The High-Poly Dilemma: Bridging Detail and Performance
The allure of photorealistic automotive models in real-time environments is undeniable. From high-fidelity configurators and interactive showcases to immersive game experiences, the demand for stunning, visually accurate vehicles that perform flawlessly is constantly growing. However, bridging the gap between the ultra-detailed, often CAD-sourced or intricately subdivided 3D car models and the stringent performance demands of real-time engines like Unreal Engine 5 presents a significant challenge for even the most seasoned 3D artists and developers.
Automotive models are unique in their complexity. They feature intricate curves, sharp creases, layered materials, and numerous small details that must be meticulously preserved. Traditionally, these high-polygon assets would cripple a real-time engine. But with advancements in rendering technology and sophisticated optimization techniques, achieving true real-time photorealism is now within reach.
This comprehensive guide delves into the advanced strategies required to master high-poly automotive models for Unreal Engine 5, ensuring breathtaking visual fidelity without compromising performance. We’ll explore everything from meticulous 3D car model optimization and intricate retopology to leveraging UE5’s groundbreaking features like Nanite. For those looking for a head start, resources like 88cars3d.com offer a range of expertly crafted, high-quality models designed with optimization in mind.
The High-Poly Dilemma: Bridging Detail and Performance
Automotive design often originates from CAD (Computer-Aided Design) software, which prioritizes absolute precision and manufacturing accuracy over polygon efficiency. These models can contain millions, sometimes even billions, of polygons, representing every minute curve and bolt. While perfect for engineering and static renders, such raw data is an instant performance bottleneck in any real-time application.
Similarly, subdivision surface modeling, common in DCC (Digital Content Creation) tools, allows artists to create smooth, organic shapes with relatively few base polygons. However, once subdivided to achieve the necessary smoothness for reflections and accurate silhouettes, these models can also reach exorbitant polygon counts. The challenge lies in translating this wealth of detail into a format that a game engine can process hundreds of times per second.
The primary hurdle is balancing visual quality with frame rate. Every polygon, every texture sample, and every shader instruction contributes to render time. An unoptimized high-poly model will lead to slow performance, jerky interactions, and a poor user experience. Therefore, a robust 3D car model optimization strategy is not just recommended, but essential for any serious Unreal Engine 5 automotive project aiming for real-time interactivity and visual excellence.
Core Optimization Techniques for Automotive Fidelity
Achieving optimal performance and visual fidelity requires a multi-faceted approach. We must meticulously reduce polygon counts while cleverly faking detail, ensure efficient data packing, and prepare assets for various levels of visual complexity.
Strategic High-Poly Retopology
Retopology is the process of creating a new, optimized mesh on top of an existing high-polygon model. For automotive assets, this is critical. Instead of relying on automatic decimation tools that can destroy edge flow and introduce artifacts, manual or semi-manual high-poly retopology ensures that the new mesh has clean, quad-based topology, ideal for deformation and LOD generation. The goal is to capture the primary forms and silhouette with the fewest possible polygons, while maintaining the integrity of crucial details like panel gaps, sharp creases, and distinct body lines.
- Clean Edge Flow: Prioritize an edge flow that follows the natural contours and design lines of the vehicle. This is vital for reflections and shading to behave correctly.
- Polygon Distribution: Allocate more polygons to areas with high curvature or critical details (e.g., wheel arches, headlights) and fewer to flatter, less detailed surfaces.
- Preserving Hard Edges: Use supporting edge loops or strategically placed hard edges in the low-poly mesh to ensure crispness after normal map application.
- Manual vs. Automated: While manual retopology offers the best results, tools like ZBrush ZRemesher or Blender’s Quad Remesher can provide a good starting point, which then requires manual cleanup.
Efficient UV Unwrapping and Texel Density
UV unwrapping is the process of flattening the 3D surface of a model into 2D space, allowing textures to be applied. For automotive models, efficient UVs are crucial for visual quality and performance.
- Non-Overlapping UVs: Ensure all UV islands are unique and do not overlap if you intend to bake unique textures like ambient occlusion or normal maps. Overlapping UVs can be used for tiling textures or mirrored parts to save texture memory.
- Minimize Seams: Strategically place seams in less visible areas, such as along panel gaps or hidden edges, to avoid visible texture breaks.
- Consistent Texel Density: Maintain a relatively consistent texel density across all UV islands. This ensures that texture details appear uniform and prevents some areas from looking blurry while others are crisp. Tools can help visualize and normalize texel density.
