All those small things that tell the actual story are the most important thing. I added the money and the high heel on the ground just to push the imagination of the viewer a bit more. I also tried to match the hole in the front window with the blood on the seat. The broken glass itself was made quite easily - I used a plugin called Advanced Painter (it's now implemented and comes as part of 3ds Max 2011) to paint some splines on top of the glass, made them renderable and assigned a glass material.
In the end everything was rendered with V-Ray. I also rendered an AO pass with mental ray. I don't rely much on post-production so I tried to get as close as possible to what I want straight from Max.
Finally, I made a simple composition in Fusion just to give it some life (Fig.10).
And here's the final image (Fig.11).
To conclude I want to give you some personal advice: always aim to implement a scenario in your projects. No matter what are you doing, whether it is a car or a character - it doesn't matter. There are so many cars on the internet that are rendered in studio setups and I can guarantee that most people are already sick of looking at them and it's not by any means because they are looking bad. It's not how good your model or texturing is - it's how well you present it. And in the end the ones that have something different about them, something that made them a bit unique, remain. I'm sure while reading this Making Of you remembered quite a few examples of interesting scenes already. So, good luck guys, hope you enjoyed this and I hope I've managed to help someone! Thanks for reading! Now get creative!
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