This scene is based on a tutorial from Ilja Shkonda. https://www.youtube.com/watch?v=smt_VgXHtiE
I tried to figure out materials, shaders and post-processing. And got some different result, which I like, but what's far away from some kind of "Perfect".
(Background image is from textures.com)
If weapons fall under "mature content", let me know :)
Yeah, for most thinks I (still) use BI's. Cycles I haven't used, because my knowledge wasn't that big (quicker/easier to use, and my Computer at that time hadn't the capacities for cycles.
Thank you for the reply. i am a big fan of procedural textures. I am more curious about the wood texture. I am a fan of using Blender Internal. Why did you choose BI over cycles for this?
Thank you, wanderingmonk7 :)
For the metal parts, I used some kind of material with the "mirror"-option ticked. The Value is set to 0.806. Fresnel is set to 0.070. Above the scene there is an "Emission"-Plane added, that shines on the scene.
The (slightly darker) material for the difficult theft is set to: mirror -> reflectivity 0.730 without Fresnel.
The handle has 4 different types of "rough"-leather textures wich are set to "both", 3 mixed with different "Musgrave"-settings, 1 mixed with a "Clouds"-setting. On all of them are normal geometry ticked on in different settings.
After all there is made some compositing, with sharpen, glare, screen, lens distortion, blur, multiplied with a "RGB Curve" and "Color Balance".
Great texture. Are you using a displacement and a normal or bump map to give the lighting more depth?