Here are a few different paint materials (FStorm + 3ds Max). The configurations are similar in that there’s a base layer + 2 flake layers (turn these on/off and adjust colors as needed) + clear coat layer. Within each of those materials are procedural shaders and some bitmaps to break up colors, gloss, and add bump/roughness.
This was an attempt to create a hologram type material in FStorm using some nested falloff maps. I’ve placed the file on my server HERE if you’re interested in deconstructing it.
Here’s a quick test animation using Kantemir Bitokov’s Bugatti model in iray+ / 3ds Max.
I’ve updated the speedshape model a bit and placed it back on the server HERE.
Some recent renderings I worked on for the 2018 S-Class sedan. Vehicle CAD data provided by MBUSA & Mackevision. Backplates, Art Direction and final retouching by Merkley+Partners. I was responsible for the lighting, materials, and rendering of the images.
Autodesk 3ds Max & FStorm with nvidia GPUs.
Testing out some mixed materials (mixed with dirtmap) and a new procedural scratch map added to FStorm.