Bridging the Gap: From High-Fidelity Design to Real-time Readiness
The allure of a gleaming, perfectly rendered automobile is undeniable, whether it’s speeding across a virtual racetrack, gracing a cinematic advertisement, or starring in an interactive configurator. Achieving breathtaking visual fidelity for automotive assets in real-time engines like Unreal Engine 5, however, is a sophisticated dance between artistic craftsmanship and technical prowess. The challenge is significant: transforming incredibly detailed, often CAD-derived, designs into lightweight, optimized models that still retain every pixel of their intended realism without crippling performance. This isn’t just about making a car look good; it’s about making it perform flawlessly as a game-ready vehicle or a crucial component in a high-stakes virtual production workflow.
At 88cars3d.com, we understand the complexities involved. This comprehensive guide will walk you through the essential stages of mastering the pipeline for crafting next-gen photorealistic car models in Unreal Engine 5. We’ll dive deep into everything from initial data preparation and intricate material creation to leveraging UE5’s groundbreaking features like Nanite and Lumen, ensuring your automotive assets not only look stunning but are also impeccably optimized for performance.
Bridging the Gap: From High-Fidelity Design to Real-time Readiness
The journey of a photorealistic car model often begins outside the realm of game engines, typically in CAD (Computer-Aided Design) software used by automotive engineers and designers. These files, while perfect for manufacturing, are incredibly dense and unsuitable for real-time rendering environments like Unreal Engine 5. The raw poly count can be in the tens of millions or even hundreds of millions, requiring a significant transformation. This initial phase of CAD data conversion is critical, setting the foundation for all subsequent optimization and artistic refinements.
Initial Data Acquisition and Preparation
The first step involves importing the CAD data into a 3D modeling application such as Maya, 3ds Max, Blender, or Modo. Common CAD file formats include STEP, IGES, SAT, and sometimes proprietary formats from software like SolidWorks or Catia. These formats represent surfaces mathematically, which then need to be tessellated into polygons.
During tessellation, you’ll need to find a balance. A higher tessellation setting yields smoother curves but results in more polygons. Conversely, too low a setting can introduce visible facets on curved surfaces, compromising visual quality. Once tessellated, the geometry often requires extensive cleanup. This can involve merging duplicate vertices, fixing non-manifold geometry, orienting normals correctly, and removing extraneous construction data that’s irrelevant for real-time rendering. Ensuring a clean mesh at this stage saves immense time down the line.
The Art of Retopology for Game-Ready Vehicles
Retopology is arguably the most crucial step for Unreal Engine 5 automotive optimization. It involves creating a new, optimized mesh over the high-polygon CAD data that is specifically designed for real-time performance and efficient deformation. The goal is to achieve a polygon count that is significantly lower than the original CAD model while maintaining the vehicle’s essential contours and hard-surface details.
The process can be manual, using tools within your 3D software to draw new polygons, or semi-automated with specialized retopology software. Manual retopology allows for precise control over edge flow, which is vital for maintaining crisp lines and smooth shading. Good edge flow ensures that details like character lines, panel gaps, and subtle curvatures are perfectly preserved. For game-ready vehicles, a common strategy is to create multiple Level of Detail (LODs). The highest LOD might be 100,000-300,000 triangles for a hero vehicle, while lower LODs for distant views could range from 20,000 down to a few thousand, each meticulously optimized for specific distances.
The PBR Powerhouse: Crafting Photorealistic Materials
Once your geometry is optimized, the magic of photorealistic car models truly comes alive through physically based rendering (PBR) materials. A robust PBR texture workflow is non-negotiable for achieving the high visual fidelity demanded by modern engines. This involves creating textures that accurately represent how light interacts with different surfaces, from the glossy sheen of car paint to the intricate reflections on chrome.
Master Car Paint Shaders
Car paint is one of the most complex materials to replicate. It typically consists of several layers: a base color, a metallic flake layer, and a clear coat. Unreal Engine 5 excels at rendering these complex interactions thanks to its advanced material editor. For the base coat, a blend of metallic and roughness maps defines the underlying color and how reflective it is. The metallic flakes, often created using a tileable noise texture or a dedicated flake map, add that characteristic sparkle and depth.
