From Cinematic to Game-Ready: Optimizing High-End 3D Automotive Models Without Sacrificing Visual Fidelity
From Cinematic to Game-Ready: Optimizing High-End 3D Automotive Models Without Sacrificing Visual Fidelity
The allure of hyper-realistic 3D automotive models, meticulously crafted for cinematic splendor or high-fidelity renders, is undeniable. These digital masterpieces often boast millions of polygons, intricate details, and complex shader networks, pushing the boundaries of visual fidelity. However, the moment these magnificent creations need to transition from a controlled rendering environment into the dynamic, real-time world of a game engine, a fundamental conflict arises.
Game engines operate under strict performance budgets, demanding efficiency at every turn. A model that looks breathtaking in a cinematic sequence can bring a game to its knees, leading to stuttering frame rates, excessive load times, and a diminished player experience. The challenge for 3D artists and game developers is clear: how do we transform these high-end 3D automotive models into optimized, game-ready assets without stripping away their visual soul? How do we achieve superior real-time rendering performance while maintaining the aesthetic intent of the original?
This comprehensive guide delves into the essential techniques and strategies required to bridge this gap. We’ll explore everything from drastic polycount reduction and intelligent retopology to the magic of PBR material workflows and seamless game engine integration, ensuring your vehicles look stunning and perform flawlessly, even on a tight budget.
The Fundamental Conflict: Cinematic Detail vs. Real-Time Performance
At its core, the disparity between cinematic and game-ready assets stems from their intended purpose and the environments they operate within. Cinematic renders can afford to calculate every ray bounce, every intricate shadow, and every minute surface detail over extended periods. This often translates to models that utilize subdivision surfaces, incorporate extremely dense meshes for fine details like bolts and grilles, and feature complex material layers. Such high-poly optimization is often an afterthought in the initial cinematic creation phase, as the focus is solely on visual perfection.
Real-time game engines, conversely, must render dozens, if not hundreds, of frames per second. Every polygon, every draw call, every texture lookup contributes to the computational load. A single high-end 3D automotive model with millions of polygons can overwhelm a GPU, leading to bottlenecks in vertex processing, excessive memory usage for geometry and textures, and ultimately, poor real-time rendering performance. This is where the need for aggressive optimization becomes paramount. The goal isn’t just to make the model “work” in a game engine, but to make it perform efficiently while still looking visually appealing to the player. The balancing act between preserving the artistic vision and adhering to technical constraints is the first, and often most critical, hurdle.
Mastering Polycount Reduction and Retopology for Automotive Game Assets
The journey from a high-fidelity, cinematic car model to an optimized automotive game asset begins with significantly reducing its polygon count. This isn’t just about slashing polygons; it’s about intelligent reduction that maintains the model’s critical silhouette and defining features. The aim is to create a lightweight mesh that can efficiently carry all the visual information baked from its high-poly counterpart.
Strategic Decimation and Manual Retopology
Automatic decimation tools, found in software like ZBrush (ZRemesher), Blender (Decimate modifier), or 3ds Max (ProOptimizer), can provide a quick initial reduction. These tools intelligently reduce polygons while attempting to preserve mesh integrity. However, for critical high-end 3D automotive models, especially those viewed up close, a purely automated approach often falls short. It can introduce triangulation, destroy clean edge flow, and create artifacting that will cause issues during normal map baking.
This is where manual retopology high-end vehicles becomes indispensable. Manual retopology involves carefully rebuilding the mesh with an optimal polycount and clean quad topology. This process is time-consuming but yields superior results, ensuring excellent deformation, clean UV unwrapping, and perfect baking outcomes. Focus on maintaining critical edge loops around panel gaps, headlights, grilles, and character lines. Areas with complex curves or sharp angles will require more polygons to define their form, while flat surfaces can be drastically simplified. The art lies in understanding where geometry is truly necessary and where detail can be faked with texture maps.