- Optimized Packing: Maximize the use of the UV space by efficiently packing islands. This reduces wasted texture resolution and improves rendering performance.
Precise Normal Map Baking
Normal map baking is the cornerstone of creating photorealistic game assets from high-poly sources. It allows us to transfer the intricate surface detail of a high-poly model onto a significantly lower-poly mesh without adding geometric complexity. A normal map stores directional information (normals) that tells the renderer how light should react to the surface, faking the appearance of fine bumps, grooves, and intricate panel lines.
- High-Poly Source Preparation: Ensure your high-poly model is clean, watertight, and free of artifacts before baking.
- Low-Poly Target Preparation: The low-poly mesh must closely follow the silhouette of the high-poly mesh. Triangulate the low-poly mesh before baking for consistent results across different renderers.
- Cage Baking: Using a ‘cage’ or ‘envelope’ mesh that slightly encloses both the high-poly and low-poly models is crucial. This helps prevent projection errors where the baker might ‘see’ parts of the high-poly model that shouldn’t be projected onto a specific area of the low-poly.
- Tangent Space Normals: Most game engines use tangent space normal maps. Ensure your baking software is set to output these, and that the tangent basis in your 3D software matches that of Unreal Engine 5.
- Multi-Channel Baking: Beyond normal maps, consider baking ambient occlusion, curvature maps, and ID masks. These can be incredibly useful for creating realistic materials and smart masks in Substance Painter or directly within UE5.
Intelligent LOD Creation
Level of Detail (LOD) is a performance optimization technique where multiple versions of an asset, each with a different polygon count, are used based on its distance from the camera. Objects far away use lower-poly versions, while objects up close use higher-poly versions. This is critical for any comprehensive real-time rendering workflow, especially for detailed automotive models.
- LOD 0 (Base Mesh): This is your primary, highest-fidelity optimized mesh, often the result of your retopology.
- Incremental Reduction: Create subsequent LODs by progressively reducing the polygon count. Tools within your DCC software or Unreal Engine itself can automate this, but manual tweaking is often necessary to maintain critical silhouettes and details, especially on car models.
- Visual Consistency: Ensure that the transition between LODs is smooth and visually imperceptible. This means carefully managing where detail is removed.
- Performance Budgets: Define clear polygon count targets for each LOD based on your project’s performance budget and target platforms.
Unreal Engine 5’s Powerhouse Features for Automotive Realism
Unreal Engine 5 (UE5) has revolutionized real-time rendering, offering features that are particularly beneficial for achieving automotive photorealism. Leveraging these technologies is key to a cutting-edge Unreal Engine 5 automotive pipeline.
Unleashing Nanite for Extreme Detail
Nanite is Unreal Engine 5’s virtualized geometry system, designed to handle immense amounts of geometric detail with unprecedented efficiency. For high-fidelity automotive models, Nanite is a game-changer. It intelligently streams and processes only the necessary detail for what’s visible on screen, eliminating the traditional need for aggressive LOD creation for static meshes.
- Benefits for Automotive: Nanite allows artists to import extremely high-polygon models directly, potentially including portions of the original CAD data or highly tessellated meshes, without baking normal maps for primary forms. This preserves intricate curves and subtle details that might be lost in traditional normal map pipelines.
- Simplifying Workflow: For many static parts of a car (body panels, interior elements, engine blocks), Nanite can significantly reduce the retopology and normal map baking burden, allowing artists to focus more on material creation.
- Nanite Optimization Best Practices: While Nanite is powerful, it’s not a magic bullet for everything. Dynamic objects, animated parts, and meshes with transparency or complex shaders still benefit from traditional optimization. Convert static, opaque parts of the car to Nanite meshes where possible. Ensure your source geometry is watertight and clean.
- Limitations: Avoid Nanite for meshes that require deformation (e.g., suspension components that move, soft body physics). Translucent materials and masked materials also have specific considerations with Nanite.
Virtual Textures and Optimized Material Pipelines
Beyond geometry, materials and textures are paramount for automotive realism. UE5 offers robust systems to handle these efficiently.
- Virtual Textures: Similar to Nanite for geometry, Virtual Textures (VT) allow for massive textures (e.g., 16k, 32k) to be used without excessive memory usage. They stream only the visible portions of the texture, perfect for large, detailed car body textures or large environments where cars are placed.
