The Science Behind Photorealistic Car Paint
In the demanding world of automotive visualization and game development, nothing quite captivates an audience like a truly stunning car render. The sleek lines, the aggressive stance, and the intricate details all contribute to the allure, but it’s often the paintwork that truly elevates a model from good to breathtaking. Achieving truly photorealistic car paint is not merely about picking the right color; it’s a deep dive into the physics of light, reflection, and material properties.
The challenge intensifies when attempting to maintain this level of fidelity across different rendering environments. Offline renderers like V-Ray offer unparalleled accuracy, but translating that quality into a real-time engine like Unreal Engine 5 requires a meticulous approach and a deep understanding of PBR (Physically Based Rendering) principles. This definitive guide will walk you through the complexities, offering expert insights to craft unmatched car paint realism, whether you’re aiming for a static beauty shot or an immersive interactive experience. For those looking to start with a solid foundation, remember that high-quality 3D car models, like those available at 88cars3d.com, are essential.
The Science Behind Photorealistic Car Paint
Before diving into specific software, it’s crucial to understand the fundamental components that make up a realistic car paint shader. Car paint is a complex multi-layered material, each layer interacting with light in a unique way to create its distinctive appearance. Ignoring these physical properties will always result in a synthetic, unrealistic look.
Understanding PBR Automotive Materials
Physically Based Rendering (PBR) is the cornerstone of modern rendering, emphasizing physically accurate material properties to ensure consistent results under various lighting conditions. For automotive materials, this means meticulously defining how light scatters, reflects, and refracts through each layer of the paint. It’s about simulating real-world physics, not just artistic guesswork.
A typical car paint structure involves:
- Base Coat: This is where the primary color resides. It can be solid, metallic, or pearlescent, dictating the underlying hue and how it reflects diffuse light.
- Metallic Flakes: Embedded within or just above the base coat, these tiny, reflective particles (usually aluminum) are responsible for the paint’s characteristic sparkle and shift in appearance as the viewing angle changes. The size, density, and orientation of these flakes are critical.
- Clear Coat: This transparent, highly reflective layer sits on top, protecting the base coat and providing the glossy, mirror-like finish. Its thickness, roughness, and index of refraction (IOR) are paramount for achieving true clear coat realism. Modern car paints often feature multiple clear coat layers for added depth and protection.
Each of these layers contributes to the final reflectivity, specularity, and color of the car paint, making it a challenging but rewarding material to master. The interaction between these layers is what defines the unique character of automotive finishes.
Mastering V-Ray for Unrivaled Car Paint Setup
V-Ray, known for its production-proven rendering capabilities, provides robust tools for creating highly detailed PBR automotive materials. The key lies in leveraging V-Ray’s layered material system and its dedicated shader nodes to accurately represent each component of the car paint. This section focuses on a comprehensive V-Ray car paint setup that aims for absolute physical accuracy.
Building the Base Coat
Start with a V-Ray Material as your foundation. This will form the base coat of your car paint. Set its diffuse color to the desired primary hue of your vehicle. For a solid color, a simple diffuse value is sufficient. For metallic or pearlescent effects, you’ll blend this with reflective properties.
Adjust the roughness (or glossiness, depending on your V-Ray version) to represent the underlying matte finish before the clear coat. Typically, this will be quite rough, as the clear coat provides the shine.
Crafting the Metallic Flake Shader
The metallic flakes are often the most distinctive feature of automotive paint. In V-Ray, you can simulate these using a layered approach or specialized shaders. A common and effective method is to use a second V-Ray Material or a V-Ray Blend Material, placed over your base coat.
- Create a Flake Layer: Make a new V-Ray Material. Set its diffuse color to a dark gray or black.
- Define Reflectivity: Give it a strong reflection color (white) and adjust its Fresnel IOR to around 1.5-2.0, mimicking metallic reflections.
- Simulating Flakes: The magic happens with the Bump map. Use a noise map (like a cellular map or fractal noise) with extremely fine details and high contrast. Map this to the Bump slot of your flake material. Experiment with the noise parameters to get the right flake size and distribution.
- Blending: Use a V-Ray Blend Material. Your base coat goes into “Material 1,” and your flake layer goes into “Material 2.” Use a mask or another noise map in the blend amount to control the density and visibility of the flakes, or simply let the clear coat refract through it.
