Beyond PBR: Crafting Photorealistic Automotive Paint Shaders for Next-Gen 3D
Beyond PBR: Crafting Photorealistic Automotive Paint Shaders for Next-Gen 3D
The quest for ultimate realism in 3D automotive visualization is an ongoing journey, pushing the boundaries of what’s technically achievable. While Physically Based Rendering (PBR) has revolutionized how we approach materials, providing a robust foundation for consistent lighting and accurate surface interactions, automotive paint presents a unique and formidable challenge. Its complex multi-layered structure and distinct optical properties demand a strategy that goes far “beyond PBR” to truly capture its mesmerizing depth and sparkle.
Achieving truly photorealistic rendering for vehicle exteriors requires a deep understanding of real-world physics and the technical prowess to translate that into a sophisticated shader. This article delves into advanced techniques for crafting automotive paint shaders in next-gen 3D environments, exploring the intricacies of each layer and providing insights into optimizing these complex materials for performance. Whether you’re a game developer, an automotive designer, or a 3D artist, mastering these concepts will elevate your renders from good to breathtaking.
Deconstructing Automotive Paint: The Multi-Layered Reality
To accurately simulate automotive paint digitally, we must first understand its physical composition. Real-world car paint is not a single, monolithic layer; it’s a sophisticated stack of distinct coatings, each contributing to the final aesthetic. This multi-layered structure is crucial for achieving truly photorealistic rendering.
The Anatomy of Car Paint: From Primer to Polish
- Primer Coat: Applied directly to the bare metal, the primer ensures adhesion and corrosion resistance. While not typically visible, its underlying color can subtly influence the final paint tone.
- Base Coat (Color Coat): This layer provides the primary color. For metallic or pearlescent paints, this coat contains microscopic metallic or mica flakes, which are responsible for the paint’s characteristic sparkle and shift in color under different lighting angles.
- Clear Coat Layer: This is arguably the most critical layer from a rendering perspective. A thick, transparent, and highly reflective polyurethane coating, the clear coat layer protects the base coat from UV light and scratches. It’s also the source of the paint’s deep gloss and mirror-like reflections.
- Optional Layers: Some advanced paints might include additional layers like tint coats or ceramic coatings, further enhancing durability and shine.
Translating this physical reality into a digital shader involves conceptually stacking these layers, ensuring each interacts correctly with light. The key is understanding how light refracts through and reflects off each surface, especially the transparent clear coat layer and the embedded metallic particles.
The Core of PBR: A Foundation, Not the Finish Line
Physically Based Rendering (PBR) has become the industry standard for creating realistic materials. Its principles ensure that materials react consistently and predictably to light, regardless of the lighting environment. PBR is built on concepts like energy conservation, where a surface cannot reflect more light than it receives, and accurate Fresnel reflections, where reflectivity increases at grazing angles.
Why Standard PBR Falls Short for Automotive Paint
While PBR provides an excellent foundation, a basic PBR material often isn’t enough to capture the unique nuances of automotive paint. A standard PBR metallic material, for instance, might look good for brushed metal or solid-color plastic, but it lacks the critical multi-layering, the complex anisotropic reflections, and the distinctive sparkle of embedded flakes that define a high-quality car finish. Automotive paint demands a more specialized approach, extending beyond the typical PBR workflow by introducing custom layering and light interaction models.
Our journey “beyond PBR” begins by treating the car paint as a stack of PBR materials, where the clear coat layer sits atop a base layer that itself incorporates metallic properties. This composite approach allows us to control each aspect independently, from the underlying color to the final, glossy sheen.
Building the Advanced Clear Coat Layer: The Sheen of Perfection
The clear coat layer is the crown jewel of automotive paint shaders. It’s responsible for the deep, wet look, the crisp reflections, and the overall impression of a highly polished surface. Without an accurately simulated clear coat, even the most detailed base coat will appear dull and unrealistic.
