This work is a workflow research into HDRI usage and the need to have a proper dome and/or cube for model placement.
Both ways are mostly identical but the key difference is that the cube version can be edited in the geometry to better visualize the space, especially if the hdri is closer to 4 walls. The center is still the sweet spot but now you can actually use other places of the hdri, quickly and efficiently, and the lights adapt to the model and without too much distortion. This is also using backface culling for the camera, this way the camera doesn't get obstructed by the geometry.
Essencially, the floor is masked off to allow for specular and diffuse bounces and bump mapping, and everywhere else has emission. It is pretty neat and handy.
Safe to say this is only built for octane but the theory is there, all you need is the geometry, a mask and the HDRI. Don't forget to set the mapping to spherical!!!!
Credits to this modeller on sketchfab for the amazing delorean model: https://sketchfab.com/3d-models/dmc-delorean-motor-company-car-5b95bac14c834cb8a62ed77cd7fa6478
I touched up the textures to my own liking and standards and used a custom car paint shader.