Optimizing Component-Specific Geometry
Different parts of a car model have varying levels of geometric complexity and visibility, requiring tailored optimization strategies:
- Car Body: This is the most crucial part. After retopology, ensure smooth, flowing quads. Panel gaps should be represented by minimal geometry, and deep recesses can be simplified, relying on normal maps and ambient occlusion to convey depth.
- Wheels and Tires: Often complex due to spokes, brakes, and tire treads. Wheels are usually separate meshes and often require their own set of LODs. Tire treads can be reduced to a simpler profile, with tread details baked into a normal map.
- Interior: For most game scenarios, the interior is rarely viewed up close. Consider drastically simplifying or even removing parts of the interior that aren’t visible through windows or accessible to the player. For racing games, a more detailed dashboard might be necessary, but seat backs and floor geometry can be heavily optimized.
- Lights, Emblems, Wipers: These smaller, high-detail elements can often be simplified significantly. Emblems might be fully modeled on the high-poly, but on the low-poly, they could be reduced to a simple plane with details baked via a normal map, combined with a transparent texture for cut-outs.
- Underbody: Unless specific gameplay requires it (e.g., car customization, complex damage models), the underbody can be extremely simple, focusing only on parts visible from certain camera angles or for collision purposes.
By applying these targeted high-poly optimization techniques, artists can transform unwieldy cinematic models into efficient automotive game assets perfectly suited for interactive environments.
Implementing Robust Level of Detail (LODs) for Seamless Performance
Even after extensive retopology, a single, highly optimized mesh for your high-end 3D automotive model might not be sufficient for maintaining optimal real-time rendering performance across all distances. This is where Level of Detail (LODs) comes into play. LODs are simplified versions of your mesh that are swapped in and out based on the camera’s distance from the object. They are absolutely critical for game engine vehicle optimization, ensuring that players always see an appropriate level of detail without unnecessary computational overhead.
LOD Strategy and Generation
A typical LOD setup for an automotive game asset might include 3-5 levels:
- LOD0 (Hero Mesh): This is your primary, highest-detail optimized mesh, typically ranging from 50,000 to 100,000 triangles for a hero vehicle, depending on the game’s target platform and fidelity. It’s used when the car is very close to the camera.
- LOD1 (Mid-Distance): A significant reduction, perhaps 50-70% of LOD0’s polycount (e.g., 20,000-40,000 triangles). Details like complex grilles or interior parts might be simplified or completely removed.
- LOD2 (Far-Distance): Further reduced, possibly 70-90% of LOD1 (e.g., 5,000-15,000 triangles). Only the dominant silhouette and major features remain. Headlights might become simple flat planes.
- LOD3 (Very Far / Shadow-only): A very aggressive reduction, often just a few hundred to a few thousand triangles. This might be used for cars very far in the distance, or even as a simple collision mesh. For extreme distances, the model might even be culled completely or replaced by an impostor.
LODs can be generated using a few methods. Many 3D software packages and game engines offer automated LOD generation tools that can decimate your mesh repeatedly. While quick, these often require manual cleanup to maintain visual integrity, especially for critical areas. For the best results, creating each LOD manually, or using automated tools with careful oversight and manual refinement, is recommended. This allows artists to specifically decide which details to remove or simplify at each stage, preserving the critical visual cues that define the car.
Material and Texture LODs
Optimization doesn’t stop at geometry. Materials and textures also contribute significantly to real-time rendering performance. For distant LODs, consider swapping to simpler materials that use fewer texture samples or less complex shader calculations. For instance, a complex paint shader with multiple layers and clear coat effects on LOD0 can be replaced by a basic PBR material on LOD2. Furthermore, using lower-resolution textures for distant LODs (e.g., 4K for LOD0, 2K for LOD1, 1K for LOD2) can drastically reduce video memory usage and texture bandwidth, providing another layer of game engine vehicle optimization. Ensuring your texture streaming settings in-engine are configured correctly will also help manage memory.
