The Chasm Between Cinematic and Real-Time Demands
The sleek lines, the polished chrome, the intricate reflections dancing across a pristine paint job – these are the hallmarks of stunning photorealistic automotive rendering. For years, automotive artists have pushed the boundaries of visual fidelity, creating breathtaking imagery for marketing, design visualization, and cinematic presentations. But what happens when these masterpieces need to transition from a static render farm to the dynamic, real-time world of video games?
The challenge is immense. The demands of a cinematic render, where every pixel can be meticulously crafted over hours, stand in stark contrast to the relentless performance requirements of a game engine, which must render dozens of frames per second. Bridging this gap from static perfection to interactive performance requires a deep understanding of game engine optimization, a suite of technical skills, and a strategic approach to asset creation.
This comprehensive guide will demystify the process, taking you through the essential steps to transform your exquisite high-fidelity 3D models into highly optimized, visually striking automotive game assets. Whether you’re an experienced 3D artist looking to expand your skillset or a game developer aiming for unparalleled realism, mastering this transition is key to unlocking the full potential of your creations. For those seeking a strong foundation, remember that 88cars3d.com offers a vast collection of expertly crafted high-fidelity models, perfect as a starting point for your optimization journey.
The Chasm Between Cinematic and Real-Time Demands
Before diving into techniques, it’s crucial to understand the fundamental differences in how cinematic renders and real-time game engines process and display 3D information. This understanding forms the bedrock of all optimization strategies.
Understanding Rendered vs. Real-Time Requirements
Photorealistic automotive rendering often operates with virtually no polycount limitations. Artists can sculpt millions of polygons, use displacement maps for intricate surface detail, and rely on brute-force ray tracing for perfect reflections and global illumination. Textures can be 8K, 16K, or even higher, and shader networks can be incredibly complex, simulating multi-layered paint, realistic glass refraction, and subtle material imperfections. The goal is ultimate visual fidelity, with render times measured in minutes or hours per frame.
Conversely, game engine optimization is all about efficiency. Every asset must adhere to strict polygon budgets to keep draw calls low and maintain high frame rates. Real-time lighting solutions, while advanced, still require carefully optimized geometry and materials. Textures are typically capped at 2K or 4K, often packed into atlases to further reduce draw calls. Shaders are streamlined, built to be processed instantly by the GPU. The challenge for automotive game assets is to achieve a compelling level of realism within these severe constraints.
The Core Challenges for Automotive Assets
Automotive models are inherently complex. Their smooth, reflective surfaces demand precise geometry and material responses. Intricate details like interiors, engine bays, and undercarriages can quickly balloon polycounts. The constant battle is to maintain that iconic automotive silhouette and perceived detail without overwhelming the game engine. This often means making smart sacrifices and employing clever tricks to simulate detail rather than render it explicitly.
Foundational Optimization: Retopology and UV Unwrapping
The first and most critical steps in transforming high-fidelity models into game-ready assets involve restructuring the mesh geometry and preparing it for efficient texturing.
The Art of Retopology for Game Assets
Retopology for game assets is the process of creating new, clean, and optimized mesh topology over an existing high-polygon model. High-fidelity models, especially those from CAD software or high-resolution sculpts, are often unsuitable for real-time engines due to their chaotic or excessively dense polygon distribution. The goal of retopology is to create a mesh that is:
- Low-Polygon: Significantly reduces the polycount to meet game engine budgets.
- Clean and Quad-Based: Primarily composed of four-sided polygons (quads) for predictable deformation and clean UV unwrapping.
- Optimized Edge Flow: Edges follow the natural contours and deformation lines of the object, crucial for animation and maintaining sharp silhouettes.
- Silhouette Preserving: Despite the lower polycount, the overall shape and key curves of the vehicle must be maintained.
Key Retopology Techniques:
- Manual Retopology: The most precise method, involving drawing new topology directly onto the high-poly mesh using tools like Blender’s Quad Draw, Maya’s Quad Draw, or ZBrush’s ZRemesher with ZSpheres. This allows maximum control over edge flow and polycount distribution.
- Automated Retopology Tools: ZBrush’s ZRemesher or Blender’s Remesh modifier can provide a good starting point, but often require manual cleanup and optimization for specific game asset requirements.
