Bridging the Fidelity Gap: The Challenge of High-Poly Car Models in Real-Time
The allure of automotive design often lies in its stunning visual presentation. For years, the gold standard for showcasing concept cars, production vehicles, or custom builds involved painstaking offline rendering. Tools like V-Ray, Corona, and Arnold have produced breathtakingly photorealistic images and animations, but at the cost of immense render times and static output. The dream of interactively exploring these high-fidelity car models in real-time, with the same level of visual fidelity, seemed like a distant future. Today, that future is not only here but rapidly evolving, thanks to powerful platforms like Unreal Engine 5.
However, the journey from an offline render masterpiece to a performance-optimized, real-time experience in Unreal Engine 5 is not without its challenges. High-polygon counts, complex material setups, and intricate lighting solutions that work flawlessly in a static render environment can cripple real-time performance. This article dives deep into the technical strategies and workflows required for Unreal Engine 5 automotive optimization, transforming your ultra-detailed vehicle assets into stunning, interactive real-time visuals. We’ll explore how to harness UE5’s groundbreaking features like Nanite and Lumen, ensuring your digital car assets are not just beautiful, but also efficient and truly game-ready for applications ranging from automotive configurators to virtual production.
Bridging the Fidelity Gap: The Challenge of High-Poly Car Models in Real-Time
The discrepancy between offline and real-time rendering stems primarily from their fundamental approaches to image generation. Offline renderers can afford to meticulously calculate every light ray, reflection, and shadow over minutes or hours per frame. Real-time engines, on the other hand, must deliver dozens or even hundreds of frames per second, demanding extreme efficiency.
Traditional high-poly car models, often created in CAD software or sculpted with extreme detail, present several immediate hurdles when brought into a real-time environment. These models frequently boast polygon counts in the tens of millions, sometimes even hundreds of millions, far exceeding what even a powerful GPU could render in real-time just a few years ago. Each polygon contributes to draw calls and geometry processing, leading to severe performance bottlenecks.
Furthermore, offline render materials often rely on complex, layered procedural shaders that don’t directly translate to a real-time physically based rendering (PBR) pipeline. Intricate car paint shaders with multiple clear coats, metallic flakes, and subsurface scattering effects need careful recreation using PBR principles. Simply importing an FBX with default materials will never yield the desired photorealistic car rendering UE5 is capable of. Lighting, too, is a major factor. Offline scenes often utilize sophisticated global illumination solutions and image-based lighting that are baked into the final image, rather than being dynamically calculated in real-time. This fundamental difference necessitates a paradigm shift in how we prepare and optimize our assets.
Unleashing Detail with Nanite: Virtualized Geometry for Automotive Assets
Enter Nanite, Unreal Engine 5’s revolutionary virtualized geometry system. Nanite completely rethinks how high-polygon meshes are processed and rendered, effectively removing the traditional constraints that have plagued real-time visualization for decades. For automotive visualization, where geometric detail is paramount, Nanite is a game-changer.
Instead of processing individual triangles, Nanite streams and renders only the necessary detail at screen resolution, on demand. It intelligently culls unseen geometry and dynamically adjusts the level of detail based on distance and screen space, often down to a single triangle. This means you can import cinematic-quality high-poly car models with millions or even billions of polygons without the tedious and destructive process of manual decimation or traditional Level of Detail (LOD) creation. The performance gains are astounding, dramatically reducing draw calls and maintaining a consistent frame rate, even with numerous highly detailed vehicles on screen.
Preparing Models for Nanite Ingestion
While Nanite handles extreme polygon counts, some basic preparation steps are still beneficial for a smooth workflow and optimal results. Firstly, ensure your model has clean, manifold geometry without flipped normals or non-uniform scaling. While Nanite is incredibly robust, starting with a well-constructed mesh helps prevent potential rendering artifacts. Consolidate your meshes where logical to simplify the scene hierarchy. Exporting your model in FBX format is standard practice, ensuring all necessary data (geometry, UVs, normals) is preserved.
It’s important to remember that Nanite primarily focuses on geometry. UVs are still crucial for texture mapping and material application. Ensure your UVs are properly laid out and free of overlaps for consistent texture display. While Nanite’s primary benefit is rendering high-poly models without traditional LODs, a clean base mesh still aids in precise texture mapping and avoids potential issues with certain material setups. This efficient Nanite workflow vehicles is key to maintaining high visual fidelity without compromising performance.
