, consider creating custom simple collision meshes (UCX_ prefix in your 3D app) or using Unreal’s auto-generated complex collision. Too many complex collision meshes can significantly impact real-time rendering performance.
After import, assign your PBR materials to the corresponding mesh elements, ensuring all texture maps are correctly linked.
Optimizing for Real-Time Rendering Performance Beyond Nanite
While Nanite handles geometry brilliantly, other factors can still hinder real-time rendering performance.
- Draw Calls: Minimize the number of unique materials and meshes. Batching similar objects or combining materials (where appropriate) can help.
- Texture Resolution: Use appropriate texture resolutions. A diffuse map for an entire car body might warrant 4K or 8K, while smaller, less visible parts could use 1K or 2K. Use texture streaming wisely.
- Material Complexity: While node-based materials offer flexibility, overly complex shaders with many instructions can be performance intensive. Optimize material graphs by using static switches, reducing sampler nodes, and consolidating calculations where possible.
- Occlusion and Distance Culling: Ensure Unreal Engine’s culling systems are effectively removing objects not visible to the camera. Hierarchical LODs (HLODs) can further optimize large scenes with many objects.
Regularly use Unreal Engine’s profiling tools (e.g., Stat Unit, Stat GPU, Profiler) to identify performance bottlenecks. This data-driven approach is critical for high-quality automotive visualization.
Setting Up Basic Automotive Animations (Skeletal Meshes)
For interactive automotive experiences, basic animations are essential. Wheels, doors, hoods, and trunks often need to be articulated. This requires converting your car into a Skeletal Mesh in Unreal Engine, even if it’s primarily a rigid body.
- Rigging: In your 3D software, create a simple bone hierarchy. A root bone, with child bones for each wheel, door, and other movable parts, is standard. Ensure pivots are correctly placed for rotation.
- Skinning: “Skin” the relevant mesh parts to their respective bones with 100% weight.
- Animation Blueprints: In UE5, an Animation Blueprint can be used to control these parts. For example, wheel rotation can be driven by vehicle speed, and door openings by user input. This modular approach keeps your game-ready asset dynamic and interactive.
Even complex automotive configurators from top manufacturers rely on these fundamental animation principles.
The Final Polish: Lighting, Reflection, and Post-Processing for Cinematic Visuals
With an optimized model and robust materials, the final step in achieving the photorealism paradox for automotive visualization is mastering the scene’s lighting, reflections, and post-processing effects. These elements tie everything together, creating a truly cinematic and immersive experience in Unreal Engine 5.
Mastering Lighting Environments for Automotive Visualization
Lighting is arguably the most critical factor in making a car look real. Unreal Engine 5 offers powerful tools like Lumen (for global illumination) and optional Ray Tracing for precise light bounces and reflections.
- HDRI Sky Domes: High Dynamic Range Image (HDRI) sky domes are excellent for realistic environmental lighting. They provide natural light sources and complex reflections that accurately represent real-world outdoor or studio conditions.
- Directional Lights: Use a directional light to simulate the sun, providing strong shadows and directional highlights.
- Rect Lights/Spot Lights: For studio setups or accentuating specific features, rect lights (area lights) and spotlights can precisely control highlights and shadows, mimicking professional photography setups.
- Lightmass/Baking (for less dynamic scenes): While Lumen is real-time, for purely static scenes, baking lighting with Lightmass can yield higher fidelity global illumination, albeit at the cost of dynamism.
Carefully placing lights to sculpt the car’s surfaces and reveal its curves is an art form that significantly impacts visual quality.
Fine-Tuning Reflections and Refractions
Automotive surfaces are highly reflective, making accurate reflections paramount. Unreal Engine 5 offers several reflection solutions:
- Screen Space Reflections (SSR): Cost-effective, but only reflects what’s on screen.
- Reflection Captures: Static cubemaps that provide broad reflections for non-metallic surfaces. Place these strategically around the car.
- Ray Traced Reflections (RTR): The highest fidelity option, providing accurate, off-screen reflections and multiple bounces. While more performance-intensive, RTR delivers unparalleled realism for metallic and glossy car surfaces when enabled.
- Lumen Reflections: Lumen’s global illumination system also handles reflections, offering a good balance between quality and performance for many scenarios.
For glass, ensure refraction properties are tuned to correctly bend light, realistically distorting objects viewed through the windows. The interplay of reflections and refractions dramatically enhances the perceived realism of your game-ready asset.
Post-Processing for Cinematic Impact
Finally, post-processing effects add the cinematic polish that elevates your automotive visualization to the next level. Applied globally to the rendered image, these effects can dramatically alter the mood and visual style:
- Color Grading: Adjusting exposure, contrast, saturation, and color balance to achieve a desired look (e.g., warm, cool, high-contrast).
- Bloom: Simulates light bleeding around bright areas, adding a subtle glow to headlights or shiny reflections.
- Depth of Field: Blurs objects out of focus, mimicking a camera lens and drawing attention to the car.
- Vignette: Subtly darkens the edges of the screen, creating a focused, photographic effect.
- Lens Flares: Adds a dynamic element when looking directly at light sources.
Use post-processing effects judiciously; overdoing them can detract from realism. They should enhance, not overpower, the natural beauty of your optimized automotive model.
Conclusion
The photorealism paradox for high-end automotive models in Unreal Engine 5 is a challenge that can be overcome with a thoughtful and technical approach. It’s about more than just reducing polygons; it’s about a comprehensive strategy that spans topology optimization, a meticulous high-poly to low-poly workflow, intelligent LODs, and the masterful application of PBR textures. By leveraging Unreal Engine 5’s powerful rendering capabilities while adhering to principles of performance, you can achieve stunning automotive visualization without sacrificing crucial real-time rendering performance.
The journey from a complex CAD model to a fully optimized, interactive, game-ready asset is a testament to an artist’s skill and technical prowess. Embracing these advanced techniques empowers you to push the boundaries of real-time graphics, delivering truly immersive and visually spectacular automotive experiences. For those seeking the highest quality starting points, remember that 88cars3d.com offers an extensive library of production-ready, high-detail automotive models perfectly suited for these advanced workflows.
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Toyota Opa 2000 3D Model
Texture: Yes
Material: Yes
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Volkswagen Polo 5 Door 2010 3D Model
Texture: Yes
Material: Yes
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Toyota Prius 2024 3D Model
Texture: Yes
Material: Yes
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Toyota Yaris 1999 3D Model
Texture: Yes
Material: Yes
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Toyota Supra 2020 3D Model
Texture: Yes
Material: Yes
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Volkswagen New Beetle 2000 3D Model
Texture: Yes
Material: Yes
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Volkswagen Jetta 2005 3D Model
Texture: Yes
Material: Yes
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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
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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
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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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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
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Material: Yes
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Volvo C70 1998 3D Model
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Mazda B-Series 3D Model
Texture: Yes
Material: Yes
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Mercsedes Benz Z3-006 3D Model
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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
Texture: Yes
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
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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
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Mercedes 600 SEC W140 1992 3D Model
Texture: Yes
Material: Yes
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Mercedes S-Class 2010 3D Model
Texture: Yes
Material: Yes
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McLaren MP4-12C-001 3D Model
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Material: Yes
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Mercedes-Benz SLK 350 2005 3D Model
Texture: Yes
Material: Yes
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Mercedes-Benz SL 65 AMG 3D Model
Texture: Yes
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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