See my ‘3rd gen RX-7’ post in ‘Finished Work’ - even though its supposed to be here in WIP - for an example of one of Madcow’s angmaps applied as a spherically wrapped image texture. (search elysiun forums for ‘angmap’ and you should find them)
I used object mapping with a null object so i could rotate the texture around the z axis to get the ‘interesting’ parts of the environment ‘reflecting’ in my panels.
If you just set the texture to a very low ‘Mix’ value e.g. 0.1 - you’ll get some pretty nice ‘faked’ environment reflections.
This is also combined in my renders with a ‘flat white environment/mid-grey floor’ to get the raytraced highlights. Also, i use very, very little specularity, and a fresnel shader on the car body.
Lighting is about 5 point lights scattered around the car, 2 higher-intensity and placed above the car as main illumination, and 3 lower intensity and placed quite close to the ground-plane around the car to avoid areas of hard shadow on the car itself and to add backlight.
Looking at your model I dont think you’ll be able to pull of convincing reflections right now, as in order to make them look ‘right’ your mesh must be really, really smooth - also, you must maintain panel curvature between panels as perfectly as possible or you get a ‘stairstep’ reflection band between panels which distracts the eye and makes a car look very rough - get that perfect straight reflection band and you can get away with a lot of other stuff though