One thing that you see in this render that you dont see in the others is the specularity of the texture of the car decal. Let me explain better. The car's body has the same material( i assume you painted a texture map with all the sponsors, numbers and raice stripes on the same layer), the paint job should have a different material to the decals. The decals are normally plastic stickers applied over the paintwork. Therefore i assume they should have less washed out ( or different) specularity values when at an angle than the paint material.
Adding this variation would add that extra detail because it would seem strange to me to airbrush all the decals and then put a coat of clear over everything, especially on a racing car.
hmm yea didnt think of that ur right it looks odd with having a clear coat on the decals, but i used keyshot as a renderer and specular maps still aint supported in that engine :\ might get back to vray for that ha. thanks for that man
Well, i say specular, but i mean specular reflection so you can just have a different reflectivity map for the decals(does keyshot support that kind of thing?). I'm not familiar with keyshot so i may still be wasting my breath though