- Physically Based Rendering (PBR): UE5’s PBR system is crucial for consistent, realistic lighting. Ensure all your material inputs (albedo, roughness, metallic, normal, ambient occlusion) adhere to PBR guidelines.
- Layered Materials: Automotive finishes often involve multiple layers (base paint, clear coat, metallic flakes). UE5’s material editor allows for complex layered materials, accurately simulating these effects. The clear coat shader, in particular, is vital for achieving that deep, glossy automotive finish.
- Optimized Shaders: Complex materials can become performance hogs. Optimize your material graphs by reusing nodes, simplifying calculations, and utilizing material instances to make quick variations without recompiling shaders. Consider using a master material approach for car paint, glass, and other common surfaces.
Advanced Lighting and Reflections
Even the most perfectly modeled and textured car will look flat without proper lighting and reflections. UE5’s advancements here are transformative for photorealistic game assets.
- Lumen Global Illumination: Lumen provides dynamic global illumination and reflections in real time, essential for realistic scene lighting. The way light bounces off a car’s metallic surfaces and illuminates its environment dynamically is critical for realism.
- Hardware Ray Tracing: For even higher fidelity, hardware-accelerated ray tracing can deliver incredibly accurate reflections, shadows, and ambient occlusion, elevating the visual quality of your automotive models to cinematic levels. Utilize it for high-end showcases or limited interactive experiences where performance budgets allow.
- HDRI Environments: High Dynamic Range Image (HDRI) panoramas are excellent for realistically lighting automotive scenes, providing convincing reflections and ambient light that perfectly match real-world environments.
Crafting a Robust Real-Time Rendering Workflow
A structured workflow is paramount to efficiently transform complex automotive data into high-performance, visually stunning interactive experiences. This holistic approach ensures every step contributes to the final quality and optimization.
From CAD to Optimized Mesh
The journey begins with the source data. If you’re working with CAD files, the initial import and cleaning phase is critical. CAD data often contains complex NURBS surfaces, trimmed surfaces, and an immense number of small, often overlapping, triangles. This raw data needs significant preparation before any form of high-poly retopology or decimation can begin.
- Import and Cleanup: Use dedicated CAD import tools (e.g., Datasmith in Unreal Engine) or software like Rhino, Fusion 360, or Moi3D to convert NURBS to mesh. Prioritize consolidating individual parts and removing any unnecessary internal geometry.
- Initial Decimation: For parts not requiring Nanite, a targeted initial decimation can reduce extreme polygon counts to a more manageable level before manual retopology, ensuring the high-poly source is still highly detailed for normal map baking.
- Mesh Repair: Address any non-manifold geometry, flipped normals, or open edges that might hinder baking or Nanite conversion.
Iterative Testing and Profiling
Optimization is not a one-time task; it’s an ongoing process. Throughout your real-time rendering workflow, regularly import your assets into Unreal Engine 5 and test their performance. Don’t wait until the very end to check your frame rates.
- UE5 Profiling Tools: Utilize Unreal Engine’s built-in profiling tools (`stat fps`, `stat unit`, `stat rhi`, `stat gpu`) to identify bottlenecks related to geometry, draw calls, or shaders.
- Target Hardware: Always test on your target hardware configuration (e.g., low-end PC, specific console, mobile device) to ensure broad compatibility and performance.
- Visual Integrity Checks: After each optimization pass (retopology, baking, LODs), carefully inspect the model in UE5 under various lighting conditions to ensure no visual fidelity has been lost. Pay close attention to reflections and shading on the car’s body.
Maintaining Visual Integrity
The goal of optimization is not simply to reduce poly counts, but to do so while retaining the original visual impact of the high-poly model. This requires a keen artistic eye and careful attention to detail.
- Silhouette Preservation: At all LOD levels, the car’s distinctive silhouette must remain intact. This is especially true for key features like wheel wells, headlights, and body lines.
- Normal Map Fidelity: Ensure your normal maps accurately convey the subtle details and sharp creases from the high-poly model. Any artifacts or blurriness will immediately detract from realism.
- Reflection Consistency: Automotive surfaces are highly reflective. Verify that reflections behave realistically across the optimized mesh, especially where normal maps are simulating curvature.