The Art of PBR Car Materials and Texture Baking
Once your automotive game assets are geometrically optimized, the next critical step is to imbue them with photorealistic PBR (Physically Based Rendering) materials. PBR workflows are standard in modern game development because they accurately simulate how light interacts with surfaces, resulting in materials that look consistent and realistic under various lighting conditions. This is where we leverage the high-poly details we sacrificed on the low-poly mesh, bringing them back through the magic of texture baking.
Normal Map Baking for High-Detail Preservation
The normal map is arguably the most vital texture in modern game asset creation. It allows a low-polygon mesh to appear as if it has the intricate details of a high-polygon mesh by encoding surface normal information. The process of normal map baking involves projecting the surface details (like bolts, panel lines, small vents, and sculpted details) from your high-poly model onto the UV-unwrapped low-poly mesh. Tools like Substance Painter, Marmoset Toolbag, XNormal, and Blender’s Cycles renderer are commonly used for this.
A successful normal map bake requires a clean low-poly mesh with non-overlapping UVs and a high-poly model that closely matches the low-poly’s silhouette. Proper “cage” settings are also crucial during baking to prevent artifacts. When done correctly, a baked normal map can make a relatively simple mesh look incredibly detailed, providing the illusion of depth and complexity without the geometric cost. This technique is indispensable for preserving the visual fidelity of high-end 3D automotive models while adhering to strict polycount budgets.
Auxiliary Map Baking: Ambient Occlusion and Curvature
Beyond normal maps, several other baked textures enhance realism:
- Ambient Occlusion (AO): An AO map darkens crevices and areas where light is blocked, adding crucial depth and grounding to the model. Baking AO from your high-poly model captures realistic shadowing in these occluded areas, making the low-poly look more substantial and integrated into its environment.
- Curvature Maps: These maps identify concave and convex areas of the mesh. They are incredibly useful for applying procedural effects in your shaders, such as edge wear, dirt accumulation in crevices, or subtle surface variations, further enhancing the realism of your PBR car materials without adding geometry.
- ID Maps / Material Masks: If your high-poly has distinct material zones, baking an ID map (using vertex colors or material IDs) can help create masks for different material layers in your PBR shader, streamlining the material creation process.
Crafting Realistic Automotive PBR Materials
With your baked maps ready, you can now build your PBR car materials. Automotive surfaces, especially car paint, are notoriously complex due to their multi-layered nature (base coat, metallic flakes, clear coat). A typical PBR workflow involves creating textures for:
- Albedo (Base Color): The pure color of the surface, devoid of lighting information.
- Metallic: A grayscale map defining which areas are metallic (white) and non-metallic (black).
- Roughness: A grayscale map defining how rough (shiny/matte) a surface is.
- Normal: The baked normal map to simulate high-poly details.
- Ambient Occlusion: The baked AO map for subtle shadowing.
- Opacity/Alpha: For transparent parts like windows, headlights, and meshes with cutouts (e.g., grilles).
For car paint, specific shader setups often involve clear coat layers on top of a metallic base. Achieving realistic glass, chrome, and rubber requires careful tuning of roughness, metallic, and refraction properties. High-quality automotive game assets demand meticulous attention to these material parameters to truly shine in the game engine.
Game Engine Integration and Fine-Tuning for Peak Performance
With your high-end 3D automotive models now optimized, complete with LODs and PBR textures, the final stage is integration into your chosen game engine. This step is crucial for verifying that all the optimization efforts translate into tangible real-time rendering performance and visual quality.
Exporting Optimized Assets (FBX Considerations)
The FBX format is the industry standard for transferring 3D assets to game engines. When exporting, several considerations are vital:
- Scale and Units: Ensure your export scale matches your engine’s units (e.g., 1 unit = 1 meter). Inconsistent scaling can lead to issues with physics, lighting, and collision.
- Pivot Points: Set appropriate pivot points for functional parts. For a car, the main body’s pivot might be at its center, while wheels require pivots at their rotation axis.
