Understanding the CAD to Game-Ready Challenge
The sleek curves, intricate details, and powerful presence of modern vehicles are engineering marvels. When translating these masterpieces from the realm of CAD design into interactive, real-time environments like video games, a significant technical bridge must be built. Raw CAD data, while incredibly precise, is far from optimized for the demands of game engines.
This journey from high-fidelity engineering models to efficient, game-ready assets is a specialized art form. It requires a deep understanding of 3D modeling principles, performance optimization, and game engine pipelines. Mastering this workflow is crucial for anyone involved in automotive game development, ensuring that vehicles not only look stunning but also run smoothly across various platforms.
In this comprehensive guide, we’ll dive deep into the essential steps and techniques required to transform complex CAD models into high-performance 3D automotive assets. From understanding the core challenges to implementing advanced optimization strategies, you’ll gain the knowledge to elevate your virtual vehicles to professional standards.
Understanding the CAD to Game-Ready Challenge
The primary hurdle in taking a vehicle from CAD to a game engine lies in the fundamental differences between design methodologies. CAD software, like SolidWorks or CATIA, is engineered for precision, manufacturing, and engineering analysis. Game engines, conversely, prioritize real-time rendering speed and efficiency.
These conflicting priorities create a vast gap that must be carefully managed. Attempting to import raw CAD data directly into a game engine typically results in unmanageable polygon counts and performance bottlenecks.
The Fundamental Difference: NURBS vs. Polygons
CAD models are predominantly built using Non-Uniform Rational B-Splines (NURBS). These mathematical surfaces are incredibly accurate and resolution-independent, allowing for perfect curves and precise engineering tolerances. They are ideal for manufacturing where exact measurements are paramount.
Game engines, however, render everything using polygon meshes, specifically triangles. When NURBS data is converted to polygons, it often generates an excessive number of triangles, many of which are non-optimal or overlapping. This triangulation can create messy topology, making it difficult to optimize for real-time rendering.
Performance Implications of Raw CAD Data
The sheer density of polygons generated from a direct CAD conversion poses severe performance issues for game engines. Each triangle adds to the computational load on the GPU, impacting frame rates and overall game fluidity. A single automotive part, like a fender, might have hundreds of thousands of polygons in CAD, whereas its game-ready counterpart might aim for a few thousand.
Beyond polygon count, other factors like complex material assignments, disjointed mesh parts, and lack of proper UVs in raw CAD data further complicate the integration process. Without proper CAD data optimization, even the most powerful gaming hardware would struggle to render a scene with multiple high-detail vehicles.
Initial Data Preparation and Conversion
The first critical step in the workflow is getting the CAD data into a manageable format within a 3D digital content creation (DCC) tool. This often involves converting the NURBS surfaces into an initial polygonal mesh and performing crucial cleanup operations.
Importing CAD Data into 3D DCC Software
Most modern DCC applications like Maya, Blender, or 3ds Max have plugins or built-in functionalities to import common CAD formats (e.g., STEP, IGES, SAT, Rhino 3DM). During this import, you typically define tessellation settings, which dictate how finely the NURBS surfaces are converted into polygons.
It’s often better to start with a slightly higher tessellation than you think you need. This preserves curvature and detail that might be lost with a very low initial setting. You can always reduce polygons later, but adding detail back can be challenging.
Initial Decimation and Cleanup Strategies
Once imported, the initial mesh will likely be very dense and triangulated. Your first goal is to decimate or reduce the poly count while maintaining the overall shape. Automated decimation tools found in DCC software can be useful for initial rough reductions, but they should be used with caution.
Focus on cleaning up errors like non-manifold geometry, duplicate faces, and isolated vertices. These issues, common in CAD conversions, can cause rendering artifacts and problems during later stages of the workflow. Grouping logical components of the vehicle (e.g., body panels, wheels, interior) at this stage also aids organization and subsequent optimization.
Mastering Retopology and Poly Count Reduction
This is arguably the most crucial phase for creating high-performance game assets. Retopology involves rebuilding the mesh with clean, quad-dominant topology specifically designed for real-time rendering. Combined with strategic poly count reduction, it ensures your car models are both visually appealing and performant.
The Art of Retopology for Automotive Assets
Good topology is characterized by an even distribution of quads (four-sided polygons), efficient edge flow that follows the contours of the model, and minimal triangles (except where necessary). For vehicles, this means meticulously tracing the body lines, creases, and design features.
Manual Retopology
- Precision Control: Manual retopology, using tools like Quad Draw (Maya), RetopoFlow (Blender), or manually placing vertices and edges, gives you ultimate control over the final mesh.
- Edge Flow: Focus on creating edge loops that define the major forms and hard edges of the car. This is crucial for deformation (if parts move) and for baking normal maps accurately.