The clear coat is paramount for realism. UE5’s Clear Coat shading model is specifically designed for this, simulating the transparent, reflective layer found on real-world car finishes. Parameters like Clear Coat Roughness, Clear Coat Normal, and Clear Coat Intensity allow for fine-tuning the reflectivity and smoothness of this outer layer. Subtle variations in roughness maps can simulate dust, scratches, or wear, further enhancing realism. Additionally, consider subtle subsurface scattering for darker, richer paints to give them more depth and less of a “plastic” feel.
Realistic Glass and Transparent Materials
Automotive glass – windshields, windows, and headlights – is another critical element for realism. It needs to accurately refract light, reflect its environment, and ideally, show subtle imperfections. In Unreal Engine 5, transparent materials are typically achieved using a combination of a translucent blending mode and careful texture work. The material should have appropriate refraction values (e.g., around 1.52 for glass) and accurate roughness maps to simulate smudges or dirt. Anisotropy can also be used for certain glass types, such as polarizing filters or scratched surfaces, to give light reflections a directional streak.
For headlights and taillights, combining transparent glass with emissive elements for the bulbs creates dynamic and believable lighting. Consider using detail normal maps for subtle imperfections like manufacturing ripples or tiny scratches, which dramatically increase realism when viewed up close.
Metallic Surfaces and Interior Detailing
Beyond paint and glass, a car is a symphony of various materials: chrome, brushed aluminum, rubber, plastic, and various fabrics. Each requires its own PBR treatment. Chrome and polished metals rely on very low roughness values and high metallic values, combined with accurate normal maps to capture brushed patterns or imperfections. Rubber tires need a slightly rougher, darker appearance, with intricate tread patterns defined by normal maps and displacement maps where appropriate.
For interiors, the variety of materials expands further: leather, cloth, carbon fiber, soft-touch plastics. Each demands unique texture sets. High-quality normal maps are essential for fabric weaves and stitching, while ambient occlusion maps help ground these details. Utilizing texture atlases for shared interior materials can also aid in Unreal Engine 5 automotive optimization by reducing draw calls and memory footprint. The attention to these nuanced details is what elevates a good model to a truly photorealistic car model.
UV Mapping and Texture Optimization for Performance
An efficient UV mapping strategy is just as vital as clean geometry and well-crafted PBR materials. UVs dictate how your 2D textures are wrapped around your 3D model, directly impacting visual quality and performance. Poor UVs can lead to stretched textures, visible seams, or inefficient texture memory usage, all detrimental to Unreal Engine 5 automotive optimization.
Efficient UV Layout Strategies
When creating UVs for photorealistic car models, the primary goal is to minimize seams while maximizing texel density – the number of pixels per unit of 3D space. Consistent texel density across all parts of the vehicle ensures that texture detail is evenly distributed and no areas appear blurry or overly pixelated. Strategically place seams in less visible areas, such as along panel gaps or underneath the vehicle, to maintain visual integrity.
For complex assets like automotive bodies, UDIMs (U-Dimension) are an excellent approach. This system allows you to use multiple texture tiles for a single material, distributing high-resolution details across several texture maps rather than cramming everything into one. This is particularly useful for large surfaces that require extreme detail, such as the main body panels or large interior sections. For smaller, less critical parts, texture atlases can be used to pack multiple UV islands into a single texture, further improving performance by reducing material calls.
Texture Baking and Workflow
Texture baking is the process of transferring high-detail information from a high-polygon model onto the optimized low-polygon mesh. This is where the intricacies captured during the CAD data conversion and retopology phases truly shine. Key maps to bake include:
- Normal Maps: These simulate surface detail (like panel lines, vents, or minor imperfections) without adding actual geometry, giving a low-poly model the appearance of high-poly complexity.
- Ambient Occlusion (AO) Maps: These calculate areas where light would be blocked, creating subtle shadows in crevices and corners, enhancing depth and realism.
- Curvature Maps: Useful for procedurally adding wear, edge highlights, or dirt to sharp edges and recesses.
- ID Maps: Used for selecting specific material zones or colors during texturing.
Once baked, these maps form the basis of your PBR texture workflow. Textures should be authored at appropriate resolutions (e.g., 4K or 8K for hero assets, lower for distant LODs) and optimized for Unreal Engine. Common texture formats like PNG or TGA are suitable for authoring, but consider using BC7 compression for high-quality final assets in UE5 to balance quality and memory footprint. Efficient texture streaming and intelligent use of mipmaps in Unreal Engine 5 further ensure that only necessary texture data is loaded, contributing to overall performance.
