At the backplate the sun position is inverted (if we look at the HDRI reflections we are going to see it on the wrong side of the car) and the easiest way I found out to fix this is opening the HDRI at Photoshop and inverting it horizontally, another important detail that we always must check is that it must stay as “Environ” and “Spherical Environment” inside our material editor.
For other car parts I just put the HDRI on their respective environment slots.
Now we get the following render:
An important tip that some friends from 3d1 forum gave me is to change MR Filter to Lanczos to make the render a bit sharper different from the default box or Mitchell filters that make our renders kinda blurred, the bad thing about Lanczos filter is that you gonna need a high setting of AA making our render get slower.
Our work with 3ds max is finished but like any good work we can always improve it a bit :)
Part 4 - Post Production
Post production is necessary in up to 90% of the works and recommended on the other 10% left, people that are starting with 3d has serious difficulties about understanding it and they always try to solve everything inside their favorite 3d application, they end up learning in the worst way that many things must be done during the post production phase not inside our dear friend 3ds max.
After opening it at Photoshop the first thing I did was use a “Sharpen” filter to make the render even more sharpen but keep in mind that you need to use it very carefully and with the help of some masks to be sure that the filter wont affect unnecessary areas.
Another thing that I´m used to do is correct the colors in way that the render colors match the backplate ambient, for that you could use Photoshop “Curves” tool, I wished a stronger pink/orange from the sky.
Compare the two shots after the color correction and the sharpen filter.
And finally the last render, thank you very much for your time to read my making of and for all support that I received during the project creation. Cya