- Coordinate System: Align the asset’s up-axis (usually Y or Z) and forward-axis with the engine’s standard to avoid incorrect orientation upon import.
- Separate Meshes: Export your car as individual meshes for functional components (body, four wheels, doors, hood, trunk, interior, etc.). This allows for independent animation, physics, and damage systems within the engine.
- Embedded Media: Decide whether to embed media (textures) or reference external files. Referencing external files is generally preferred for easier updates and smaller FBX file sizes.
Setting Up LODs and Materials in Engine
Once imported, the real work of game engine vehicle optimization begins within the engine itself:
- LOD Setup (Unreal Engine): In Unreal, you import your base mesh, and then additional LOD meshes can be added within the Static Mesh Editor. You define the screen size at which each Level of Detail (LODs) will swap. Material slots can also be simplified or swapped for distant LODs.
- LOD Setup (Unity): Unity uses a dedicated LOD Group component. You assign your different LOD meshes to the group and set the transition percentages based on screen height. Unity also allows for material simplification per LOD.
- Material Instances/Variants: Create master PBR materials in your engine (e.g., a “Car Paint Master Material”). Then, create material instances (Unreal) or variants (Unity) from this master. This allows artists to easily change colors, roughness, and other parameters for different car models without recompiling shaders, greatly improving efficiency and reducing draw calls.
- Shader Complexity: Monitor shader complexity in the engine’s viewport modes. Complex multi-layered car paint shaders can be very expensive. Optimize by using simpler nodes, texture masks, and conditional logic within your shaders, especially for non-hero assets.
For those looking to accelerate their pipeline, acquiring pre-optimized, high-quality base models from resources like 88cars3d.com can be an excellent starting point, allowing artists to focus more on fine-tuning and less on the initial build.
Performance Profiling and Optimization
Even with optimized assets, thorough profiling is essential to ensure peak real-time rendering performance. Utilize the engine’s built-in profilers (e.g., Unreal Insights, Unity Profiler) to identify bottlenecks:
- Draw Calls: Minimize draw calls by combining meshes (where appropriate), using GPU instancing for identical assets (like bolts on wheels), and efficient batching.
- Overdraw: Overdraw occurs when pixels are rendered multiple times by overlapping transparent or opaque geometry. Optimize by simplifying geometry, culling unseen faces, and carefully managing transparent materials.
- Shadow Casting: Dynamic shadows are expensive. Consider disabling shadow casting for distant LODs or using simpler shadow maps.
- Collision Meshes: Create vastly simplified collision meshes for your vehicles. A complex visual mesh should never be used for collision detection, as it is computationally wasteful.
- Physics Assets: For vehicle dynamics, create simplified physics assets that accurately represent the car’s shape for suspension, wheel interaction, and damage calculations without relying on the complex visual mesh.
Continual iteration and profiling are key to achieving optimal results, balancing visual fidelity with the demanding performance requirements of modern game engines.
Conclusion
Transforming cinematic-quality high-end 3D automotive models into game-ready assets is a nuanced journey that demands a blend of artistic skill and technical expertise. It’s about intelligently sacrificing geometric density while artfully preserving visual fidelity through clever texture work and efficient material setups. From the meticulous process of retopology high-end vehicles and strategic high-poly optimization, through the creation of robust Level of Detail (LODs), to the precise art of normal map baking and crafting exquisite PBR car materials, every step contributes to the final outcome.
By mastering these techniques and diligently implementing game engine vehicle optimization strategies, you can ensure your automotive creations not only look breathtaking but also perform flawlessly in a real-time environment. This meticulous approach guarantees that players experience the full visual impact of your designs without any compromise on real-time rendering performance.
Ready to put these techniques into practice? Whether you’re starting from scratch or optimizing existing masterpieces, having access to high-quality base models can significantly accelerate your workflow. Explore the vast collection of meticulously detailed 3D automotive models available at 88cars3d.com – the perfect foundation for your next game development project. Start optimizing today and bring your dream cars to life in your games!
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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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