The High-Poly Dilemma: Bridging the Gap Between Design and Real-time
The roar of a finely tuned engine, the gleam of polished chrome under studio lights, the sleek lines of a supercar catching the sun – these are the hallmarks of stunning automotive visuals. In the world of 3D, achieving this level of visual fidelity for still renders is one thing. But bringing those breathtaking, high-detail automotive models into fluid, interactive, real-time 3D environments, especially in next-gen game engines, presents a unique and formidable challenge.
Imagine your dream car, meticulously crafted with millions of polygons, intricate details, and flawless curves. Now, picture that same model needing to run at 60 frames per second or higher on a variety of hardware, all while interacting with complex physics and dynamic lighting. The raw, unoptimized data from CAD software or high-resolution sculpting tools simply won’t cut it. This is the core dilemma facing 3D artists and game developers: how to achieve truly photorealistic automotive rendering without sacrificing performance.
This comprehensive guide will unlock the secrets to transforming your exquisite high-poly automotive models into lean, efficient, and visually stunning Unreal Engine 5 car assets. We’ll dive deep into the essential game asset optimization strategies, from crucial retopology techniques and intelligent UV layouts to the magic of normal map baking and the power of the PBR workflow. Get ready to supercharge your automotive visuals for the next generation of interactive experiences.
The High-Poly Dilemma: Bridging the Gap Between Design and Real-time
Automotive design often begins with CAD (Computer-Aided Design) models, which are engineered for precision, manufacturing, and analysis. These models prioritize geometric accuracy above all else, often resulting in incredibly dense meshes with millions of polygons. While perfect for engineering simulations or pre-rendered marketing materials, such complexity is a performance killer in real-time 3D environments.
Game engines, by their nature, must render vast amounts of data very quickly. Every polygon, every vertex, every material instruction contributes to the rendering budget. A single unoptimized car model can easily consume a significant portion of that budget, leading to low frame rates, stuttering, and an overall poor user experience. The challenge isn’t just about reducing polygon count; it’s about doing so intelligently, preserving every critical visual detail that makes a car look real.
The goal of game asset optimization is to create a game-ready mesh that visually matches its high-poly counterpart while being significantly lighter on resources. This process, often referred to as high-poly to low-poly conversion, is foundational for achieving smooth, interactive photorealistic automotive rendering in modern engines like Unreal Engine 5.
Mastering the Optimization Pipeline: From CAD to Game-Ready Assets
Transforming a high-fidelity automotive model into a performant game asset requires a meticulous, multi-stage pipeline. This isn’t just about deleting polygons; it’s about strategically re-engineering the mesh and capturing fine details through texture maps.
Retopology Techniques: Sculpting Performance and Preserving Detail
At the heart of high-poly to low-poly conversion lies retopology. This is the process of creating a new, optimized mesh on top of your existing high-polygon model. The new mesh, known as the “low-poly” or “game mesh,” will have a significantly reduced polygon count but will still accurately represent the silhouette and major forms of the original.
- Manual Retopology: This is often the most precise method, albeit time-consuming. Using tools in software like Maya, Blender, or TopoGun, artists manually draw new polygons over the high-poly mesh. The key is to create clean, quad-based topology with efficient edge flow that supports deformation, animates well, and is easy to UV unwrap. This allows for excellent control over polygon density in critical areas.
- Automated Retopology: For less critical assets or as a starting point, tools like ZBrush’s ZRemesher or Quad Remesher (for Blender) can generate decent base meshes automatically. While fast, these tools might not always produce ideal edge flow for complex mechanical parts or areas requiring specific animation, often necessitating manual cleanup.
- Key Considerations: When performing retopology techniques, always prioritize areas that define the car’s silhouette, important creases, and curvature. Ensure a consistent quad density where possible, but allow for variations where more detail is needed (e.g., around wheel wells, headlights, and specific body panels) and less where flat surfaces dominate.
Efficient UV Mapping for Texture Fidelity
Once you have your optimized low-poly mesh, the next crucial step is UV mapping. UVs are 2D coordinates that tell the game engine how to project a 2D texture onto your 3D model. Efficient UV mapping is vital for several reasons:
- Maximizing Texture Resolution: Good UV layouts minimize wasted space on the texture atlas, ensuring that important details receive adequate pixel density. This directly contributes to photorealistic automotive rendering.
