Beyond Triangles: Mastering High-End Automotive CAD Optimization for Photorealistic Renders & Game Engines
Beyond Triangles: Mastering High-End Automotive CAD Optimization for Photorealistic Renders & Game Engines
The sleek lines, the shimmering paint, the intricate details of a high-performance vehicle – these are the hallmarks of captivating automotive visualizations. Whether destined for an immersive game world, a cinematic advertisement, or an architectural visualization, bringing a car to life in 3D demands both artistic skill and technical mastery. However, the journey from raw engineering data to a photorealistic render or a real-time interactive model is rarely straightforward. It begins with a fundamental challenge: bridging the gap between design-centric CAD files and the performance-driven demands of 3D rendering and game engines.
Native CAD (Computer-Aided Design) models, while perfect for precision engineering and manufacturing, are often impractical for visual applications. They come laden with excessive detail, unoptimized mesh structures, and often, messy topology that can cripple even the most powerful rendering setups and bring game engines to a crawl. For 3D artists and game developers, the task is clear: unlock the beauty of automotive CAD data through rigorous CAD data optimization. This guide will take you deep into the techniques and strategies required to transform unwieldy CAD files into production-ready assets, ready for stunning photorealistic renders and seamless integration into modern game engines.
The Raw Reality: Why Native CAD Data Falls Short for 3D Artistry
Engineering-grade CAD models are built for accuracy, not for real-time performance or efficient rendering. They typically utilize Non-Uniform Rational B-Splines (NURBS) or similar parametric surfaces, which define geometry mathematically. When these are exported or converted into polygon meshes for 3D applications, the result is often a highly dense, unstructured mesh that presents numerous obstacles for artists and developers.
Excessive Polygon Counts from NURBS to Mesh Conversion
The core issue with direct NURBS to mesh conversion is the sheer volume of polygons generated. CAD software is designed to maintain extreme precision, often creating millions of tiny triangles to accurately represent complex curves and surfaces. While this fidelity is crucial for manufacturing, it translates into an astronomical polygon count that is entirely unmanageable for rendering pipelines and especially devastating for real-time environments.
- Performance Bottleneck: High polygon counts drastically increase render times for offline renderers and severely impact frame rates in game engines.
- Memory Consumption: Larger file sizes consume more system memory, leading to slower loading times and potential crashes, particularly on lower-spec hardware.
- Inefficient Data: Much of this polygonal detail is redundant for visual purposes, lying within flat surfaces or areas that won’t be seen up close.
Messy and Unsuitable Topology for Animation and UVs
Beyond the polygon count, the topology itself is often problematic. CAD conversion tools tend to produce meshes with poor edge flow, long thin triangles, overlapping faces, and non-manifold geometry. This unstructured mess is ill-suited for the demands of 3D production.
- Shading Artifacts: Poor topology can lead to visible seams, pinching, and inconsistent shading, especially under complex lighting conditions.
- UV Mapping Challenges: Unclean topology makes proper UV mapping automotive surfaces incredibly difficult, leading to distorted textures and inefficient UV space utilization.
- Rigging and Deformation Issues: If the automotive model ever needs to be animated (e.g., suspension compression, opening doors), the chaotic mesh will deform poorly, resulting in unsightly distortions.
Therefore, before any serious artistic work can begin, a significant transformation must occur. The raw data must be streamlined, cleaned, and restructured to serve the specific needs of rendering and interaction, which often involves getting high-quality, pre-optimized models from resources like 88cars3d.com.
Essential Strategies for Robust CAD Data Optimization
The heart of preparing automotive CAD models lies in a series of strategic optimizations designed to reduce complexity, improve mesh quality, and facilitate texturing. This multi-stage process is critical for achieving both visual fidelity and performance efficiency.
Polygon Reduction Techniques: Decimation vs. Retopology
Reducing the polygon count is paramount. There are two primary approaches, each suited to different scenarios:
Mesh Decimation (Automated Reduction)
Decimation algorithms intelligently remove polygons while attempting to preserve the visual silhouette and detail. This is often a first-pass solution and particularly useful for static elements or background assets where perfect topology isn’t critical.
