The High-Fidelity Challenge: Bridging the Visual Gap to Real-Time Performance
The allure of high-fidelity automotive models is undeniable. From the gleaming chrome of a classic muscle car to the sleek, aerodynamic lines of a modern supercar, these digital masterpieces capture breathtaking realism. Automotive designers, filmmakers, and render artists routinely push the boundaries of detail, creating vehicles with millions of polygons, intricate material layering, and expansive texture sets. But when these same cinematic-grade assets are dropped into a real-time game engine, the dream of photorealism can quickly turn into a performance nightmare.
Modern game engines are powerful, but they operate under strict real-time constraints. A model perfectly suited for a static render or a pre-rendered cutscene will almost certainly cripple frame rates in an interactive environment. The challenge lies in translating that visual richness into an optimized format that game engines can render efficiently, without sacrificing the essence of the original design. This guide is for 3D artists, game developers, and automotive designers who want to bridge that gap, unlocking peak performance from their high-fidelity automotive models in demanding game environments. We’ll delve into the professional strategies that ensure your vehicles look incredible while maintaining smooth, playable frame rates.
The High-Fidelity Challenge: Bridging the Visual Gap to Real-Time Performance
Automotive models often originate from CAD data or are meticulously crafted for offline rendering. These sources prioritize absolute accuracy and visual perfection, leading to models that are astonishingly detailed but inherently inefficient for real-time applications. Understanding why these models pose a problem is the first step toward effective optimization.
Why Raw CAD & Cinematic Models Fall Short
The core issue revolves around excessive data. Raw CAD models are built for engineering precision, not polygonal efficiency. Surfaces are often tessellated into incredibly dense meshes, far exceeding what’s necessary for visual representation in a game. Similarly, models designed for cinematic rendering might feature non-manifold geometry, overlapping polygons, and haphazard UV layouts, none of which are conducive to real-time rendering pipelines.
Beyond mesh density, material complexity is another significant hurdle. Cinematic shaders can be incredibly intricate, involving numerous layers, custom nodes, and expensive computations per pixel. Game engines, while supporting sophisticated Physically Based Rendering (PBR) workflows, require materials to be streamlined and efficient to maintain performance.
The Trade-Offs: Visual Quality vs. Performance
Optimization is inherently about compromise. You can’t have unlimited detail and unlimited performance simultaneously in a real-time engine. The goal isn’t to destroy visual quality but to achieve a compelling visual experience within performance budgets. This means making strategic decisions about where detail is essential, where it can be faked with textures, and where it can be reduced without noticeable impact. The art lies in finding that sweet spot where a model still looks like a high-fidelity representation of an automobile while running smoothly on target hardware. For those looking for a head start, 88cars3d.com offers a range of high-quality automotive models that are built with optimization in mind, providing an excellent foundation for any project.
Essential Mesh Optimization Strategies: Taming the Poly Count Beast
The most immediate and impactful optimization for high-fidelity automotive models is reducing their polygon count. This is where the bulk of performance gains can be made, as fewer polygons mean less data for the GPU to process each frame. Several techniques can be employed, often in combination, to achieve optimal results.
Manual Retopology: Precision and Control
Manual Retopology techniques involve rebuilding the mesh from scratch, using the high-polygon model as a guide. This is the most labor-intensive method but offers unparalleled control over the final topology, ensuring clean edge flow, efficient polygon distribution, and ideal UV mapping potential. It’s often the preferred method for hero assets or models that require complex deformations, such as opening doors or suspension articulation.
Steps for Effective Manual Retopology:
- Reference Setup: Load your high-poly model into your 3D software (e.g., Blender, Maya, 3ds Max) and set it as a live or reference surface.
- Define Major Forms: Start by outlining the main contours and silhouette of the vehicle with basic quads. Focus on the areas that define the car’s shape.
- Establish Edge Loops: Create edge loops around key features like wheel arches, door lines, window frames, and panel gaps. These loops are crucial for maintaining hard edges and allowing for clean UV seams.
