The High-Poly Conundrum: Bridging Cinematic Detail and Real-Time Performance
The allure of hyper-realistic 3D car models is undeniable. From captivating automotive configurators to cinematic trailers and cutting-edge racing simulations, the demand for unparalleled visual fidelity pushes the boundaries of digital art. However, translating these incredibly detailed, often CAD-derived or offline-rendered masterpieces into a real-time environment like Unreal Engine 5 or Unity presents a significant challenge. The raw, high-polygon glory that looks stunning in a static render can bring a game engine to its knees, causing frame rate drops, long load times, and a general lack of responsiveness.
The core problem lies in the fundamental difference between cinematic rendering and real-time engine demands. Cinematic assets are designed for pre-rendered frames, where computational cost is secondary to visual perfection. Real-time engines, conversely, must render dozens of frames per second, demanding extreme efficiency. This guide will delve deep into the essential techniques and best practices for optimizing high-poly 3D car models, ensuring they not only perform flawlessly but also retain their visual splendor within Unreal Engine 5 and Unity. We’re here to help you unlock the true potential of your automotive assets.
The High-Poly Conundrum: Bridging Cinematic Detail and Real-Time Performance
Automotive designers and 3D artists often begin with models boasting millions of polygons, intricate details, and a multitude of separate parts. These high-end models, whether from CAD software or sculpted for offline rendering, are perfect for close-up glamour shots or engineering visualizations. However, directly importing such models into game engines like Unreal Engine 5 or Unity for real-time applications will inevitably lead to severe performance issues. The sheer volume of data, from geometric complexity to an abundance of materials and textures, creates immense pressure on the GPU and CPU.
Each polygon, each material, and each texture call contributes to the overall rendering budget. Unoptimized models result in excessive draw calls, which are instructions sent from the CPU to the GPU to render objects. A high number of draw calls can quickly bottleneck performance, even on powerful hardware. Memory consumption also skyrockets, leading to longer load times and potential crashes. Therefore, the transition from a cinematic asset to a performant game asset requires a strategic, multi-faceted approach to optimization, rather than simply importing and hoping for the best.
The goal is not to strip away all detail, but to intelligently manage it. We want to preserve the essence and visual impact of the original design while making it efficient enough for interactive experiences. This balance is key to achieving both fidelity and performance.
Intelligent Polygon Reduction & LOD Strategies
Managing polygon count is perhaps the most fundamental step in optimizing high-poly models for real-time engines. It’s about reducing complexity without compromising the visual integrity of the car’s silhouette and key features.
Strategic Polygon Reduction
Effective polygon reduction goes beyond simple automated decimation, which can often lead to undesirable visual artifacts like distorted topology or sharp edges where curves should be. While automatic tools can provide a good starting point, manual cleanup and optimization are often necessary for critical areas.
- Focus on Detail Areas: Concentrate manual reduction efforts on parts of the car that will be seen up close or are crucial for its identity (e.g., headlights, grille, badging). Flat surfaces like door panels or the roof can often tolerate more aggressive reduction.
- Maintain Silhouette: Ensure that the overall shape and distinct curves of the car remain intact, even at lower poly counts. This is paramount for recognition and visual appeal.
- Retopology: For truly complex or organic shapes, consider manual retopology to create a clean, quad-based mesh that is animation-friendly and easier to optimize. This is often a separate step from mere reduction.
- Removing Hidden Geometry: Eliminate any geometry that will never be seen by the player, such as internal engine components if the hood never opens, or complex undercarriage details if the camera never goes beneath the car.
Implementing LOD (Level of Detail) Systems
LOD (Level of Detail) systems are absolutely critical for managing performance in scenes with many complex objects, especially vehicles. The core principle is simple: objects further away from the camera require less detail than objects up close. Instead of rendering the highest-resolution model for everything, LODs allow the engine to swap in progressively simpler versions of an object based on its distance from the camera.
For a high-poly car model, you might create several LOD levels:
- LOD0 (Highest Detail): Used when the car is very close to the camera. This is your primary optimized mesh, still featuring considerable detail, but already reduced from its cinematic origin.
- LOD1 (Medium Detail): Used when the car is at a mid-range distance. Significantly fewer polygons than LOD0, with less intricate detail on features like interior or complex wheel designs.
- LOD2 (Low Detail): Used when the car is further away. A very simplified mesh, often with minimal interior or undercarriage detail, focusing primarily on the silhouette.