Alternatively, V-Ray includes dedicated Car Paint material shaders that simplify this process, offering direct controls for flake size, density, and color. These dedicated shaders are highly recommended for efficiency and quality.
Achieving Multi-Layer Clear Coat Realism
The clear coat is paramount for that glossy, deep finish. This requires another layer of reflection. For true clear coat realism, consider the following:
- Top V-Ray Material: Create a new V-Ray Material. This will be your clear coat.
- Transparency and Reflection: Set its diffuse color to black (or very dark gray) to make it transparent, allowing the underlying layers to show through. Give it a strong white reflection color.
- IOR for Plastic/Varnish: Set the Fresnel IOR to around 1.4-1.5, typical for varnish or plastic.
- Glossiness/Roughness: Crucially, set its reflection glossiness (or roughness) to a high value (e.g., 0.9-0.98) for a smooth, mirror-like finish. Minor imperfections can be introduced with a very subtle noise map in this slot.
- Layering with Blend Material: Use another V-Ray Blend Material. Your combined base coat and flake material go into “Material 1.” Your new clear coat material goes into “Material 2.” Set the blend amount to 1.0, effectively making the clear coat a transparent layer on top.
For multi-layer clear coats, you can repeat the clear coat material and blend it again, perhaps with slightly different roughness values, to simulate even greater depth. This comprehensive V-Ray car paint setup provides an excellent foundation for capturing the nuances of real-world automotive finishes.
Bridging the Gap: Optimizing V-Ray Materials for Unreal Engine 5
Translating a meticulously crafted V-Ray material to Unreal Engine 5 is not a direct conversion; it’s an optimization process. Real-time rendering has different constraints and philosophies than offline rendering. The goal is to approximate the V-Ray quality while adhering to PBR standards and maintaining performance in the real-time environment.
Understanding Unreal Engine 5’s PBR Workflow
Unreal Engine 5 operates on a strict PBR Metallic/Roughness workflow. This means every material requires specific texture maps that define its properties: Base Color, Metallic, Roughness, and Normal. Emissive and Ambient Occlusion are also commonly used. Unlike V-Ray’s often-layered material structures, UE5 typically combines these properties into a single, comprehensive material graph.
The challenge for PBR automotive materials in UE5 is to condense the complex layering of V-Ray into these PBR channels without losing too much visual fidelity, especially when dealing with advanced features like metallic flakes and multiple clear coats. Real-time rendering optimization becomes a critical consideration here.
Converting V-Ray PBR to UE5 Material Graph
The conversion process involves extracting the relevant information from your V-Ray setup and translating it into UE5’s input channels:
- Base Color: This will be derived from your V-Ray base coat’s diffuse color, perhaps with some influence from the flakes for a subtle color shift. Bake out a texture if your V-Ray base color is procedurally generated.
- Metallic: For car paint, the Metallic input should be carefully controlled. The base coat itself is dielectric (non-metallic), but the flakes are metallic. You’ll need a mask to define where the flakes are metallic (value 1) and where the base coat is dielectric (value 0).
- Roughness: This is arguably the most critical map for car paint realism. Your clear coat’s glossiness in V-Ray needs to be inverted for UE5’s roughness (Glossiness = 1 – Roughness). You’ll also need to consider the roughness of the metallic flakes, which are typically very smooth.
- Normal Map: The V-Ray metallic flake shader’s bump map will be your primary source for the normal map in UE5. You’ll need to bake this out from your 3D software (e.g., 3ds Max, Maya) into a tangent-space normal map. This ensures the flakes catch light correctly.
This conversion requires careful attention to detail and a good understanding of how each PBR channel contributes to the final look. Tools like Substance Painter or Designer can assist in generating and refining these PBR textures from baked V-Ray outputs.
Crafting the Unreal Engine 5 Car Shader: A Deep Dive
Building an effective Unreal Engine 5 car shader means leveraging its powerful material editor and understanding how to combine nodes to replicate the complex visual properties of car paint. The goal is to achieve visual parity with your V-Ray renders while maintaining interactive framerates.
Base Color, Metallic, Roughness, and Normal Maps
Start with a standard Master Material. Connect your baked Base Color, Metallic, Roughness, and Normal maps to their respective input pins. This provides the foundational look for your paint.
- Base Color: A simple texture lookup is usually sufficient.
