Optimize your topography, don’t make a dense mesh for a simple curved surface, such as a hood. Use as little polys as you can, it’ll make it much easier to tweak later. Also, the ‘smooth’ function is your friend.
Separate, separate, separate. You’re only giving yourself a bigger headache by modeling it all in one piece, that forces you to try and make unified topography for the entire shape of the car, which is NOT efficient.
Double-up edgeloops to make nice looking creases, especially around the headlight area.
I’d recommend modeling the lights, details and interior as separate objects. The interior as many separate objects, if you are going to go for a very realistic model, perhaps some shots of the interior or with the door open.
Alt+b will give you a view of a slice of the car, so you can fit the pieces together. H will hide selected verts, so you can work in the same area without selecting them. If the pieces are separate objects, you can use the outliner view to make some unselectable, which might help speed things up while you’re working.
Don’t forget to model a good looking blonde to lean against the finished car. Adds lots to the resale value…