- LOD3+ (Impostor/Billboard): For extremely distant cars, you might even use a 2D billboard or a very basic box mesh to represent the car, which significantly reduces rendering cost.
Creating LODs can be done through automated tools within 3D software or directly within Unreal Engine 5 and Unity. The key is to balance visual degradation with performance gains. The transition between LOD levels should be seamless and imperceptible to the player. Properly implemented LODs are one of the most effective ways to manage the performance of complex 3D car models in real-time environments.
Masterful UV Unwrapping & Texture Atlasing for Efficiency
Beyond geometry, textures and materials play an enormous role in both visual quality and performance. Efficiently managing these assets is crucial for any successful optimization strategy.
Efficient UV Unwrapping Principles
Proper UV unwrapping is the foundation of high-quality texturing. It’s the process of flattening the 3D surface of your model into a 2D space, allowing a 2D image (texture) to be projected onto it. Poor UVs lead to stretched textures, resolution inconsistencies, and problems with lightmaps.
- Maximize UV Space: Arrange UV islands to fill as much of the 0-1 UV space as possible without overlapping. This ensures optimal texture density and reduces wasted space.
- Uniform Texel Density: Strive for consistent texel density across the entire model. This means that a texture applied to the door panel should appear at a similar resolution to a texture applied to the hood, preventing some areas from looking blurry while others are sharp.
- Minimize Seams: Place seams in less visible areas to avoid noticeable breaks in your textures. For car models, seams can often be hidden along hard edges, under the car, or within panel gaps.
- Group Similar Parts: For metallic parts, paint, glass, and interior elements, consider grouping their UVs onto different sections of an atlas or different UV sets if necessary.
- Separate Non-Deforming vs. Deforming Parts: While less critical for static car bodies, separating UVs for parts that might animate (like opening doors or spinning wheels) can simplify rigging and animation later.
The Power of Texture Atlasing
Texture atlasing is a powerful optimization technique that can significantly reduce draw calls and improve GPU caching. Instead of having multiple small textures for individual parts of your car model (e.g., one texture for a headlight, another for a taillight, another for a badge), texture atlasing consolidates many smaller textures into one larger texture map.
The benefits are substantial:
- Reduced Draw Calls: When an engine needs to render an object with multiple materials or textures, it typically issues a draw call for each unique material/texture. By combining many textures into a single atlas, the engine can potentially render multiple parts with a single draw call, leading to considerable performance gains.
- Improved GPU Caching: GPUs are optimized to work with larger, contiguous blocks of data. Texture atlases allow the GPU to load a single, larger texture into memory once and access all the necessary data from it, rather than constantly swapping between many smaller textures.
- Memory Efficiency: While the overall texture size might be similar, the overhead associated with managing many small texture files and their respective memory allocations is reduced.
For car models, texture atlasing can be applied to various components. You might have one atlas for all the interior details, another for exterior trims and badges, and perhaps a separate one for undercarriage components. This approach significantly streamlines the rendering pipeline.
Advanced Material & Texture Optimization Techniques
Even with optimized geometry and UVs, inefficient material setups can still be a major performance drain. This section focuses on consolidating materials and leveraging baking to maintain detail.
Streamlining Materials and Shaders
Material optimization is about simplifying the instructions the GPU needs to process for each surface. Each unique material and its associated shader can incur a draw call and computational cost. The goal is to reduce the number of unique materials and simplify their complexity where possible.
- Consolidate Materials: Combine meshes that share similar material properties (e.g., all painted body panels, all interior plastic parts) and assign them to a single material. This directly contributes to reducing draw calls.
- Shared Material Instances: In both Unreal Engine 5 and Unity, utilize material instances. Create a master material with all necessary parameters (color, roughness, metallic, normal map slots, etc.) and then create instances from it. Each instance can have unique parameter values (e.g., different paint colors) but shares the underlying shader code, which is highly efficient.
- PBR Workflow: Adhere to a Physically Based Rendering (PBR) workflow. While PBR materials often require more texture maps (Base Color, Normal, Metallic, Roughness, Ambient Occlusion), they offer a more realistic and consistent look across different lighting conditions, and modern engines are highly optimized for them.
- Shader Complexity: Be mindful of the complexity of your shaders. Avoid overly intricate node networks or redundant calculations. Profile your materials to identify performance bottlenecks.