- Distribute Polygons Evenly: Aim for an even distribution of polygons across surfaces. Avoid overly dense areas where detail isn’t required and overly stretched polygons elsewhere. Primarily use quads, as they deform better and are easier to work with.
- Capture Detail with Normal Maps: Don’t try to replicate every tiny detail with geometry. Instead, rely on Normal map baking (discussed later) to transfer fine surface information from the high-poly mesh to the optimized low-poly mesh.
- Iterate and Refine: Constantly check the silhouette, shading, and overall look of your retopologized mesh. Adjust edge flow and polygon density as needed.
Automated Decimation: Speed and Efficiency
Automated decimation, or mesh reduction, algorithms can quickly reduce the Poly count reduction of a model. Tools like ZBrush’s ZRemesher, Blender’s Decimate Modifier, or similar functions in other 3D packages analyze the mesh and remove polygons while attempting to preserve visual fidelity. This method is much faster than manual retopology but offers less control over topology and can sometimes introduce artifacts or undesirable triangulation.
When to Use Automated Decimation:
- For background vehicles or non-hero assets where perfect topology isn’t critical.
- As a quick first pass before further manual cleanup.
- For complex organic shapes where manual retopology would be prohibitively time-consuming.
- When a base mesh is needed for sculpting before manual retopology is applied.
When using decimation, it’s crucial to evaluate the results carefully. Always prioritize areas that contribute most to the silhouette and key details. Often, automated decimation is followed by a pass of manual cleanup to fix problematic areas and prepare the mesh for UV mapping and baking.
Implementing Level of Detail (LOD) Systems
One of the most effective strategies for overall Poly count reduction across an entire scene is the use of Level of Detail (LOD) systems. LODs allow your game engine to swap out high-detail models for progressively lower-detail versions as the object moves further away from the camera. This ensures that distant objects don’t consume as many resources as close-up ones, leading to significant performance gains.
Creating Effective LODs:
- Define LOD Levels: Typically, you’ll need 3-5 LOD levels:
- LOD0 (Hero Mesh): The highest detail model, visible when the camera is very close. This is your retopologized mesh.
- LOD1: A significant poly count reduction (e.g., 50-75% of LOD0), used at medium distances.
- LOD2: Further reduction (e.g., 25-50% of LOD0), for longer distances.
- LOD3 (Shadow/Billboard): Very low-poly or even a 2D billboard for extreme distances or pure shadow casting.
- Generation Methods: LODs are typically generated using automated decimation tools on your LOD0 mesh. Each subsequent LOD is a further reduction of the previous one.
- Maintain Silhouette: Crucially, each LOD level must maintain the overall silhouette of the vehicle. Details can be lost, but the recognizable shape should remain.
- UV and Material Consistency: Ensure all LODs share the same UV coordinates and material slots. This allows the engine to swap them seamlessly without flickering or material issues.
- Engine Integration: Game engines like Unreal Engine and Unity have robust built-in LOD systems. You’ll assign your generated LOD meshes to the main mesh component and define the screen percentage thresholds at which each LOD level should switch.
Mastering PBR & Texture Optimization: Realism Without the Overhead
Beyond mesh optimization, efficient texture management and intelligent material setup are critical for achieving high visual quality and strong performance. Physically Based Rendering (PBR) workflows are standard in modern game development, providing realistic lighting and material responses. However, PBR assets still need careful optimization.
The Power of Physically Based Rendering (PBR)
PBR is an approach to shading and rendering that aims to simulate how light interacts with surfaces in the real world. For automotive models, this translates to convincing metallic paints, reflective glass, and textured plastics. PBR materials typically use a set of textures (Albedo/Base Color, Metallic, Roughness, Normal, Ambient Occlusion) to define a surface’s properties. While PBR delivers incredible realism, unoptimized PBR texture sets can quickly become a memory and performance bottleneck.
Normal Map Baking: Capturing Fine Details
Normal map baking is an indispensable technique in the game Game asset pipeline for automotive models. It allows you to project the fine details (like panel lines, bolts, subtle surface imperfections, and sculpted details) from a high-polygon mesh onto the low-polygon, optimized game mesh using a texture map. This creates the illusion of high geometric detail without the performance cost.