- Metallic: Use a mask texture where white represents metallic flakes and black represents the dielectric base coat.
- Roughness: A texture map derived from your clear coat’s inverse glossiness is essential. Introduce subtle procedural noise (e.g., a Perlin noise or Voronoi texture) with a low intensity to simulate micro-scratches and slight imperfections on the clear coat, enhancing clear coat realism.
- Normal Map: Connect your baked normal map for the metallic flakes. Ensure the texture is set to “Normal Map” in its import settings.
Implementing Custom Clear Coat Layers
Unreal Engine 5 offers a dedicated “Clear Coat” input in its material node, which is incredibly useful for car paint. This input simulates an additional, physically accurate reflective layer on top of your existing material. It’s designed specifically for materials like car paint.
- Clear Coat Input: Set the ‘Clear Coat’ value to 1. This enables the second reflective layer.
- Clear Coat Roughness: Provide a low roughness value (e.g., 0.05 – 0.15) to the ‘Clear Coat Roughness’ input. This controls the sharpness of the reflections on the clear coat. Again, a subtle noise texture can be layered on top to break up perfect reflections and enhance realism.
- Clear Coat Normal: If you have very fine micro-scratches or orange peel texture for your clear coat, you can plug a separate normal map here. This allows the clear coat to have its own unique surface imperfections without affecting the underlying paint.
Using the built-in Clear Coat input is significantly more performant and accurate than trying to layer reflections manually through complex material functions, making it ideal for real-time rendering optimization.
Approximating the Metallic Flake Shader in UE5
While the normal map handles the basic flake appearance, you can enhance the metallic flake shader effect in UE5 further:
- Anisotropy: Car paint often exhibits slight anisotropy, where reflections stretch based on the viewing angle. Unreal Engine has an Anisotropy input, which can be driven by a tangent map or a simple constant for subtle effects. This adds another layer of realism to metallic finishes.
- Custom Flake Normals: For more artistic control, you could experiment with a custom material function that generates procedural flake normals and blends them with your baked normal map. This allows for dynamic flake appearance without needing multiple normal maps.
- Flake Color/Tint: If your flakes have a specific color tint (e.g., gold flakes in a blue paint), you can multiply your Base Color by a subtle color value masked by your Metallic map.
Remember to utilize Material Instances. Create a Master Material with all these parameters exposed. Then, create instances for each car paint variation, allowing you to quickly adjust colors, roughness, flake properties, and clear coat settings without recompiling shaders. This is crucial for an efficient automotive visualization workflow.
Achieving Clear Coat Realism and Advanced Effects
Beyond the core PBR maps, there are several advanced techniques that push car paint realism to the next level, addressing imperfections and leveraging modern rendering features.
Layered Materials for Imperfections
No real-world car paint is perfectly pristine. Introducing subtle imperfections is key to breaking the “CGI look.”
- Dirt and Dust: Use a second material layer (or a decal) with a subtle, rough, dark material and blend it over your car paint using vertex colors, world-aligned textures, or masked decals. This is especially effective around panel gaps, lower body sections, and behind wheels.
- Water Spots: Similar to dirt, masked roughness variations and subtle normal map details can simulate dried water spots, adding character.
- Scratches and Swirl Marks: These are best implemented as a separate normal map and a localized roughness map. A very fine noise texture in the clear coat roughness, blended with a scratch texture, can work wonders. Ensure the scratches only affect the clear coat layer and don’t dig into the base paint.
These micro-details, while subtle, significantly enhance the believability of your photorealistic car paint.
Real-time Ray Tracing for Reflections
Unreal Engine 5’s Lumen and hardware-accelerated Ray Tracing features are game-changers for reflections and global illumination. For car paint, ray-traced reflections provide unparalleled accuracy, especially for the clear coat.
- Lumen Reflections: Ensure Lumen is enabled and configured correctly for high-quality reflections. It offers excellent real-time global illumination and reflections that are critical for realistic automotive scenes.
- Hardware Ray Tracing: For even more precise and sharp reflections, especially on highly reflective surfaces like clear coat, enable hardware ray tracing. This will dramatically improve the fidelity of reflections on your car paint, though it comes with a performance cost. Consider using it for high-end visualizations or cinematic renders.
