The Pro’s Secret: Optimizing High-End Automotive 3D Models for Real-Time Performance (Without Compromise)
The Pro’s Secret: Optimizing High-End Automotive 3D Models for Real-Time Performance (Without Compromise)
The allure of a perfectly rendered automotive 3D model is undeniable. From sleek concept cars to painstakingly recreated classics, these digital marvels captivate audiences in everything from marketing campaigns to cinematic productions. Yet, a fundamental challenge often emerges when these incredibly detailed, high-polygon creations encounter the demands of real-time environments like game engines or interactive configurators. Suddenly, the pursuit of photorealism clashes with the relentless need for smooth frame rates.
Raw high-detail automotive models, often originating from CAD software, ZBrush sculpts, or high-resolution scans, are performance killers in real-time. They carry immense data, leading to sluggish applications, stuttering visuals, and frustrated users. This is where the “pro’s secret” comes into play: a systematic approach to
This comprehensive guide will demystify the advanced techniques used by industry veterans. We’ll explore how to navigate the complexities of optimizing automotive models, ensuring that performance gains do not compromise the stunning visual fidelity and photorealism expected from high-end assets. Discover how to create truly efficient and beautiful models, much like the meticulously prepared resources you’ll find at 88cars3d.com.
The High-Poly Hurdle: Bridging the Gap Between Design and Real-Time
Automotive designers and engineers often prioritize absolute precision and detail in their initial 3D models. These models, typically generated in CAD software like SolidWorks or CATIA, or refined in sculpting tools like ZBrush, can contain millions, sometimes even billions, of polygons. While ideal for manufacturing, precise engineering, or offline renders, this level of geometric complexity is profoundly problematic for real-time applications.
Understanding the Performance Bottleneck
When a real-time engine attempts to render a model with an exorbitant polygon count, several performance bottlenecks quickly surface. Each polygon requires processing by the CPU and GPU, contributing to draw calls and vertex calculations. Excessive draw calls overload the CPU, while a high vertex count strains the GPU’s ability to render information quickly, leading to low frame rates and a choppy user experience.
Beyond raw polygon count, high-resolution models consume vast amounts of memory. This can lead to longer load times, increased RAM usage, and even crashes on less powerful hardware. In a real-time environment, every millisecond and every megabyte counts. The goal is to render compelling visuals while maintaining interactivity and responsiveness, a balance that raw high-poly assets simply cannot achieve.
The Strategic Imperative of Optimization
For any interactive automotive visualization, game development, or virtual reality experience, a deliberate optimization strategy is not merely an option, but a necessity. Implementing a robust
The benefits extend beyond just frame rate. Optimized models lead to smaller file sizes, faster downloads, and a more accessible experience for a wider audience. It’s about preserving the artistic vision and technical precision of the original design while making it technically viable for dynamic, interactive applications. This careful balance ensures that the beauty of a high-end car model is fully appreciated without technical frustrations.
Geometry Optimization: Mastering Polygon Reduction and LODs
The first and most critical step in transforming a high-fidelity automotive model into a real-time asset involves intelligent manipulation of its geometry. This isn’t about destroying detail, but rather strategically reducing unnecessary polygons while preserving the crucial visual characteristics of the vehicle.
Intelligent Polygon Reduction Techniques
- Manual Retopology: This is the gold standard for creating clean, animation-friendly, and highly optimized meshes. Artists manually trace over the high-poly mesh, creating a new low-poly mesh with optimal edge flow and topology. While time-consuming, it offers unparalleled control and results in the cleanest meshes, perfect for complex deformations or highly visible hero assets.
- Automated Decimation: Tools like Maya’s Reduce, Blender’s Decimate modifier, or ZBrush’s Decimation Master offer automated polygon reduction. These algorithms remove polygons based on various criteria, such as surface curvature or distance from the camera. They are excellent for quickly getting a manageable mesh, especially for less visible parts or when the original high-poly has uniform detail, but they often require significant cleanup to fix artifacts or poor edge flow.
- Dedicated Remeshing Tools: Solutions like ZBrush’s ZRemesher or plugins like Quad Remesher for various DCCs attempt to generate clean, quadded topology from dense meshes, offering a hybrid approach between manual control and automation. These can be powerful starting points for further manual refinement.
Regardless of the method, the key is to prioritize the preservation of crucial silhouette and major curvature. Areas like wheel arches, body lines, window frames, and distinctive grille shapes must retain their integrity. Flat surfaces, on the other hand, can often tolerate aggressive reduction without visual impact.