The Normal Map Baking Process:
- High-Poly & Low-Poly Preparation: Ensure your high-poly model has all the geometric detail you want to bake. Your low-poly model (LOD0) should have clean UVs, no overlapping faces, and a sufficient polygon density to capture the silhouette.
- Set Up Cages/Projection Meshes: In your baking software (e.g., Substance Painter, Marmoset Toolbag, Blender, XNormal), you’ll define a ‘cage’ or ‘projection distance’ that encompasses both the high-poly and low-poly meshes. This tells the baker how far to search for high-poly details to project onto the low-poly surface.
- Bake the Normal Map: The software will calculate the difference in surface normals between the high and low-poly meshes and store this information in an RGB texture map.
- Review and Fix: Scrutinize the baked normal map on your low-poly model. Look for artifacts, seams, or areas where details might have been lost. Adjust cage settings or fix problematic geometry on either the high or low-poly mesh and re-bake as necessary.
In addition to normal maps, you can also bake other essential PBR textures like Ambient Occlusion (AO) from the high-poly mesh to add depth and grounding to the low-poly model.
Optimizing Texture Sets and Memory Footprint
PBR texture optimization is crucial for managing GPU memory and reducing render times. Even with efficient normal maps, a large number of high-resolution textures can quickly consume valuable resources.
Strategies for Efficient Texture Management:
- Appropriate Resolutions: Don’t use 4K textures for every part of the car. Determine texture resolution based on screen space coverage. Hero assets might warrant 4K for primary surfaces, but internal components or distant elements can often use 2K or even 1K textures.
- Texture Atlases: Combine multiple smaller textures (e.g., for interior buttons, emblems, small vents) into a single, larger texture atlas. This reduces the number of material calls (batches) and improves cache efficiency.
- Channel Packing: Many PBR workflows allow for “channel packing,” where different grayscale textures (like Metallic, Roughness, Ambient Occlusion) are packed into the individual RGB channels of a single texture file. This reduces the number of texture samples and overall texture memory. For example, Roughness in Red, Metallic in Green, and AO in Blue.
- Texture Compression: Game engines automatically compress textures into formats like DXT (for desktop) or ASTC/ETC (for mobile). Understand how these formats affect quality and choose appropriate settings (e.g., DXT1 for diffuse, DXT5 for normal maps with an alpha channel) to balance quality and file size.
- Material Instancing: Create master materials in your engine (e.g., ‘Car_Paint_Master_Material’) and then generate instances of these materials for each specific car or color variation. This allows you to change parameters (color, roughness, metallic values) without recompiling shaders, greatly reducing draw calls and iteration time.
Seamless Integration & Game Engine Performance Tuning
Once your automotive model and its textures are optimized, the next step is to get them into the game engine efficiently and fine-tune their performance. This involves understanding the Game asset pipeline from export to profiling.
Exporting Optimized Assets for Game Engines
The export process from your 3D software to the game engine is more than just hitting ‘save’. Careful consideration here can prevent headaches down the line.
Best Practices for Export:
- File Format: FBX is the industry standard for game asset exchange due to its comprehensive support for meshes, materials, animations, and skeletal data.
- Scale and Units: Ensure your model is exported at the correct scale for your target engine. Most engines use 1 unit = 1 meter, but consistency is key.
- Pivot Point and Orientation: Set the pivot point of your vehicle mesh to its base or a logical center, typically (0,0,0) in world space, and ensure the forward axis (usually X or Y) and up axis (usually Z) align with engine conventions.
- Mesh Naming and Hierarchy: Use clear, consistent naming conventions (e.g., “SM_Car_Body,” “SM_Car_Wheel_FL”). Maintain a clean hierarchy, merging objects where appropriate (e.g., combining all interior elements into one mesh if they share the same material and don’t need individual animation).
- Triangulation: Game engines render everything as triangles. Exporting with pre-triangulated meshes can give you more control over triangulation patterns, though many engines will triangulate on import.
