Bridging the Gap: Optimizing High-Fidelity Automotive 3D Models for Real-Time Game Engines
Bridging the Gap: Optimizing High-Fidelity Automotive 3D Models for Real-Time Game Engines
The allure of hyper-realistic automotive models is undeniable. From sleek concept cars to iconic vintage vehicles, the detail captured in high-fidelity 3D assets can be breathtaking. However, translating these incredibly detailed creations, often originating from CAD software or high-polygon sculpting, into a functional and performant state within real-time game engines presents a unique challenge. Game engines, by their very nature, demand efficiency and speed to maintain playable frame rates, often clashing with the sheer complexity of a meticulously crafted vehicle model.
This discrepancy isn’t merely aesthetic; it’s a fundamental performance hurdle. Unoptimized models can bring even the most powerful gaming rigs to their knees, leading to stuttering gameplay, long load times, and a generally poor user experience. The key lies in a strategic approach to game asset optimization, ensuring that visual fidelity is preserved without compromising real-time performance. This guide will delve into the essential techniques and workflows for transforming your stunning automotive creations into efficient automotive game assets ready for the rigors of modern game development.
The Fundamental Challenge: Reconciling Photorealism with Real-Time Performance
At the heart of game development is the constant balancing act between visual quality and performance. High-fidelity automotive 3D models are typically designed for static renders, cinematics, or industrial design applications, where polygon counts can easily reach several million. Each polygon, each vertex, and each material instruction contributes to the computational load on the GPU and CPU during real-time rendering.
When these raw, unoptimized models are dropped into a game engine, the results are often disastrous. High polygon counts lead to excessive draw calls, overwhelming the graphics pipeline. Complex material setups with numerous texture samples can consume vast amounts of VRAM, slowing down rendering. Furthermore, inefficient UV layouts and improperly baked textures compound these issues, making the model unsuitable for interactive experiences. The goal of optimization is to intelligently reduce this computational burden while retaining the visual essence of the original design.
Strategic Polygon Reduction and Mesh Optimization
The most immediate and impactful step in preparing high-fidelity automotive models for game engines is robust polygon reduction. This isn’t about indiscriminately stripping away detail, but rather an artful process of simplifying geometry while preserving crucial silhouette and form. Starting with a high-quality base model, perhaps from a resource like 88cars3d.com, provides an excellent foundation for this process, ensuring accurate shapes even after significant optimization.
Manual Retopology for Clean Game-Ready Meshes
Manual retopology is often considered the gold standard for creating game-ready meshes. This process involves tracing over the high-polygon model to create a new, low-polygon mesh with optimal topology. Advantages include perfectly clean quads, efficient edge loops that follow the contours of the vehicle, and precise control over polygon density in different areas. This method is labor-intensive but yields superior results, especially for models that require deformation or complex animations.
- Controlled Detail: Focus polygons where they are most needed (e.g., sharp edges, complex curves) and less in flat areas.
- Clean Edge Flow: Ensures smooth deformation during animation (e.g., suspension, steering).
- Optimized for UVs: Easier to create clean UV maps with minimal distortion.
Automated Decimation Tools and Their Limitations
Automated decimation tools (e.g., Blender’s Decimate modifier, ZBrush’s ZRemesher, or dedicated solutions like Simplygon) can rapidly reduce polygon counts. These tools are excellent for quickly generating a base mesh or for parts of the vehicle that won’t be seen up close. However, they often produce triangulated meshes with less-than-ideal edge flow, which can lead to shading artifacts or issues with UV unwrapping. They are best used as a starting point for further manual cleanup or for less critical components.
- Speed: Quickly generates a lower poly version.
- Caveats: Can create messy topology, introduce shading errors, and may not be ideal for animated parts.
Geometry Cleanup and Efficiency
Beyond polygon count, several other geometric efficiencies can be applied. Removing internal geometry that will never be seen (e.g., engine components inside a sealed hood, hidden cables) significantly reduces vertex and polygon counts without visual loss. Merging vertices, removing non-manifold geometry, and ensuring all normals are correctly oriented are critical cleanup steps. Instancing identical mesh components, such as wheels, brake calipers, or exhaust tips, allows the engine to render them once and reuse the data, drastically cutting down on draw calls and memory usage.