Normal Map Baking for Detail Preservation
Normal map baking is an indispensable technique for making low-polygon models look incredibly detailed without increasing their actual polygon count. It involves transferring the surface detail from a high-resolution mesh onto a low-resolution mesh using a normal map texture.
Here’s how it works:
- High-Poly Source: You start with your original, highly detailed 3D car model – the one with millions of polygons and intricate surface variations (bolts, rivets, panel lines, detailed emblems).
- Low-Poly Target: You then create or use your optimized, low-polygon version of the car model. This is the mesh that will actually be used in the game engine.
- Baking Process: Using baking tools in your 3D software (e.g., Substance Painter, Marmoset Toolbag, Blender, Maya), the detail from the high-poly mesh is “projected” onto the low-poly mesh. The software calculates the difference in surface orientation between the two meshes and stores this information in a normal map.
- Normal Map Application: This normal map (a specialized texture) is then applied to the material of your low-poly model. When light hits the surface, the normal map tells the engine how to perturb the surface normals, making it appear as if the low-poly model has all the intricate bumps and grooves of the high-poly version.
This process allows artists to create visually rich assets that are extremely performant. For car models, normal map baking is crucial for replicating intricate panel lines, detailed grilles, tire treads, intricate badges, and small bolts without the prohibitive polygon cost. It can also be combined with other baked maps like Ambient Occlusion (AO) or curvature maps for even richer visual quality.
Engine-Specific Integration: Unreal Engine 5 & Unity Best Practices
Integrating your optimized 3D car models into specific game engines requires understanding their unique features and workflows. Both Unreal Engine 5 and Unity offer powerful tools, but leveraging them correctly is key.
Unreal Engine 5 Integration
Unreal Engine 5 is renowned for its cutting-edge rendering capabilities. When importing your optimized automotive assets, specific steps ensure maximum performance and fidelity.
- FBX Export Settings: When exporting from your 3D software, ensure clean FBX settings. Export with triangulated meshes, embedded media (textures if desired, though often imported separately), and ensure correct unit scales.
- LOD Setup in UE5: Unreal Engine’s Static Mesh Editor provides robust tools for managing LOD (Level of Detail). You can automatically generate LODs within the engine, or import your pre-made LOD meshes. Configure the screen size thresholds for each LOD to ensure smooth transitions.
- Material Instances: Always use material instances for car paint, trim, and other variations. Create a powerful master material that handles all PBR parameters, then simply create instances for each color or variation. This drastically reduces shader compilation time and draw calls.
- Nanite vs. Traditional Meshes: UE5’s Nanite virtualized geometry system is groundbreaking for handling extremely high-polygon assets. For the primary exterior shell of a very high-fidelity car model, Nanite can be a game-changer, allowing for incredible detail without traditional LOD creation. However, not all parts are suitable for Nanite. Interiors, small props, glass, and animated components (like opening doors) often benefit from traditional optimized meshes with manual LODs. A hybrid approach often yields the best results.
- Collision Meshes: UE5 requires simplified collision meshes for accurate physics simulation. You can generate basic collision hulls within the engine or import custom low-poly collision models (often named `UCX_` or `M_` prefixes in your 3D software) alongside your visual mesh.
- Instancing for Duplicates: For components like wheels, nuts, or interior buttons that are identical, ensure you’re using instanced meshes rather than unique ones for each occurrence. This significantly reduces memory usage and draw calls.
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Unity HDRP/URP Pipeline Optimization
Unity, especially with its High-Definition Render Pipeline (HDRP) or Universal Render Pipeline (URP), is a powerful engine for automotive visualization and games. Optimization here focuses on leveraging its render pipelines effectively.
- FBX Import Settings: In Unity, carefully configure your FBX import settings. Ensure tangents and normals are imported correctly, and consider enabling “Generate Colliders” for basic shapes, though custom colliders are often better.
- LOD Group Component: Unity’s built-in LOD Group component is excellent for managing LOD (Level of Detail). Attach it to your car’s root GameObject, and then assign your different LOD meshes to the appropriate slots. Adjust the percentage thresholds to control when each LOD swaps in.
- Material Setup (HDRP/URP): Use the dedicated PBR materials provided by HDRP/URP. These pipelines are built for modern rendering. Consolidate your materials and create Material Variants (similar to UE5’s material instances) to share shader logic while allowing for unique parameter adjustments like color and metallic values.