- Target Density: Aim for a consistent polygon density across major visible surfaces, while allowing for lower density in less critical areas.
Automatic Retopology Tools
- Speed: Tools like ZRemesher (ZBrush), Quad Remesher, or the retopology features in Blender can provide a good starting point.
- Refinement Needed: While powerful, automatic tools often require significant manual cleanup and adjustment, especially around complex areas like grilles, vents, and panel gaps.
- Iterative Process: It’s common to use a combination of automatic retopology for large, flat surfaces and manual techniques for intricate details.
Effective retopology techniques directly contribute to superior mesh deformation, cleaner UV unwrapping, and more efficient game engine rendering. It’s an investment that pays off immensely in the quality and performance of your final asset.
Strategic Poly Count Reduction for Performance
After retopology, you’ll have a clean mesh, but it might still be too dense for all game contexts. Strategic poly count reduction involves finding the balance between visual fidelity and performance targets.
- Prioritize Visibility: The exterior of the car (visible from a distance) will have a lower poly count than the interior (only visible up close). Areas rarely seen, like the underside or engine bay for non-interactive models, can be heavily optimized.
- Bake High-Poly Details: Use your high-resolution CAD conversion or detailed retopologized mesh as a source to bake normal maps, ambient occlusion maps, and curvature maps onto your low-poly game mesh. This transfers intricate details without increasing poly count.
- Decimation Modifiers: For minor adjustments, decimation modifiers or tools can be used on the retopologized mesh, but always inspect the results carefully to avoid destroying crucial edge flow.
A well-optimized car model might range from 30,000-80,000 triangles for a full vehicle (exterior, interior, wheels) for console/PC games, with much lower counts for mobile. Complex hero vehicles might go higher, but always with strict performance budgeting.
UV Mapping and PBR Texturing Fundamentals
With a clean, low-polygon mesh, the next step is to prepare it for texturing. UV mapping is the process of flattening your 3D model into a 2D space, allowing you to paint or apply textures to it. Coupled with a robust PBR material pipeline, this brings the vehicle to life visually.
UV Mapping Best Practices for Automotive Assets
Proper UV unwrapping is critical for avoiding texture stretching, maximizing texture resolution, and simplifying the texturing process. Automotive models often present unique challenges due to their smooth, curved surfaces and intricate details.
- Minimizing Seams: Strategically place UV seams in less visible areas, like along natural panel lines or hidden edges. Too many visible seams can break up the continuity of a texture.
- Uniform Texel Density: Ensure that all parts of your model have a similar texel density. This means that a texture applied to the door should have the same pixel-per-unit resolution as a texture applied to the hood. This prevents blurry or overly pixelated areas.
- Avoiding Overlaps: Overlapping UVs can cause issues with baked maps (like ambient occlusion) and unique texture painting. Each face of your model should have a unique place on the UV map, unless you are intentionally overlapping for efficiency (e.g., repeated bolts).
- Optimal Packing: Maximize the use of the UV space (the 0-1 texture square) by arranging your UV islands efficiently. Tools like UV Packmaster can assist with this.
- UDIM Workflow: For extremely high-detail vehicles, or models requiring multiple 4K/8K texture sets, a UDIM workflow (using multiple UV tiles) can be beneficial, particularly for large body panels.
Adhering to these UV mapping best practices ensures a solid foundation for your texturing efforts.
Building a Robust PBR Material Pipeline
Physically Based Rendering (PBR) has become the industry standard for achieving photorealistic materials in real-time. PBR materials accurately simulate how light interacts with surfaces, resulting in predictable and realistic outcomes across different lighting conditions.
Core PBR Maps:
- Albedo/Base Color: The base color of the surface, excluding any lighting information.
- Normal Map: Adds high-frequency detail (bumps, scratches, panel lines) using a low-poly mesh, baked from a high-poly source.
- Metallic Map: Defines which parts of the surface are metallic (white) and which are dielectric (black).
- Roughness Map: Controls how rough or smooth a surface is, affecting light reflection. A high roughness means diffuse reflections, low roughness means sharp reflections.
- Ambient Occlusion (AO) Map: Simulates soft global shadows caused by nearby objects blocking ambient light, adding depth.
Software like Substance Painter, Substance Designer, and Marmoset Toolbag are indispensable for creating these maps. They allow artists to paint directly on the 3D model, leverage smart materials, and generate complex procedural textures. Using real-world material references for car paints, plastics, metals, and glass is vital for achieving authenticity.
The entire PBR material pipeline, from texture creation to engine implementation, is a key component of visual fidelity in modern automotive game development.
