I modeled this StarWars Speeder in Maya. I tracked the sequence in Matchmover. I made some clean UV maps, then did some Art Deco style trims and texturing in Photoshop (via mia_x_passes). The speeder was then composited into a 2d plate with a mip_network, contribution maps and layers fed into an external compositing program. I have utilized many techniques here for clean and optimal pipeline work flow, including working in the correct colour space in regards to sRGB and linear sRGB for 8bit textures to 32bit output (when applicable), Utilization of the mip_rayswitch's and the mip_camera_map to further 32bit compositing capabilities. The use of the mip_Matteshadow combined with the mipRayswitch for clean pipline use with external compositing software. Utilizing advanced lighting concepts in regards to global illumination and final gather. I used pass contribution maps set up with the mip network in mind.