- Draw Calls Reduction: Unity offers various batching methods. Static Batching works for non-moving objects, while GPU Instancing is vital for identical, moving objects like wheels. Ensure your meshes share materials for optimal batching opportunities. This is a direct strategy for reducing draw calls.
- Collision Meshes in Unity: For accurate physics, assign mesh colliders to a simplified, low-poly mesh (often a hidden child object of the main car model) or use primitive colliders (box, sphere, capsule) where appropriate. Avoid using the high-poly visual mesh for collision.
- Prefabs and Instancing: Utilize Unity’s Prefab system. Once your car is optimized, textured, and has its LODs set up, turn it into a Prefab. This allows you to easily instance multiple cars in a scene with minimal overhead.
Beyond Visuals: Collision, Physics & Performance
Optimization isn’t just about what you see; it’s also about what the engine computes for interaction and physics. Neglecting these areas can still lead to performance bottlenecks.
Efficient Collision Meshes
While your visual mesh might be highly detailed, your collision meshes should be as simple as possible. The physics engine doesn’t need to know every curve and bolt of your car to calculate realistic impacts or determine if it’s hitting the ground. Using complex meshes for collision vastly increases the computational load on the CPU, directly impacting simulation performance.
- Primitive Shapes: For simple car shapes, a combination of primitive colliders (boxes, capsules, spheres) can be surprisingly effective.
- Convex Hulls: Many engines support convex hull generation. This creates a simplified, convex representation of your mesh, which is much cheaper to calculate than a full mesh collider.
- Custom Low-Poly Meshes: The most precise method involves creating a separate, very low-polygon mesh specifically for collision. This mesh is invisible in-game but provides the physics engine with an accurate, yet simple, representation of your car’s physical boundaries.
Animating & Rigging Considerations
Even for vehicles, some animation is typically required (wheels spinning, doors opening, suspension movement). While not as complex as character rigging, efficient rigging is still important:
- Minimal Joints: Use the fewest necessary joints (bones) for rigging. Each joint adds to the animation’s computational cost. For cars, this usually means bones for each wheel, steering, and perhaps a few for suspension or opening parts.
- Skinning Optimization: If parts of the car are skinned (deforming meshes), ensure the weight painting is clean and only influences necessary vertices.
By keeping these principles in mind, you ensure that your optimized car models not only look fantastic but also behave realistically and efficiently within the engine.
Conclusion: The Art of Balance
Optimizing high-poly 3D car models for real-time engines like Unreal Engine 5 and Unity is a crucial skill that balances visual fidelity with performance. It’s an iterative process that involves intelligent polygon reduction, strategic LOD (Level of Detail) implementation, meticulous UV unwrapping, and efficient texture atlasing. Furthermore, smart material optimization and the powerful technique of Normal map baking allow us to retain stunning detail without the heavy polygon count.
Understanding engine-specific features, utilizing shared materials, and crafting simple yet accurate collision meshes are the final pieces of the puzzle. By mastering these techniques, you can transform your cinematic car models into high-performance game assets, ready to shine in any interactive experience.
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Toyota Yaris 2020 3D Model
Texture: Yes
Material: Yes
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Volkswagen Beetle 2012 3D Model
Texture: Yes
Material: Yes
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Toyota Matrix 2005 3D Model
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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
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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
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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
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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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Volvo V70 2005 3D Model
Texture: Yes
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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
Texture: Yes
Material: Yes
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Volkswagen Passat CC 3D Model
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Material: Yes
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Volkswagen Golf V 2006 3D Model
Texture: Yes
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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
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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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
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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
Texture: Yes
Material: Yes
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Mercedes-Benz SLR McLaren 2005 3D Model
Texture: Yes
Material: Yes
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GAZ 3110 Pickup 2000 3D Model
Texture: Yes
Material: Yes
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Mazda 626 GF 1997 3D Model
Texture: Yes
Material: Yes
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Volvo S80 2011 3D Model
Texture: Yes
Material: Yes
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Volkswagen Touran restyle-006 3D Model
Texture: Yes
Material: Yes
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Skoda Octavia Scout 3D Model
Texture: Yes
Material: Yes
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Volkswagen Golf V 2006 3D Model
Texture: Yes
Material: Yes
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Mazda CX-7 3D Model
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Material: Yes
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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
Texture: Yes
Material: Yes
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Mercedes-Benz E-Class W212 2009 3D Model
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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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