- Avoiding Distortion: Proper UV unwrapping prevents stretching or compression of textures, which can make materials look unnatural.
- Optimized Baking: Clean UVs are essential for artifact-free normal map baking and other texture map generation.
- UDIMs (Multi-Tile UVs): For extremely high-detail automotive models, especially when targeting high-end virtual production or cinematic experiences, using UDIMs can be invaluable. This system allows you to use multiple UV tiles (and thus multiple texture maps) for a single mesh, dramatically increasing overall texture resolution without creating a single, impossibly large texture.
Normal Map Baking: Capturing Detail Without the Polycount
This is where the magic truly happens for game asset optimization. Normal map baking is the process of transferring the fine surface details (like rivets, panel gaps, subtle curvatures, or sculpted imperfections) from your high-poly model onto a normal map texture that can be applied to your low-poly mesh. This texture tricks the lighting engine into perceiving these details as actual geometry, even though they aren’t.
- The Principle: A normal map stores directional information (normals) in its red, green, and blue color channels. When light hits a surface with a normal map, it’s redirected as if the surface had the high-poly detail, giving the illusion of depth.
- Tools of the Trade: Dedicated baking tools like Marmoset Toolbag, XNormal, or the baking functionality within Substance Painter or Blender are commonly used.
- Critical Setup:
- Matching UVs: Ensure your low-poly mesh has clean, non-overlapping UVs.
- Cage Meshes: Often, a “cage” mesh (a slightly expanded version of your low-poly mesh) is used to control the projection distance of the high-poly details, preventing artifacts and ensuring accurate baking.
- Exploded Meshes: For complex models with many overlapping parts (like car body panels), it’s often best to “explode” the mesh before baking. This involves moving individual pieces apart to prevent baking errors from one part onto another, then reassembling them after baking.
- Additional Maps: Beyond normal maps, you’ll also want to bake other crucial maps for the PBR workflow, such as Ambient Occlusion (AO), Curvature, and World Space Normals. These maps provide valuable data for texturing and material creation.
By diligently performing these steps, you create a game-ready asset that is visually indistinguishable from its high-poly counterpart at a glance, yet drastically more efficient for real-time 3D environments. If you’re looking for a shortcut or a professional starting point, 88cars3d.com offers a vast library of high-quality automotive models, often optimized and ready for these next-gen pipelines.
The PBR Workflow: Crafting Physically Accurate Materials
To achieve true photorealistic automotive rendering, a robust PBR workflow (Physically Based Rendering) is indispensable. PBR materials behave like real-world materials, reacting to light in a physically plausible way, regardless of the lighting conditions. This consistency is crucial for automotive surfaces, which are highly reflective and subject to subtle light interactions.
Texturing for Automotive Realism
The core of PBR texturing involves several key maps, each controlling a specific material property:
- Base Color/Albedo: Represents the pure color of the surface, free from lighting information. For cars, this would be the base paint color, interior fabric color, etc.
- Normal Map: As discussed, this map provides the illusion of high-detail geometry on a low-poly surface. It’s critical for realistic panel gaps, subtle dents, or textured plastics.
- Metallic Map: A grayscale map (typically 0 or 1, black or white) that defines whether a surface is a metal or a dielectric (non-metal). Car paint often has metallic flakes, which are handled by the metallic map in combination with the roughness.
- Roughness Map: A grayscale map that dictates how rough or smooth a surface is. Rougher surfaces scatter light more diffusely, appearing duller, while smoother surfaces reflect light sharply, appearing glossy. This is paramount for everything from matte finishes to highly polished chrome.
- Ambient Occlusion (AO) Map: Simulates soft shadows where objects are close together or crevices exist, adding depth and realism to the diffuse lighting.
- Curvature Map: Identifies convex and concave areas, useful for adding edge wear, dirt accumulation, or subtle color variations.
When creating textures for automotive models, consider adding subtle imperfections. A perfectly pristine car can sometimes look unnatural. Think about dust accumulation in crevices, subtle scratches on the clear coat, water spots, or tire wear. These details, applied strategically with masks and blends, elevate the realism of your Unreal Engine 5 car assets.