Implementing Effective LOD Generation
A typical LOD setup for an automotive asset might include:
- LOD0 (Hero Mesh): The highest detail version, used when the car is very close to the camera. This is the result of your initial polygon reduction, still retaining significant detail.
- LOD1 (Medium Detail): A further reduced version, often 50-70% fewer polygons than LOD0, used at medium distances. Minor details might be simplified or removed here.
- LOD2 (Low Detail): A significantly reduced mesh, perhaps 70-90% fewer polygons than LOD0, used for distant views. Major shapes are preserved, but most fine details are gone.
- LOD3+ (Impostors/Billboards): For extremely distant cars, a simple billboard or even an image plane (impostor) might be used, completely replacing 3D geometry with a textured plane.
Most real-time engines (Unreal Engine, Unity) have built-in LOD systems that allow you to assign these different meshes and define the screen percentage thresholds at which they switch. Proper implementation of LODs is essential for creating large, performant environments filled with many vehicles.
Structuring Your Automotive Mesh for Real-Time
Beyond raw polygon counts, how you structure your mesh plays a significant role in performance. Modularity and instancing are powerful concepts here.
- Modularity: Breaking down the car into logical, separable parts (body, doors, hood, trunk, wheels, interior elements, engine components) allows for greater flexibility. Individual parts can have their own LODs, be culled if not visible (e.g., engine block when hood is closed), or even be swapped out for customization.
- Instancing: For repeating elements like wheel nuts, brake calipers, grilles, or interior buttons, using instanced geometry is highly efficient. Instead of rendering unique geometry for each nut, the engine renders one and then duplicates its transformation, dramatically reducing draw calls and memory usage.
Texture Workflow: Unleashing Detail Through Smart UVs and Baking
Once your geometry is optimized, the next critical phase involves textures and materials. Textures are a powerful tool for injecting
UV Mapping Best Practices for Efficiency and Quality
Effective
- Maximize UV Space: Ensure your UV islands are packed efficiently within the 0-1 UV space, minimizing empty areas. Tools like IPackThat or RizomUV can assist with automated packing.
- Avoid Stretching and Overlapping: UVs should accurately represent the surface area without distortion. Overlapping UVs, while sometimes used for tiling textures, should generally be avoided for unique texture maps to prevent baking errors and allow for proper painting.
- Consistent Texel Density: Maintain a relatively uniform texel density across your model. This means that areas of similar real-world size should occupy similar pixel space on your texture map. High-detail areas (like badges or grilles) might warrant slightly higher density.
- Strategic Seams: Place UV seams in less visible areas (e.g., along natural panel lines, undersides, or hard edges) to minimize their visual impact.
- UDIMs (Caution for Real-time): While UDIMs allow for multiple texture tiles across a single mesh (great for incredibly high-resolution assets), they can sometimes be less performant in real-time engines than a single, well-packed atlas due to increased draw calls. Evaluate their use carefully based on your target platform and visual requirements.
The Power of the Texture Baking Workflow
The
The core process involves:
- High-Poly Model: Your original, extremely detailed model with all the nooks, crannies, bolts, and panel gaps.
- Low-Poly Model: Your optimized, low-polygon mesh that has good UVs.
- Baking Tool: Software like Substance Painter, Marmoset Toolbag, XNormal, or even Blender’s internal baker.
- Projection: The baking tool casts rays from the low-poly model to the high-poly model, capturing surface information.
Key maps to bake for automotive assets include:
- Normal Maps: The most critical map. It stores directional information about surface normals, tricking the renderer into perceiving fine surface detail (like screws, seams, vents, slight dents) on a flat low-poly surface. This is essential for
high-fidelity detail preservation without geometry. - Ambient Occlusion (AO) Maps: These maps simulate soft self-shadowing in crevices and corners, adding depth and realism to the model. They contribute significantly to a grounded, integrated look.
- Curvature Maps: Useful for edge wear effects and procedural texturing, highlighting concave and convex areas.
- ID Maps: If your high-poly model has different colored material zones, an ID map allows you to quickly mask and apply materials to specific areas on your low-poly in texturing software.
Optimizing Textures for Real-Time Performance
Once baked, textures themselves need optimization. High-resolution textures consume significant memory and bandwidth.
- Texture Resolutions: Choose resolutions wisely (e.g., 2K, 4K, 8K). Main body panels might warrant 4K or 8K, while smaller, less visible parts could use 1K or 2K. The goal is to avoid over-resolution where it won’t be noticed and under-resolution where detail is lost.
