it shouldn't be only the rendering skill but also scene setup is very important.Matching the sunlight (or whatever light used)in the scene to the sunlight in the photograph is very important.Light colour, car shader are important too.Or hdri lighting should be used for best matching...LFS cars usually fail on realistic renders due to their game-based mesh structure.They are not made for production rendering.They are for real time rendering.
But these images rock anyway
Nice background picture used for the environment + HDRI map for the reflections and lighting and I suspect a directional brazil light for the hard shadow of the sun = realistic render.
Haha, Mitch, you've posted it
I did some pix like this earlier but they were imperfect and I didn't wanna spend a lot of time, so... whenI get to my PC and I dig 'em up I'll post them and explain it step by step the easy way if I won't be beaten offcourse.
PS I loved how this guy questioned me @msn: he sent me these 2 pics with 1 comment:
Ok, take a picture of your desire, put is a viewport bkg for perspective (not an env map), try to achieve same FOV and size/zoom in the viewport and on the pic, make a small white plane right under the car for shadows/reflections, take some pic or HDRi for an env map, mess with RGB values, etc, etc, match the lighting, render, open up Photoshop, delete what u don't need (bkg, not shadowed plane) make the shadow a "layer via cut", gaussian blur it a lil bit, make it a multiply layer with some suitable opacity (compare it with other pic objects), make the supposed view-through windows a new layer via cut with low opacity, edit the cars brightness/contrast/colors to suit the pic,
add effects, etc, some final touches, and voila! I might've forgotten something, I was rushing
Attachment: Just a quick one, not really good at all, just to show the basics