Leveraging the Power of Decals and Trim Sheets
Beyond standard PBR maps, decals and trim sheets are powerful game asset optimization tools for adding detail efficiently:
- Decals: These are separate planes with textures that project onto the surface of your model. They are perfect for adding logos, racing stripes, small stickers, grime, or chipped paint without altering the base mesh or requiring complex UV work on the main asset.
- Trim Sheets: A trim sheet is a single texture atlas containing multiple small, reusable details (e.g., bolts, grilles, small vents, dashboard buttons). You can then UV objects to sample specific sections of this sheet, drastically reducing the number of materials and draw calls while adding rich detail to various parts of the car.
Illuminating Realism: Lighting for Next-Gen Engines
Even the most perfectly optimized and textured automotive model will fall flat without compelling lighting. Lighting is perhaps the single most impactful element for achieving truly photorealistic automotive rendering, especially in the advanced capabilities of Unreal Engine 5.
Global Illumination and Reflections in Unreal Engine 5
Unreal Engine 5 introduces revolutionary technologies that dramatically simplify and enhance real-time lighting for environments, making it perfect for Unreal Engine 5 car assets:
- Lumen GI and Reflections: Lumen is UE5’s default global illumination and reflection system. It provides dynamic, real-time indirect lighting and complex reflections, allowing light to bounce naturally off surfaces and illuminate the scene. For cars, this means realistic light interaction with paint, glass, and metal, capturing the subtle environmental reflections that are crucial for realism.
- High-Dynamic Range Image (HDRI) Backgrounds: Using HDRIs as skyboxes is a common and highly effective technique. An HDRI captures a full 360-degree range of light information from a real-world location. When used as a sky dome, it provides incredibly realistic environmental lighting and reflections, immediately grounding your car in a believable space.
- Ray Tracing (Optional): For even higher fidelity and specific scenarios, hardware-accelerated ray tracing can be enabled in UE5 for truly accurate reflections, shadows, and global illumination. While demanding, it offers unparalleled visual quality.
Cinematic Lighting Setups
Beyond environmental lighting, strategic placement of individual light sources is essential for showcasing your automotive models:
- Three-Point Lighting: The classic setup: a key light (main source), a fill light (softens shadows), and a rim light (highlights edges for separation). This can be adapted for dynamic car scenes.
- Area Lights and Rect Lights: Crucial for studio-style setups, mimicking softboxes and strip lights used in photography. These provide broad, even illumination that beautifully highlights the car’s curves and reflections.
- Volumetric Lighting: Adding atmospheric fog and volumetric effects can create stunning light shafts and add depth, especially for moody or dramatic shots.
- Emissive Materials: For car headlights, tail lights, and interior dashboards, use emissive materials on the relevant geometry. Combine these with actual light sources placed strategically to cast light into the environment.
Engine-Specific Performance Tuning: Unreal Engine 5 Deep Dive
Even after thorough game asset optimization, getting the most out of your Unreal Engine 5 car assets requires leveraging the engine’s advanced features. This ensures your hard work translates into a smooth, high-performance experience in real-time 3D environments.
Level of Detail (LODs) for Scalable Performance
LODs are pre-generated, lower-polygon versions of your mesh that are swapped in at varying distances from the camera. This is a cornerstone of game optimization:
- Automatic LOD Generation: Unreal Engine can automatically generate LODs for static meshes, but for highly detailed assets like cars, manual refinement is often necessary.
- Manual LOD Creation: For critical automotive models, it’s best to manually create 3-5 LODs. The closest LOD (LOD0) will be your fully detailed game-ready mesh. Subsequent LODs will have progressively fewer polygons and simpler materials.
- LOD Distances: Carefully set the screen size thresholds at which each LOD switches. A car should maintain high detail when close but can drastically reduce polygons when it’s a distant speck.
- Material LODs: For distant LODs, you can also simplify materials, potentially removing complex texture maps or blending functions to further save performance.
Instancing and Material Instances
When you have multiple identical or similar objects in your scene, instancing is a powerful performance booster:
- Static Mesh Instancing: If you have multiple identical cars (e.g., parked cars in a street scene), ensure they are using the same static mesh asset. The engine can then render them more efficiently using instancing.