Identifying and Reducing Draw Calls
Draw call reduction is paramount for performance. A draw call is an instruction from the CPU to the GPU to draw a batch of triangles. Each draw call has an overhead, so minimizing their number is crucial, especially in scenes with many objects like a car parked in a bustling city. The more materials, unique meshes, and lights an object has, the more draw calls it typically generates.
Strategies for Draw Call Reduction:
- Mesh Combining: Combine multiple meshes into a single mesh if they share the same material and don’t need to be individually animated or hidden. For example, a car’s entire body shell, including doors, hood, and trunk (if not animated independently), could be one mesh.
- Texture Atlasing: As mentioned, combining textures into an atlas reduces the number of materials, which in turn reduces draw calls. If ten small elements use ten different 128×128 textures, that’s ten draw calls. If they’re all on one 1024×1024 atlas, it’s potentially one draw call.
- Instancing: When you have multiple identical objects (e.g., four identical wheels, or many identical cars in a racing game), game engines can render them using hardware instancing. This means the CPU sends draw instructions for the mesh once, and the GPU handles rendering multiple instances efficiently.
- Material Sharing: Reuse materials whenever possible. If two distinct objects can use the exact same PBR material instance, they can be batched together.
Shader Complexity and Material Instancing
Complex shaders, even PBR ones, can be a major performance drain. Each instruction within a shader adds to the computational cost per pixel. While modern engines optimize shaders, you still need to be mindful of your material graph.
Optimizing Shaders:
- Minimize Instructions: Avoid unnecessary calculations, branching, and complex functions within your material graphs.
- Use Simple Materials for Distant Objects: For LODs that are far away, consider using a simplified material that doesn’t use parallax occlusion mapping, extensive clear coat layers, or other expensive effects.
- Material Instancing: Again, material instancing isn’t just for organization; it’s a performance booster. By deriving instances from a master material, you avoid recompiling shaders repeatedly, reducing load times and potentially draw calls.
Profiling and Iteration
Optimization is an iterative process. You can’t just apply techniques once and expect perfect results. You need to constantly measure, identify bottlenecks, and refine. Game engines provide powerful profiling tools (e.g., Unreal Engine’s GPU Visualizer and Stat commands, Unity’s Profiler).
The Profiling Loop:
- Measure Baselines: Get a baseline performance reading before making changes.
- Implement Optimization: Apply one or a set of optimization techniques.
- Measure Again: Compare the new performance numbers against your baseline.
- Analyze and Iterate: If performance improved, great! If not, or if a new bottleneck appeared, analyze the data to understand why and plan your next optimization step. Focus on the areas that consume the most GPU or CPU time. Look for high Draw call reduction opportunities, excessive overdraw, or high texture memory usage.
Conclusion: Drive Performance, Not Lag
Optimizing high-fidelity automotive models for game engines is a meticulous, multi-faceted process, but it’s absolutely essential for delivering a smooth and visually stunning experience. By systematically tackling mesh density through Poly count reduction, leveraging smart Retopology techniques, and implementing efficient Level of Detail (LOD) systems, you lay a solid foundation. Adding to this with expert PBR texture optimization and precise Normal map baking ensures your vehicles retain their visual integrity while being performant.
Remember, the goal is not merely to reduce data, but to do so intelligently, preserving the artistic vision and realism that makes automotive models so compelling. Mastering the Game asset pipeline, focusing on critical areas like Draw call reduction, and consistently profiling your work will elevate your projects from potential performance hogs to polished, playable masterpieces.
If you’re looking to kickstart your next project with meticulously crafted, high-quality automotive models that are built with optimization in mind, be sure to explore the extensive collection at 88cars3d.com. We provide a range of assets ready for your customization and integration into demanding real-time environments, giving you a head start on achieving that perfect balance of fidelity and performance.
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Volkswagen Golf R-004 2024 3D Model
Texture: Yes
Material: Yes
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Volkswagen Golf 5 Door 2010 3D Model
Texture: Yes
Material: Yes
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Toyota Premio 2010 3D Model
Texture: Yes
Material: Yes
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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
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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
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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
Texture: Yes
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
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
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
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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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