Implementing Levels of Detail (LODs) for Performance
Even with excellent retopology and poly count reduction, a single model might still be too demanding for all viewing distances. This is where Levels of Detail (LODs) come into play. LODs are simplified versions of your main model that are automatically swapped in by the game engine when the vehicle is further away from the camera.
Why LODs Are Crucial for Game-Ready Cars
Imagine a bustling city street in a racing game. Hundreds of vehicles might be visible, but only a few are close enough to warrant full detail. Rendering every car with its highest poly count would cripple performance. LODs ensure that the player always sees an appropriate level of detail without unnecessary computational overhead.
Properly implemented LODs can drastically improve frame rates, especially in open-world games or scenes with many simultaneous vehicles. They are a non-negotiable optimization technique for modern game development.
Strategies for Creating Effective LODs
Creating LODs is an iterative process that requires careful planning to maintain visual integrity across different detail levels.
- Progressive Decimation: The most common method involves taking your base game mesh (LOD0) and progressively reducing its polygon count. Most DCC software and game engines offer automated decimation tools for this, which can generate LOD1, LOD2, and so on.
- Manual Tweaks: Automated decimation can sometimes produce undesirable results (e.g., collapsing important features). Manual cleanup and optimization are often required, especially for lower LODs where silhouette preservation is paramount.
- Poly Count Targets: Define clear poly count targets for each LOD. For example:
- LOD0 (Hero): 40,000-80,000 tris (full detail, close-up)
- LOD1 (Mid-Range): 15,000-25,000 tris (visible from moderate distance)
- LOD2 (Far): 5,000-10,000 tris (visible from far distance)
- LOD3 (Very Far/Shadow): 1,000-3,000 tris (distant blur, shadow caster)
- Switching Distances: The game engine determines when to switch between LODs based on distance from the camera. These distances need to be carefully calibrated to avoid jarring pop-in/pop-out effects.
- Material Optimization: Lower LODs might also use simpler materials or fewer texture maps to save performance on the material side as well.
Game Engine Asset Preparation and Integration
Once your beautiful, optimized car model is ready with its LODs and PBR textures, the final stage is to prepare it for seamless integration into your chosen game engine. This involves specific export settings, collision setup, and material configuration.
Exporting for Unreal Engine and Unity
Both Unreal Engine and Unity primarily use the FBX file format for importing 3D models. Ensuring correct export settings is crucial to avoid issues in-engine.
- FBX Settings: When exporting from your DCC software, ensure you select options that embed media (textures) or at least properly reference them. Check scale settings (Unreal typically uses centimeters, Unity meters) to avoid import scaling issues.
- Pivot Points: Set the pivot point of your car model to its logical center or the ground plane. This affects how the car rotates, moves, and how physics are applied.
- Collision Meshes: Instead of using the render mesh for collisions (which is too complex), create simplified collision meshes. These can be convex hulls, simple box primitives, or a slightly decimated version of your LOD2/LOD3 mesh. Name them according to engine-specific conventions (e.g., ‘UCX_AssetName’ for Unreal, ‘collider_AssetName’ for Unity).
- Separated Parts: Exporting wheels, doors, or other interactive parts as separate meshes (but parented to the main car body in the FBX) allows for easier animation and physics setup in the engine.
This careful game engine asset preparation prevents countless headaches down the line.
Setting Up Materials and Textures in-Engine
Upon import, your PBR textures need to be assigned to materials within the game engine. Modern engines offer sophisticated material editors that allow you to recreate the PBR look you designed in Substance Painter or similar tools.
- Material Instances: Utilize material instances for variations (e.g., different car colors or finishes). This allows you to change parameters without recompiling the base material, saving performance.
- Texture Compression: Configure appropriate texture compression settings for different texture types (e.g., DXT1/BC1 for Albedo, DXT5/BC3 for Normal/Metallic/Roughness) to optimize memory usage without significant visual loss.
- Shader Complexity: Monitor shader complexity in the engine. Highly complex shaders can be performance intensive. Simplify where possible, especially for background elements.
Integrating Physics and Interaction
For fully functional game-ready cars, physics setup is paramount. This involves assigning collision meshes, configuring wheel colliders, and potentially setting up suspension and engine parameters.
- Collision Volumes: Assign the simplified collision meshes you created. This is crucial for accurate vehicle-to-world and vehicle-to-vehicle interactions.
- Wheel Colliders: Both Unreal and Unity have specialized wheel collider components. Properly configuring these with appropriate radius, suspension, and friction settings is vital for realistic driving physics.
- Rigging for Animation: If doors, hood, or trunk are meant to open, they should be rigged (or have their pivots set up correctly) within the DCC tool or directly in the game engine.
This entire process is fundamental to realistic automotive game development and ensures that your vehicle doesn’t just look good, but also feels good to drive.