Mastering Level of Detail (LOD) for Dynamic Performance
One of the most powerful techniques for optimizing automotive game assets in dynamic environments is the implementation of Level of Detail (LOD). LODs are simplified versions of your 3D model that are swapped in and out based on the camera’s distance from the object. This ensures that the engine only renders the necessary amount of detail, significantly boosting real-time rendering performance.
Understanding LOD Generation Strategies
Effective LOD implementation requires careful planning. Typically, a model will have several LODs, ranging from the high-detail base mesh (LOD0) to increasingly simplified versions (LOD1, LOD2, LOD3, etc.).
- Manual LOD Creation: This involves manually creating multiple versions of your low-poly mesh, each with a progressively lower polygon count. This offers the most control over visual quality at each LOD level, ensuring key silhouette features are maintained even at distance. It’s often the preferred method for crucial assets like player-controlled vehicles.
- Software-Driven LOD Tools: Many DCC applications and game engines (like Unreal Engine and Unity) have built-in LOD generation tools. These can automatically decimate your mesh to generate LODs based on a percentage reduction or target polygon count. While faster, they may require post-generation cleanup to fix shading or topology issues. Specialized software like Simplygon excels in robust automated LOD generation.
Optimal LOD Thresholds and Transitions
Setting the correct switching distances for your LODs is crucial. If the transition happens too close, players might notice popping. If too far, unnecessary detail is rendered. Engines use screen size or distance metrics to determine when to switch. It’s vital to test these thresholds extensively within the game environment to find the perfect balance between visual integrity and performance. A typical automotive asset might have:
- LOD0 (Full Detail): Visible when very close to the camera.
- LOD1 (Medium Detail): ~50-70% polygon reduction, for medium distances.
- LOD2 (Low Detail): ~80-90% reduction, for further distances.
- LOD3 (Very Low Detail/Imposter): ~95%+ reduction, or even a 2D billboard imposter for extreme distances, especially for background cars.
Proxy Models and Imposters for Extreme Distances
For objects at extreme distances, where even a heavily reduced 3D mesh is too costly, 2D imposters or billboard proxies can be used. These are essentially flat planes with a pre-rendered image of the model, rotated to always face the camera. This offers a significant performance boost for distant objects, such as cars in a large open world that are far from the player’s immediate focus. While primarily for static objects, simplified imposters can be incredibly effective for background vehicles in a racing game, where their primary purpose is to fill out the scene without drawing much performance.
Efficient UV Mapping and Texture Baking for Game Engines
Once your mesh is optimally reduced and ready for LODs, the next critical step is preparing its textures through efficient UV mapping and texture baking. This is where the high-fidelity detail of your original model is transferred onto the low-polygon game mesh, ensuring a visually rich asset with minimal performance overhead. This process is integral to the PBR workflow, which is the standard for realistic materials in modern game engines.
Smart UV Unwrapping for Optimal Texture Space
UV unwrapping is the process of flattening the 3D mesh into a 2D space, allowing a 2D image (texture) to be applied to its surface. For game assets, efficient UVs are paramount:
- Minimize Seams: Reduce the number of cuts (seams) to avoid visible breaks in textures. Place seams in less visible areas.
- Uniform Texel Density: Ensure that the texture resolution is consistent across the entire model. This prevents blurry areas on larger surfaces and overly sharp textures on smaller ones.
- No Overlaps: Overlapping UVs, while sometimes useful for repeating textures, can cause issues with baked maps. For unique detail, ensure no overlaps.
- Maximize Space: Fill the 0-1 UV space as much as possible to make the most of your texture resolution.
- Texture Atlasing: Grouping multiple smaller parts onto a single UV map (and thus a single texture) can reduce draw calls, improving performance significantly, especially for components like dashboards, engine parts, or undercarriage details.
