The red shader wasn't too difficult to approach; I used the Mental Ray "mi_car_paint" node. To create one, just open the Hypershade, go to create, mental ray materials, and select: "mi_car_paint_phen".
All I needed to change was the 'Base color' and 'Lit Color', to get something more red and orange with the reflections. This node has special options to setup a 'Flake Color' and 'Flake Weight', so you can fake different kinds of car paints. For this scene I went for a white Flake just so I could get better results with the lighting.
There is nothing too fancy about the glass texture; all I did was set a .250 reflectivity and 80% transparency, and the rest is all waiting on the quality of my HDR lightning and reflections. I started with a Global Illumination + Caustics settings, but after rendering a few passes of both versions, the "simple glass version" was looking much better.
The metal was default as well; just a normal blinn with .400 reflectivity, low diffuse, low eccentricity with a high specular roll off,Â and a dark grey for the colour.
The lighting was very simple; just one point light to generate the shadows and a sky dome with an HDR image to render the environment, reflections and to light up the scene in general.