Importing and Activating Nanite
The process of enabling Nanite for your automotive assets in Unreal Engine 5 is remarkably straightforward. When importing your FBX model, simply check the “Build Nanite” option in the import settings. Once imported, you can verify if a mesh is Nanite-enabled by looking at its static mesh editor or by using the Nanite visualization modes within the editor viewport. These modes allow you to inspect the clusters, triangles, and overdraw generated by Nanite, helping you understand its efficiency.
The benefits are immediate: drastically reduced draw calls, consistent performance regardless of camera distance, and the ability to maintain extreme geometric detail across your entire scene. While Nanite primarily supports opaque meshes, recent advancements allow for masked materials to function with Nanite, further expanding its utility for elements like grilles or perforated components. By embracing this Nanite workflow vehicles, automotive artists can finally bring their most detailed creations into real-time without fear of performance limitations.
Achieving Cinematic Realism: Lumen, PBR, and Advanced Material Setup
Beyond geometric detail, the true essence of photorealistic car rendering UE5 lies in its lighting and materials. Unreal Engine 5’s Lumen global illumination system and its robust PBR material pipeline provide the tools necessary to achieve cinematic quality in real-time. Understanding how to leverage these features is paramount for transforming a raw model into a visually compelling digital asset.
Mastering Real-Time Global Illumination with Lumen
Lumen is Unreal Engine 5’s fully dynamic global illumination and reflections system, designed to provide realistic bounce lighting and intricate reflections in real-time. For automotive scenes, Lumen is transformative. It accurately simulates how light interacts with surfaces, bouncing off the car paint onto the road or other vehicles, creating soft, natural illumination that enhances realism. Complex environments with numerous light sources, reflective surfaces, and occluding geometry now behave as they would in the real world.
Setting up Lumen automotive lighting involves enabling Lumen GI and Reflections in your project settings and ensuring your scene contains appropriate light sources (directional lights for sun, sky lights for ambient illumination, point/spot lights for specific accents). Lumen works by analyzing the scene geometry and material properties to calculate indirect lighting. Experiment with Lumen’s quality settings within the Post Process Volume to balance performance and visual fidelity. For truly dynamic scenes, such as those used in virtual production or interactive configurators, Lumen eliminates the need for time-consuming pre-baked lighting, allowing for on-the-fly changes to time of day, environment, or vehicle position with instant, accurate lighting updates.
Crafting Photorealistic PBR Materials
Physically Based Rendering (PBR) is the cornerstone of realistic materials in modern real-time engines. It ensures that materials react correctly to light regardless of the lighting conditions. For automotive assets, meticulous PBR material setup is crucial, covering everything from the intricate car paint to the subtle details of glass and chrome.
- Car Paint: Achieving realistic car paint is perhaps the most challenging aspect. Automotive paints are often multi-layered, consisting of a base coat (color, metallic flakes) and a clear coat. In UE5, this can be simulated using the Clear Coat input in the master material. The clear coat layer needs its own roughness and normal map (for subtle orange peel effect). Metallic flake maps can be used to drive the metallic property of the base coat, while complex Fresnel effects add to the depth. A common technique involves a blend of metallic and roughness textures to simulate the subtle variations seen in real-world paint finishes.
- Glass: Car glass requires careful handling of refraction, tint, and reflections. Using translucency combined with ray-traced reflections (if enabled and supported) yields the best results. For performance, screen-space reflections can be used, but with limitations. Thin glass approximations are often sufficient, but for thicker windshields or windows, accurate refraction via the ‘Refraction Depth Bias’ and ‘IOR’ settings in the material can enhance realism.
- Chrome/Metals: These materials are characterized by high metallic values (close to 1), very low roughness, and accurate specular properties. For polished chrome, a roughness value near 0 is ideal, while brushed metals would have slightly higher roughness and potentially an anisotropic normal map to simulate the brushed effect.
- Tires and Rubber: Rubber materials typically have low metallic values and a moderate, varied roughness to simulate texture and wear. Normal maps are essential here to define tread patterns and sidewall details, while subtle ambient occlusion maps can add grime and depth.
Using Material Instances is highly recommended. Create a robust master material for each category (car paint, glass, plastic, metal) and then create instances for specific variations (e.g., different paint colors, chrome vs. brushed aluminum). This approach significantly speeds up iteration, reduces memory usage, and makes it easier to manage PBR materials car UE5 across numerous assets or configurations. For demanding digital car assets virtual production, consistent and scalable material workflows are invaluable.
Enhancing Visuals: UVs, Textures, and Decals for Game-Ready Assets
While Nanite handles geometry and Lumen takes care of lighting, the final layer of visual fidelity for game-ready car assets comes from meticulous UV mapping, high-quality textures, and intelligent use of decals. These elements are crucial for adding surface imperfections, branding, and intricate details that push a model from good to outstanding.
