When I was modeling the Blu-ray Case, I tried to keep in mind the option of creating a translucent plastic material inside a 3D application using such renderers as Vray, Brazil, Iray... So I made sureto construct the casing as a shell that was empty inside but still retained faces and volume much like a real Blu-ray Case. By doing this, It would allow artist to apply a translucent material to emulate the plastic seen on such cases. With the right lighting and Material settings, you can pull off a pretty convincing plastic look for the model.
For these samples, I used Vray materials, lights and renderer inside 3DS Max. Now this particular model as well as the DVD case included with the download, are UV mapped with multiple surfaces so that artists can apply different materials to different portions of the mesh for a more realistic look. In the case of the Blu-ray model, there are three material IDs( one for the sleeve, one for the casing and one for logo on the casing). Each ID was assigned its own Vray material which was attached to a multi-sub object material that was then assigned to the mesh. Each Vray material had its own properties making each portion of model unique and more realistic, in this scenario, I went for both reflective and refractive surfaces. The "diffuse" consisted of either a color or image depending on the surface. For reflections, I chose a dark grey for most surfaces. In Vray, reflections work by gray-scale the closer to black= less reflective and closer white= more reflective. This is then further defined by a glossiness. Glossiness can be likened to clarity, a value of "1" will yield seemingly opaque reflections. As the value decreases so will the clarity of reflections and specularity will increase, introducing "hot spots". So basically a value of "0.9" or less will muddy up your reflections increase your highlights. Now refractions work very similar, however, they control the translucency of an object, like glass. But again, closer to black= solid and closer to white= more like glass. Glossiness again plays a big role. Same math but different results. value of "1"= perfectly translucent, value of"0.9" or less= denser more opaque. Playing with these parameters can be time consuming but needed achieve the desired results. Increasing the samples of each parameter will increase the quality but also the render time, but not by much.
3DS Max 2012