The Unique Challenges of Achieving Real-Time Automotive Photorealism in UE5
The quest for ultimate realism in digital automotive visualization has long been a holy grail for artists, designers, and engineers alike. Traditionally, achieving breathtaking levels of detail and fidelity meant sacrificing interactivity, often relying on offline renderers that could take hours, if not days, to produce a single frame. However, the landscape of real-time rendering has been revolutionized with the advent of engines like Unreal Engine 5 (UE5).
UE5 has emerged as a powerhouse, democratizing access to stunning visuals in real-time. For the automotive industry, this means an unprecedented opportunity to create hyper-realistic experiences, from configurators and marketing materials to cutting-edge virtual production pipelines. But unlocking this potential, particularly for subjects as complex as automobiles, requires a deep understanding of UE5’s advanced features and a mastery of specific techniques. This guide will delve into advanced strategies for achieving true Unreal Engine automotive rendering, ensuring your vehicles boast Photorealistic car paint and enable seamless Real-time vehicle visualization.
The Unique Challenges of Achieving Real-Time Automotive Photorealism in UE5
Automotive subjects present a unique set of challenges compared to other assets in real-time rendering environments. The complexity of a vehicle’s surface, with its intricate curves, subtle panel gaps, and highly reflective materials, demands extreme precision. Any minor imperfection in lighting, reflections, or material response instantly breaks the illusion of realism.
Achieving believable Photorealistic car paint is perhaps one of the most demanding tasks. Car paint is not a simple diffuse material; it’s a multi-layered system comprising a base color, metallic flakes (if applicable), and a clear coat. Each layer interacts with light differently, creating complex highlights, reflections, and subsurface scattering effects. Replicating this accurately in real-time, while maintaining high frame rates, pushes the boundaries of engine capabilities.
Furthermore, the environment plays a crucial role. Automotive scenes often feature pristine, highly reflective surfaces that mirror their surroundings with perfect fidelity. This necessitates robust global illumination and reflection systems capable of capturing the complexity of real-world lighting. Balancing these visual demands with the performance requirements for Real-time vehicle visualization, whether for an interactive configurator or a cinematic sequence, is an ongoing challenge that UE5 addresses head-on with its innovative core technologies.
Leveraging UE5’s Core Technologies: Nanite and Lumen for Unprecedented Detail
Unreal Engine 5 introduces groundbreaking technologies that fundamentally change how artists can approach high-fidelity asset creation and scene lighting. For automotive projects, Nanite and Lumen are game-changers, allowing for levels of detail and realism previously unimaginable in real-time.
Nanite Virtualized Geometry: Detail Without Compromise
One of the biggest hurdles in Unreal Engine automotive rendering has always been polygon budget. High-fidelity CAD models of vehicles often contain millions, even hundreds of millions, of polygons, making them impractical for real-time engines without extensive optimization and decimation. This process inevitably led to a loss of subtle details, panel gaps, and surface fidelity. Nanite shatters these limitations.
Nanite is UE5’s Nanite virtualized geometry system, an intelligent mesh format and rendering technology that streams and scales polygon detail in real-time. This means you can import incredibly high-polygon models directly into UE5 without performance degradation. For automotive artists, this is revolutionary. You can now work with original CAD data, preserving every nuance of the vehicle’s design, from intricate headlight assemblies to microscopic surface imperfections, ensuring that your Game-ready car assets retain maximum fidelity.
To leverage Nanite, simply import your high-polygon mesh and enable Nanite support in the mesh editor. UE5 handles the rest, intelligently culling and streaming geometry based on screen space, delivering unparalleled visual quality while maintaining optimal performance. This is particularly vital for Automotive virtual production workflows where precision is paramount.
Lumen Global Illumination: Dynamic and Realistic Lighting
Lighting is arguably the most critical component in achieving photorealism, and global illumination (GI) is its cornerstone. Traditional real-time engines struggled with dynamic GI, often relying on pre-baked solutions or simplified approximations. UE5’s Lumen global illumination system eradicates these limitations, providing fully dynamic, real-time GI and reflections.