Unleashing Unreal Engine 5: Nanite and Lumen for Automotive Assets
Unreal Engine 5 represents a monumental leap in real-time rendering capabilities, and its flagship features – Nanite and Lumen – are game-changers for creating photorealistic car models. These technologies fundamentally alter how artists can approach asset creation, significantly boosting visual fidelity while streamlining the optimization process for Unreal Engine 5 automotive optimization.
Nanite: Geometric Fidelity Without the Performance Hit
Nanite is UE5’s virtualized micropolygon geometry system. It allows artists to import incredibly high-detail meshes – often directly from sculpts or high-poly CAD data conversion results – without the need for traditional manual Level of Detail (LODs) for the base mesh. Nanite intelligently streams and processes only the necessary detail for each frame, based on screen resolution and distance. This means you can have millions of polygons in your car model, and Unreal Engine 5 will handle it efficiently.
For photorealistic car models, Nanite is a revelation. It eliminates the arduous task of manually creating multiple LODs for the main body panels and many intricate components. You can maintain the precise curvature and sharp edges from your high-poly source without significant retopology compromises on the main geometry. However, it’s important to note that Nanite works best for static meshes. For animated components like wheels, suspension, or doors that use skeletal meshes, traditional LODs are still necessary. Additionally, transparent and masked materials may not be fully supported by Nanite at the time of writing, requiring careful consideration for elements like glass and grilles.
Lumen: Dynamic Global Illumination for Immersive Scenes
Lumen is Unreal Engine 5’s fully dynamic global illumination and reflections system. It calculates indirect lighting and reflections in real-time, delivering stunningly realistic illumination that responds immediately to changes in lighting or geometry. For automotive scenes, Lumen is transformative. It accurately simulates how light bounces around the environment, creating incredibly convincing ambient occlusion, soft shadows, and reflective caustics that play across the car’s surfaces.
Setting up Lumen involves enabling it in your project settings and ensuring your scene’s lighting is configured for dynamic illumination. This means utilizing movable lights and ensuring materials have accurate PBR properties, as Lumen relies on these to calculate light bounces. The interplay of Lumen’s global illumination with the complex PBR materials of a car model – especially the clear coat and metallic flakes – creates an unparalleled sense of presence and realism, making the vehicle feel truly integrated into its environment. This is paramount for high-quality virtual production assets and cinematic sequences.
Optimizing for Other UE5 Features
Beyond Nanite and Lumen, Unreal Engine 5 offers other powerful tools for Unreal Engine 5 automotive optimization. Virtual Shadow Maps (VSM) provide incredibly high-resolution, soft, and accurate shadows, essential for grounding a detailed car model realistically in a scene. Temporal Super Resolution (TSR) is another significant enhancement, offering superior upscaling compared to previous methods, allowing the engine to render at a lower resolution internally and then upscale to the target display resolution with minimal visual degradation, freeing up valuable GPU resources.
Crafting Game-Ready Vehicles and Virtual Production Assets
While a beautifully rendered static car is impressive, the true power of a meticulously crafted automotive asset lies in its ability to be interactive and dynamic. Whether destined for a high-octane racing game, an immersive training simulation, or a cutting-edge virtual production workflow, transforming a static model into a fully functional and optimized vehicle requires additional steps beyond mere visual fidelity.
Setting Up Skeletal Meshes and Physics
For game-ready vehicles, animating components like wheels, suspension, and doors is essential. This typically involves rigging the car as a skeletal mesh, where individual components are assigned to bones that can be controlled independently. Wheels need to rotate and steer, suspension systems need to compress and extend, and doors or hoods might open. Unreal Engine’s Chaos Vehicle Physics system provides a robust framework for simulating realistic car behavior, including engine forces, tire friction, and collision dynamics. You’ll define axles, wheels, and suspension points, then tune parameters to achieve the desired handling characteristics.
Proper collision meshes are also vital. While Nanite handles collision for its geometry, custom simplified collision meshes (often convex hulls or simple box shapes) are more efficient for physics simulations and accurate interactions with the environment. These are much lower poly than the visual mesh, ensuring collision calculations don’t become a performance bottleneck.
Integrating for Virtual Production Workflows
The demand for high-fidelity virtual production assets is rapidly growing, particularly in automotive advertising and filmmaking. Here, photorealistic car models are integrated into real-time environments, often displayed on LED volumes, and interact with live-action elements. In this context, consistent visual quality across all conditions is paramount. This means ensuring your materials react correctly to different lighting scenarios, your LODs are seamless, and your asset pipeline supports rapid iteration.