For automotive game assets, focus retopology efforts on the most visible parts of the car: the main body panels, wheels, and major interior components. Less visible areas or static parts can often be simplified further.
Efficient UV Unwrapping for Performance and PBR
Once the retopologized mesh is complete, the next crucial step is UV unwrapping. UVs (often referred to as texture coordinates) are 2D representations of your 3D model’s surface, telling the game engine how to project textures onto the mesh. Efficient UVs are vital for both visual quality and performance.
Key UV Unwrapping Considerations:
- Non-Overlapping Islands: All UV islands (pieces of your 2D mesh layout) must not overlap. Overlapping UVs lead to incorrect texture baking and rendering artifacts.
- Maximized UV Space: The UV islands should fill as much of the 0-1 UV space as possible to maximize texel density (pixels per unit of surface area), ensuring your textures look crisp.
- Consistent Texel Density: Maintain a relatively consistent texel density across the entire model. This prevents some parts of the car from looking blurry while others are sharp.
- Minimal Seams: While seams are unavoidable, try to place them in less visible areas (e.g., under the car, along sharp edges) to prevent visual distraction.
- Material Grouping: Grouping UV islands by material (e.g., body paint, glass, rubber) can aid in organizing textures and setting up the PBR workflow later.
Proper UV unwrapping is not just about aesthetics; it directly impacts texture baking quality and the overall efficiency of your materials in the game engine. Well-laid-out UVs are a cornerstone of high-quality automotive game assets.
Unleashing Detail with Texture Baking
After optimizing the mesh, the next step is to recapture the rich detail from your original high-fidelity 3D models without increasing the polygon count. This is where texture baking becomes an indispensable technique.
The Power of Baked Maps
Texture baking is the process of transferring surface details, lighting information, and material properties from a high-polygon model onto the UVs of a low-polygon model. This allows the low-poly mesh to visually “inherit” the complexity of its high-poly counterpart, making it look far more detailed than its actual geometry would suggest. This is fundamental for modern PBR workflow.
Essential Baked Maps for Automotive Assets:
- Normal Maps: The most crucial baked map. Normal maps simulate surface imperfections, panel lines, bolts, and other fine details by altering how light interacts with the low-poly surface normals. This creates the illusion of depth and intricate geometry.
- Ambient Occlusion (AO) Maps: These maps simulate soft, diffuse shadows where surfaces are close together or recessed, adding a sense of depth and realism. AO is critical for grounding the asset in its environment and enhancing crevices.
- Curvature Maps: Useful for procedural wear and tear effects. A curvature map highlights edges (convex) and crevices (concave), allowing artists to apply materials like rust on edges or dirt in recesses automatically.
- ID Maps (Material ID): These maps assign different colors to different material zones on your high-poly model, allowing you to quickly mask and apply materials to specific areas (e.g., headlights, taillights, trim) in texturing software.
- Thickness Maps: Can be used for subsurface scattering effects, particularly useful for materials like plastics or even a subtle effect on thin body panels.
The Baking Process
Dedicated texturing software like Substance Painter, Marmoset Toolbag, or even Blender, are commonly used for baking. The general process involves:
- Prepare High-Poly and Low-Poly: Ensure your high-poly model has all the details you want to bake, and your low-poly model is properly retopologized and UV unwrapped. Both models should be in approximately the same position in 3D space.
- Set Up the Cage: A “cage” or “projection mesh” is an inflated version of your low-poly model that encapsulates the high-poly model. This helps the baking software accurately project details from the high-poly to the low-poly, preventing artifacts.
- Select Maps to Bake: Choose which maps you need (Normal, AO, Curvature, ID, etc.).
- Adjust Settings and Bake: Fine-tune parameters like ray distance, anti-aliasing, and output resolution. Then execute the bake.
Baking is a cornerstone for creating high-quality automotive game assets. It allows you to retain the exquisite detail of your high-fidelity 3D models while adhering to strict polygon budgets, directly feeding into an efficient PBR workflow.
Embracing the PBR Workflow for Realism
Once your mesh is optimized and your textures are baked, the next step is to set up your materials using a Physically Based Rendering (PBR) workflow. PBR is the industry standard for achieving consistent and realistic materials across different lighting conditions and game engines.