Lumen calculates diffuse inter-reflection and specular reflections for infinite bounces, meaning light behaves realistically as it interacts with surfaces in your scene. For vehicles, this translates into incredibly accurate color bleed from the environment onto the car body, subtle ambient occlusion in crevices, and realistic reflections that dynamically update with every change in lighting or camera position. Imagine placing a vehicle in a vibrant forest, and seeing the green hues subtly reflect onto its paintwork – Lumen makes this effortlessly real-time.
When setting up Lumen for automotive scenes, focus on:
- Quality Settings: Adjust Lumen’s quality settings in Project Settings > Engine > Rendering for the desired balance of fidelity and performance.
- Scene Scale: Ensure your scene is built to real-world scale for accurate light attenuation and reflection behavior.
- Material Roughness: Lumen heavily relies on material properties. Accurate roughness maps are crucial for realistic indirect light scattering and reflections.
Lumen transforms Real-time vehicle visualization from merely “good” to genuinely breathtaking, reacting to light as it would in the physical world.
Crafting Masterpiece Materials: The Art of Advanced UE5 Car Shaders
While Nanite handles geometry and Lumen tackles lighting, it’s the materials that breathe life into your automotive models. Achieving convincing Photorealistic car paint, glass, and metals requires a sophisticated understanding of physically based rendering (PBR) principles and advanced UE5 car shaders. This is where the artistry truly shines.
Photorealistic Car Paint: Layers of Perfection
Car paint is a complex multi-layered material, and replicating it accurately in UE5 demands a multi-faceted shader approach. Here’s a breakdown:
- Base Coat: This provides the primary color of the vehicle. For metallic paints, this layer also contains the metallic flakes. Use a base color texture or a solid color, along with metallic and roughness values that simulate the dry, matte appearance before the clear coat is applied.
- Metallic Flakes: For metallic or pearl paints, these flakes are crucial.
- Flake Normal Map: A small, tiling normal map with subtle bumps simulates the irregular orientation of metallic flakes.
- Anisotropy: Many advanced paint shaders use anisotropic reflections to simulate the directional reflection of flakes, especially when viewed at grazing angles. This can be controlled via an Anisotropy input in the material, often driven by a tangent normal map or calculated directly from the camera vector.
- Flake Color/Intensity: Control the color and reflectivity of the flakes, often blending with the base color.
- Clear Coat: This is the outermost, highly reflective, and often transparent layer that gives car paint its glossy finish.
- Clear Coat Input: UE5’s default material has a dedicated “Clear Coat” input. Set its value to 1 for a full clear coat.
- Clear Coat Roughness: This controls the sharpness of the clear coat reflections. A very low roughness (0.02-0.04) is typical for polished paint, but variations can be introduced for dust or imperfections.
- Clear Coat Normal: Apply a separate normal map to the clear coat for subtle surface imperfections like dust, swirls, or scratches, allowing them to appear on top of the base paint’s details.
- Clear Coat IOR (Index of Refraction): While not directly exposed as a simple slider, the Fresnel effect inherent in PBR materials accurately simulates IOR. Adjusting the F0 (base reflectivity) via the Metallic input (when non-metallic) influences this.
Layering these components using material functions and blend nodes in the material editor allows for highly customizable and realistic Photorealistic car paint. For ready-to-use, meticulously crafted models that leverage these advanced techniques, explore the extensive catalog at 88cars3d.com.
Realistic Glass and Transparencies
Vehicle glass goes beyond simple transparency. It needs accurate reflections, refraction, and subtle tinting.
- Refraction: Use a Translucency material setup with a small amount of refraction (e.g., IOR around 1.5). Combine this with screen-space reflections for local reflections and a blend with cube maps/planar reflections for off-screen accuracy.
- Tint and Thickness: Introduce a subtle color in the tint for realistic automotive glass. Simulate thickness by slightly offsetting the normal or using a specific glass shader that calculates internal reflections.
- Imperfections: Tiny scratches, dust, or water droplets on glass can dramatically increase realism. Use detail normal maps and roughness maps blended onto the main glass material.
Chromium and Metallic Surfaces
From polished chrome to brushed aluminum, metallic surfaces are ubiquitous in automotive design.
- High Metallic Value: Set the metallic input to 1.0 for true metals.
- Low Roughness: Polished metals require very low roughness values (0.01-0.05).
- Anisotropy: For brushed metals, anisotropic reflections are crucial. This is achieved by plugging a tangent space normal map into the Anisotropy input, dictating the direction of the reflection stretch.
- Accurate Albedo: The Base Color for metals should be their true reflective color, not a diffuse color. For chrome, this is often a value close to white (pure reflectivity).
Illuminating the Scene: Mastering Lighting and Reflections for Automotive Realism
Even the most perfectly crafted vehicle models and shaders will fall flat without compelling lighting. In Unreal Engine automotive rendering, lighting and reflections are intricately linked, determining the mood, highlighting design features, and defining the overall realism of the scene.
Dynamic vs. Static Lighting: Choosing Your Tools
UE5 offers a versatile lighting pipeline.
- Dynamic Lighting: Utilizes Lumen for real-time global illumination, allowing for fully interactive lighting changes, time-of-day simulations, and moving light sources. This is ideal for Real-time vehicle visualization, Automotive virtual production, and interactive experiences.
- Static Lighting (Lightmass): Pre-calculates lighting for static objects, offering highly optimized, visually consistent results. While less flexible, it can be useful for background elements or scenarios where performance is extremely critical and lighting doesn’t change. However, for dynamic automotive scenes, Lumen usually provides superior results without the baking overhead.
A common and effective approach is to combine a dynamic Sky Light (capturing an HDRI environment) with a dynamic Directional Light (for the sun) and strategic Spot or Rect Lights for accentuation.
HDRI Backdrops and Environment Setup
High Dynamic Range Image (HDRI) backdrops are essential for realistic automotive scenes. They provide both environment lighting and accurate reflections.
- Sky Light: Set your HDRI as the texture for a Sky Light. Ensure “Source Type” is set to “SLS Captured Scene” or “SLS Specified Cubemap” with your HDRI. Adjust intensity to match real-world exposure.
- Reflection Source: For accurate reflections on the vehicle, the HDRI serves as the primary environmental reflection source, especially when combined with Lumen.
- Backdrop Mesh: Projecting the HDRI onto a large, half-sphere or curved plane mesh around your vehicle helps provide accurate parallax and a tangible background, enhancing the immersion of Real-time vehicle visualization.
Reflection Captures and Planar Reflections
While Lumen provides excellent real-time GI and reflections, sometimes specific areas or highly polished surfaces require additional reflection information.
- Screen Space Reflections (SSR): Automatically enabled with Lumen, SSR provides high-quality reflections for objects visible on screen.
- Reflection Captures: For reflections of off-screen objects or static elements, place Sphere or Box Reflection Capture actors strategically. While Lumen typically handles much of this, captures can offer a fallback or enhance specific areas.
- Planar Reflections: For ultra-realistic reflections on flat surfaces like wet ground or a showroom floor, Planar Reflection actors are invaluable. They render the scene again from the reflection’s perspective, offering pixel-perfect reflections at a higher performance cost. Use them judiciously for key reflective planes.
Volumetric Fog and Atmospheric Effects
Subtle atmospheric effects can dramatically enhance the perceived realism and depth of your automotive scene.
- Exponential Height Fog: Use this to add aerial perspective, subtle haze, and atmospheric light scattering. Adjust fog density and color to match the environment.
- Volumetric Fog: For more dramatic and localized fog effects, enable Volumetric Fog. This allows light to scatter within the fog, creating visible light shafts (god rays) that can beautifully highlight the contours of a vehicle. Combined with a strong directional light, this can add incredible cinematic flair.
Optimization & Workflow: From CAD to Cinematic Automotive Virtual Production
Bringing highly detailed Game-ready car assets into a real-time engine for Automotive virtual production and achieving stunning visuals requires not just artistic skill but also a keen understanding of technical optimization and efficient workflows. UE5’s power is immense, but intelligent asset management is key to unlocking its full potential.
