Below are more advanced renders using an occlusion render pass on top of a diffuse layer with colour textures. A sunlight simulation/ physical sky has also been used to demonstrate realistic daytime lighting. The renders where merged together using photoshop. The occlusion render was overlayed above the texture map.
A simple, low resolution occlusion render.
I prefer the second attempt above as it looks far more real in terms of lighting. The colours are more vivid and the contrast between light and shade enhances the for of the model. The reflections in the windows also bring a new dimension to the model.
Below is the first attempt at executing a couple of renders in order to create a professional looking 3D model and composite. I liked the way this first test attempt came out, until a fellow student showed me a different way to render the model and still achieve a better looking result in terms of quality. I learnt how to use the physical sky option which automatically recreates realistic sunlight lighting. We also touched on HDRI Maps for reflective surfaces using blinns for example for windows. We also went through the 3 point light setup to effectively light your model, by using a directional light cluster, a spot light and an ambient light. Although for the above composite I did not need to use any additional lights or have to use an HDRI Map, it was nice to learn something new.
The images below make up the initial test composite.
A high resolution occlusion pass.
A simple diffuse/ colour layer
The initial test composite consisting of the diffuse layer and an occlusion pass overlayed on top using Photoshop CS2.