Car paint is one of the favourite materials of the industrial design students of the Florence Design Academy (www.FlorenceDesignAcademy.com). You can use it for any product design, especially for mobile phones, mp3 players, bikes....or simply for a concept car. There are many different types of car paints. The most trendy one is the metalized car paint with two specular highlights. (This tutorial will not teach the metalized car paint with the random aluminum flakes, and in order to have this kind of particles you must use Max 9 materials which are explained in other tutorials).
The two specular highlights will give an optimal light reflection to your object in order to show in a very soft and for the human eye pleasureful way the shapes of you objects.
To create two specular highlights you must change the BLINN shader to MULTY-LAYER. This allows you to have 2 independent specular highlights (in Multy-Layer they are called First Specular Layer and Second Specular Layer). One must be very soft the other very hard/strong.
Go to the first specular highlight slot (it is called specular layer) and adjust it until you have a large shape (glossiness) which is not too bright (level). Then do the opposite with the second specular layer: small shape and very bright. After this step go to Maps and add to the reflection map Raytrace. Set the reflection amount to more or less 20
To have more control of the specular highlights in the rendering you can use in your scene a SPECIAL "MR.Area Omni" light (normaly it is better to use MR.Area Omni if you use Mental Ray to make your rendering, but in this case you can use also a normal Omni light). After you have placed the light in the correct location make a right mouse button click on the MR Area Omni and disable "AFFECT DIFFUSE"
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