- Pros: Quick, can drastically reduce poly count. Good for initial clean-up.
- Cons: Doesn’t produce clean, quad-based topology. Can introduce triangulation artifacts, especially on curved surfaces. Not ideal for models that require deformation or clean UV unwrapping.
- Tools: Most 3D software (Blender, Maya, 3ds Max) has decimation modifiers. Specialized tools like Instant Meshes or ZBrush’s ZRemesher also offer more advanced options, although ZRemesher leans towards retopology.
Manual and Automated Retopology (Topology Reconstruction)
Retopology is the process of building a new, clean mesh over an existing high-polygon model. The goal is to create a quad-dominant mesh with an optimal edge flow that follows the natural contours of the object. This is essential for models that require deformation, intricate UV layouts, or superior shading.
- Manual Retopology: Artists manually trace over the high-poly mesh, placing new vertices and edges to create a clean, efficient surface. This offers maximum control and results in pristine topology. It’s labor-intensive but yields the best results for hero assets.
- Automated Retopology: Tools like ZBrush’s ZRemesher, QuadRemesher (for 3ds Max, Maya, Blender), or the Retopology Tools in Blender can semi-automatically generate new, quad-based meshes. While not always perfect, they offer a significant head start and are continually improving.
Topology reconstruction is about ensuring that the new mesh has an even distribution of polygons, especially in areas of high curvature, and that edge loops flow logically around features like wheel arches, door seams, and vents. This ensures smooth deformations and prevents shading errors.
Mesh Cleaning and Preparation
Once polygon reduction is underway, further mesh cleaning is necessary:
- Remove Internal Geometry: CAD models often have overlapping shells or internal components that will never be visible. Identifying and deleting these hidden faces significantly reduces poly count and memory usage.
- Fix Non-Manifold Edges/Vertices: These are geometry errors where edges or vertices are connected in an illogical way, causing rendering issues. Tools within 3D software can often identify and fix these.
- Merge Vertices by Distance: Remove duplicate vertices that might be incredibly close but not merged, which can cause shading anomalies.
- Unify Normals: Ensure all face normals are pointing in the correct direction (outwards) to prevent shading inconsistencies.
- Apply Transforms and Reset Pivots: Ensure scale, rotation, and position transforms are frozen or reset, and pivot points are set logically (e.g., at the center of a wheel for rotation).
These steps are critical for a stable and efficient mesh, preparing it for the next stages of texturing and rendering. It’s the foundation upon which high-quality assets are built, and resources like 88cars3d.com often provide models that have already undergone this meticulous preparation.
Crafting Visual Fidelity: Advanced UV Mapping and PBR Materials
With an optimized and clean mesh, the focus shifts to bringing the surface details to life. This involves precise UV unwrapping and setting up physically based rendering (PBR) materials, both crucial for achieving photorealistic results.
UV Mapping Automotive: Mastering Complex Surfaces
UV mapping automotive models presents unique challenges due to their predominantly curved and often intricate surfaces. Effective UV unwrapping is essential for applying textures without distortion, facilitating efficient texture artist workflows, and ensuring accurate lightmap generation for game engines.
Challenges and Techniques:
- Curved Surfaces: Projecting flat textures onto highly curved panels like fenders or hoods requires careful seam placement to minimize stretching. Techniques often involve creating multiple UV islands per panel and stitching them intelligently.
- Atlas UVs: For efficiency, many automotive parts (e.g., interior components, small engine details) can be packed into a single UV atlas. This minimizes draw calls in game engines and allows for shared texture sets.
- Custom Unwrapping: Specific components like tires, grilles, or headlight housings may require dedicated unwrapping strategies. Tires, for instance, often benefit from cylindrical mapping, while grilles might use planar projection.
- UDIM Workflow: For extremely high-detail models or productions, UDIMs (multiple UV tiles) are used. This allows for higher texture resolution across different parts of the car without a single, massive texture. It’s particularly useful for cinema-quality renders.