Efficient UV Unwrapping Strategies
Despite Nanite’s capabilities, proper UV unwrapping remains fundamental. UVs (U-V coordinates) tell the engine how to map 2D textures onto 3D geometry. For car models, several considerations apply:
- Texture Mapping: This is the primary role of UVs. Ensure that surfaces like the car body, interior, and wheels have clean, non-overlapping UV islands to prevent texture distortion and allow for optimal texture resolution. Texel density – the number of pixels per unit of world space – should be relatively consistent across the model to maintain visual uniformity.
- Multiple UV Channels: Unreal Engine supports multiple UV channels. UV Channel 0 is typically used for diffuse, normal, and roughness textures. A separate UV Channel 1 can be used for lightmaps (if you are baking static lighting in specific parts of your scene, though less critical with Lumen), or for detail textures that tile over the primary UVs.
- Overlap vs. Uniqueness: For generic surfaces like tire sidewalls or interior fabrics that use tiling textures, overlapping UVs are perfectly acceptable to save texture space. However, for unique areas like body panels that will receive custom paint textures, logos, or damage, unique UVs are essential.
Texture Baking for Performance and Detail
Texture baking is a powerful technique for transferring high-frequency details from a high-polygon model onto textures that can be applied to an optimized mesh (or even a Nanite mesh, for surface details). This process significantly reduces the computational cost of rendering intricate details in real-time. Key maps to bake include:
- Normal Maps: These are indispensable. They simulate surface details like panel lines, subtle bumps, or brushed metal textures without adding actual geometry. Baking a normal map from a highly detailed source model to your optimized game mesh can dramatically enhance visual realism.
- Ambient Occlusion (AO) Maps: AO maps simulate subtle contact shadows and crevices, adding depth and realism to objects. They are particularly effective for parts of a car like grilles, wheel wells, and interior seams.
- Curvature Maps: These maps highlight convex and concave areas, useful for adding edge wear, dirt, or other procedural material effects in Unreal Engine’s material editor.
Tools like Substance Painter, Marmoset Toolbag, and even Blender can perform high-quality texture baking. The goal is to capture the essence of the high-poly model’s surface detail in efficient 2D textures, which are then integrated into your PBR materials car UE5 setup.
Leveraging Decals and Masks
Decals are another crucial element for adding highly specific details and imperfections without modifying the base geometry or UVs. In Unreal Engine 5, deferred decals can project textures onto meshes, perfect for:
- Logos and Branding: Instantly apply manufacturer badges, racing stripes, or custom decals.
- Wear and Tear: Add scratches, dirt, dust, or rust in a non-destructive manner.
- Panel Gaps and Seams: For models where geometry doesn’t explicitly define panel gaps, decals can project subtle shadow lines to enhance realism.
Material masks, on the other hand, are grayscale textures that control the blending of different material layers. For instance, a mask can define where dirt appears on car paint, where a specific material blend applies for worn tires, or how paint peels away to reveal primer underneath. This combination of baked textures, dynamic decals, and clever masking techniques forms the backbone of creating truly game-ready car assets that stand up to close scrutiny.
Beyond the Basics: Advanced UE5 Features for Automotive Excellence
Unreal Engine 5 offers a suite of advanced features that, when combined with the foundational techniques discussed, can elevate your automotive visualizations to an unparalleled level of realism and interactivity. These tools are particularly valuable for professional digital car assets virtual production workflows.
Virtual Textures (Runtime Virtual Textures – RVTs)
While perhaps less critical for a standalone car model, Runtime Virtual Textures (RVTs) are incredibly powerful for blending large-scale terrain or environment textures with your car. Imagine a vehicle driving through mud or snow; RVTs can dynamically blend the car’s tire tracks with the ground material, creating seamless interaction. They can also be used for broader landscape texturing, providing vast amounts of detail with efficient memory usage, ensuring that the environment surrounding your vehicle is as convincing as the car itself.
Cinematic Camera & Post-Processing
No photorealistic car rendering UE5 is complete without fine-tuning the final image through cinematic cameras and post-processing. Unreal Engine’s Cinematic Camera actors provide realistic camera controls, including aperture, focal length, and depth of field, mimicking real-world photography. Post-process volumes are where the magic truly happens, allowing you to:
- Color Grading: Adjust the overall mood, contrast, and color balance.
- Bloom: Simulate lens flare and light dispersion from bright sources.
