i like to do everything the old fashioned way because i work to a film standard rather than a game standard, so unwrapping an object into its uvw space only gets you so far (usually only 2048x2048 which over a whole car will pixilate)
in the diffuse slot, im used A&D materials but same can be applied to standard, theres a map called "composite" which works like photoshop layers, meaning i can use higher res textures over specific areas. each layer has the main map (left) and a mask (right) you put your main colour in the bottom left, the car orange for instnace, and then you put your decal on new layer above it with a black and white mask in the right slot. asign them different uvw map coordinates, 1 for base 2 for next one up and so on and apply a uvw whereever you want it to go on the car
sure no problem. i took alot of inspiration from jeff pattons blog, he made a lovley car paint shader that allows you to have 3 layers of A&D shader(one for base coat, main colour/specular and varnish/glossy coat) which made all the difference -
however i ended up with bad flickering from the environment map (lots of lights) so i ended up having to put my bkg map into the environment slot, turning "fast interpolate" on to speed things up, having crazy samples from the glossy reflections (48 samples) and turning on "gather single sample from environment)
that stopped the flickering for me on the shader, after that to get a nice finish my general FG settings were 0.8, 100, 100 with 2 diffuse bounces. also - using gamma 2.2 really really helped with things
i hope you understood al of that if you didnt feel free to message me back mate
DAMN this is hella clean! i love how this came out! what program did you use to create this--3dsmax? cinema4d? or is it this mental ray program? never heard of it. i definitely gotta grant this my patented "thumbz up" award. keep up the good work!