Implementing a Physically Accurate Clear Coat
In a shader graph editor, such as the one in Unreal Engine, the clear coat is typically implemented as a separate reflective layer applied on top of the base paint. This involves several critical steps:
- Separate Specular Lobe: The clear coat should have its own specular reflection lobe. This means calculating reflections and highlights for the clear coat independently from the base coat.
- High Reflectivity and Low Roughness: The clear coat is generally very smooth, translating to a very low roughness value (typically 0.0 to 0.1). Its reflectivity is governed by a high metallic value (around 1.0) and an appropriate index of refraction (IOR), usually around 1.4-1.5 for automotive clear coats.
- Accurate Fresnel Effect: The Fresnel effect is paramount here. Reflections from the clear coat layer should become much stronger at grazing angles (when viewing the surface almost parallel) and weaker when viewed head-on. Most PBR workflows handle this automatically with metallic materials, but ensuring it’s correctly applied to the clear coat’s specular lobe is vital.
- Transparency and Refraction: While primarily reflective, the clear coat is also transparent. Light that isn’t reflected by the clear coat passes through it to interact with the base coat. This means the base coat’s appearance should be visible *through* the clear coat, possibly with subtle refraction, though often approximated by simply blending its output.
- Normal Mapping for Imperfections: Even the smoothest clear coat has microscopic imperfections. A subtle normal map can introduce a slight “orange peel” effect or microscopic scratches, adding another layer of realism.
In Unreal Engine automotive paint workflows, the Clear Coat Shading Model or custom layered material functions are excellent starting points for this advanced setup. Exposing specific material parameters like Clear Coat Roughness, Clear Coat Strength, and Clear Coat Normal Intensity gives artists fine-grained control.
Crafting the Metallic Flake Shader: Capturing the Sparkle
For metallic or pearlescent car paints, the embedded flakes are the secret ingredient that gives the finish its signature depth and dynamic sparkle. Replicating a convincing metallic flake shader is one of the most challenging aspects of automotive paint photorealistic rendering.
The Challenge of Simulating Flakes
Millions of tiny, randomly oriented metallic or mica flakes are suspended within the base coat. Each flake acts as a miniature mirror, reflecting light independently. As the viewing angle or light source changes, different flakes catch the light, creating a shimmering effect that can also exhibit color shifts (for pearlescent finishes). Simulating each individual flake is computationally impossible for real-time rendering, so we rely on clever approximations.
Techniques for a Believable Metallic Flake Shader
A successful metallic flake shader often combines procedural techniques with advanced normal mapping:
- Procedural Flake Distribution: Instead of texturing individual flakes, we can procedurally generate their distribution. This often involves using a noise function (like Perlin or Voronoi noise) to drive the density and placement of “virtual” flakes across the surface.
- Flake Normal Generation: The key to making flakes sparkle is giving them individual normals. These normals should be subtly randomized and oriented relative to the surface normal. When light hits these randomized normals, it creates distinct specular highlights for each “flake,” even if they’re not geometrically present.
- Anisotropic Flake Reflections: Some flake types, or certain paint finishes, exhibit anisotropic reflections. This means their reflections stretch in a particular direction. Simulating this requires generating a tangent basis for each virtual flake and aligning reflections accordingly.
- Flake Color and Tint: The flakes themselves can have a distinct color, which might be different from the base coat’s primary color. This is especially true for multi-color flake paints. Control over flake color and how it blends with the base color is crucial.
- Interaction with Clear Coat: The metallic flakes are beneath the clear coat. Their reflections must be modulated by the clear coat’s properties. Light passes through the clear coat, reflects off the flakes, and then passes back through the clear coat to the viewer. This layering is fundamental in your shader graph.
Exposing material parameters like Flake Size, Flake Density, Flake Sparkle (roughness), and Flake Anisotropy allows artists to fine-tune the look without diving deep into the shader graph. This makes iterative design much faster, especially when working on various models available from 88cars3d.com.
Advanced Visual Effects: Beyond Basic Reflections
To truly achieve cinematic-quality photorealistic rendering for automotive paint, we need to go beyond the fundamental layers and introduce more nuanced visual effects. These details often make the difference between a convincing render and one that still feels synthetic.