- Hierarchical Instanced Static Meshes (HISM): For very large numbers of instances, HISMs group them into single draw calls, drastically reducing CPU overhead.
- Material Instances: Rather than creating entirely new materials for every variation (e.g., different car colors, slightly different wear patterns), use Material Instances. These are derived from a master material and allow you to adjust parameters (like color, roughness, or texture variations) without creating new shader compilations, saving memory and draw calls. This is incredibly useful for providing customization options for your Unreal Engine 5 car assets.
Collision Meshes and Physics Assets
Collision detection and physics simulations are also performance-intensive. Optimizing these is crucial:
- Simple Collision: For most gameplay interactions, a simple collision primitive (box, sphere, capsule) or a simplified convex hull collision mesh is sufficient. Avoid using the visual mesh for collision unless absolutely necessary.
- Complex Collision: If pixel-perfect collision is required, you can use the visual mesh for collision, but this is highly expensive and should be limited.
- Physics Assets: For deformable parts or detailed physics interactions (like suspension), create a dedicated physics asset with simplified collision bodies for each moving part.
Nanite and Virtual Shadow Maps (VSMs)
Unreal Engine 5’s groundbreaking Nanite virtualized geometry system allows for unprecedented polygon counts. While this seems to contradict game asset optimization, it’s important to understand its role:
- Nanite for Static Detail: Nanite is fantastic for static, highly detailed environments and specific static mesh components of a car (like the exterior body panels, once fully optimized and baked). It streams geometry as needed, allowing billions of polygons onscreen. However, it’s not ideal for deforming meshes or very small, highly instanced components.
- Continuing Optimization: Even with Nanite, the principles of high-poly to low-poly conversion and efficient UVs for texture baking remain vital. Many car components (wheels, interior elements, animated parts) will still benefit from traditional optimization.
- Virtual Shadow Maps (VSMs): VSMs offer high-resolution, high-performance shadows even with incredibly detailed scenes. They work hand-in-hand with Nanite to ensure that the visual fidelity enabled by high polygon counts doesn’t come at the cost of blocky or low-resolution shadows, further enhancing photorealistic automotive rendering.
Beyond Optimization: Iteration and Final Polish
Optimization is an iterative process. It’s rarely a one-and-done task. Continuously profile your scene within Unreal Engine 5 to identify bottlenecks. Use the stat commands (e.g., ‘stat unit’, ‘stat fps’, ‘stat gpu’) to monitor performance and pinpoint areas that need further attention. Don’t be afraid to revisit your retopology techniques or texture resolutions if performance demands it.
Finally, the last layer of realism comes from post-processing effects. Features like bloom, chromatic aberration, depth of field, screen space reflections, and subtle lens flares can elevate your Unreal Engine 5 car assets from looking merely good to truly spectacular and cinematic. Experiment with these effects to add atmosphere and a professional polish to your real-time 3D environments.
Conclusion
Bringing high-fidelity automotive models into next-generation game engines like Unreal Engine 5 is a challenging yet incredibly rewarding endeavor. It demands a blend of artistic skill, technical prowess, and a deep understanding of game asset optimization principles. By mastering retopology techniques, leveraging efficient UV mapping, perfecting normal map baking, and implementing a robust PBR workflow, you can achieve truly stunning photorealistic automotive rendering.
From the initial high-poly to low-poly conversion to fine-tuning LODs and utilizing Unreal Engine 5’s advanced lighting systems, every step contributes to creating immersive real-time 3D environments. The pursuit of photorealism in an interactive setting is an ongoing journey, but with the right techniques and tools, you can unleash the full visual potential of your automotive creations.
For artists and developers seeking a head start with high-quality, pre-optimized automotive models, explore the extensive collection at 88cars3d.com. We provide premium 3D vehicle assets designed for seamless integration into your next-gen projects, accelerating your workflow and allowing you to focus on bringing your visions to life with unparalleled realism.
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Volkswagen Beetle 2012 3D Model
Texture: Yes
Material: Yes
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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
Material: Yes
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Volkswagen Lupo 3D Model
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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
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
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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
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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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