- Texture Compression: Real-time engines use various compression formats (DXT, ASTC, ETC) that reduce texture file size on disk and in memory. Ensure your textures are compressed appropriately for your target platform.
- Mipmaps: Generate mipmaps for all textures. Mipmaps are pre-filtered, progressively lower-resolution versions of a texture. The engine automatically uses the appropriate mipmap based on the object’s distance from the camera, reducing aliasing and improving rendering performance by using smaller textures for distant objects.
- Texture Atlases: Packing multiple smaller textures onto a single larger texture sheet (an atlas) can reduce draw calls, as the engine only needs to bind one texture instead of many.
Material & Shader Optimization: PBR Principles and Engine Integration
With optimized geometry and well-baked textures, the final layer of realism and performance comes from the material setup and efficient engine integration. This is where your
PBR Material Setup for Photorealism
Physically Based Rendering (PBR) has become the industry standard for achieving photorealistic results. PBR materials simulate how light interacts with surfaces in a physically accurate way, making your automotive models look consistent under various lighting conditions. For cars, key PBR maps include:
- Albedo/Base Color: Defines the base color of the surface without any lighting information.
- Metallic: A grayscale map defining which areas are metallic (white) and which are dielectric (black).
- Roughness: A grayscale map controlling how rough or smooth a surface is, influencing specular reflections (white = rough, black = smooth/glossy).
- Normal Map: As discussed, fakes high-resolution surface detail.
- Ambient Occlusion (AO) Map: Adds depth through subtle self-shadowing.
Ensuring consistency in your PBR material values across all parts of the car is crucial for a believable appearance. Use standardized PBR workflows and calibrate your materials to real-world references.
Shader Efficiency in Real-Time Engines
Shaders are programs that run on the GPU, dictating how a material looks. Complex shaders can be a significant performance drain. To optimize:
- Minimize Node Complexity: Avoid overly elaborate shader graphs with unnecessary calculations or excessive texture fetches. Simplify wherever possible.
- Master Materials and Instances: Create a few robust “master materials” that contain all necessary logic for different surface types (e.g., car paint, glass, rubber, chrome). Then, create material instances from these masters. Instances allow you to tweak parameters (like color, roughness values, texture inputs) without recompiling the entire shader, saving performance and iteration time.
- Shader Batching: Engines try to batch objects that use the same material/shader to reduce draw calls. Optimizing your materials to promote batching can lead to significant performance gains.
Streamlined Integration into Unreal Engine & Unity
Bringing your optimized assets into a real-time engine requires a clean workflow:
- FBX/glTF Export: Export your optimized model from your DCC software (Maya, Blender, 3ds Max) as an FBX or glTF file. Ensure proper scale, units, and axis orientation. Embed media (textures) if possible, or organize them cleanly alongside the model.
- Import Settings: During import, ensure settings like tangent space generation, normal map importing, and material creation are correct.
- Material Setup: Assign your PBR textures to the appropriate slots in the engine’s material editor. Create material instances from your master materials and apply them to the respective mesh parts.
- Collision Meshes: For interactive applications, generate simple collision meshes (often convex hulls or simplified box colliders) for your car. Using the render mesh for collisions is highly inefficient.
- LOD Setup: Configure the engine’s built-in LOD system, assigning your different LOD meshes and setting appropriate screen-size thresholds for switching.
Engines like Unreal and Unity offer advanced features for
Preserving Visual Fidelity: The Art of Uncompromised Optimization
The ultimate goal of this entire process is to achieve stellar performance without sacrificing the visual ‘wow’ factor. It’s an art form, a delicate balancing act where every decision contributes to the overall immersive experience.
Balancing Performance with High-Fidelity Detail Preservation
True optimization is an iterative process. It requires constant testing and tweaking, weighing the visual impact of a detail against its performance cost. Not all details are equally important. Prioritize visual fidelity for highly visible areas (exterior body, wheels, dashboard) and be more aggressive with optimization for less visible components (underbody, hidden engine parts).
Think in terms of a “budget” – a polygon budget, a texture budget, a draw call budget. Understanding these limitations for your target platform will guide your decisions. The best artists know when to add more detail and, crucially, when to stop.
Leveraging Advanced Techniques Strategically
Beyond the core optimization steps, several advanced techniques can enhance visual quality without significant performance overhead:
- Decal Mapping: Use decals for intricate details like badges, warning stickers, scratches, dirt, or mud. These are textured planes overlaid on the main mesh, providing detail without adding complex geometry or requiring excessive texture resolution on the base model.