Asset Management and Pipeline Efficiency
A well-organized asset pipeline is crucial, especially when dealing with complex automotive models that comprise many individual parts (body, wheels, interior, engine). For those who prefer to start with proven quality, sourcing assets from platforms like 88cars3d.com can significantly streamline this process, as models often come pre-optimized and well-structured.
- Consistent Naming Conventions: Implement clear and consistent naming conventions for meshes, textures, materials, and other assets. This improves collaboration and makes asset management much easier.
- Modular Structure: Break down the car into logical, manageable modules (e.g., chassis, body, doors, wheels, interior, engine). This allows for easier individual optimization and material assignment.
- Version Control: Use a version control system (e.g., Perforce, Git LFS) to track changes, collaborate effectively, and revert to previous versions if issues arise.
- Shared Material Libraries: Develop a library of master materials for common automotive surfaces (car paint, glass, rubber, chrome) and use material instances to create variations.
Common Pitfalls and How to Avoid Them
Even with the best intentions, certain mistakes can derail an otherwise solid optimization effort. Being aware of these common pitfalls can save significant time and effort.
Over-Optimization vs. Under-Optimization
Finding the sweet spot between performance and visual quality is a constant challenge. Over-optimizing can strip away crucial detail, making the car look unrealistic or “boxy.” Under-optimizing, conversely, leads to poor performance and a sluggish experience. The key is balance.
- Solution: Rely on iterative profiling. Optimize until you hit your performance targets, then carefully reintroduce detail if the visual quality is lacking, re-profiling at each step. Prioritize detail retention on key features and areas closest to the camera.
UV and Normal Map Artifacts
Issues with UVs and normal maps are perhaps the most common source of visual problems in optimized models. Seams, stretching, or incorrect normal map data can make a car look broken or unrealistic.
- Solution: Double-check UV layouts for stretching and proper seam placement. Ensure your normal map baking process uses a proper cage and consistent tangent basis settings between your DCC software and Unreal Engine. Use a normal map visualizer in UE5 to inspect the map directly.
Scale and Unit Inconsistencies
Importing models with incorrect scale can lead to a host of problems in Unreal Engine, affecting physics, lighting, and rendering fidelity.
- Solution: Standardize your units across all software (e.g., centimeters in Blender/Maya/Max and Unreal Engine). Always export models at real-world scale and ensure their pivots are correctly set at the origin.
Neglecting Performance Profiling
Failing to regularly profile your assets within Unreal Engine 5 is a recipe for disaster. You might create beautiful assets, but if they don’t perform, they’re not fit for a real-time environment.
- Solution: Integrate profiling into your workflow from the beginning. Every time you make a significant change to an asset, test it in the engine. Learn to interpret the `stat` commands and use the advanced profilers to pinpoint performance bottlenecks.
Conclusion
Mastering high-poly automotive models for real-time photorealism in Unreal Engine 5 is a complex yet rewarding endeavor. It demands a blend of artistic skill, technical acumen, and a deep understanding of engine capabilities. By meticulously approaching 3D car model optimization through strategic high-poly retopology, precise normal map baking, intelligent LOD creation, and leveraging the power of UE5’s Nanite and advanced rendering features, you can achieve stunning results.
The journey from a multi-million polygon CAD model to a smooth, interactive photorealistic game asset running flawlessly at 60 FPS is challenging, but with the right real-time rendering workflow and a commitment to iterative testing and refinement, it is entirely achievable. Embrace the power of Unreal Engine 5 automotive features and continuously refine your techniques.
Remember, the goal is not just to reduce polygons, but to create an immersive, visually captivating experience that resonates with your audience. For those seeking a shortcut to quality and a solid foundation for their projects, exploring the diverse collection of high-quality, often pre-optimized 3D car models available at 88cars3d.com can significantly accelerate your development process and help you achieve your vision faster.
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Toyota Yaris Sedan 3D Model
Texture: Yes
Material: Yes
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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
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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
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Material: Yes
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Volvo V70 2005 3D Model
Texture: Yes
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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
Texture: Yes
Material: Yes
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Volkswagen Passat CC 3D Model
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Volkswagen Golf V 2006 3D Model
Texture: Yes
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Volvo S60 R-Design 2024 3D Model
Texture: 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
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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
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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
Texture: Yes
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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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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
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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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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
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Mercedes-Benz SL 65 AMG 3D Model
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Mercedes-Benz S500 3D Model
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Mercedes-Benz S55 W220 AMG 1999 3D Model
Texture: Yes
Material: Yes
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