Yoda, Lukep, Sanguine, Anayo: Thx a lot guys. Much appreciated!
Borgleader: Cheers man. Check your pm
Cyborg Dragon: Cheers!
NeoBloodline: Thanks mate. I know how you feel about interiors I like a bit of variation: one day a swimming pool; next day some sci-fi; next day a little ZBrush sculpting. It’s a good way to make sure I’ll never get REALLY good at any of those :-)))
KevinW: Thx for your comments man. Maybe you’re right about the detailing. The buildings in the foreground have a lot more details than those in the background, but yes, overall this is actually a pretty low-poly scene. I wanted to give it a dark look to emphasize the sunlight reflections on the wet metal. One problem is no two screens have the same settings, so it looks totally different depending on which computer I’m working on (here at work, it seems a lot darker than on my workstation).
By the way, there is some atmospheric scattering. It was done in post. That’s where BI comes in handy. I render a ZBuffer image and use it as a mask in PShop to apply lighter colours and lower contrast to the more distant buildings.You can do physically-correct atmospheric scattering straight in Indigo. It’s actually much lighter for light rays and such but it really slows down render times quite a bit!