That skin rocks ingame, I saw it yesterday on XRR.
Grudd, you are 3D man, so I hope you can hear some comments to your renders. Isn't that FXR kind of too shiny? Even tyres got so much light that they look like they were reflective.
I think the tires just look like they have some Armor-all, Black magic, or other tire care product on them. Many people use it for car shows, detailing, etc.. The rest of the shine looks great to me too.
Maybe too shiny yes... that was like that i appreciated it when i make the render.
Tyres are too shiny, it's sure....the material is not well set up... i'll fix it
3 renders i made for "themask" (this skin maker)
the last one has been done fast... it's too shiny compared to the background...
I love the RB4/Citroen Grudd!! You say the reflections in last pic are too strong compared to the background - heh if you didn't mention I would never noticed it. I am doing this task for a job (architectural visualizations and photomontage) yet still I can't tell if you used the same environment for reflections as for a background (it would require taking panorama photos from the place of the max camera, stiching them and editing to add the ground and sky, plus using 1 of the pics for a background of your render/composition) or just found such a perfect match. Perspective, lighting, and even such a detail as the ground pattern reflected on your car are outstanding compared to many funny tries we can see around. I love it.
Bring some light to that process, it made me wonder.
The process is the same as a "simple" hdri light, except you must assign a "mate/shadow" material to the ground.
The complex thing is to find the rigth camera angle.
So, the background we see on pictures is spherical mapped env map? The hires explains fairly good quality and sharpness of it, but what surprises me is almost innoticable distortion from the spherical environment mapping. Top class job mate.