Final Optimization and Validation
The journey doesn’t end with integration. Thorough testing and profiling within the game engine are essential to ensure that your car asset performs optimally under real-world conditions.
Performance Profiling and Debugging
Modern game engines provide robust profiling tools. Use these to identify and address any performance bottlenecks introduced by your vehicle asset.
- Draw Calls: Monitor draw calls. Each material and mesh can contribute to draw calls. Batching similar meshes or combining materials where appropriate can reduce this.
- Texture Memory: Check how much texture memory your car assets consume. Large, uncompressed textures can quickly saturate GPU memory.
- GPU/CPU Bottlenecks: Understand if your performance issues are GPU-bound (often due to high poly counts, complex shaders, or too many textures) or CPU-bound (often due to complex physics, too many animated objects, or script overhead).
Visual Fidelity Checks
Beyond performance, thoroughly inspect the visual quality of your car under various lighting conditions, angles, and distances.
- Lighting and Reflections: Ensure the PBR materials react correctly to different light sources and probes. Check for accurate reflections on metallic and glossy surfaces.
- Material Accuracy: Verify that car paints, glass, plastics, and rubbers look convincing and consistent with your PBR authoring.
- LOD Transitions: Drive around the vehicle to check that LOD transitions are smooth and imperceptible.
Iteration and Refinement
Optimization is an iterative process. It’s rare to get everything perfect on the first pass. Be prepared to go back to your DCC software or texturing tools to make adjustments based on profiling and visual feedback. The goal is to strike the best possible balance between stunning visual quality and rock-solid performance.
Conclusion
Transforming complex CAD models into high-performance, game-ready automotive assets is a challenging yet rewarding process. It demands a blend of technical expertise, artistic finesse, and a keen understanding of real-time rendering constraints. From the initial CAD data optimization and meticulous retopology techniques to setting up a robust PBR material pipeline and implementing intelligent Levels of Detail (LODs), each step is vital.
By mastering the workflow of poly count reduction, UV mapping best practices, and meticulous game engine asset preparation, you can ensure your virtual vehicles not only captivate players visually but also contribute to a smooth and immersive gameplay experience. This expertise is crucial for success in modern automotive game development.
If you’re looking for a head start or need top-tier, pre-optimized 3D car models for your projects, look no further. Explore the extensive collection of high-quality, game-ready automotive assets available at 88cars3d.com. We provide the foundation for your next great automotive game, saving you valuable development time while delivering stunning visual fidelity and performance.
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Texture: Yes
Material: Yes
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Volkswagen Beetle 2012 3D Model
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Material: Yes
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Toyota Matrix 2005 3D Model
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Toyota Yaris Sedan 3D Model
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Material: Yes
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Volkswagen Golf R-004 2024 3D Model
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Volkswagen Golf 5 Door 2010 3D Model
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Toyota Premio 2010 3D Model
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Toyota Opa 2000 3D Model
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Volkswagen Polo 5 Door 2010 3D Model
Texture: Yes
Material: Yes
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Toyota Prius 2024 3D Model
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Toyota Yaris 1999 3D Model
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Toyota Supra 2020 3D Model
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Volkswagen New Beetle 2000 3D Model
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Volkswagen Jetta 2005 3D Model
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Volkswagen Golf 3-Door 3D Model
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Volvo V70 2005 3D Model
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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
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Volkswagen Passat CC 3D Model
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Volkswagen Golf V 2006 3D Model
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Volvo S60 R-Design 2024 3D Model
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Volkswagen Passat 2025 3D Model
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Volkswagen Passat Variant B6 2005 3D Model
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Volkswagen Phaeton W12 2004 3D Model
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Volkswagen Scirocco 2015 3D Model
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Volvo S60 2024 3D Model
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Volkswagen Polo 3D Model
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Volkswagen Golf 5-Doors 2018 3D Model
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Volvo C70 T5 2000 3D Model
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Material: Yes
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Volvo S40 Sedan 2004 3D Model
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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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Mazda B-Series 3D Model
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Mercsedes Benz Z3-006 3D Model
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Mazda RX-7 3D Model
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Volvo VCC-003 3D Model
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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
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Material: Yes
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Volvo S80 2011 3D Model
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Material: Yes
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Volkswagen Touran restyle-006 3D Model
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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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Mazda Familia 3D Model
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GAS 21 3D Model
Texture: 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
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Mercedes-Benz E-Class W212 2009 3D Model
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Mercedes-Benz E-class Estate S212 2009 3D Model
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Mercedes-Benz 190 W201 3D Model
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Mercedes-Benz C230 SportCoupé 2005 3D Model
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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
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McLaren MP4-12C-001 3D Model
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Mercedes-Benz SLK 350 2005 3D Model
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Mercedes-Benz SL 65 AMG 3D Model
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