- Texel Density: Maintaining a consistent texel density across all UV islands is vital. This ensures that all parts of the car receive the same level of texture detail, preventing some areas from appearing blurry while others are sharp.
Proper UV layout is not just about avoiding stretches; it’s about optimizing texture memory, enabling effective texture painting in software like Substance Painter, and ensuring clean lightmap bakes in game engines. A well-laid-out UV map is a testament to an artist’s technical skill and foresight.
PBR Material Workflow: Automotive Paint, Glass, and Metals
The PBR material workflow is the industry standard for achieving photorealistic results. It defines materials based on real-world physical properties (albedo/base color, metallic, roughness, normal, ambient occlusion), ensuring consistent and realistic lighting response across different rendering environments.
Key PBR Material Components for Automotive:
- Automotive Paint: This is arguably the most complex material on a car. It typically involves multiple layers:
- Base Coat (Albedo/Color): The primary color of the paint.
- Metallic Flakes: Often represented by a metallic map and specific roughness/normal maps to simulate tiny reflective particles within the paint.
- Clear Coat: A highly reflective, usually dielectric (non-metallic) layer with very low roughness. This is often achieved with a layered material setup or specific shader parameters in advanced renderers and game engines. The clear coat provides that signature glossy, wet look.
- Normal Map: Can be used to add subtle orange peel texture or fine scratches, enhancing realism.
- Glass: Car glass requires accurate transmission and reflection properties.
- Refraction Index (IOR): Typically around 1.5-1.55 for standard glass.
- Transparency: Often controlled by an alpha or transmission map.
- Tint: Can be applied via color to the transmission.
- Roughness: While seemingly smooth, slight roughness can be added to simulate dirt or minor imperfections, especially on windscreens.
- Chrome and Polished Metals: These are high-metallic, low-roughness materials.
- Metallic Map: Value close to 1 (pure metallic).
- Roughness Map: Very low values (close to 0) for polished surfaces. Variations in roughness can simulate brushed metals or wear.
- Albedo Map: Typically dark or achromatic, as the color of metals is primarily derived from reflections.
- Rubber, Plastic, and Fabric: These materials are generally dielectric (metallic value 0) with varying roughness values, often requiring detail normal maps for intricate surface patterns.
An accurate PBR material workflow ensures that the car model looks fantastic in any lighting scenario, whether it’s a studio setup or a complex outdoor HDRI environment, and is crucial for achieving high-quality real-time automotive rendering in game engines. This attention to material accuracy is a hallmark of the premium models found at 88cars3d.com.
Integrating Optimized Assets into the 3D Ecosystem
Once your automotive CAD model has been meticulously optimized, UV mapped, and textured with PBR materials, the final step is to integrate it seamlessly into your chosen 3D environment, be it a high-end renderer or a game engine. This stage requires careful consideration of export settings, engine-specific configurations, and performance tuning.
Export Formats and Best Practices
Choosing the right export format is crucial for maintaining data integrity and compatibility across different software packages.
- FBX (.fbx): The industry standard for transferring 3D data, including meshes, materials, animations, and sometimes even basic lighting. It’s widely supported by almost all 3D software and game engines.
- Alembic (.abc): Excellent for complex geometry and animation sequences, but less common for static models with materials. It’s often used for caching dynamic simulations.
- glTF (.gltf / .glb): An increasingly popular, open-standard format for 3D scenes and models, especially for web-based 3D and real-time applications. It efficiently packages geometry, materials (PBR), and animations.
When exporting, always ensure you’re exporting only selected objects, baking transforms, and embedding media (textures) if necessary. Verify that your material assignments are correct and that smoothing groups/normals are preserved.
Game Asset Pipeline: Unleashing Automotive Models in Real-Time
Integrating an optimized automotive model into a game engine like Unreal Engine or Unity requires a specific approach within the game asset pipeline to ensure both visual fidelity and optimal performance. This is where real-time automotive rendering truly shines.