Combine these with well-placed reflection captures (for fallback and static reflections) to ensure consistent and high-quality reflections across your scene, directly contributing to superior clear coat realism.
Post-Processing for the Final Look
The final touch in any rendering pipeline is post-processing. UE5’s post-process volume offers a wealth of options to refine the look of your car paint:
- Color Grading: Adjust saturation, contrast, and color balance to enhance the paint’s vibrancy.
- Vignette & Film Grain: Subtle additions can give a more photographic feel.
- Lens Flares & Bloom: Especially effective for highlighting specular reflections on the clear coat. Use sparingly to avoid over-stylization.
- Depth of Field: Draw attention to specific areas of the car, especially the paint details.
- Exposure: Fine-tune the overall brightness to make the paint pop without blowing out highlights.
Careful post-processing can elevate an already good Unreal Engine 5 car shader to cinematic quality.
Streamlining Your Automotive Visualization Workflow
An efficient workflow is crucial for maintaining quality and meeting deadlines in automotive visualization workflow. This involves careful planning, consistent practices, and leveraging high-quality assets.
Maintaining Consistency Across Tools
The journey from V-Ray to Unreal Engine 5 requires careful consistency. Ensure your color profiles, units, and material property interpretations are aligned as much as possible. Document your conversion processes for repeatability.
- Color Spaces: Understand the difference between linear and sRGB color spaces. Ensure textures are imported with the correct gamma settings in both applications.
- PBR Values: Stick to established PBR guidelines for metallic and roughness values. A metallic surface should have a metallic value of 1, and a dielectric (non-metallic) surface should have 0. Roughness values range from 0 (mirror-smooth) to 1 (fully rough).
- Normal Map Standards: Ensure your baked normal maps conform to Unreal Engine’s tangent space requirements. Flipping green channels is a common adjustment.
This attention to detail minimizes discrepancies and speeds up troubleshooting, making your automotive visualization workflow much smoother.
Best Practices for Asset Management
Organize your assets meticulously. Use consistent naming conventions for textures, materials, and models. Keep your source V-Ray scene clean and well-structured, as this will simplify the baking and export process for Unreal Engine 5.
Consider using a version control system for your Unreal Engine projects and source files. This protects against data loss and facilitates collaboration, which is vital in complex production pipelines involving high-fidelity PBR automotive materials.
Leveraging High-Quality 3D Models
No matter how perfect your car paint shader is, it won’t look good on a subpar 3D model. High-quality base meshes with clean topology, proper UVs, and accurate proportions are non-negotiable for achieving truly photorealistic car paint. Detailed panel gaps, correct surface curvature, and optimized polycounts are all essential.
For artists and studios seeking to jumpstart their projects with exceptional foundational assets, resources like 88cars3d.com offer a wide selection of meticulously crafted 3D car models. Starting with a professional-grade model from 88cars3d.com allows you to focus your efforts on the intricate material work, knowing your base geometry is already optimized for demanding rendering tasks in both V-Ray and Unreal Engine 5.
Conclusion
Achieving unmatched car paint realism across V-Ray and Unreal Engine 5 is a challenging yet deeply rewarding endeavor. It demands a thorough understanding of material science, PBR principles, and the specific nuances of each rendering environment. From crafting the intricate layers of a V-Ray car paint setup to optimizing a performant and visually stunning Unreal Engine 5 car shader, every step contributes to the final masterpiece.
By meticulously constructing your base coats, fine-tuning your metallic flake shader, and perfecting the multi-layered clear coat realism, you can create automotive renders that blur the line between virtual and reality. Remember that real-time rendering optimization is key in UE5, and leveraging advanced features like Lumen and hardware ray tracing will further elevate your results. Embrace these techniques, refine your automotive visualization workflow, and don’t hesitate to start with a strong foundation like the exceptional models available at 88cars3d.com.
The journey to perfect automotive renders is continuous, but with this guide, you have the knowledge to drive your creations to unprecedented levels of realism. Start experimenting, iterating, and pushing the boundaries of what’s possible in 3D art!
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Toyota Matrix 2005 3D Model
Texture: Yes
Material: Yes
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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
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
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
Texture: 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
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
Texture: Yes
Material: Yes
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Volvo VCC-003 3D Model
Texture: Yes
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
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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Mercedes-Benz S55 W220 AMG 1999 3D Model
Texture: Yes
Material: Yes
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