Modeling Poly by Poly
I'll now illustrate a demonstration in 15 steps of how to use the poly-by-poly modeling method. I used a blueprint with four orthogonal views with good image resolution: Top, Front, Left or Right, and Back. Without blueprints it is much harder to achieve satisfactory results (Fig.10).

Fig. 10
Materials & Textures
In this project, I used textures that I found on the internet through a Google search. They were free to use and were not taken from stock image sites. I created most of the final textures in Photoshop CS2. I use this older version of the software because it's enough for my needs, and the process is the same for newer versions. The main textures have a resolution of 3000 by 3000 pixels, which gave sharper detail. The bump textures were used to create the feeling of depth in some details of the model. The textures used can be seen in Fig.11.

Fig. 11
Shaders & Settings
For the shaders I used a VRay Material with some adjusted parameters, as shown in Fig.12 and as follows:

Fig. 12
Car Shader
Diffuse
Diffuse: R: 0, G: 0, B: 0
Reflection
Reflect: R: 50, G: 50, B: 50 | Falloff: Black and White
Highlight glossiness: 1.0
Refl. glossiness: 0.98
Subdivs: 12
Refraction
Refract: R: 0, G: 0, B: 0
Glossiness: 1.0
Subdivs: 8
IOR: 1.6
BDRF
BRDF: Phong
Glass Shader
Diffuse
Diffuse: R: 0, G: 0, B: 0
Reflection
Reflect: R: 255, G: 255, B: 255
Highlight glossiness: 1.0
Refl. glossiness: 1.0
Subdivs: 12
Fresnel reflections: Enabled
Fresnel IOR: 2.0
Refraction
Refraction: R: 220, G: 200, B: 200
Glossiness: 1.0
Subdivs: 12
Use interpolation: Enabled
IOR: 1.0
BRDF
BRDF: Phong
Options
Reflect on back side: Enabled
Chrome Shader
Diffuse
Diffuse: R: 0, G: 0, B: 0
Reflection
Reflection: R: 171, G: 171, B: 171
Highlight glossiness: 0.98
Refl. glossiness: 0.96
Subdivs: 12
Refraction
Refraction: R: 0, G: 0, B: 0
Glossiness: 1.0
Subdivs: 8
IOR: 1.6
BRDF
BRDF: Phong