Principles of Physically Based Rendering
PBR aims to simulate how light interacts with surfaces in the real world based on physical properties, rather than arbitrary artistic values. This results in materials that look correct regardless of the lighting environment. The two primary PBR workflows are Metalness/Roughness and Specular/Glossiness, with Metalness/Roughness being the more common choice in modern game engines like Unreal Engine and Unity.
Core PBR Texture Maps (Metalness/Roughness Workflow):
- Albedo / Base Color: This map defines the diffuse color of a non-metallic surface or the reflective color of a metallic surface. It should be devoid of any lighting or shadowing information.
- Metallic Map: A grayscale map where white (1.0) represents a pure metallic surface and black (0.0) represents a non-metallic (dielectric) surface. Values between 0 and 1 represent semi-metals, though generally, surfaces are either metallic or not.
- Roughness Map: A grayscale map defining the micro-surface detail that scatters light. White (1.0) indicates a very rough, diffuse surface, while black (0.0) indicates a perfectly smooth, mirror-like surface.
- Normal Map: (As discussed in baking) Adds surface detail by faking microscopic changes in surface angle.
- Ambient Occlusion (AO) Map: (As discussed in baking) Provides subtle self-shadowing information.
When creating textures for automotive game assets, it’s crucial to understand these maps and their interactions. For instance, car paint often requires a clear coat layer, which is handled via specific shader setups rather than a standard PBR texture map alone.
Material Setup in Game Engines (Unreal Engine/Unity)
Integrating your baked textures into a game engine involves creating and optimizing materials.
General Steps for Material Setup:
- Import Textures: Import all your baked PBR maps into the game engine, ensuring they are compressed correctly for performance. Normal maps often require specific import settings (e.g., sRGB off).
- Create Master Materials: Start by creating a robust “master material” or base shader. This is a template that defines the overall look and behavior of a class of materials (e.g., “Master_CarPaint,” “Master_TireRubber”). It will contain the logic for connecting PBR maps, adding parameters, and handling specific effects like clear coat, metallic flake, or anisotropic reflections.
- Create Material Instances: From your master material, create “material instances.” These are lightweight versions of the master material where you can easily swap out textures and adjust parameters (like color, metallic value, roughness multiplier) without recompiling the entire shader. This is a huge optimization for iteration and draw calls.
- Apply and Refine: Apply the material instances to the corresponding parts of your automotive game assets. Fine-tune the parameters until the materials achieve the desired look. Pay close attention to reflections, which are critical for automotive realism.
For high-fidelity 3D models, translating their material complexity into an efficient PBR workflow is where artistic vision meets technical execution. Engines like Unreal and Unity offer advanced shader graph tools that allow artists to craft highly realistic and optimized car materials, including multi-layered paint, realistic glass, and dynamic dirt/damage effects.
Advanced Performance Strategies for Automotive Assets
Even with optimized meshes and PBR materials, game engines demand further performance considerations, especially for complex assets like vehicles. This is where techniques like Levels of Detail and collision meshes come into play, crucial for true game engine optimization.
Implementing Levels of Detail (LODs)
LODs (Level of Detail) are a fundamental optimization technique for any complex asset in a game engine. The concept is simple: create multiple versions of an asset, each with a progressively lower polygon count and simpler materials. The engine then automatically swaps between these versions based on the camera’s distance from the object.
Strategies for Creating LODs:
- LOD0 (Base Mesh): This is your fully optimized, retopologized, and textured low-poly mesh, intended for when the car is close to the camera.
- LOD1, LOD2, LOD3…: These are progressively simpler versions. For automotive game assets, LOD1 might reduce the interior detail, simplify wheel geometry, and remove very small details. LOD2 might merge components, use fewer polygons for body panels, and simplify lighting. LOD3 could be a very basic silhouette, suitable for extreme distances.
- Manual vs. Automated Generation: While modern engines offer automated LOD generation, manual creation or significant cleanup is often preferred for critical assets like player-controlled vehicles. This ensures quality and avoids undesirable artifacts.
