The shading was relatively simple too, some texture maps linked to the glossiness spec on the glossy shader, some procedural noise to blend textures and multiple layers of gloss shaders controlled by fresnel and facing parameters for added realism
Hope u enjoy, comments & crits are welcome, show your opinions, it will be surely helpful!
Any questions feel free as aways
Your seat design is awesome, Sepultura! Awesome materials and beautiful lighting and compositing. Thanks as well for the explanation on how the nodes are setup! The leather looks real enough to touch (or taste!).
Awesome job, and the drum set is very cool as well!
The key for leather was blend slightly different patterns using procedural textures as the factor, and a second glossy shader for the subtle reflections linked to a fresnel parameter, assign different bump maps for each glossy/diffuse node was something interesting also to create nice irregularities