The scene is almost completed, just finishing of the final few models/textures.
Got a slight problem with the lighting in the scene, i want an emissive for the light meshes in the scene, but i don't seem to be able to get it to work! Although the desired effect has pritty much been created through the specular of the light material anyway, it just only works when being highlighted by the light source at certain angles.
The car paint has been much improved, however i think im going slightly over the top with the reflectivity of the car. Despite the fact that the mclaren has a very reflective paint material irl, i think im going to re create the cubemap, this time without the mclaren logos on the walls, as i find its quite distracting when viewing the car, as the car is the main focal point of the entire scene.
Areas that need to be improved include the overall lighting of the scene, there needs to be a more dynamic presence of actual lighting in the scene, so, il be adding in some spot lights on the chamfered light placements on either side of the wall to create a presence of light shining on the walls and possibly illuminate the mclaren logos.
The alloy of the tyres needs to be lightened as there is no colour variation there at all, its just black, which isnt helping to show of the detail in the alloy. However, i have tweaked the world properties to create a more richly coloured scene, while also creating stronger shadows/blacks.
The reason for this, is that it will help to show of the features of the car, and also make the scene more visually interesting for the viewer, and to get the viewers eye locked onto the car....but this needs to be tweaked to still have the visual impact i want, but to not mask any features of the car at the same time.