Efficient Data Prep and Import Workflows
The journey from CAD to UE5 often involves several steps:
- CAD to DCC: Most CAD software isn’t directly compatible with UE5’s material pipeline. Exporting to an intermediate Digital Content Creation (DCC) tool like 3ds Max, Maya, or Blender allows for mesh cleanup, UV unwrapping, and preliminary material setup.
- Datasmith: Epic Games’ Datasmith plugin is invaluable for Unreal Engine automotive rendering. It enables efficient and intelligent import of entire scenes, including geometry, hierarchies, materials, and metadata, from CAD and DCC applications directly into UE5. This dramatically reduces manual preparation and ensures that even complex assemblies retain their integrity.
- Material Instance Management: Once imported, create Master Materials for common types (car paint, glass, rubber, chrome) and then create Material Instances from these. This allows for quick, non-destructive variations (color, roughness, flake size) without recompiling shaders, essential for iteration and configurators.
Performance Optimization for Game-Ready Assets
While Nanite handles geometry brilliantly, other aspects of your scene need careful optimization:
- LODs (Levels of Detail): For Game-ready car assets not using Nanite (e.g., interiors, or assets viewed at extreme distances where Nanite’s resolution is overkill), creating LODs is crucial. These are simplified versions of the mesh that swap in at different distances, saving polygon count and draw calls.
- Texture Resolutions: Use appropriate texture resolutions. While 4K or 8K textures might be used for close-ups, optimize textures for less critical areas. Utilize texture streaming settings in UE5 to manage memory efficiently.
- Draw Calls: Minimize the number of unique objects and materials. Merging meshes where appropriate and using Material Instances helps reduce draw calls, a significant performance bottleneck.
- Profiling Tools: Utilize UE5’s built-in profiling tools (e.g., Stat GPU, Stat RHI) to identify performance bottlenecks and optimize accordingly.
For professionally optimized, high-quality models that are ready for these advanced workflows, be sure to check out the selection at 88cars3d.com.
Post-Processing for Cinematic Appeal
No real-time visualization is complete without a sophisticated post-processing pass. This is where you add the final layer of polish, achieving a cinematic, broadcast-ready look for your Real-time vehicle visualization.
- Exposure and Color Grading: Fine-tune exposure, contrast, saturation, and color balance to achieve the desired mood and visual style.
- Bloom: Add subtle bloom to highlights to enhance the glow of strong light sources and reflections on glossy surfaces.
- Vignette and Chromatic Aberration: Used sparingly, these can add a subtle camera lens effect.
- Depth of Field: Creates a photographic blur effect, drawing the viewer’s eye to the vehicle and separating it from the background.
- Temporal Anti-Aliasing (TAA) / Temporal Super Resolution (TSR): Essential for smoothing jagged edges and reducing shimmering, especially on highly reflective surfaces. TSR, UE5’s default, often provides superior temporal stability.
These post-processing effects, when combined with accurate lighting and materials, elevate your Unreal Engine automotive rendering to a professional, industry-leading standard.
Conclusion
Unreal Engine 5 represents a monumental leap forward for real-time automotive visualization. By embracing its core technologies like Nanite virtualized geometry and Lumen global illumination, and mastering the art of advanced UE5 car shaders, artists and designers can now achieve unparalleled levels of Photorealistic car paint and Real-time vehicle visualization. The fusion of high-fidelity assets, dynamic lighting, and intelligent optimization opens up exciting possibilities for Automotive virtual production and the creation of truly stunning Game-ready car assets.
The journey to automotive photorealism in UE5 is one of continuous learning and experimentation. As you delve deeper into these advanced techniques, you’ll find that the only limit is your imagination. So, fire up UE5, put these strategies into practice, and unlock the full potential of your automotive creations. For a head start with meticulously detailed and production-ready models, be sure to visit 88cars3d.com – your ultimate resource for high-quality 3D automotive assets.
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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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