Anisotropic Reflections for Directional Sheen
While the metallic flakes can exhibit anisotropy, the clear coat layer itself can also contribute to this effect, especially in certain types of finishes or when a car has been polished in a specific direction. Anisotropic reflections cause highlights to stretch and smear in a particular direction, rather than appearing as perfect circles. This can be achieved in a shader graph by manipulating the surface normals or tangents based on a direction vector, creating a more dynamic and intricate specular response.
Accurate Fresnel Falloff for Edge Reflectivity
We touched upon Fresnel earlier, but its accurate implementation is critical. Fresnel describes how the reflectivity of a surface changes with the angle of incidence. For dielectric materials like the clear coat layer, reflections are weak when viewed head-on but become almost mirror-like at grazing angles. Ensuring this falloff is correctly applied to both the clear coat and, to a lesser extent, the underlying base coat’s reflections is crucial for believable depth and sheen. Without proper Fresnel, the car paint can look flat or overly reflective from all angles, losing its characteristic real-world appearance.
Simulating the “Orange Peel” Effect
Perfectly smooth surfaces rarely exist in the real world. Automotive paint, despite its high polish, often exhibits a subtle texture known as “orange peel.” This refers to a very fine, bumpy texture resembling the skin of an orange, a result of the spraying and curing process. Implementing this in a shader graph involves applying a very subtle, high-frequency noise normal map to the clear coat layer. This tiny irregularity breaks up perfect reflections, adding a touch of natural imperfection that significantly boosts realism. The intensity of this effect can be exposed as a material parameter for artistic control.
Dust, Dirt, and Scratches: The Story of the Surface
Beyond pristine showroom finishes, real cars accumulate wear and tear. Incorporating subtle layers for dust, dirt, water spots, and fine scratches can tell a story and ground the vehicle in its environment. These are often implemented as layered PBR materials that blend over the main paint shader based on procedural masks, ambient occlusion, or vertex paint. For instance, dust might accumulate in crevices, while scratches might appear along common wear paths. These elements, while technically external to the core paint shader, contribute immensely to the overall visual realism.
Performance Optimization for Real-Time and Virtual Production
Crafting these complex shaders for photorealistic rendering is one thing; making them run efficiently in real-time applications like games or virtual production environments is another. Performance optimization is paramount, especially when targeting high frame rates or multiple vehicles on screen, a common scenario for Unreal Engine automotive paint projects.
Strategies for Efficient Shader Design
- Shader Complexity Analysis: Most modern engines offer tools to visualize shader complexity. Regularly checking these maps helps identify bottlenecks. Areas with extremely high instruction counts or texture fetches will highlight parts of your shader graph that need simplification.
- Material Instancing: This is a cornerstone of efficiency. Create a master material with all the necessary logic and exposed material parameters. Then, create instances of this material for each variant (color, flake type, roughness). This allows you to change properties without recompiling the shader, saving significant performance and iteration time.
- Conditional Logic and Static Switches: Utilize static switches in your shader graphs. If certain features (like flake anisotropy or orange peel) are not always needed, they can be toggled off at compile time via static switches in material instances. This removes unnecessary calculations for simpler materials.
- Texture Resolution vs. Proceduralism: Balance the use of high-resolution textures with procedural generation. While textures offer direct control, complex procedural noise can sometimes be more expensive. Conversely, procedural textures can offer infinite detail without large memory footprints. Choose wisely based on the specific effect and performance budget.
- Level of Detail (LODs) for Shaders: For vehicles viewed at a distance, a simplified paint shader can be used. This involves creating LODs for your materials, where less complex versions are automatically swapped in as the camera moves away. This can significantly reduce render cost for distant objects.
- Baking Complex Calculations: Some very expensive calculations, like advanced normal map blending or complex procedural flake patterns, might be pre-baked into textures if they don’t need to change dynamically. This offloads computation from run-time.
- Optimizing Material Parameters: Only expose material parameters that artists truly need to tweak. Every parameter adds to the material’s footprint. Strip out any unused nodes or logic from your shader graph.