- Particle Effects: Integrate subtle particle systems for effects like exhaust fumes, dust kicked up by wheels, or even raindrops on the windshield. These add dynamic realism.
- Post-Processing Effects: Real-time engines offer a suite of post-processing effects (bloom, screen-space reflections, ambient occlusion, color grading, depth of field, vignette). These can dramatically enhance the photorealism and mood of your scene without impacting individual model performance. They are applied as a screen-wide filter, often very efficiently.
- Dynamic Lighting and Reflections: Utilize dynamic lighting, global illumination solutions, and high-quality reflection captures (cubemaps, planar reflections) to make car surfaces react realistically to their environment.
The Professional Touch: Quality Assurance and Iteration
Even after following all best practices, continuous quality assurance is vital. Test your optimized automotive models on various target hardware specifications. Seek feedback from others – often a fresh pair of eyes can spot issues you’ve overlooked. Optimization is rarely a one-shot process; it often involves refining, re-baking, and re-testing until the perfect balance of performance and visual quality is achieved.
Conclusion: Drive Performance, Preserve Detail
The journey from a raw, high-polygon automotive masterpiece to a seamlessly performing real-time asset is a complex but incredibly rewarding one. It requires a systematic approach, combining intelligent
By mastering these techniques, you can confidently create
Don’t let performance limitations stifle your creative vision. Embrace these professional secrets to elevate your automotive 3D models to new heights. If you’re looking for a head start with models that are already optimized for quality and performance, explore the extensive collection at 88cars3d.com. We provide high-quality assets ready to integrate into your projects, saving you valuable time and effort in the optimization process.
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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
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Material: Yes
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Toyota Matrix 2005 3D Model
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Material: Yes
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Toyota Yaris Sedan 3D Model
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Material: Yes
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Volkswagen Golf R-004 2024 3D Model
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Material: Yes
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Volkswagen Golf 5 Door 2010 3D Model
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Toyota Premio 2010 3D Model
Texture: Yes
Material: Yes
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Toyota Opa 2000 3D Model
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Volkswagen Polo 5 Door 2010 3D Model
Texture: Yes
Material: Yes
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Toyota Prius 2024 3D Model
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Toyota Yaris 1999 3D Model
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Toyota Supra 2020 3D Model
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Volkswagen New Beetle 2000 3D Model
Texture: Yes
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Volkswagen Jetta 2005 3D Model
Texture: Yes
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Volkswagen Golf 3-Door 3D Model
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Volvo V70 2005 3D Model
Texture: Yes
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Volkswagen Bora 2004 3D Model
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Volkswagen Lupo 3D Model
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Volkswagen Passat B5 2000 3D Model
Texture: Yes
Material: Yes
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Volkswagen Passat CC 3D Model
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Material: Yes
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Volkswagen Golf V 2006 3D Model
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Volvo S60 R-Design 2024 3D Model
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Volkswagen Passat 2025 3D Model
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Volkswagen Passat Variant B6 2005 3D Model
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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
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Material: Yes
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Volvo S60 2024 3D Model
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Volkswagen Polo 3D Model
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Material: Yes
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Volkswagen Golf 5-Doors 2018 3D Model
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Material: Yes
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Volvo C70 T5 2000 3D Model
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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
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Material: Yes
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Volvo C70 1998 3D Model
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Mazda B-Series 3D Model
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Material: Yes
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Mercsedes Benz Z3-006 3D Model
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Material: Yes
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Mazda RX-7 3D Model
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Material: Yes
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Volvo VCC-003 3D Model
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Material: Yes
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Mercedes-Benz SLR McLaren 2005 3D Model
Texture: Yes
Material: Yes
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GAZ 3110 Pickup 2000 3D Model
Texture: Yes
Material: Yes
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Mazda 626 GF 1997 3D Model
Texture: Yes
Material: Yes
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Volvo S80 2011 3D Model
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Material: Yes
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Volkswagen Touran restyle-006 3D Model
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Material: Yes
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Skoda Octavia Scout 3D Model
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Volkswagen Golf V 2006 3D Model
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Mazda CX-7 3D Model
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Mazda Familia 3D Model
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GAS 21 3D Model
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Mercedes-Benz SL500 AMG (R129) 3D Model
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Mercedes-Benz S-Class W221 2005 3D Model
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Mercedes-Benz E-Class W212 2009 3D Model
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Mercedes-Benz E-class Estate S212 2009 3D Model
Texture: Yes
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