High-Poly to Low-Poly Baking: Capturing Detail
This is where the magic happens. Texture baking projects details from your high-polygon model onto the UV-mapped low-polygon mesh. The most common maps baked include:
- Normal Map: The most crucial map, it simulates fine surface details (scratches, rivets, panel lines) using lighting information, making a low-poly surface appear as detailed as a high-poly one.
- Ambient Occlusion (AO) Map: This map simulates soft shadows where surfaces are close together, adding depth and realism.
- Curvature Map: Identifies convex and concave areas, useful for procedural wear and tear effects.
- Thickness Map: Indicates the thickness of the mesh, valuable for subsurface scattering effects or grime accumulation.
- ID Map (Color Map): Assigns distinct colors to different material zones, simplifying material assignment and masking in the game engine.
Software like Substance Painter, Marmoset Toolbag, or even Blender’s internal baker are excellent for this process. Starting with a pristine high-poly model, perhaps sourced from 88cars3d.com, simplifies the baking process as the source detail is already of high quality.
PBR Texture Set Creation for Realism
A physically based rendering (PBR) workflow is essential for achieving realistic materials in modern game engines. After baking, you’ll create a suite of PBR textures. These typically include:
- Albedo (Base Color) Map: Represents the diffuse color of the surface, free from lighting information.
- Metallic Map: Defines which areas are metallic (white) and which are dielectric (black).
- Roughness Map: Controls how rough or smooth a surface is, affecting how light scatters and reflects.
- Normal Map: (As baked above) adds intricate surface detail.
- Ambient Occlusion Map: (As baked above) adds contact shadows.
Consistency across these maps is key to a convincing material. Using tools like Substance Painter allows for procedural PBR material generation and seamless integration with baked maps.
Texture Resolution and Atlasing Considerations
Balancing texture resolution with VRAM budget is another critical aspect of game asset optimization. While a 4K texture might look incredible up close, using several on a single vehicle can quickly exhaust VRAM. Smart choices include:
- Prioritize Detail: Use higher resolutions (e.g., 2048×2048 or 4096×4096) for large, prominent parts like the car body, hood, or windshield.
- Economize: Use lower resolutions (e.g., 1024×1024 or 512×512) for smaller or less visible components like interior elements, engine parts, or undercarriage.
- Texture Atlasing: Consolidate multiple smaller textures into one larger texture atlas. This reduces draw calls and improves cache efficiency, a significant boost for real-time rendering performance. A single material with a single texture atlas is far more efficient than multiple materials with individual textures.
Integrating Optimized Automotive Models into Real-Time Game Engines
The final stage of the pipeline involves exporting your optimized automotive game assets from your DCC software and importing them into your chosen real-time engine, such as Unreal Engine or Unity. This phase requires attention to detail to ensure materials are set up correctly, collisions are functional, and engine-specific optimizations are utilized for peak performance.
Exporting from DCC Software (e.g., Blender, Maya, 3ds Max)
The FBX format is the industry standard for exporting game assets. When exporting, ensure the following:
- Scale: Maintain consistent scale between your DCC software and the game engine (e.g., 1 unit = 1 cm).
- Pivots and Transforms: Ensure the model’s pivot point is at its origin and transforms are frozen or reset.
- Smoothing Groups/Normals: Export with proper smoothing groups or explicitly defined normals to prevent faceted shading.
- Multiple Meshes vs. Single Mesh: Decide whether to export the car as a single combined mesh or as separate components (e.g., body, wheels, interior) for easier animation or material assignment.
Importing and Setting Up in Unreal Engine or Unity
Both Unreal Engine and Unity offer robust import settings. When importing your FBX:
- Unreal Engine: Check settings for `Generate Missing Collision`, `Import Textures`, `Import Materials`, `Normal Import Method`, and ensure `Combine Meshes` is used if desired. Enable `Build Adjacency Buffer` for Nanite.
- Unity: Configure `Scale Factor`, `Import Normals`, `Import Materials`, and ensure your mesh is correctly marked for static batching or GPU instancing if applicable.
Careful attention to these import settings will prevent common issues like flipped normals or incorrect scale. Starting with high-quality models from sources like 88cars3d.com can often streamline this import process, as their assets are typically prepared with game engine compatibility in mind.
Setting Up Materials with the PBR Workflow
Once imported, the next step is to create materials and apply your baked PBR textures. Both engines use a node-based material editor (Material Editor in Unreal, Shader Graph/Standard Shader in Unity).
- Connect Maps: Connect your Albedo, Metallic, Roughness, Normal, and Ambient Occlusion maps to their respective input pins on the PBR material node.
- Material Instances: Utilize material instances (Unreal) or material variants (Unity) to create variations of a base material (e.g., different paint colors) without duplicating the entire material, saving draw calls and memory.
- Tiling and Scale: Adjust texture tiling and scale as needed to ensure they look correct on the model.
Collision Meshes for Interactive Environments
For vehicles, collision is paramount. High-fidelity meshes are too complex for accurate, performant collision detection. Instead, simplified collision meshes are used:
- Auto-Generated: Both engines can generate primitive collision shapes (boxes, spheres, capsules) or even simplified convex hull collisions.
- Custom Collision Meshes: For precise handling and interaction, creating a custom, low-polygon collision mesh (often named `UCX_` or `_collider` in your DCC software) is recommended. This allows you to define accurate collision boundaries without the performance cost of the visual mesh.
Engine-Specific Optimizations and Profiling
Leverage engine-specific features for further Unreal Engine optimization or Unity performance boosts:
- Unreal Engine:
- Nanite: For static meshes, Nanite can render millions of polygons directly, bypassing traditional LODs for incredibly detailed distant geometry. While it doesn’t entirely replace traditional LODs for animated vehicles, it’s a game-changer for static car props in scenes.
- Virtual Textures (VT): Manages texture streaming for extremely large textures, reducing memory footprint.
- HLODs (Hierarchical LODs): Combines distant clusters of objects into single, simpler meshes, reducing draw calls at long ranges.
- Material Instances: Crucial for efficient material management.
- Unity:
- SRP Batcher/DOTS: Optimizes draw calls for SRP-based projects.
- Occlusion Culling: Prevents rendering of objects hidden by others.
- LOD Groups: Manages LODs seamlessly.
- GPU Instancing: Renders multiple copies of the same mesh (e.g., many cars in a parking lot) with a single draw call.
Always use the engine’s built-in profilers (e.g., Unreal’s Stat GPU, Stat RHI, Stat UNIT; Unity’s Profiler) to identify performance bottlenecks and guide your optimization efforts.
Conclusion
Transforming high-fidelity automotive 3D models into game-ready assets is a multi-faceted process that demands a blend of artistic skill and technical understanding. It’s about more than just reducing polygons; it’s a holistic approach encompassing strategic polygon reduction, intelligent Level of Detail (LOD) implementation, a meticulous PBR workflow with precise texture baking, and careful integration into the chosen engine. By mastering these techniques, you can ensure your stunning vehicle designs not only look incredible but also perform flawlessly in the demanding world of real-time rendering.
Whether you’re an independent developer or part of a large studio, understanding these optimization pipelines is crucial for delivering compelling experiences. Begin your journey with high-quality, production-ready models as your foundation; explore the extensive selection of meticulously crafted vehicles available at 88cars3d.com to kickstart your projects. Embrace these optimization strategies, and unlock the full potential of your automotive game assets in any real-time engine, from basic mobile experiences to advanced Unreal Engine optimization.
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Toyota Crown S180 2005 3D Model
Texture: Yes
Material: Yes
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Toyota Celica 2004 3D Model
Texture: Yes
Material: Yes
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Toyota Corolla AE100 1992 3D Model
Texture: Yes
Material: Yes
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Toyota Mark II X110 2000 3D Model
Texture: Yes
Material: Yes
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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
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
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Volkswagen Lupo 3D Model
Texture: Yes
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
Texture: Yes
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
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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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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