Unreal Engine 5 facilitates real-time camera tracking and data ingest, allowing virtual vehicles to be controlled and filmed as if they were physically present on set. The asset’s performance needs to be rock-solid, even under the intense demands of high-resolution, multi-camera virtual production setups. The combination of Nanite’s detail and Lumen’s dynamic lighting provides an unparalleled foundation for this.
Performance Considerations and Final Optimization Passes
Even with UE5’s advanced features, continuous Unreal Engine 5 automotive optimization is a never-ending process. Use Unreal Engine’s built-in profiling tools (like “stat unit”, “stat gpu”, “profilegpu”) to identify performance bottlenecks. Monitor draw calls, shader complexity, and memory usage. Optimize shadow casters by ensuring only necessary objects cast shadows and fine-tuning shadow map resolutions. Reduce overdraw, especially with transparent materials. Baking static lights where possible can also free up Lumen’s resources for dynamic elements.
For Level of Detail (LODs) on non-Nanite meshes, ensure transitions are imperceptible. Texture streaming pools should be adequately sized. Consolidate materials where possible to reduce draw calls. The ultimate goal is to achieve an optimal balance between visual fidelity and smooth, consistent frame rates across your target platforms, whether it’s a high-end PC for virtual production or a console for a game.
Conclusion
Crafting next-gen photorealistic car models for Unreal Engine 5 is a challenging yet incredibly rewarding endeavor. It demands a holistic understanding of the pipeline, from meticulous CAD data conversion and retopology to sophisticated PBR texture workflow and leveraging Unreal Engine’s cutting-edge features. The seamless integration of geometry optimization, material excellence, and engine-specific technologies like Nanite and Lumen allows artists and developers to push the boundaries of real-time automotive visualization.
By mastering these techniques, you can transform complex automotive designs into stunning, performance-optimized game-ready vehicles and cinematic-quality virtual production assets. The power of Unreal Engine 5 automotive optimization provides the tools; your skill and attention to detail will bring these virtual machines to life. If you’re looking to jumpstart your projects with premium, meticulously crafted automotive assets, explore the high-quality models available at 88cars3d.com, designed to integrate seamlessly into your Unreal Engine 5 pipeline. Start building your dream scenes today and drive your projects into the next generation of real-time realism!
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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
Texture: Yes
Material: Yes
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Volkswagen Golf V 2006 3D Model
Texture: Yes
Material: Yes
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Volvo S60 R-Design 2024 3D Model
Texture: Yes
Material: Yes
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Volkswagen Passat 2025 3D Model
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Material: Yes
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Volkswagen Passat Variant B6 2005 3D Model
Texture: Yes
Material: Yes
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Volkswagen Phaeton W12 2004 3D Model
Texture: Yes
Material: Yes
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Volkswagen Scirocco 2015 3D Model
Texture: Yes
Material: Yes
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Volvo S60 2024 3D Model
Texture: Yes
Material: Yes
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Volkswagen Polo 3D Model
Texture: Yes
Material: Yes
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Volkswagen Golf 5-Doors 2018 3D Model
Texture: Yes
Material: Yes
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Volvo C70 T5 2000 3D Model
Texture: Yes
Material: Yes
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Volvo S40 Sedan 2004 3D Model
Texture: Yes
Material: Yes
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Volvo C30 BEV 2012 3D Model
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Material: Yes
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Volvo C70 1998 3D Model
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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
Texture: Yes
Material: Yes
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Mercedes-Benz C230 SportCoupé 2005 3D Model
Texture: Yes
Material: Yes
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Mercedes-Benz SLK 3D Model
Texture: Yes
Material: Yes
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Mercedes 600 SEC W140 1992 3D Model
Texture: Yes
Material: Yes
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Mercedes S-Class 2010 3D Model
Texture: Yes
Material: Yes
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McLaren MP4-12C-001 3D Model
Texture: Yes
Material: Yes
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Mercedes-Benz SLK 350 2005 3D Model
Texture: Yes
Material: Yes
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Mercedes-Benz SL 65 AMG 3D Model
Texture: Yes
Material: Yes
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Mercedes-Benz S500 3D Model
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Material: Yes
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Mercedes-Benz S55 W220 AMG 1999 3D Model
Texture: Yes
Material: Yes
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