Put a parabolic reflector behind the glass surface (full mirror material) with a ball or something to simulate the bulb.
I tried many times to create my own lights mods. It's basically not hard but it must be high detailed to look realistic. My goal is to make the optical geometry as realistic as possible.
It's because it's not really difficult and it depends on the image software you are using.
When you get two cars in the same scene select one car's body and in the material menu select "add new" in the material selector to duplicate the body material and to customize its texture without interfering with the other one. Don't forget to check if "UV" is pressed in the "map to" tab.
Now this is the last current try of the V2 kit:
Unfortunately it tooks 13H30 to render this, something sounding unacceptable... It's mainly due to the rims material and high quality ambient occlusion. I think I'll give up glossy material because it's not reflected on the floor anyway...
If you have suggestions to make the scene look more realistic, feel free. Otherwise I'll try to resolve the last problems and release the kit.
In this render I only used a sun light and some ambient occlusion, but your linked render shows an object illuminated by light sources meshes and an HDR background visible on reflections only. I already tried to work with illuminating objects but this radiosity feature of Blender is weak since it doesn't cast shadows:
However I recently suppressed the sun light and modified my custom background (I don't want to put HDR in the kit)
I think I should follow the path of this technique:
I still need to work on contrast...
It's caused by the car's shape, it's a natural reflection.
Move the camera position or reduce body reflection.
Man your renders are nice and learned me a lesson: I must move move my lifeless cameras to better dynamic positions
He has not posted 3dsmax knowledge, but changing rims or cutting headlamps is not impossible to do with Blender and a future tutorial may be a good idea
Hopefully I got a (small) holiday period for next week. I'll move a bit forward will all this stuff
Procedure to add another car exists on the first post. Please post smaller image or thumbnails on a forum your render is twice as large as my screen...
About the V2 of the kit I would like to know what you mates you want me to change/add to the kit. People seem to love the reflecting floor, so I'll make it standard. But what about the lightning setup? scene setup? Do you like the current car's windows effect?
I've just tried Blender V2.46 RC1 and this new version offers better material settings and an enhanced ambient occlusion. But render time is x5 longer...
Prepare yourself to say goodbye to plastic looking and blur, I will probably make a V2 of the kit.
You need to rework completely the materials and use TGA file format for textures instead of PNG because Yafray doesn't support it. I've made an old tutorial about it. Be warned that even if you can setup materials directly in Blender's interface Yafray doesn't behave like Blender's internal renderer.
Yafray is too frustrating for me because setup is very time consuming but if you want to work with it you have good courage and the results are impressive.
The renderer seems to be sensitive to too much bended smoothed surfaces. In 3ds max smooth groups are used to define smooth surfaces but with Blender we just have to select the edges which have to been sharpen from the rest.
There are some black patches on the body. I've already removed ones by sharping some edges, but how did the 3dsmax gurus to remove them completely? By adding some polys on "too-sharp" smooth edges?
Yeah I rendered this during 35 hours with a laptop dual core 1.6Ghz.
Good result appeared at 20 hours but the TFT screen still showed shadow and reflexion noise. I don't like TFT.. vive les CRTs
It could be rendered faster with the bi-directional option activated but I'm still experiencing this render engine. The skin texture was 1024x768, something not big.. Oh supersampling was x2 so actually it rendered a 2048*1536 image "rescaled" to 1024x768.
I admit this render is not visually impressive but the more indirect lightning present, longer the render takes. An outdoor scene would be more adequate.
Don't forget that Indigo uses metropolis light transport, it's an unbiased renderer so it calculates everything, there's almost no setting for this. It's very accurate so it's very long.