Unreal Engine and Unity Specifics:
- LODs (Levels of Detail): Crucial for performance. Create multiple versions of your car model with decreasing polygon counts for different viewing distances. The engine automatically switches between them. Tools like Unreal Engine’s Auto-LOD or manual creation are common.
- Collision Meshes: For physics and interaction, simplified collision meshes (often convex hulls or simple box colliders) are created. These are separate from the render mesh and are designed to be as low-poly as possible.
- Material Instances: Leverage the PBR material workflow by creating master materials and then instances for each unique car paint or trim. This allows for easy adjustments of color, roughness, or metallic properties without recompiling shaders, boosting efficiency and flexibility.
- Lightmap UVs: Game engines require a second set of UV coordinates (UV Channel 1) specifically for static lightmap baking. Ensure these UVs are non-overlapping and have adequate padding to prevent light bleeding artifacts.
- Optimized Textures: Use appropriate texture compression settings (e.g., DXT for diffuse/normal, BC5 for normal maps) and consider texture streaming to manage memory effectively.
- Blueprint/Scripting: Implement interactive elements like opening doors, working headlights, or drivable physics using the engine’s scripting tools (Blueprints in Unreal, C# in Unity).
High-End Renderers: Achieving Cinematic Photorealism
For cinematic quality and stunning still images, high-end renderers like V-Ray, Octane, Redshift, or Corona Renderer offer unparalleled realism. The optimized CAD model serves as a perfect foundation.
- Lighting Setup: Utilize HDRI (High Dynamic Range Image) environments for realistic exterior lighting, complemented by targeted area lights or spotlights to highlight specific features or add reflections. Studio lighting setups are common for showcasing design.
- Camera Settings: Mimic real-world photography with appropriate focal lengths, depth of field, and motion blur settings to enhance realism.
- Material Integration: Import your PBR textures and apply them to the corresponding material slots within the renderer. Most modern renderers have dedicated PBR shaders or physically accurate material types (e.g., V-Ray Material, Octane Universal Material). Fine-tune parameters like clear coat thickness, metallic flake density, and glass absorption.
- Render Settings: Adjust anti-aliasing, sampling rates, and ray tracing parameters to achieve a balance between render time and image quality. Leveraging GPU rendering (like Octane or Redshift) can significantly speed up the process.
- Post-Production: A crucial step for final polish. Use image editing software (e.g., Photoshop) to adjust color grading, add bloom, lens flares, chromatic aberration, or even subtly enhance reflections and shadows.
By following these steps, artists can confidently bring their high-quality automotive models, perhaps sourced from the meticulously prepared collections at 88cars3d.com, into any 3D environment, ensuring they look stunning and perform flawlessly.
Conclusion
The journey from raw automotive CAD data to a finely tuned, photorealistic 3D asset is a challenging but incredibly rewarding process. It demands a deep understanding of mesh optimization, topology, and material science. By mastering CAD data optimization through effective polygon reduction techniques and thoughtful topology reconstruction, artists lay the groundwork for superior visual quality and performance.
Precise UV mapping automotive surfaces and adhering to a rigorous PBR material workflow are the keys to unlocking the stunning realism that modern rendering demands. And finally, skillfully navigating the game asset pipeline for real-time automotive rendering or configuring settings for high-end offline renderers ensures that your optimized models truly shine.
This comprehensive approach transforms complex engineering files into versatile, production-ready assets capable of driving cinematic visuals, immersive game experiences, and cutting-edge design presentations. If you’re looking to streamline your workflow and start with exceptional quality, remember that resources like 88cars3d.com offer a wide range of meticulously optimized automotive models, ready to accelerate your projects to the next level of photorealism and performance.
Featured 3D Car Models
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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
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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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
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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
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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
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Material: Yes
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Mercedes-Benz SLK 350 2005 3D Model
Texture: Yes
Material: Yes
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Mercedes-Benz SL 65 AMG 3D Model
Texture: Yes
Material: Yes
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Mercedes-Benz S500 3D Model
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Mercedes-Benz S55 W220 AMG 1999 3D Model
Texture: Yes
Material: Yes
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