- UV and Material Consistency: Ensure that UVs remain consistent across LODs to prevent texture flickering. Materials also need to be consistent; often, simpler material instances or shaders are used for lower LODs.
Properly implemented LODs can drastically reduce the polygon count and draw calls for distant vehicles, significantly improving overall game performance without a noticeable drop in visual quality for the player.
Collision Meshes for Interactive Environments
Another crucial element for interactive automotive game assets is the collision mesh. This is a simplified, non-rendered mesh used by the physics engine to detect collisions with other objects, the environment, and even the ground.
Types of Collision Meshes:
- Simple Collision (Primitive Shapes): For very basic interactions or distant objects, simple primitive shapes like spheres, capsules, or bounding boxes can be used. This is the most performance-friendly option.
- Convex Hull Collision: A slightly more accurate method where the engine generates a simplified convex mesh that encloses the original geometry. This is commonly used for car bodies.
- Complex Collision (Per-Poly): Using the actual render mesh for collision. This is highly accurate but extremely performance-intensive and should be avoided for entire vehicles, usually reserved for very specific, small interactable objects.
For vehicles, a combination is often best: a convex hull for the main body, and simplified primitive shapes for wheels and other critical components. Creating efficient collision meshes is a vital part of game engine optimization, ensuring smooth and realistic vehicle physics.
Other Engine-Specific Optimizations
Beyond LODs and collision, several other techniques contribute to making high-fidelity 3D models perform optimally in a game environment:
- Instancing: For repeating parts like wheels, brake calipers, or other small details, using instancing can significantly reduce draw calls. Instead of drawing each unique object, the engine draws multiple instances of the same mesh.
- Texture Atlasing: Combining multiple smaller textures into one larger texture atlas reduces draw calls and improves cache efficiency. This is particularly useful for interior components or smaller exterior details.
- Occlusion Culling: This engine feature prevents objects that are hidden behind other objects (e.g., the interior of a car when viewed from the outside) from being rendered, saving GPU resources.
- Distance Culling: Similar to LODs, but rather than swapping models, objects beyond a certain distance are simply not rendered at all.
- Shader Complexity: Continuously monitor and optimize the complexity of your PBR shaders. While advanced effects are tempting, every instruction adds to render time. Strive for efficiency without sacrificing visual quality.
Implementing these advanced strategies ensures that your automotive game assets not only look incredible but also run smoothly across a range of hardware, providing an immersive experience for players.
Conclusion: Driving Realism into Real-Time
The journey from a breathtaking photorealistic automotive rendering to a fully optimized, high-performance automotive game asset is a testament to the blend of artistic vision and technical mastery. It involves a systematic approach, beginning with a deep understanding of game engine limitations, moving through meticulous retopology for game assets and efficient UV unwrapping, and culminating in powerful texture baking.
Embracing the PBR workflow ensures your materials respond realistically to dynamic lighting, while implementing LODs (Level of Detail) and precise collision meshes are paramount for achieving optimal game engine optimization. The result is a highly detailed, visually stunning vehicle that can drive the next generation of interactive experiences.
Mastering these techniques not only elevates your skillset but also empowers you to create truly immersive automotive worlds. If you’re looking for a head start with meticulously crafted, high-quality high-fidelity 3D models ready for your optimization pipeline, explore the extensive selection at 88cars3d.com. Equip yourself with the best assets and drive your projects to unparalleled realism in real-time environments.
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Toyota Corolla 2020 3D Model
Texture: Yes
Material: Yes
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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
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
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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
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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
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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
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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
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Material: Yes
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Volkswagen Passat 2025 3D Model
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Volkswagen Passat Variant B6 2005 3D Model
Texture: Yes
Material: Yes
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Volkswagen Phaeton W12 2004 3D Model
Texture: Yes
Material: Yes
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Volkswagen Scirocco 2015 3D Model
Texture: Yes
Material: Yes
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Volvo S60 2024 3D Model
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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
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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
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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
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Material: Yes
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Mazda Familia 3D Model
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Material: Yes
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GAS 21 3D Model
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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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Material: Yes
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Mercedes-Benz C230 SportCoupé 2005 3D Model
Texture: Yes
Material: Yes
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Mercedes-Benz SLK 3D Model
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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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