Need feedback on improving automotive rendering

i am a CG artist from india and i really need help… I am in the industry from 8 years and my behance profile is https://www.behance.net/ANURAG85. right now as an artist i am at a place where it feels nothing looks realistic in my profile, i really need to know where am i going wrong with my work cause somehow the work doesn’t look real or i should say that realism is missing. i’ve been into products all this while but now i am looking to enter into automotive industry and architecture as well. for now i am getting into automotive but i am absolutely clueless from where to start cause the materials and work of the greats look amazingly realistic and i am clueless how to achieve that.

As i am in this forum, i’ve started learning corona, the first question i want to ask is as there’s no dome light and the HDRI has to plugged in environment slot, how ccan i exclude objects from that enviornment?

please help me with this issue of mine.

Hi Anurag, it’s Marcin here, you were chatting with me over Facebook.

Like I said earlier, I believe the works in your portfolio are really high quality! If we look at the materials here:

or here:

There isn’t really much to improve. The colors, structure, reflectivity seem to be very realistic.

That said, I think what would help me and other users to provide better feedback is identifying the specific issues you are facing.
So for example: are you finding it hard to reproduce some specific feature of some real life material? Can you post an example?
Can you post the results you are getting, and a reference image, or a 3D artwork made by someone else, which you think looks better than yours?

Uh, what do you mean your work doesn’t look realistic??? Your work is fantastic!

Well first of all your works does look great but I can see what you mean. I to find it really hard to bridge te gap from realistic to photo realistic. Most of the time for me it comes down to the really small details that make it more believable. Little dust spots, scratchmarks etc.
Like Maru said, if you give a specific example it’s easier to give advise.

I think I can also see what is meant. Everything is way too clean in the renders. Metals, even new shiny ones, must have some imperfections be it either reflection glossiness variations or even bump and slight deformations. The spaces between different parts of an object are too uniform and exact. The motorbike essentially looks like a technical illustration if it weren’t for the lighting and in real life it’s never like that. Try using actual photos for reference and capturing the small imperfections, making sure not everything is ideally positioned and rotated.
In other words, currently it’s just that tiny little bit too “sterile” to have absolute photorealism.

Its hard to do photorealism for certain clients because they want things to look ‘perfect’ whereas they dont understand that to look real, it needs to be imperfect.
The renders are amazing studio renders and show off the product shape really nicely to a customer but they probably dont look that good in the showroom!

I am really thankful for the feedback that you guys gave, taking your valueable time out to read my post. it’s not about the imperfections alone cause i totally agree about that too but my main issue what i found is the softness in the light that is the biggest differentiation that i found in some of the work online and this time i will present the references…cause i can see it’s not worth wasting anyone time’s with broader questions rather the specific one’s will get more prominent results and i will ask one questions everyday…

Materials : Check the link below and please break this down for me either in vray or in corona the kind of table i see for the materials i see in this link -

https://www.behance.net/gallery/71802651/Automotive-Realistics-Shaders-CGI?tracking_source=for_you_recommendations.

Hm, i’m not sure what you’re asking. There are already well organised and properly named graphs provided in your link. It shouldn’t be hard to recreate those materials in any decent renderer.