https://www.posetteforever.com/viewtopic.php?f=68&t=2910&p=37029#p37029
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Whazizname
Sunday, 16 September 2007, 07:24 PM

Re: [Tutorial] Making the most of a freebie auto in Poser
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I then move on to the car's body & chrome pieces. I prefer a dark grey diffuse color, light grey specular color, and a raytrace reflection node with default settings for chrome.  I set the reflection value to a fairly high number (since most chrome is very shiny), somewhere between .7 & 1.0. 

Car paint techniques is a subject worthy of it's own tutorial; so I will only give brief suggestions about it here. I have found that using a lighter version of the diffuse color for the specular color is more interesting than using white for specular color.(In low light scenes try using the diffuse color in the ambient color channel, with a value of about .2.)
 
For Body paint reflections, I tend to use a raytrace node; either with default settings, or with an attached sphere map, and image map. For reflection value something between .3 & .7 is realistic looking (but higher values are also interesting).

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Then the tires. Most freebie autos that I've used need to have the tire diffuse color darkened; so I choose an almost black greytone for the diffuse color, and a slightly lighter greytone for the specular color. If the model has a bump map for the tire, I attach it to the bump channel. 
    (If there isn't a bump map, you could try to attach a bump map from a different vehicle's tires...)
    (Some models use image maps for the tires; these tips will also work for those cars; but the colors used will be lighter.)
    (Try using another vehicle's rotor & caliper image maps; this can add a lot of realism to the wheel/ tire area of a free car.)

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Then on to the interior (seats, carpet, ...): This usually come down to selecting your favorite materials. I usually choose a leather shader, or image for seats and door panels; and treat all shiny metallic parts as if they were chrome.

Usually this will be enough for a "freebie auto". (In some cases this will be all the available material zones; and in other cases, you will not see some parts of the vehicle up close.)



(:


