Now it's time to discuss the Pontiac Eagle logo on the hood. There are a few simple steps. Start with an empty material slot and set it to Composite. As you may know, there's a Base Material in the composite box, which we should set to the Car Paint we just made. The next step is to take the Mat1 and set it to a Standard material. This material which comes completely over the Base Material would be the Eagle Sign. So let's keep it simple; use a Blinn shader with any color you desire. Now if you render you'll see the hood completely covered with the upper layer, the Standard material. The only thing we should do now is to mask this material over the Car Paint with a texture like this (Fig.09).
Click on the Opacity Map Channel and set it to Bitmap. Select the black and white eagle texture and then click on the Show Map In Viewport option to set the coordinates. The final step is to apply a UVW Map modifier to the hood object, with simple planar mapping. We can also use the same method for the tires. Here you can check out the material settings and the result achieved (Fig.10 - 12).
After setting the materials, it's time to set the scene for rendering our model.
We start with creating the light sources. Add a few MR Spots around the objects; I created one and copied a few more as instances, from different angles. For the white boxes, just create some boxes (or any other standard primitive) with this material. Assign a standard material to the objects, with the Self Illumination parameter set to 100, and a Falloff map for the diffuse channel. Then set both colors of Falloff to pure white, scroll sown to the Output tab and set the RGB Level Parameter a number greater than 1.5. And we're done here (Fig.13)!