Put the Backplate image in the viewport background slot. Then placed it into the environment slot.
step 2 of 13
Added a plane and matched perspective with foreground, then applied a VRayMaterialWrapper and set to Matte/Shadows, with base material a vray material with the Hdri in the diffuse slot so the ground and parking lot would reflect correctly in the bike chrome.
step 3 of 13
Added the bike and applied the materials. You will see how I created the materials later in the SBS. Added a camera correct modifier to the camera.
step 4 of 13
Here you can see the VRayHDRi image used for the lighting and reflections. This is a 360 degree spherical photo, which means that it fully wraps around the whole scene, and provides realistic lighting.
step 5 of 13
The tyre material looked a little to fake and clean so I created this VRayBlendMtl to correct that. It comprises of
1)The base black material
2)A coat material of light brown/grey
3) a falloff map to mix the two together.
step 6 of 13
This is a gradient ramp map used to mix the two materials for the tyres together (NOT a falloff as previously stated)
You can see the settings I used to get the dirt on the tyre. Mainly using the gradient and noise settings of the map.
step 7 of 13
Here's a bump map for the BLACK material of the tyre, to give it some roughness and make it look like the bike has been ridden.
step 8 of 13
This is an opacity map used in the dirt layer material to make the dirt not so even.
step 9 of 13
What follows are the settings used for the render of the image. The render engine was VRay 2.0
step 10 of 13
The GI settings
step 11 of 13
The anti-aliasing and system settings
step 12 of 13
Here is the Bike metallic paint material. I used a VRayCarPaintMtl for this and played around. I used a red for the base color and BLue for the paint flakes.
step 13 of 13
The chrome material is a simple procedural material and here are the settings to create this.