A well-optimized automotive paint shader ensures that your breathtaking visuals don’t come at the cost of interactivity, making it suitable for high-fidelity real-time applications and virtual production environments alike.
Common Pitfalls & Troubleshooting: Polishing the Imperfections
Even with a solid understanding of theory and robust shader graph techniques, achieving truly photorealistic rendering for automotive paint often involves battling a series of common visual artifacts and performance issues. Knowing how to identify and troubleshoot these pitfalls is key to refining your materials.
Addressing Visual Artifacts
- Banding (Color Stripping): This occurs when gradients in color or reflectivity appear as distinct bands rather than smooth transitions. It’s often due to insufficient color depth (e.g., 8-bit output) or issues with lighting interpolation. Ensure your rendering pipeline uses adequate bit depth (e.g., 16-bit float) for lighting and post-processing, especially for the clear coat’s reflections and indirect lighting.
- Aliasing on Reflections: Jagged or pixelated edges on reflections, particularly on the sharp highlights of the clear coat layer, are a tell-tale sign of aliasing. Implement robust anti-aliasing solutions (e.g., Temporal Anti-Aliasing (TAA) in Unreal Engine) and ensure your environment maps have sufficient resolution to avoid pixelation in reflections.
- Inconsistent Lighting Interactions: If the paint looks great in one lighting setup but breaks down in another, it suggests issues with PBR calibration. Double-check your roughness, metallic, and IOR values. Ensure your environment maps are high dynamic range (HDR) and properly calibrated. For Unreal Engine automotive paint, ensure proper light probe and reflection capture setups.
- “Plastic Look” (Lack of Depth): If your metallic paint lacks depth and looks like a solid plastic object, it’s often a sign that the clear coat layer is not properly separating its reflections from the base coat, or the metallic flake shader is too subtle or incorrectly implemented. Ensure the clear coat has distinct Fresnel behavior and a very low roughness.
- Overly Uniform Flakes: If your metallic flakes appear too grid-like or repeat in a noticeable pattern, your procedural noise function for flake distribution might be too simple or your texture coordinates are scaled incorrectly. Experiment with different noise types or blend multiple noise functions to break up repetition.
Troubleshooting Performance Bottlenecks
- High Instruction Counts: A complex shader graph with many nodes can lead to high instruction counts, impacting performance. Consolidate calculations, reuse intermediate results, and simplify nodes where possible. Use static switches to disable unused features via material parameters.
- Excessive Texture Samples: Sampling many textures in a single material can be costly. Combine smaller masks into packed textures (e.g., R, G, B, A channels for different masks) and ensure textures are appropriately sized and compressed.
- Overdraw Issues: Complex layered materials can contribute to overdraw, especially if alpha blending is used extensively. While less common for solid automotive paint, be mindful of transparency effects if adding dirt or decal layers.
Regularly profiling your scene and scrutinizing your shader graphs for inefficiencies are critical steps in the iterative process of achieving both visual fidelity and real-time performance.
Conclusion
Crafting truly photorealistic rendering for automotive paint in next-gen 3D is a journey that extends significantly beyond PBR‘s foundational principles. It demands a meticulous deconstruction of real-world materials, an intricate understanding of light interaction, and the technical skill to translate these complexities into a sophisticated shader graph.
By mastering the distinct properties of the clear coat layer, the nuanced behavior of the metallic flake shader, and incorporating advanced visual effects like anisotropic reflections and subtle imperfections, you can elevate your automotive renders to an unparalleled level of realism. Crucially, attention to performance optimization ensures these stunning visuals are suitable for demanding real-time applications and virtual production pipelines, especially within environments like Unreal Engine automotive paint projects.
The art of shader development is a blend of scientific accuracy and artistic interpretation. Continued experimentation with material parameters, lighting setups, and new techniques will undoubtedly lead to even more stunning results. To put these advanced shader techniques into practice, explore the vast collection of high-quality 3D automotive models available at 88cars3d.com, providing the perfect canvas for your next-gen paint creations.
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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
Material: 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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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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