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
I got so many questions, but I will try to solve them myself just as with the car lowering.
Thank you very much for this kit. I have done this from scratch before, but soon after my first render I got a HD crash and lost everything. Thanks once again.
Edit: Could someone describe how to make the new rims smaller? I imported some new rims but I can`t seem to make them smaller in any way. Got them from here
Edit 2: I did make it in the end... I just had to read back and forth in the thread and I got my answers. The only problem now is that I can`t get the textures to work properly on the rims so I just made a grey 500x500 tga file in photoshop for the rim and a 500x500 red image for the brake calipper.
I got the rims to look very good, but I really need the textures to fit right so I can actually see the brake disc. I also made a little bit bigger rear wing.
I am trying to make a kind of a corner of a garage in blender, but I cant get the textures right. They only get twisted or stretched. How do I insert a brick wall texture without strech?
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.
That looks SO good I cant wait for the V2.
Could you describe how to make the lights on the car to like "glow" ? I have got my hands on some new lights, but I cant get the material to look like lights.
I cant get the lights to look any better than this =/
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.