- Depth of Field: Create professional-looking bokeh effects, drawing the viewer’s eye to specific details.
- Motion Blur: Add realism to moving vehicles or camera pans.
- Lens Flares & Dirt: Simulate camera imperfections for added realism.
- Ray Tracing: For the ultimate fidelity, enable Hardware Ray Tracing for reflections, shadows, and ambient occlusion. Even with Lumen handling GI, ray-traced reflections can provide pixel-perfect reflections on highly polished car surfaces, surpassing screen-space limitations.
Careful application of these effects can dramatically enhance the perceived realism and cinematic quality of your automotive renders and animations, making them indistinguishable from real footage.
Optimizing for Performance: Profiling and Best Practices
While Nanite and Lumen significantly ease the burden, continuous Unreal Engine 5 automotive optimization is a never-ending task. For complex scenes or large-scale projects, profiling becomes essential:
- Stat Commands: Utilize console commands like
Stat GPU,Stat RHI,Stat Nanite, andStat Lumento monitor real-time performance metrics. These tools help identify bottlenecks related to GPU rendering, rendering hardware interface, Nanite processing, or Lumen calculations. - Material Complexity: Even with Nanite, overly complex master materials can impact performance. Optimize your shaders, minimize expensive instructions, and utilize material instances effectively.
- LODs for Non-Nanite Meshes: While your primary car model might be Nanite, other environmental elements or animated components might still benefit from traditional LODs.
- Culling Volumes: Use occlusion culling and frustum culling effectively to prevent rendering objects outside the camera’s view or behind other geometry.
The goal is to strike a balance between visual fidelity and performance, ensuring that your game-ready car assets run smoothly across target hardware. This comprehensive approach to optimization ensures that your digital car assets virtual production endeavors are both stunning and efficient.
Conclusion: Your Path to Real-Time Automotive Mastery
The journey from an offline-rendered static image to an interactive, real-time masterpiece in Unreal Engine 5 is a testament to the rapid advancements in real-time technology. By embracing the power of Nanite for geometry, Lumen for dynamic global illumination and reflections, and a meticulous approach to PBR materials and texturing, artists and designers can now create photorealistic car rendering UE5 that rival, and often surpass, the quality of traditional offline renders, but with the added benefit of real-time interactivity.
This paradigm shift opens up incredible possibilities for automotive configurators, marketing experiences, virtual production, and high-end game development. Mastering these techniques for Unreal Engine 5 automotive optimization is no longer an optional skill but a necessity for anyone looking to push the boundaries of real-time visualization.
Start experimenting with these powerful tools today. The future of automotive design and visualization is dynamic, interactive, and breathtakingly realistic. For those seeking a head start, explore the high-quality, pre-optimized game-ready car assets available at 88cars3d.com, providing an excellent foundation for your next real-time automotive project.
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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
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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
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Volkswagen Passat B5 2000 3D Model
Texture: Yes
Material: Yes
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Volkswagen Passat CC 3D Model
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Volkswagen Golf V 2006 3D Model
Texture: Yes
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Volvo S60 R-Design 2024 3D Model
Texture: 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
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Volvo S60 2024 3D Model
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Volkswagen Polo 3D Model
Texture: Yes
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Volkswagen Golf 5-Doors 2018 3D Model
Texture: 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
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Mazda B-Series 3D Model
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Material: Yes
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Mercsedes Benz Z3-006 3D Model
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Material: Yes
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Mazda RX-7 3D Model
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Material: Yes
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Volvo VCC-003 3D Model
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Material: Yes
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Mercedes-Benz SLR McLaren 2005 3D Model
Texture: Yes
Material: Yes
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GAZ 3110 Pickup 2000 3D Model
Texture: Yes
Material: Yes
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Mazda 626 GF 1997 3D Model
Texture: Yes
Material: Yes
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Volvo S80 2011 3D Model
Texture: Yes
Material: Yes
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Volkswagen Touran restyle-006 3D Model
Texture: Yes
Material: Yes
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Skoda Octavia Scout 3D Model
Texture: Yes
Material: Yes
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Volkswagen Golf V 2006 3D Model
Texture: Yes
Material: Yes
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Mazda CX-7 3D Model
Texture: Yes
Material: Yes
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Mazda Familia 3D Model
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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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Mercedes-Benz C230 SportCoupé 2005 3D Model
Texture: Yes
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
Texture: Yes
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McLaren MP4-12C-001 3D Model
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Mercedes-Benz SLK 350 2005 3D Model
Texture: Yes
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Mercedes-Benz SL 65 AMG 3D Model
Texture: Yes
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